Mercurial > sdl-ios-xcode
annotate test/testsprite.c @ 4393:9afe12fb4c41 SDL-1.2
Fixed bug #901
Tim Angus 2009-12-11 11:45:46 PST
Disable mouse event generation when state is not SDL_APPMOUSEFOCUS
If a Windows SDL application is minimised by using alt-tab, SDL_APPMOUSEFOCUS
is lost as part of the minimisation. Unfortunately, the directx driver doesn't
pay any attention to this state when generating mouse button events, so
clicking on the Desktop can cause mouse clicks in the SDL application, while
it's still minimised. The attached patch fixes this. It looks much more
complicated than it actually is due to indentation; here it is ignoring
whitespace:
tma@abraxas:~/sources/SDL-1.2-svn$ svn diff -x -b
Index: src/video/windx5/SDL_dx5events.c
===================================================================
--- src/video/windx5/SDL_dx5events.c (revision 5376)
+++ src/video/windx5/SDL_dx5events.c (working copy)
@@ -374,10 +374,9 @@
if ( !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
mouse_lost = 1;
ClipCursor(NULL);
- }
-
+ } else {
/* If the mouse was lost, regain some sense of mouse state */
- if ( mouse_lost && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
+ if ( mouse_lost ) {
POINT mouse_pos;
Uint8 old_state;
Uint8 new_state;
@@ -548,6 +547,7 @@
if ( xrel || yrel ) {
post_mouse_motion(1, xrel, yrel);
}
+ }
}
/* The main Win32 event handler */
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 14 Dec 2009 22:41:31 +0000 |
parents | 4d241ea8a1cd |
children | 782fd950bd46 c121d94672cb |
rev | line source |
---|---|
0 | 1 /* Simple program: Move N sprites around on the screen as fast as possible */ |
2 | |
3 #include <stdio.h> | |
4 #include <stdlib.h> | |
5 #include <string.h> | |
6 #include <ctype.h> | |
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7 #include <math.h> |
0 | 8 #include <time.h> |
9 | |
10 #include "SDL.h" | |
11 | |
12 #define NUM_SPRITES 100 | |
13 #define MAX_SPEED 1 | |
14 | |
15 SDL_Surface *sprite; | |
16 int numsprites; | |
17 SDL_Rect *sprite_rects; | |
18 SDL_Rect *positions; | |
19 SDL_Rect *velocities; | |
20 int sprites_visible; | |
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21 int debug_flip; |
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22 Uint16 sprite_w, sprite_h; |
0 | 23 |
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24 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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25 static void quit(int rc) |
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26 { |
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27 SDL_Quit(); |
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28 exit(rc); |
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29 } |
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30 |
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31 int LoadSprite(char *file) |
0 | 32 { |
33 SDL_Surface *temp; | |
34 | |
35 /* Load the sprite image */ | |
36 sprite = SDL_LoadBMP(file); | |
37 if ( sprite == NULL ) { | |
38 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); | |
39 return(-1); | |
40 } | |
41 | |
42 /* Set transparent pixel as the pixel at (0,0) */ | |
43 if ( sprite->format->palette ) { | |
44 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL), | |
45 *(Uint8 *)sprite->pixels); | |
46 } | |
47 | |
48 /* Convert sprite to video format */ | |
49 temp = SDL_DisplayFormat(sprite); | |
50 SDL_FreeSurface(sprite); | |
51 if ( temp == NULL ) { | |
52 fprintf(stderr, "Couldn't convert background: %s\n", | |
53 SDL_GetError()); | |
54 return(-1); | |
55 } | |
56 sprite = temp; | |
57 | |
58 /* We're ready to roll. :) */ | |
59 return(0); | |
60 } | |
61 | |
62 void MoveSprites(SDL_Surface *screen, Uint32 background) | |
63 { | |
64 int i, nupdates; | |
65 SDL_Rect area, *position, *velocity; | |
66 | |
67 nupdates = 0; | |
68 /* Erase all the sprites if necessary */ | |
69 if ( sprites_visible ) { | |
70 SDL_FillRect(screen, NULL, background); | |
71 } | |
72 | |
73 /* Move the sprite, bounce at the wall, and draw */ | |
74 for ( i=0; i<numsprites; ++i ) { | |
75 position = &positions[i]; | |
76 velocity = &velocities[i]; | |
77 position->x += velocity->x; | |
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78 if ( (position->x < 0) || (position->x >= (screen->w - sprite_w)) ) { |
0 | 79 velocity->x = -velocity->x; |
80 position->x += velocity->x; | |
81 } | |
82 position->y += velocity->y; | |
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83 if ( (position->y < 0) || (position->y >= (screen->h - sprite_w)) ) { |
0 | 84 velocity->y = -velocity->y; |
85 position->y += velocity->y; | |
86 } | |
87 | |
88 /* Blit the sprite onto the screen */ | |
89 area = *position; | |
90 SDL_BlitSurface(sprite, NULL, screen, &area); | |
91 sprite_rects[nupdates++] = area; | |
92 } | |
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 = (sin((float)t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w-20); |
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101 r.y = 0; |
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102 r.w = 20; |
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103 r.h = screen->h; |
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104 |
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105 SDL_FillRect (screen, &r, color); |
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106 t+=2; |
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107 } |
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108 } |
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109 |
