annotate test/testsprite2.c @ 1716:6ab5e712e642 SDL-1.3

The screen/shadow surface flags are no longer needed
author Sam Lantinga <slouken@libsdl.org>
date Mon, 26 Jun 2006 20:32:54 +0000
parents 931d111e737a
children 6c63fc2bd986
rev   line source
1706
1577404809f0 Added a multi-window version of testsprite using the new API.
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1 /* Simple program: Move N sprites around on the screen as fast as possible */
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2
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3 #include <stdlib.h>
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4 #include <time.h>
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5
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6 #include "SDL.h"
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7
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8 #define NUM_WINDOWS 2
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9 #define WINDOW_W 640
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10 #define WINDOW_H 480
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11 #define NUM_SPRITES 100
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12 #define MAX_SPEED 1
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13
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14 static int num_windows;
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15 static int num_sprites;
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16 static SDL_WindowID *windows;
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17 static SDL_TextureID *sprites;
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18 static SDL_Rect *positions;
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19 static SDL_Rect *velocities;
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20 static int sprite_w, sprite_h;
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21
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22 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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23 static void
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24 quit(int rc)
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25 {
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26 if (windows) {
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27 SDL_free(windows);
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28 }
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29 if (sprites) {
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30 SDL_free(sprites);
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31 }
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32 if (positions) {
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33 SDL_free(positions);
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34 }
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35 if (velocities) {
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36 SDL_free(velocities);
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37 }
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38 SDL_Quit();
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39 exit(rc);
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40 }
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41
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42 int
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43 LoadSprite(char *file)
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44 {
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45 int i;
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46 SDL_Surface *temp;
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47
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48 /* Load the sprite image */
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49 temp = SDL_LoadBMP(file);
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50 if (temp == NULL) {
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51 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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52 return (-1);
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53 }
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54 sprite_w = temp->w;
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55 sprite_h = temp->h;
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56
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57 /* Set transparent pixel as the pixel at (0,0) */
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58 if (temp->format->palette) {
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59 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels);
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60 }
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61
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62 /* Create textures from the image */
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63 for (i = 0; i < num_windows; ++i) {
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64 SDL_SelectRenderer(windows[i]);
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65 sprites[i] =
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66 SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp);
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67 if (!sprites[i]) {
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68 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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69 SDL_FreeSurface(temp);
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70 return (-1);
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71 }
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72 }
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73 SDL_FreeSurface(temp);
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74
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75 /* We're ready to roll. :) */
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76 return (0);
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77 }
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78
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79 void
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80 MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
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81 {
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82 int i, n;
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83 int window_w, window_h;
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84 SDL_Rect area, *position, *velocity;
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85
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86 SDL_SelectRenderer(window);
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87
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88 SDL_RenderFill(NULL, 0);
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89
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90 /* Query the sizes */
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91 SDL_GetWindowSize(window, &window_w, &window_h);
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92
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93 /* Move the sprite, bounce at the wall, and draw */
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94 n = 0;
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95 for (i = 0; i < num_sprites; ++i) {
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96 position = &positions[i];
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97 velocity = &velocities[i];
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98 position->x += velocity->x;
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99 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
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100 velocity->x = -velocity->x;
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101 position->x += velocity->x;
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102 }
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103 position->y += velocity->y;
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104 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) {
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105 velocity->y = -velocity->y;
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106 position->y += velocity->y;
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107 }
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108
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109 /* Blit the sprite onto the screen */
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110 SDL_RenderCopy(sprite, NULL, position, SDL_TextureBlendMode_Mask,
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111 SDL_TextureScaleMode_None);
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112 }
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113
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114 /* Update the screen! */
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115 SDL_RenderPresent();
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116 }
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117
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118 int
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119 main(int argc, char *argv[])
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120 {
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121 int window_w, window_h;
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122 int i, done;
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123 SDL_Event event;
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124 Uint32 then, now, frames;
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125
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126 /* Initialize SDL */
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127 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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128 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
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129 return (1);
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130 }
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131
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132 num_windows = NUM_WINDOWS;
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133 num_sprites = NUM_SPRITES;
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134 window_w = WINDOW_W;
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135 window_h = WINDOW_H;
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136 while (argc > 1) {
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137 --argc;
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138 if (strcmp(argv[argc - 1], "-width") == 0) {
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139 window_w = atoi(argv[argc]);
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140 --argc;
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141 } else if (strcmp(argv[argc - 1], "-height") == 0) {
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142 window_h = atoi(argv[argc]);
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143 --argc;
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144 } else if (isdigit(argv[argc][0])) {
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145 num_sprites = atoi(argv[argc]);
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146 } else {
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147 fprintf(stderr,
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148 "Usage: %s [-width] [-height] [numsprites]\n", argv[0]);
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149 quit(1);
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150 }
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151 }
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152
1707
57ce47f033a5 Passing NULL to SDL_SetDisplayMode() will set the desktop mode.
