Mercurial > sdl-ios-xcode
annotate test/testalpha.c @ 1674:7688a73b25b1 SDL-1.3
Finishing up keyboard code revamp, at least for now...
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 11 Jun 2006 05:27:10 +0000 |
parents | 4da1ee79c9af |
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rev | line source |
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0 | 1 |
2 /* Simple program: Fill a colormap with gray and stripe it down the screen, | |
3 Then move an alpha valued sprite around the screen. | |
4 */ | |
5 | |
6 #include <stdio.h> | |
7 #include <stdlib.h> | |
8 #include <string.h> | |
9 #include <math.h> | |
10 | |
11 #include "SDL.h" | |
12 | |
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13 #define FRAME_TICKS (1000/30) /* 30 frames/second */ |
0 | 14 |
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15 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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16 static void |
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17 quit(int rc) |
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18 { |
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19 SDL_Quit(); |
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20 exit(rc); |
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21 } |
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22 |
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23 /* Fill the screen with a gradient */ |
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24 static void |
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25 FillBackground(SDL_Surface * screen) |
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26 { |
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27 Uint8 *buffer; |
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28 Uint16 *buffer16; |
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29 Uint16 color; |
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30 Uint8 gradient; |
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31 int i, k; |
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32 |
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33 /* Set the surface pixels and refresh! */ |
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34 if (SDL_LockSurface(screen) < 0) { |
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35 fprintf(stderr, "Couldn't lock the display surface: %s\n", |
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36 SDL_GetError()); |
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37 quit(2); |
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38 } |
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39 buffer = (Uint8 *) screen->pixels; |
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40 if (screen->format->BytesPerPixel != 2) { |
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41 for (i = 0; i < screen->h; ++i) { |
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42 memset(buffer, (i * 255) / screen->h, |
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43 screen->w * screen->format->BytesPerPixel); |
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44 buffer += screen->pitch; |
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45 } |
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46 } else { |
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47 for (i = 0; i < screen->h; ++i) { |
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48 gradient = ((i * 255) / screen->h); |
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49 color = |
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50 (Uint16) SDL_MapRGB(screen->format, gradient, gradient, |
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51 gradient); |
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52 buffer16 = (Uint16 *) buffer; |
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53 for (k = 0; k < screen->w; k++) { |
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54 *(buffer16 + k) = color; |
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55 } |
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56 buffer += screen->pitch; |
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57 } |
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58 } |
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59 |
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60 SDL_UnlockSurface(screen); |
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61 SDL_UpdateRect(screen, 0, 0, 0, 0); |
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62 } |
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63 |
0 | 64 /* Create a "light" -- a yellowish surface with variable alpha */ |
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65 SDL_Surface * |
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66 CreateLight(int radius) |
0 | 67 { |
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68 Uint8 trans, alphamask; |
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69 int range, addition; |
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70 int xdist, ydist; |
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71 Uint16 x, y; |
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72 Uint16 skip; |
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73 Uint32 pixel; |
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74 SDL_Surface *light; |
0 | 75 |
76 #ifdef LIGHT_16BIT | |
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77 Uint16 *buf; |
0 | 78 |
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79 /* Create a 16 (4/4/4/4) bpp square with a full 4-bit alpha channel */ |
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80 /* Note: this isn't any faster than a 32 bit alpha surface */ |
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81 alphamask = 0x0000000F; |
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82 light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2 * radius, 2 * radius, 16, |
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83 0x0000F000, 0x00000F00, 0x000000F0, |
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84 alphamask); |
0 | 85 #else |
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86 Uint32 *buf; |
0 | 87 |
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88 /* Create a 32 (8/8/8/8) bpp square with a full 8-bit alpha channel */ |
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89 alphamask = 0x000000FF; |
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90 light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2 * radius, 2 * radius, 32, |
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91 0xFF000000, 0x00FF0000, 0x0000FF00, |
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92 alphamask); |
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93 if (light == NULL) { |
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94 fprintf(stderr, "Couldn't create light: %s\n", SDL_GetError()); |
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95 return (NULL); |
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96 } |
0 | 97 #endif |
98 | |
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99 /* Fill with a light yellow-orange color */ |
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100 skip = light->pitch - (light->w * light->format->BytesPerPixel); |
0 | 101 #ifdef LIGHT_16BIT |
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102 buf = (Uint16 *) light->pixels; |
0 | 103 #else |
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104 buf = (Uint32 *) light->pixels; |
0 | 105 #endif |
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106 /* Get a tranparent pixel value - we'll add alpha later */ |
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107 pixel = SDL_MapRGBA(light->format, 0xFF, 0xDD, 0x88, 0); |
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108 for (y = 0; y < light->h; ++y) { |
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109 for (x = 0; x < light->w; ++x) { |
