Mercurial > sdl-ios-xcode
annotate test/nds-test-progs/sprite/source/testsprite.c @ 2960:91708bc14aab
It's probably not worth pushing palettized textures. The memory optimization
isn't worth the effort on modern hardware with the sorts of games that would
be using the SDL 1.3 texture API.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 02 Jan 2009 09:27:36 +0000 |
parents | 204be4fc2726 |
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rev | line source |
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1 /* Simple program: Move N sprites around on the screen as fast as possible */ |
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2 |
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3 #include <stdlib.h> |
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4 #include <stdio.h> |
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5 #include <time.h> |
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6 #include <math.h> |
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7 #include <fat.h> |
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8 #include <SDL/SDL.h> |
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9 |
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10 #define NUM_SPRITES 10 |
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11 #define MAX_SPEED 1 |
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12 |
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13 SDL_Surface *sprite; |
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14 int numsprites; |
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15 SDL_Rect *sprite_rects; |
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16 SDL_Rect *positions; |
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17 SDL_Rect *velocities; |
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18 int sprites_visible; |
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19 int debug_flip; |
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20 Uint16 sprite_w, sprite_h; |
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21 |
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22 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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23 static void |
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24 quit(int rc) |
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25 { |
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26 SDL_Quit(); |
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27 exit(rc); |
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28 } |
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29 |
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30 int |
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31 LoadSprite(char *file) |
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32 { |
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33 SDL_Surface *temp; |
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34 |
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35 /* Load the sprite image */ |
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36 sprite = SDL_LoadBMP(file); |
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37 if (sprite == NULL) { |
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38 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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39 return (-1); |
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40 } |
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41 |
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42 /* Set transparent pixel as the pixel at (0,0) */ |
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43 if (sprite->format->palette) { |
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44 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL), |
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45 *(Uint8 *) sprite->pixels); |
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46 } |
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47 |
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48 /* Convert sprite to video format */ |
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49 temp = SDL_DisplayFormat(sprite); |
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50 SDL_FreeSurface(sprite); |
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51 if (temp == NULL) { |
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52 fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); |
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53 return (-1); |
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54 } |
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55 sprite = temp; |
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56 |
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57 /* We're ready to roll. :) */ |
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58 return (0); |
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59 } |
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60 |
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61 void |
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62 MoveSprites(SDL_Surface * screen, Uint32 background) |
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63 { |
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64 int i, nupdates; |
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65 SDL_Rect area, *position, *velocity; |
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66 |
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67 nupdates = 0; |
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68 /* Erase all the sprites if necessary */ |
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69 if (sprites_visible) { |
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70 SDL_FillRect(screen, NULL, background); |
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71 } |
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72 |
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73 /* Move the sprite, bounce at the wall, and draw */ |
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74 for (i = 0; i < numsprites; ++i) { |
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75 position = &positions[i]; |
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76 velocity = &velocities[i]; |
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77 position->x += velocity->x; |
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78 if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) { |
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79 velocity->x = -velocity->x; |
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80 position->x += velocity->x; |
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81 } |
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82 position->y += velocity->y; |
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83 if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) { |
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84 velocity->y = -velocity->y; |
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85 position->y += velocity->y; |
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86 } |
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87 |
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88 /* Blit the sprite onto the screen */ |
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89 area = *position; |
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90 SDL_BlitSurface(sprite, NULL, screen, &area); |
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91 sprite_rects[nupdates++] = area; |
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92 } |
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93 |
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94 if (debug_flip) { |
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95 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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96 static int t = 0; |
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97 |
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98 Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0); |
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99 SDL_Rect r; |
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100 r.x = t; |
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101 /* (sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20); */ |
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102 r.y = 0; |
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103 r.w = 20; |
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104 r.h = screen->h; |
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105 |
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106 SDL_FillRect(screen, &r, color); |
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107 t += 2; |
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108 } |
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109 } |
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110 |
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111 /* Update the screen! */ |
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112 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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113 SDL_Flip(screen); |
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114 } else { |
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115 SDL_UpdateRects(screen, nupdates, sprite_rects); |
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116 } |
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117 sprites_visible = 1; |
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118 } |
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119 |
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120 /* This is a way of telling whether or not to use hardware surfaces */ |
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121 Uint32 |
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122 FastestFlags(Uint32 flags, int width, int height, int bpp) |
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123 { |
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124 const SDL_VideoInfo *info; |
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125 |
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126 /* Hardware acceleration is only used in fullscreen mode */ |
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127 flags |= SDL_FULLSCREEN; |
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128 |
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129 /* Check for various video capabilities */ |
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130 info = SDL_GetVideoInfo(); |
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131 if (info->blit_hw_CC && info->blit_fill) { |
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132 /* We use accelerated colorkeying and color filling */ |
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133 flags |= SDL_HWSURFACE; |
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134 } |
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135 /* If we have enough video memory, and will use accelerated |
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136 blits directly to it, then use page flipping. |
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137 */ |
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138 if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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139 /* Direct hardware blitting without double-buffering |
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140 causes really bad flickering. |
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141 */ |
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142 if (info->video_mem * 1024 > (height * width * bpp / 8)) { |
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143 flags |= SDL_DOUBLEBUF; |
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144 } else { |
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145 flags &= ~SDL_HWSURFACE; |
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146 } |
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147 } |
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148 |
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149 /* Return the flags */ |
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150 return (flags); |
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151 } |
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152 |
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153 int |
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154 main(int argc, char *argv[]) |
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155 { |
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156 SDL_Surface *screen; |
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157 Uint8 *mem; |
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158 int width, height; |
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159 Uint8 video_bpp; |
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160 Uint32 videoflags; |