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153 /* Set the desktop mode, we don't care what it is */
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154 if (SDL_SetDisplayMode(NULL) < 0) {
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155 fprintf(stderr, "Couldn't set display mode: %s\n", SDL_GetError());
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156 quit(2);
1706
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157 }
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158
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159 /* Create the windows, initialize the renderers, and load the textures */
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160 windows = (SDL_WindowID *) SDL_malloc(num_windows * sizeof(*windows));
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161 sprites = (SDL_TextureID *) SDL_malloc(num_windows * sizeof(*sprites));
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162 if (!windows || !sprites) {
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163 fprintf(stderr, "Out of memory!\n");
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164 quit(2);
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165 }
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166 for (i = 0; i < num_windows; ++i) {
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167 char title[32];
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168
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169 SDL_snprintf(title, sizeof(title), "testsprite %d", i + 1);
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170 windows[i] =
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171 SDL_CreateWindow(title, -1, -1, window_w, window_h,
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172 SDL_WINDOW_SHOWN);
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173 if (!windows[i]) {
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174 fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
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175 quit(2);
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176 }
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177
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178 if (SDL_CreateRenderer(windows[i], -1, 0) < 0) {
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179 fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
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180 quit(2);
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181 }
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182 }
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183 if (LoadSprite("icon.bmp") < 0) {
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184 quit(2);
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185 }
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186
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187 /* Allocate memory for the sprite info */
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188 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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189 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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190 if (!positions || !velocities) {
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191 fprintf(stderr, "Out of memory!\n");
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192 quit(2);
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193 }
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194 srand(time(NULL));
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195 for (i = 0; i < num_sprites; ++i) {
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196 positions[i].x = rand() % (window_w - sprite_w);
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197 positions[i].y = rand() % (window_h - sprite_h);
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198 positions[i].w = sprite_w;
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199 positions[i].h = sprite_h;
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200 velocities[i].x = 0;
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201 velocities[i].y = 0;
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202 while (!velocities[i].x && !velocities[i].y) {
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203 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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204 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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205 }
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206 }
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207
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208 /* Loop, blitting sprites and waiting for a keystroke */
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209 frames = 0;
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210 then = SDL_GetTicks();
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211 done = 0;
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212 while (!done) {
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213 /* Check for events */
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214 ++frames;
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215 while (SDL_PollEvent(&event)) {
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216 switch (event.type) {
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217 case SDL_KEYDOWN:
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218 /* Any keypress quits the app... */
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219 case SDL_QUIT:
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220 done = 1;
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221 break;
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222 default:
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223 break;
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224 }
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225 }
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226 for (i = 0; i < num_windows; ++i) {
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227 MoveSprites(windows[i], sprites[i]);
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228 }
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229 }
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230
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231 /* Print out some timing information */
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232 now = SDL_GetTicks();
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233 if (now > then) {
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diff changeset
234 printf("%2.2f frames per second\n",
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diff changeset
235 ((double) frames * 1000) / (now - then));
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diff changeset
236 }
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237 quit(0);
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diff changeset
238 }
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239
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240 /* vi: set ts=4 sw=4 expandtab: */