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110 *buf++ = pixel; |
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111 } |
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112 buf += skip; /* Almost always 0, but just in case... */ |
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113 } |
0 | 114 |
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115 /* Calculate alpha values for the surface. */ |
0 | 116 #ifdef LIGHT_16BIT |
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117 buf = (Uint16 *) light->pixels; |
0 | 118 #else |
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119 buf = (Uint32 *) light->pixels; |
0 | 120 #endif |
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121 for (y = 0; y < light->h; ++y) { |
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122 for (x = 0; x < light->w; ++x) { |
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123 /* Slow distance formula (from center of light) */ |
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124 xdist = x - (light->w / 2); |
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125 ydist = y - (light->h / 2); |
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126 range = (int) sqrt(xdist * xdist + ydist * ydist); |
0 | 127 |
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128 /* Scale distance to range of transparency (0-255) */ |
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129 if (range > radius) { |
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130 trans = alphamask; |
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131 } else { |
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132 /* Increasing transparency with distance */ |
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133 trans = (Uint8) ((range * alphamask) / radius); |
0 | 134 |
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135 /* Lights are very transparent */ |
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136 addition = (alphamask + 1) / 8; |
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137 if ((int) trans + addition > alphamask) { |
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138 trans = alphamask; |
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139 } else { |
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140 trans += addition; |
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141 } |
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142 } |
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143 /* We set the alpha component as the right N bits */ |
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144 *buf++ |= (255 - trans); |
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145 } |
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146 buf += skip; /* Almost always 0, but just in case... */ |
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147 } |
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148 /* Enable RLE acceleration of this alpha surface */ |
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149 SDL_SetAlpha(light, SDL_SRCALPHA | SDL_RLEACCEL, 0); |
0 | 150 |
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151 /* We're done! */ |
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152 return (light); |
0 | 153 } |
154 | |
155 static Uint32 flashes = 0; | |
156 static Uint32 flashtime = 0; | |
157 | |
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158 void |
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159 FlashLight(SDL_Surface * screen, SDL_Surface * light, int x, int y) |
0 | 160 { |
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161 SDL_Rect position; |
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162 Uint32 ticks1; |
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163 Uint32 ticks2; |
0 | 164 |
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165 /* Easy, center light */ |
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166 position.x = x - (light->w / 2); |
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167 position.y = y - (light->h / 2); |
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168 position.w = light->w; |
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169 position.h = light->h; |
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170 ticks1 = SDL_GetTicks(); |
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171 SDL_BlitSurface(light, NULL, screen, &position); |
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172 ticks2 = SDL_GetTicks(); |
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173 SDL_UpdateRects(screen, 1, &position); |
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174 ++flashes; |
0 | 175 |
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176 /* Update time spend doing alpha blitting */ |
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177 flashtime += (ticks2 - ticks1); |
0 | 178 } |
179 | |
180 static int sprite_visible = 0; | |
181 static SDL_Surface *sprite; | |
182 static SDL_Surface *backing; | |
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183 static SDL_Rect position; |
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184 static int x_vel, y_vel; |
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185 static int alpha_vel; |
0 | 186 |
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187 int |
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188 LoadSprite(SDL_Surface * screen, char *file) |
0 | 189 { |
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190 SDL_Surface *converted; |
0 | 191 |
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192 /* Load the sprite image */ |
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193 sprite = SDL_LoadBMP(file); |
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194 if (sprite == NULL) { |
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195 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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196 return (-1); |
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197 } |
0 | 198 |
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199 /* Set transparent pixel as the pixel at (0,0) */ |
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200 if (sprite->format->palette) { |
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201 SDL_SetColorKey(sprite, SDL_SRCCOLORKEY, *(Uint8 *) sprite->pixels); |
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202 } |
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203 |
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204 /* Convert sprite to video format */ |
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205 converted = SDL_DisplayFormat(sprite); |
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206 SDL_FreeSurface(sprite); |
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207 if (converted == NULL) { |
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208 fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); |
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209 return (-1); |
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210 } |
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211 sprite = converted; |
0 | 212 |
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213 /* Create the background */ |
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214 backing = SDL_CreateRGBSurface(SDL_SWSURFACE, sprite->w, sprite->h, 8, |
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215 0, 0, 0, 0); |
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216 if (backing == NULL) { |
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217 fprintf(stderr, "Couldn't create background: %s\n", SDL_GetError()); |
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218 SDL_FreeSurface(sprite); |
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219 return (-1); |
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220 } |
0 | 221 |