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161 Uint32 background; |
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162 int i, done; |
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163 SDL_Event event; |
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164 Uint32 then, now, frames; |
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165 |
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166 consoleDemoInit(); |
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167 puts("Hello world! Initializing FAT..."); |
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168 fatInitDefault(); |
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169 /* Initialize SDL */ |
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170 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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171 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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172 return (1); |
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173 } |
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174 puts("* initialized SDL"); |
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175 |
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176 numsprites = NUM_SPRITES; |
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177 videoflags = SDL_SWSURFACE /*| SDL_ANYFORMAT */ ; |
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178 width = 256; |
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179 height = 192; |
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180 video_bpp = 15; |
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181 debug_flip = 0; |
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182 while (argc > 1) { |
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183 --argc; |
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184 if (strcmp(argv[argc - 1], "-width") == 0) { |
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185 width = atoi(argv[argc]); |
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186 --argc; |
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187 } else if (strcmp(argv[argc - 1], "-height") == 0) { |
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188 height = atoi(argv[argc]); |
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189 --argc; |
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190 } else if (strcmp(argv[argc - 1], "-bpp") == 0) { |
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191 video_bpp = atoi(argv[argc]); |
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192 videoflags &= ~SDL_ANYFORMAT; |
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193 --argc; |
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194 } else if (strcmp(argv[argc], "-fast") == 0) { |
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195 videoflags = FastestFlags(videoflags, width, height, video_bpp); |
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196 } else if (strcmp(argv[argc], "-hw") == 0) { |
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197 videoflags ^= SDL_HWSURFACE; |
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198 } else if (strcmp(argv[argc], "-flip") == 0) { |
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199 videoflags ^= SDL_DOUBLEBUF; |
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200 } else if (strcmp(argv[argc], "-debugflip") == 0) { |
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201 debug_flip ^= 1; |
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202 } else if (strcmp(argv[argc], "-fullscreen") == 0) { |
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203 videoflags ^= SDL_FULLSCREEN; |
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204 } else if (isdigit(argv[argc][0])) { |
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205 numsprites = atoi(argv[argc]); |
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206 } else { |
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207 fprintf(stderr, |
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208 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", |
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209 argv[0]); |
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210 quit(1); |
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211 } |
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212 } |
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213 |
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214 /* Set video mode */ |
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215 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); |
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216 if (!screen) { |
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217 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", |
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218 width, height, SDL_GetError()); |
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219 quit(2); |
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220 } |
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221 screen->flags &= ~SDL_PREALLOC; |
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222 puts("* set video mode"); |
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223 |
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224 /* Load the sprite */ |
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225 if (LoadSprite("icon.bmp") < 0) { |
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226 quit(1); |
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227 } |
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228 puts("* loaded sprite"); |
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229 |
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230 /* Allocate memory for the sprite info */ |
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231 mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites); |
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232 if (mem == NULL) { |
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233 SDL_FreeSurface(sprite); |
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234 fprintf(stderr, "Out of memory!\n"); |
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235 quit(2); |
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236 } |
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237 sprite_rects = (SDL_Rect *) mem; |
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238 positions = sprite_rects; |
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239 sprite_rects += numsprites; |
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240 velocities = sprite_rects; |
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241 sprite_rects += numsprites; |
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242 sprite_w = sprite->w; |
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243 sprite_h = sprite->h; |
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244 srand(time(NULL)); |
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245 for (i = 0; i < numsprites; ++i) { |
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246 positions[i].x = rand() % (screen->w - sprite_w); |
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247 positions[i].y = rand() % (screen->h - sprite_h); |
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248 positions[i].w = sprite->w; |
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249 positions[i].h = sprite->h; |
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250 velocities[i].x = 0; |
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251 velocities[i].y = 0; |
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252 while (!velocities[i].x && !velocities[i].y) { |
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253 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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254 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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255 } |
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256 } |
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257 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); |
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258 |
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259 /* Print out information about our surfaces */ |
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260 printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel); |
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261 if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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262 printf("Screen is in video memory\n"); |
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263 } else { |
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264 printf("Screen is in system memory\n"); |
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265 } |
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266 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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267 printf("Screen has double-buffering enabled\n"); |
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268 } |
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269 if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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270 printf("Sprite is in video memory\n"); |
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271 } else { |
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272 printf("Sprite is in system memory\n"); |
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273 } |
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274 /* Run a sample blit to trigger blit acceleration */ |
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275 { |
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276 SDL_Rect dst; |
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277 dst.x = 0; |
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278 dst.y = 0; |
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279 dst.w = sprite->w; |
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280 dst.h = sprite->h; |
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281 SDL_BlitSurface(sprite, NULL, screen, &dst); |
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282 SDL_FillRect(screen, &dst, background); |
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283 } |
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284 if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) { |
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285 printf("Sprite blit uses hardware acceleration\n"); |
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286 } |
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287 if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) { |
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288 printf("Sprite blit uses RLE acceleration\n"); |
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289 } |
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290 |
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291 /* Loop, blitting sprites and waiting for a keystroke */ |
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292 frames = 0; |
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293 then = SDL_GetTicks(); |
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294 done = 0; |
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295 sprites_visible = 0; |
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296 puts("hello!"); |
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297 while (!done) { |
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298 /* Check for events */ |
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299 ++frames; |
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300 printf("."); |
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301 swiWaitForVBlank(); |
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302 MoveSprites(screen, background); |
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303 } |
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304 puts("goodbye!"); |
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305 SDL_FreeSurface(sprite); |
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306 free(mem); |
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307 |
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308 /* Print out some timing information */ |
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309 now = SDL_GetTicks(); |
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310 if (now > then) { |
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311 printf("%2.2f frames per second\n", |
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312 ((double) frames * 1000) / (now - then)); |
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313 } |
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314 SDL_Quit(); |
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315 return (0); |
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316 } |