Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 1920:8a162bfdc838
Convert SDL_malloc to SDL_calloc if appropriate, slightly faster on operating systems which map the zero page for memory allocations.
OpenGL renderer in progress
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 22 Jul 2006 08:33:18 +0000 |
parents | 3f54b3ec5a07 |
children | a788656ca29a |
rev | line source |
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1895
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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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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Streamlined the API a bit and optimized the software renderer.
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4 #include <stdio.h> |
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5 #include <time.h> |
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6 |
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7 #include "common.h" |
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8 |
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9 #define NUM_SPRITES 100 |
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10 #define MAX_SPEED 1 |
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11 #define BACKGROUND 0x00A0A0A0 |
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12 |
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13 static CommonState *state; |
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14 static int num_sprites; |
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15 static SDL_TextureID *sprites; |
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16 static SDL_Rect *positions; |
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17 static SDL_Rect *velocities; |
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18 static int sprite_w, sprite_h; |
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19 static SDL_TextureBlendMode blendMode = SDL_TextureBlendMode_Mask; |
1917
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20 static SDL_TextureScaleMode scaleMode = SDL_TextureScaleMode_None; |
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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 (sprites) { |
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27 SDL_free(sprites); |
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28 } |
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29 if (positions) { |
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30 SDL_free(positions); |
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31 } |
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32 if (velocities) { |
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33 SDL_free(velocities); |
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34 } |
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35 CommonQuit(state); |
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36 exit(rc); |
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37 } |
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38 |
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39 int |
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40 LoadSprite(char *file) |
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41 { |
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42 int i; |
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43 SDL_Surface *temp; |
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44 |
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45 /* Load the sprite image */ |
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46 temp = SDL_LoadBMP(file); |
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47 if (temp == NULL) { |
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48 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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49 return (-1); |
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50 } |
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51 sprite_w = temp->w; |
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52 sprite_h = temp->h; |
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53 |
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54 /* Set transparent pixel as the pixel at (0,0) */ |
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55 if (temp->format->palette) { |
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56 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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57 } |
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58 |
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59 /* Create textures from the image */ |
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60 for (i = 0; i < state->num_windows; ++i) { |
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61 SDL_SelectRenderer(state->windows[i]); |
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62 sprites[i] = |
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63 SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp); |
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64 if (!sprites[i]) { |
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65 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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66 SDL_FreeSurface(temp); |
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67 return (-1); |
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68 } |
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69 } |
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70 SDL_FreeSurface(temp); |
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71 |
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72 /* We're ready to roll. :) */ |
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73 return (0); |
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74 } |
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75 |
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76 void |
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77 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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78 { |
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79 int i, n; |
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80 int window_w, window_h; |
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81 SDL_Rect area, *position, *velocity; |
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82 |
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83 SDL_SelectRenderer(window); |
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84 |
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85 /* Query the sizes */ |
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86 SDL_GetWindowSize(window, &window_w, &window_h); |
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87 |
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88 /* Move the sprite, bounce at the wall, and draw */ |
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89 n = 0; |
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90 SDL_RenderFill(NULL, BACKGROUND); |
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91 for (i = 0; i < num_sprites; ++i) { |
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92 position = &positions[i]; |
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93 velocity = &velocities[i]; |
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94 position->x += velocity->x; |
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95 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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96 velocity->x = -velocity->x; |
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97 position->x += velocity->x; |
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98 } |
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99 position->y += velocity->y; |
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100 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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101 velocity->y = -velocity->y; |
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102 position->y += velocity->y; |
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103 } |
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104 |
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105 /* Blit the sprite onto the screen */ |
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106 SDL_RenderCopy(sprite, NULL, position, blendMode, scaleMode); |
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107 } |
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108 |
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109 /* Update the screen! */ |
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110 SDL_RenderPresent(); |
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111 } |
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112 |
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113 int |
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114 main(int argc, char *argv[]) |
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115 { |
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116 int i, done; |
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117 SDL_Event event; |
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118 Uint32 then, now, frames; |
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119 |
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120 /* Initialize parameters */ |
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121 num_sprites = NUM_SPRITES; |
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122 |
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123 /* Initialize test framework */ |
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124 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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125 if (!state) { |
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126 return 1; |
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127 } |
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128 for (i = 1; i < argc;) { |
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129 int consumed; |
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130 |
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131 consumed = CommonArg(state, i); |
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132 if (consumed == 0) { |
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133 consumed = -1; |
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134 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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135 if (argv[i + 1]) { |
