Mercurial > sdl-ios-xcode
annotate Xcode/TemplatesForXcode/SDL Custom Cocoa Application/MyController.m @ 3230:816a7a65a59a
Fixed compiling SDL_fsaudio.c against fusionsound 1.0.0
author | Couriersud <couriersud@arcor.de> |
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date | Mon, 03 Aug 2009 18:07:31 +0000 |
parents | d63e9f5944ae |
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rev | line source |
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2207
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1 // |
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2 // MyController.m |
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3 // SDL Custom Cocoa App |
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4 // |
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5 // Created by Darrell Walisser on Fri Jul 18 2003. |
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6 // Copyright (c) 2003 __MyCompanyName__. All rights reserved. |
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7 // |
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8 |
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9 #import "MyController.h" |
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10 #import "SDL.h" |
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11 |
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12 id gController; |
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13 |
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14 @implementation MyController |
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15 |
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16 - (id)init |
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17 { |
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18 self = [ super init ]; |
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19 if (self) { |
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20 |
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21 _nSprites = 10; |
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22 _max_speed = 4; |
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23 _doFlip = 0; |
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24 _mem = NULL; |
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25 _screen = NULL; |
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26 _sprite_rects = NULL; |
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27 _positions = NULL; |
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28 _velocities = NULL; |
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29 _sprites_visible = 1; |
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30 _sprite_w = 0; |
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31 _sprite_h = 0; |
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32 _mouse_x = 0; |
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33 _mouse_y = 0; |
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34 } |
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35 |
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36 return self; |
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37 } |
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38 |
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39 - (void)setupCocoaWindow |
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40 { |
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41 // If you want the close button to send SDL_Quit, |
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42 // you can attach the SDL_QuartzWindowDelegate to the window |
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43 [ _window setDelegate: |
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44 [ [ [ SDL_QuartzWindowDelegate alloc ] init ] autorelease ] ]; |
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45 |
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46 // Make the window visible and the frontmost window |
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47 [ _window makeKeyAndOrderFront:nil ]; |
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48 |
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49 // Make the window accept passive motion events (when the button is released) |
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50 [ _window setAcceptsMouseMovedEvents:YES ]; |
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51 } |
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52 |
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53 - (void)setCocoaEnvironmentVariables |
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54 { |
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55 // Export cocoa objects to environment |
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56 // SDL will use these when you call SDL_SetVideoMode |
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57 |
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58 // The window must be visible when you call SDL_SetVideoMode, |
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59 // and the view must lie completely within the window. |
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60 // |
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61 // The width and height passed to SDL_SetVideoMode should match |
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62 // the width/height of the view (the window can be any size) |
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63 // |
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64 // For resizing to work, you must set the appropriate |
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65 // attributes on the window and view. Then the SDL_RESIZABLE |
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66 // flag will be set automatically |
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67 // |
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68 // SDL will retain a reference to the window, and |
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69 // will release it when unsetting the video mode |
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70 // |
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71 // The view is not retained (the window object manages this). |
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72 // |
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73 char buffer[256]; |
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74 printf ("NSWindow=%p\n", _window); |
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75 sprintf (buffer, "%d", (int)_window); |
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76 setenv ("SDL_NSWindowPointer", buffer, 1); |
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77 |
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78 printf ("NSQuickDrawView=%p\n", _view); |
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79 sprintf (buffer, "%d", (int)_view); |
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80 setenv ("SDL_NSQuickDrawViewPointer", buffer, 1); |
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81 |
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82 // Also tell SDL to pass keyboard events to Cocoa |
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83 // In this case, Cocoa will get the event before SDL_PollEvent returns it |
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84 // Note that mouse events (button, motion) will always be passed, regardless of this setting |
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85 setenv ("SDL_ENABLEAPPEVENTS", "1", 1); |
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86 } |
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87 |
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88 - (void)printFlags:(Uint32)flags withName:(const char*)name |
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89 { |
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90 printf ("%s", name); |
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91 |
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92 if (flags & SDL_SWSURFACE) |
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93 printf (" - SDL_SWSURFACE"); |
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94 if (flags & SDL_HWSURFACE) |
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95 printf (" - SDL_HWSURFACE"); |
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96 if (flags & SDL_ASYNCBLIT) |
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97 printf (" - SDL_ASYNCBLIT"); |