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222 /* Convert background to video format */ |
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223 converted = SDL_DisplayFormat(backing); |
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224 SDL_FreeSurface(backing); |
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225 if (converted == NULL) { |
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226 fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); |
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227 SDL_FreeSurface(sprite); |
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228 return (-1); |
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229 } |
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230 backing = converted; |
0 | 231 |
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232 /* Set the initial position of the sprite */ |
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233 position.x = (screen->w - sprite->w) / 2; |
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234 position.y = (screen->h - sprite->h) / 2; |
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235 position.w = sprite->w; |
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236 position.h = sprite->h; |
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237 x_vel = 0; |
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238 y_vel = 0; |
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239 alpha_vel = 1; |
0 | 240 |
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241 /* We're ready to roll. :) */ |
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242 return (0); |
0 | 243 } |
244 | |
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245 void |
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246 AttractSprite(Uint16 x, Uint16 y) |
0 | 247 { |
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248 x_vel = ((int) x - position.x) / 10; |
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249 y_vel = ((int) y - position.y) / 10; |
0 | 250 } |
251 | |
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252 void |
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253 MoveSprite(SDL_Surface * screen, SDL_Surface * light) |
0 | 254 { |
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255 SDL_Rect updates[2]; |
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256 int alpha; |
0 | 257 |
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258 /* Erase the sprite if it was visible */ |
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259 if (sprite_visible) { |
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260 updates[0] = position; |
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261 SDL_BlitSurface(backing, NULL, screen, &updates[0]); |
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262 } else { |
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263 updates[0].x = 0; |
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264 updates[0].y = 0; |
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265 updates[0].w = 0; |
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266 updates[0].h = 0; |
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267 sprite_visible = 1; |
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268 } |
0 | 269 |
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270 /* Since the sprite is off the screen, we can do other drawing |
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271 without being overwritten by the saved area behind the sprite. |
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272 */ |
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273 if (light != NULL) { |
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274 int x, y; |
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275 |
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276 SDL_GetMouseState(&x, &y); |
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277 FlashLight(screen, light, x, y); |
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278 } |
0 | 279 |
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280 /* Move the sprite, bounce at the wall */ |
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281 position.x += x_vel; |
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282 if ((position.x < 0) || (position.x >= screen->w)) { |
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283 x_vel = -x_vel; |
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284 position.x += x_vel; |
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285 } |
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286 position.y += y_vel; |
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287 if ((position.y < 0) || (position.y >= screen->h)) { |
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288 y_vel = -y_vel; |
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289 position.y += y_vel; |
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290 } |
0 | 291 |
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292 /* Update transparency (fade in and out) */ |
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293 alpha = sprite->format->alpha; |
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294 if ((alpha + alpha_vel) < 0) { |
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295 alpha_vel = -alpha_vel; |
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296 } else if ((alpha + alpha_vel) > 255) { |
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297 alpha_vel = -alpha_vel; |
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298 } |
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299 SDL_SetAlpha(sprite, SDL_SRCALPHA, (Uint8) (alpha + alpha_vel)); |
0 | 300 |
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301 /* Save the area behind the sprite */ |
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302 updates[1] = position; |
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303 SDL_BlitSurface(screen, &updates[1], backing, NULL); |
0 | 304 |
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305 /* Blit the sprite onto the screen */ |
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306 updates[1] = position; |
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307 SDL_BlitSurface(sprite, NULL, screen, &updates[1]); |
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308 |
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309 /* Make it so! */ |
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310 SDL_UpdateRects(screen, 2, updates); |
0 | 311 } |
312 | |
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313 void |
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314 WarpSprite(SDL_Surface * screen, int x, int y) |
0 | 315 { |
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316 SDL_Rect updates[2]; |
0 | 317 |
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318 /* Erase, move, Draw, update */ |
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319 updates[0] = position; |
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320 SDL_BlitSurface(backing, NULL, screen, &updates[0]); |
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321 position.x = x - sprite->w / 2; /* Center about X */ |
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322 position.y = y - sprite->h / 2; /* Center about Y */ |
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323 updates[1] = position; |
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324 SDL_BlitSurface(screen, &updates[1], backing, NULL); |
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325 updates[1] = position; |
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326 SDL_BlitSurface(sprite, NULL, screen, &updates[1]); |
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327 SDL_UpdateRects(screen, 2, updates); |
0 | 328 } |
329 | |
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330 int |
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331 main(int argc, char *argv[]) |
0 | 332 { |