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136 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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137 blendMode = SDL_TextureBlendMode_None; |
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138 consumed = 2; |
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139 } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
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140 blendMode = SDL_TextureBlendMode_Mask; |
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141 consumed = 2; |
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142 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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143 blendMode = SDL_TextureBlendMode_Blend; |
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144 consumed = 2; |
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145 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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146 blendMode = SDL_TextureBlendMode_Add; |
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147 consumed = 2; |
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148 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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149 blendMode = SDL_TextureBlendMode_Mod; |
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150 consumed = 2; |
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151 } |
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152 } |
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153 } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
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154 if (argv[i + 1]) { |
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155 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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156 scaleMode = SDL_TextureScaleMode_None; |
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157 consumed = 2; |
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158 } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
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159 scaleMode = SDL_TextureScaleMode_Fast; |
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160 consumed = 2; |
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161 } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
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162 scaleMode = SDL_TextureScaleMode_Slow; |
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163 consumed = 2; |
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164 } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
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165 scaleMode = SDL_TextureScaleMode_Best; |
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166 consumed = 2; |
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167 } |
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168 } |
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169 } else if (SDL_isdigit(*argv[i])) { |
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170 num_sprites = SDL_atoi(argv[i]); |
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171 consumed = 1; |
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172 } |
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173 } |
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174 if (consumed < 0) { |
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175 fprintf(stderr, |
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176 "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best]", |
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177 argv[0], CommonUsage(state)); |
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178 quit(1); |
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179 } |
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180 i += consumed; |
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181 } |
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182 if (!CommonInit(state)) { |
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183 quit(2); |
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184 } |
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185 |
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186 /* Create the windows, initialize the renderers, and load the textures */ |
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187 sprites = |
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188 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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189 if (!sprites) { |
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190 fprintf(stderr, "Out of memory!\n"); |
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191 quit(2); |
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192 } |
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193 for (i = 0; i < state->num_windows; ++i) { |
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194 SDL_SelectRenderer(state->windows[i]); |
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195 SDL_RenderFill(NULL, BACKGROUND); |
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196 } |
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197 if (LoadSprite("icon.bmp") < 0) { |
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198 quit(2); |
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199 } |
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200 |
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201 /* Allocate memory for the sprite info */ |
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202 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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203 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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204 if (!positions || !velocities) { |
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205 fprintf(stderr, "Out of memory!\n"); |
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206 quit(2); |
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207 } |
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208 srand(time(NULL)); |
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209 if (scaleMode != SDL_TextureScaleMode_None) { |
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210 sprite_w += sprite_w / 2; |
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211 sprite_h += sprite_h / 2; |
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212 } |
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213 for (i = 0; i < num_sprites; ++i) { |
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214 positions[i].x = rand() % (state->window_w - sprite_w); |
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215 positions[i].y = rand() % (state->window_h - sprite_h); |
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216 positions[i].w = sprite_w; |
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217 positions[i].h = sprite_h; |
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218 velocities[i].x = 0; |
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219 velocities[i].y = 0; |
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220 while (!velocities[i].x && !velocities[i].y) { |
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221 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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222 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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223 } |
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224 } |
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225 |
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226 /* Main render loop */ |
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227 frames = 0; |
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228 then = SDL_GetTicks(); |
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229 done = 0; |
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230 while (!done) { |
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231 /* Check for events */ |
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232 ++frames; |
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233 while (SDL_PollEvent(&event)) { |
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234 CommonEvent(state, &event, &done); |
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235 switch (event.type) { |
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236 case SDL_WINDOWEVENT: |
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237 switch (event.window.event) { |
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238 case SDL_WINDOWEVENT_EXPOSED: |
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239 SDL_SelectRenderer(event.window.windowID); |
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240 SDL_RenderFill(NULL, BACKGROUND); |
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241 break; |
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242 } |
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243 break; |
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244 default: |
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245 break; |
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246 } |
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247 } |
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248 for (i = 0; i < state->num_windows; ++i) { |
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249 MoveSprites(state->windows[i], sprites[i]); |
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250 } |
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251 } |
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252 |
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253 /* Print out some timing information */ |
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254 now = SDL_GetTicks(); |
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255 if (now > then) { |
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256 printf("%2.2f frames per second\n", |
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257 ((double) frames * 1000) / (now - then)); |
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258 } |
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259 quit(0); |
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260 } |
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261 |
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262 /* vi: set ts=4 sw=4 expandtab: */ |