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98 if (flags & SDL_ANYFORMAT) |
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99 printf (" - SDL_ANYFORMAT"); |
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100 if (flags & SDL_HWPALETTE) |
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101 printf (" - SDL_HWPALETTE"); |
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102 if (flags & SDL_DOUBLEBUF) |
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103 printf (" - SDL_DOUBLEBUF"); |
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104 if (flags & SDL_FULLSCREEN) |
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105 printf (" - SDL_FULLSCREEN"); |
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106 if (flags & SDL_OPENGL) |
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107 printf (" - SDL_OPENGL"); |
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108 if (flags & SDL_OPENGLBLIT) |
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109 printf (" - SDL_OPENGLBLIT"); |
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110 if (flags & SDL_RESIZABLE) |
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111 printf (" - SDL_RESIZABLE"); |
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112 if (flags & SDL_NOFRAME) |
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113 printf (" - SDL_NOFRAME"); |
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114 |
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115 printf ("\n"); |
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116 } |
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117 // This is a way of telling whether or not to use hardware surfaces |
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118 // Note: this does nothing on Mac OS X at the moment - there is no |
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119 // hardware-accelerated blitting support. |
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120 - (Uint32)fastestFlags:(Uint32)flags :(int)width :(int)height :(int)bpp |
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121 { |
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122 const SDL_VideoInfo *info; |
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123 |
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124 // Hardware acceleration is only used in fullscreen mode |
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125 flags |= SDL_FULLSCREEN; |
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126 |
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127 // Check for various video capabilities |
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128 info = SDL_GetVideoInfo(); |
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129 if ( info->blit_hw_CC && info->blit_fill ) { |
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130 // We use accelerated colorkeying and color filling |
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131 flags |= SDL_HWSURFACE; |
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132 } |
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133 // If we have enough video memory, and will use accelerated |
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134 // blits directly to it, then use page flipping. |
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135 if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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136 |
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137 // Direct hardware blitting without double-buffering |
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138 // causes really bad flickering. |
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139 if ( info->video_mem*1024 > (height*width*bpp/8) ) { |
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140 flags |= SDL_DOUBLEBUF; |
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141 } else { |
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142 flags &= ~SDL_HWSURFACE; |
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143 } |
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144 } |
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145 |
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146 // Return the flags |
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147 return flags; |
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148 } |
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149 |
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150 - (int)loadSpriteFromFile:(const char*)file |
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151 { |
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152 SDL_Surface *temp; |
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153 |
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154 // Load the sprite image |
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155 _sprite = SDL_LoadBMP (file); |
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156 if ( _sprite == NULL ) { |
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157 fprintf (stderr, "Couldn't load %s: %s", file, SDL_GetError ()); |
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158 return (-1); |
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159 } |
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160 |
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161 // Set transparent pixel as the pixel at (0,0) |
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162 if ( _sprite->format->palette ) { |
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163 SDL_SetColorKey (_sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL), |
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164 *(Uint8 *)_sprite->pixels); |
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165 } |
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166 |
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167 /* Convert sprite to video format */ |
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168 temp = SDL_DisplayFormat (_sprite); |
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169 SDL_FreeSurface (_sprite); |
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170 if ( temp == NULL ) { |
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171 fprintf(stderr, "Couldn't convert background: %s\n", |
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172 SDL_GetError ()); |
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173 return (-1); |
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174 } |
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175 _sprite = temp; |
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176 |
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177 // We're ready to roll. :) |
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178 return 0; |
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179 } |
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180 |
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181 - (void)allocSprites |
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182 { |
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183 /* Allocate memory for the sprite info */ |
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184 _mem = (Uint8 *)malloc (4*sizeof(SDL_Rect)*_nSprites); |
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185 if ( _mem == NULL ) { |
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186 fprintf (stderr, "Out of memory!\n"); |
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187 exit (2); |
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188 } |
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189 |
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190 _sprite_rects = (SDL_Rect *)_mem; |
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191 _positions = _sprite_rects; |
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192 _sprite_rects += _nSprites; |
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193 _velocities = _sprite_rects; |
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194 _sprite_rects += _nSprites; |
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195 _sprite_w = _sprite->w; |
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196 _sprite_h = _sprite->h; |
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197 } |
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198 |
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199 - (void)freeSprites |
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200 { |