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333 const SDL_VideoInfo *info; |
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334 SDL_Surface *screen; |
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335 int w, h; |
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336 Uint8 video_bpp; |
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337 Uint32 videoflags; |
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338 int i, done; |
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339 SDL_Event event; |
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340 SDL_Surface *light; |
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341 int mouse_pressed; |
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342 Uint32 ticks, lastticks; |
691
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343 |
0 | 344 |
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345 /* Initialize SDL */ |
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346 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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347 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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348 return (1); |
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349 } |
0 | 350 |
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351 /* Alpha blending doesn't work well at 8-bit color */ |
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352 #ifdef _WIN32_WCE |
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353 /* Pocket PC */ |
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354 w = 240; |
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355 h = 320; |
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356 #else |
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357 w = 640; |
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358 h = 480; |
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359 #endif |
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360 info = SDL_GetVideoInfo(); |
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361 if (info->vfmt->BitsPerPixel > 8) { |
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362 video_bpp = info->vfmt->BitsPerPixel; |
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363 } else { |
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364 video_bpp = 16; |
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365 fprintf(stderr, "forced 16 bpp mode\n"); |
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366 } |
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367 videoflags = SDL_SWSURFACE; |
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368 for (i = 1; argv[i]; ++i) { |
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369 if (strcmp(argv[i], "-bpp") == 0) { |
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370 video_bpp = atoi(argv[++i]); |
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371 if (video_bpp <= 8) { |
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372 video_bpp = 16; |
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373 fprintf(stderr, "forced 16 bpp mode\n"); |
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374 } |
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375 } else if (strcmp(argv[i], "-hw") == 0) { |
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376 videoflags |= SDL_HWSURFACE; |
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377 } else if (strcmp(argv[i], "-warp") == 0) { |
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378 videoflags |= SDL_HWPALETTE; |
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379 } else if (strcmp(argv[i], "-width") == 0 && argv[i + 1]) { |
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380 w = atoi(argv[++i]); |
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381 } else if (strcmp(argv[i], "-height") == 0 && argv[i + 1]) { |
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382 h = atoi(argv[++i]); |
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383 } else if (strcmp(argv[i], "-resize") == 0) { |
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384 videoflags |= SDL_RESIZABLE; |
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385 } else if (strcmp(argv[i], "-noframe") == 0) { |
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386 videoflags |= SDL_NOFRAME; |
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387 } else if (strcmp(argv[i], "-fullscreen") == 0) { |
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388 videoflags |= SDL_FULLSCREEN; |
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389 } else { |
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390 fprintf(stderr, |
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391 "Usage: %s [-width N] [-height N] [-bpp N] [-warp] [-hw] [-fullscreen]\n", |
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392 argv[0]); |
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393 quit(1); |
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394 } |
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395 } |
0 | 396 |
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397 /* Set video mode */ |
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398 if ((screen = SDL_SetVideoMode(w, h, video_bpp, videoflags)) == NULL) { |
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399 fprintf(stderr, "Couldn't set %dx%dx%d video mode: %s\n", |
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400 w, h, video_bpp, SDL_GetError()); |
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401 quit(2); |
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402 } |
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403 FillBackground(screen); |
0 | 404 |
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405 /* Create the light */ |
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406 light = CreateLight(82); |
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407 if (light == NULL) { |
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408 quit(1); |
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409 } |
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410 |
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411 /* Load the sprite */ |
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412 if (LoadSprite(screen, "icon.bmp") < 0) { |
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413 SDL_FreeSurface(light); |
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414 quit(1); |
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415 } |
0 | 416 |
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417 /* Print out information about our surfaces */ |
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418 printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel); |
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419 if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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420 printf("Screen is in video memory\n"); |
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421 } else { |
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422 printf("Screen is in system memory\n"); |
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423 } |
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424 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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425 printf("Screen has double-buffering enabled\n"); |
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426 } |
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427 if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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428 printf("Sprite is in video memory\n"); |
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429 } else { |
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430 printf("Sprite is in system memory\n"); |
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431 } |