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201 free (_mem); |
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202 _mem = NULL; |
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203 } |
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204 |
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205 - (void)initSprites |
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206 { |
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207 // Give each sprite a random starting position and velocity |
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208 int i; |
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209 |
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210 srand(time(NULL)); |
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211 for ( i=0; i < _nSprites; ++i ) { |
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212 _positions[i].x = rand()%(_screen->w - _sprite->w); |
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213 _positions[i].y = rand()%(_screen->h - _sprite->h); |
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214 _positions[i].w = _sprite->w; |
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215 _positions[i].h = _sprite->h; |
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216 _velocities[i].x = 0; |
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217 _velocities[i].y = 0; |
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218 while ( ! _velocities[i].x && ! _velocities[i].y ) { |
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219 _velocities[i].x = (rand()%(_max_speed*2+1)) - _max_speed; |
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220 _velocities[i].y = (rand()%(_max_speed*2+1)) - _max_speed; |
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221 } |
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222 } |
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223 } |
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224 |
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225 - (void)moveSprites:(int)backgroundColor; |
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226 { |
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227 int i, nupdates; |
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228 SDL_Rect area, *position, *velocity; |
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229 |
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230 nupdates = 0; |
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231 // Erase all the sprites if necessary |
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232 if ( _sprites_visible ) { |
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233 SDL_FillRect (_screen, NULL, backgroundColor); |
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234 } |
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235 |
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236 // Move the sprite, bounce at the wall, and draw |
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237 for ( i=0; i < _nSprites; ++i ) { |
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238 position = &_positions[i]; |
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239 velocity = &_velocities[i]; |
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240 position->x += velocity->x; |
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241 if ( (position->x < 0) || (position->x >= (_screen->w - _sprite_w)) ) { |
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242 velocity->x = -velocity->x; |
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243 position->x += velocity->x; |
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244 } |
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245 position->y += velocity->y; |
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246 if ( (position->y < 0) || (position->y >= (_screen->h - _sprite_w)) ) { |
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247 velocity->y = -velocity->y; |
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248 position->y += velocity->y; |
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249 } |
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250 |
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251 // Blit the sprite onto the screen |
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252 area = *position; |
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253 SDL_BlitSurface (_sprite, NULL, _screen, &area); |
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254 _sprite_rects[nupdates++] = area; |
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255 } |
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256 |
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257 // Update the screen! |
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258 if ( _doFlip ) { |
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259 SDL_Flip (_screen); |
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260 } else { |
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261 SDL_UpdateRects (_screen, nupdates, _sprite_rects); |
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262 } |
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263 |
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264 _sprites_visible = 1; |
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265 } |
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266 |
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267 - (int)run:(int)argc argv:(char*[])argv |
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268 { |
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269 int width, height; |
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270 Uint8 video_bpp; |
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271 Uint32 videoflags; |
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272 Uint32 background; |
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273 int done; |
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274 SDL_Event event; |
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275 Uint32 then, now, frames; |
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276 |
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277 // Initialize SDL |
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278 if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) { |
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279 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
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280 exit (1); |
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281 } |
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282 atexit(SDL_Quit); |
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283 |
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284 videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; |
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285 width = 640; |
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286 height = 480; |
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287 video_bpp = 8; |
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288 while ( argc > 1 ) { |
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289 --argc; |
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290 if ( strcmp(argv[argc-1], "-width") == 0 ) { |
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291 width = atoi (argv[argc]); |
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292 --argc; |
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293 } else |
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294 if ( strcmp(argv[argc-1], "-height") == 0 ) { |
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295 height = atoi (argv[argc]); |
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296 --argc; |
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297 } else |
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298 if ( strcmp(argv[argc-1], "-bpp") == 0 ) { |
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299 video_bpp = atoi (argv[argc]); |
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300 videoflags &= ~SDL_ANYFORMAT; |
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301 --argc; |
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302 } else |
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303 if ( strcmp (argv[argc], "-fast") == 0 ) { |
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304 videoflags = [ self fastestFlags:videoflags :width :height :video_bpp ]; |
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305 } else |
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306 if ( strcmp (argv[argc], "-hw") == 0 ) { |
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307 videoflags ^= SDL_HWSURFACE; |
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308 } else |
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309 if ( strcmp (argv[argc], "-flip") == 0 ) { |
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310 videoflags ^= SDL_DOUBLEBUF; |
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311 } else |
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312 if ( strcmp (argv[argc], "-fullscreen") == 0 ) { |
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313 videoflags ^= SDL_FULLSCREEN; |
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314 } else |
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315 if ( isdigit(argv[argc][0]) ) { |
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316 _nSprites = atoi (argv[argc]); |
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317 } else { |
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318 fprintf (stderr, |
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319 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numSprites]\n", |
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320 argv[0]); |
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321 exit (1); |
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322 } |
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323 } |
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324 |
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325 // The width/height passed to SDL_SetVideoMode should match the size of the NSView |
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326 width = [ _view frame ].size.width; |
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327 height = [ _view frame ].size.height; |
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328 videoflags &= ~SDL_FULLSCREEN; // this only for windowed mode |
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329 if ( [ _window styleMask ] & NSResizableWindowMask ) // enable resizable window |
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330 videoflags |= SDL_RESIZABLE; |
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331 [ self setupCocoaWindow ]; |
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332 [ self setCocoaEnvironmentVariables ]; |
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333 _mouse_x = width/2; |
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334 _mouse_y = width/2; |
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335 |
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336 // Set video mode |
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337 _screen = SDL_SetVideoMode (width, height, video_bpp, videoflags); |
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338 if ( ! _screen ) { |
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339 fprintf (stderr, "Couldn't set %dx%d video mode: %s\n", |
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340 width, height, SDL_GetError()); |
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341 exit (2); |
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342 } |
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343 |
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344 // Print out surface info |
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345 [ self printFlags:videoflags withName:"Requested flags: " ]; |
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346 [ self printFlags:_screen->flags withName:"Got flags: " ]; |
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347 |
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348 // Load the sprite |
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349 // The sprite is located in the Resources section of the .app bundle. |
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350 // SDL does not seem aware of bundle paths, so we must construct the path manually. |
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351 NSString* resource_path = [[NSBundle mainBundle] resourcePath]; |
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352 NSString* icon_path = [resource_path stringByAppendingString:@"/icon.bmp"]; |
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353 if ( [ self loadSpriteFromFile:[icon_path UTF8String] ] < 0 ) { |
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354 exit (1); |
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355 } |
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356 |
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357 [ self allocSprites ]; |
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358 [ self initSprites ]; |
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359 |
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360 background = SDL_MapRGB (_screen->format, 0x00, 0x00, 0x00); |
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361 |
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362 // Print out information about our surfaces |
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363 printf("Screen is at %d bits per pixel\n", _screen->format->BitsPerPixel); |
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364 if ( (_screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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365 printf ("Screen is in video memory\n"); |
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366 } else { |
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367 printf ("Screen is in system memory\n"); |
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368 } |
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369 if ( (_screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { |
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370 printf ("Screen has double-buffering enabled\n"); |
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371 } |
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372 if ( (_sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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373 printf ("Sprite is in video memory\n"); |
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374 } else { |
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375 printf ("Sprite is in system memory\n"); |
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376 } |
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377 |
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378 // Run a sample blit to trigger blit acceleration |
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379 { |
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380 SDL_Rect dst; |
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381 dst.x = 0; |
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382 dst.y = 0; |
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383 dst.w = _sprite->w; |
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384 dst.h = _sprite->h; |
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385 SDL_BlitSurface (_sprite, NULL, _screen, &dst); |
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386 SDL_FillRect (_screen, &dst, background); |
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387 } |
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388 if ( (_sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) { |
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389 printf("Sprite blit uses hardware acceleration\n"); |
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390 } |
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391 if ( (_sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) { |
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392 printf("Sprite blit uses RLE acceleration\n"); |
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393 } |
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394 |
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395 // Loop, blitting sprites and waiting for a keystroke |
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396 frames = 0; |
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397 then = SDL_GetTicks(); |
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398 done = 0; |
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399 _sprites_visible = 0; |
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400 while ( !done ) { |
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401 // Check for events |