0 | 432 |
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433 /* Run a sample blit to trigger blit acceleration */ |
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434 MoveSprite(screen, NULL); |
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435 if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) { |
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436 printf("Sprite blit uses hardware alpha acceleration\n"); |
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437 } else { |
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438 printf("Sprite blit dosn't uses hardware alpha acceleration\n"); |
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439 } |
886
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440 |
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441 /* Set a clipping rectangle to clip the outside edge of the screen */ |
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442 { |
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443 SDL_Rect clip; |
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444 clip.x = 32; |
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445 clip.y = 32; |
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446 clip.w = screen->w - (2 * 32); |
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447 clip.h = screen->h - (2 * 32); |
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448 SDL_SetClipRect(screen, &clip); |
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449 } |
0 | 450 |
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451 /* Wait for a keystroke */ |
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452 lastticks = SDL_GetTicks(); |
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453 done = 0; |
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454 mouse_pressed = 0; |
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455 while (!done) { |
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456 /* Update the frame -- move the sprite */ |
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457 if (mouse_pressed) { |
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458 MoveSprite(screen, light); |
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459 mouse_pressed = 0; |
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460 } else { |
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461 MoveSprite(screen, NULL); |
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462 } |
0 | 463 |
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464 /* Slow down the loop to 30 frames/second */ |
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465 ticks = SDL_GetTicks(); |
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466 if ((ticks - lastticks) < FRAME_TICKS) { |
0 | 467 #ifdef CHECK_SLEEP_GRANULARITY |
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468 fprintf(stderr, "Sleeping %d ticks\n", |
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469 FRAME_TICKS - (ticks - lastticks)); |
0 | 470 #endif |
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471 SDL_Delay(FRAME_TICKS - (ticks - lastticks)); |
0 | 472 #ifdef CHECK_SLEEP_GRANULARITY |
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473 fprintf(stderr, "Slept %d ticks\n", (SDL_GetTicks() - ticks)); |
0 | 474 #endif |
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475 } |
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476 lastticks = ticks; |
0 | 477 |
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478 /* Check for events */ |
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479 while (SDL_PollEvent(&event)) { |
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480 switch (event.type) { |
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481 case SDL_VIDEORESIZE: |
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482 screen = |
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483 SDL_SetVideoMode(event.resize.w, event.resize.h, |
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484 video_bpp, videoflags); |
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485 if (screen) { |
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486 FillBackground(screen); |
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487 } |
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488 break; |
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489 /* Attract sprite while mouse is held down */ |
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490 case SDL_MOUSEMOTION: |
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491 if (event.motion.state != 0) { |
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492 AttractSprite(event.motion.x, event.motion.y); |
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493 mouse_pressed = 1; |
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494 } |
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495 break; |
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496 case SDL_MOUSEBUTTONDOWN: |
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497 if (event.button.button == 1) { |
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498 AttractSprite(event.button.x, event.button.y); |
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499 mouse_pressed = 1; |
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500 } else { |
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501 SDL_Rect area; |
0 | 502 |
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503 area.x = event.button.x - 16; |
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504 area.y = event.button.y - 16; |
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505 area.w = 32; |
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506 area.h = 32; |
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507 SDL_FillRect(screen, &area, 0); |
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508 SDL_UpdateRects(screen, 1, &area); |
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509 } |
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510 break; |
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511 case SDL_KEYDOWN: |
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512 if (event.key.keysym.sym == SDLK_ESCAPE) { |
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513 done = 1; |
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514 } |
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515 break; |
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516 case SDL_QUIT: |
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517 done = 1; |
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518 break; |
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519 default: |
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520 break; |
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521 } |
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522 } |
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523 } |
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524 SDL_FreeSurface(light); |
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525 SDL_FreeSurface(sprite); |
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526 SDL_FreeSurface(backing); |
0 | 527 |
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528 /* Print out some timing information */ |
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529 if (flashes > 0) { |
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530 printf("%d alpha blits, ~%4.4f ms per blit\n", |
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531 flashes, (float) flashtime / flashes); |
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532 } |
1151
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Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
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533 |
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534 SDL_Quit(); |
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535 return (0); |
0 | 536 } |