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402 ++frames; |
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403 while ( SDL_PollEvent(&event) ) { |
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404 switch (event.type) { |
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405 |
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406 case SDL_VIDEORESIZE: |
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407 |
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408 // Recreate the video mode. Use the same bpp and flags |
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409 // that the original window was created with |
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410 _screen = SDL_SetVideoMode (event.resize.w, event.resize.h, |
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411 video_bpp, videoflags); |
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412 |
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413 // Clear screen and reinit sprite positions |
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414 SDL_FillRect (_screen, NULL, 0); |
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415 [ self initSprites ]; |
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416 break; |
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417 |
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418 case SDL_MOUSEMOTION: |
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419 |
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420 _velocities[_nSprites-1].x = 0; |
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421 _velocities[_nSprites-1].y = 0; |
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422 _positions[_nSprites-1].x = event.motion.x - _sprite->w/2; |
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423 _positions[_nSprites-1].y = event.motion.y - _sprite->h/2; |
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424 //printf ("motion: %d %d\n", event.motion.x, event.motion.y); |
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425 break; |
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426 |
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427 case SDL_MOUSEBUTTONDOWN: |
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428 |
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429 _velocities[_nSprites-1].x = 0; |
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430 _velocities[_nSprites-1].y = 0; |
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431 _positions[_nSprites-1].x = event.button.x; |
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432 _positions[_nSprites-1].y = event.button.y; |
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433 //printf ("button: %d %d\n", event.button.x, event.button.y); |
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434 break; |
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435 |
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436 case SDL_KEYDOWN: |
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437 |
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438 // Escape also quits the app |
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439 if (event.key.keysym.sym == SDLK_ESCAPE) |
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440 done = 1; |
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441 |
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442 // Control-W warps the cursor |
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443 if (event.key.keysym.sym == SDLK_w && |
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444 ( SDL_GetModState () & KMOD_LCTRL ) ) |
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445 SDL_WarpMouse (_screen->w/2, _screen->h/2); |
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446 |
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447 // Control-G toggles input grabbing |
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448 if (event.key.keysym.sym == SDLK_g && |
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449 ( SDL_GetModState () & KMOD_LCTRL ) ) |
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450 if ( SDL_WM_GrabInput (SDL_GRAB_QUERY) == SDL_GRAB_OFF ) |
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451 SDL_WM_GrabInput (SDL_GRAB_ON); |
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452 else |
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453 SDL_WM_GrabInput (SDL_GRAB_OFF); |
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454 break; |
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455 |
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456 case SDL_QUIT: |
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457 done = 1; |
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458 break; |
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459 default: |
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460 break; |
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461 } |
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462 } |
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463 |
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464 // Draw sprites |
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465 [ self moveSprites:background ]; |
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466 |
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467 // Update fps counter every 100 frames |
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468 if ((frames % 100) == 0) { |
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469 now = SDL_GetTicks (); |
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470 [ _framesPerSecond setFloatValue:((float)frames*1000)/(now-then) ]; |
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471 frames = 0; |
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472 then = now; |
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473 } |
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474 } |
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475 [ self freeSprites ]; |
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476 SDL_FreeSurface (_sprite); |
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477 |
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478 SDL_Quit (); |
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479 return 0; |
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480 } |
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481 |
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482 - (IBAction)changeNumberOfSprites:(id)sender |
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483 { |
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484 [ _numSprites setIntValue:[ sender intValue ] ]; |
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485 [ self freeSprites ]; |
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486 _nSprites = [ sender intValue ]; |
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487 [ self allocSprites ]; |
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488 [ self initSprites ]; |
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489 SDL_FillRect (_screen, NULL, 0); |
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490 SDL_Flip (_screen); |
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491 } |
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492 |
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493 - (IBAction)selectUpdateMode:(id)sender |
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494 { |
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495 _doFlip = ![ sender selectedRow ]; // row is 0 or 1 |
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496 } |
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497 |
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498 @end |
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499 |
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500 int main(int argc, char *argv[]) |
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501 { |
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502 // Hand off to instance of MyController |
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503 // This instance is created when SDLMain.nib is loaded, |
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504 // and the global variable is set in [SDLMain applicationDidFinishLaunching:] |
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505 return [ gController run:argc argv:argv ]; |
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506 } |