0 | 110 /* Update the screen! */ |
111 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { | |
112 SDL_Flip(screen); | |
113 } else { | |
114 SDL_UpdateRects(screen, nupdates, sprite_rects); | |
115 } | |
116 sprites_visible = 1; | |
117 } | |
118 | |
119 /* This is a way of telling whether or not to use hardware surfaces */ | |
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120 Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp) |
0 | 121 { |
122 const SDL_VideoInfo *info; | |
123 | |
124 /* Hardware acceleration is only used in fullscreen mode */ | |
125 flags |= SDL_FULLSCREEN; | |
126 | |
127 /* Check for various video capabilities */ | |
128 info = SDL_GetVideoInfo(); | |
129 if ( info->blit_hw_CC && info->blit_fill ) { | |
130 /* We use accelerated colorkeying and color filling */ | |
131 flags |= SDL_HWSURFACE; | |
132 } | |
133 /* If we have enough video memory, and will use accelerated | |
134 blits directly to it, then use page flipping. | |
135 */ | |
136 if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { | |
137 /* Direct hardware blitting without double-buffering | |
138 causes really bad flickering. | |
139 */ | |
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140 if ( info->video_mem*1024 > (height*width*bpp/8) ) { |
0 | 141 flags |= SDL_DOUBLEBUF; |
142 } else { | |
143 flags &= ~SDL_HWSURFACE; | |
144 } | |
145 } | |
146 | |
147 /* Return the flags */ | |
148 return(flags); | |
149 } | |
150 | |
151 int main(int argc, char *argv[]) | |
152 { | |
153 SDL_Surface *screen; | |
154 Uint8 *mem; | |
155 int width, height; | |
156 Uint8 video_bpp; | |
157 Uint32 videoflags; | |
158 Uint32 background; | |
159 int i, done; | |
160 SDL_Event event; | |
161 Uint32 then, now, frames; | |
162 | |
163 /* Initialize SDL */ | |
164 if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { | |
165 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); | |
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166 return(1); |
0 | 167 } |
168 | |
169 numsprites = NUM_SPRITES; | |
170 videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; | |
171 width = 640; | |
172 height = 480; | |
173 video_bpp = 8; | |
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174 debug_flip = 0; |
0 | 175 while ( argc > 1 ) { |
176 --argc; | |
177 if ( strcmp(argv[argc-1], "-width") == 0 ) { | |
178 width = atoi(argv[argc]); | |
179 --argc; | |
180 } else | |
181 if ( strcmp(argv[argc-1], "-height") == 0 ) { | |
182 height = atoi(argv[argc]); | |
183 --argc; | |
184 } else | |
185 if ( strcmp(argv[argc-1], "-bpp") == 0 ) { | |
186 video_bpp = atoi(argv[argc]); | |
187 videoflags &= ~SDL_ANYFORMAT; | |
188 --argc; | |
189 } else | |
190 if ( strcmp(argv[argc], "-fast") == 0 ) { | |
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191 videoflags = FastestFlags(videoflags, width, height, video_bpp); |
0 | 192 } else |
193 if ( strcmp(argv[argc], "-hw") == 0 ) { | |
194 videoflags ^= SDL_HWSURFACE; | |
195 } else | |
196 if ( strcmp(argv[argc], "-flip") == 0 ) { | |
197 videoflags ^= SDL_DOUBLEBUF; | |
198 } else | |
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199 if ( strcmp(argv[argc], "-debugflip") == 0 ) { |
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200 debug_flip ^= 1; |
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201 } else |
0 | 202 if ( strcmp(argv[argc], "-fullscreen") == 0 ) { |
203 videoflags ^= SDL_FULLSCREEN; | |
204 } else | |
205 if ( isdigit(argv[argc][0]) ) { | |
206 numsprites = atoi(argv[argc]); | |
207 } else { | |
208 fprintf(stderr, | |
209 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", | |
210 argv[0]); | |
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211 quit(1); |
0 | 212 } |
213 } | |
214 | |
215 /* Set video mode */ | |
216 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); | |
217 if ( ! screen ) { | |
218 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", | |
219 width, height, SDL_GetError()); | |
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220 quit(2); |
0 | 221 } |
222 | |
223 /* Load the sprite */ | |
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224 if ( LoadSprite("icon.bmp") < 0 ) { |
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225 quit(1); |
0 | 226 } |
227 | |
228 /* Allocate memory for the sprite info */ | |
229 mem = (Uint8 *)malloc(4*sizeof(SDL_Rect)*numsprites); | |
230 if ( mem == NULL ) { | |
231 SDL_FreeSurface(sprite); | |
232 fprintf(stderr, "Out of memory!\n"); | |
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233 quit(2); |
0 | 234 } |
235 sprite_rects = (SDL_Rect *)mem; | |
236 positions = sprite_rects; | |
237 sprite_rects += numsprites; | |
238 velocities = sprite_rects; | |
239 sprite_rects += numsprites; | |
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240 sprite_w = sprite->w; |
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241 sprite_h = sprite->h; |
0 | 242 srand(time(NULL)); |
243 for ( i=0; i<numsprites; ++i ) { | |
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244 positions[i].x = rand()%(screen->w - sprite_w); |
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245 positions[i].y = rand()%(screen->h - sprite_h); |
0 | 246 positions[i].w = sprite->w; |
247 positions[i].h = sprite->h; | |
248 velocities[i].x = 0; | |
249 velocities[i].y = 0; | |
250 while ( ! velocities[i].x && ! velocities[i].y ) { | |
251 velocities[i].x = (rand()%(MAX_SPEED*2+1))-MAX_SPEED; | |
252 velocities[i].y = (rand()%(MAX_SPEED*2+1))-MAX_SPEED; | |
253 } | |
254 } | |
255 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); | |
256 | |
257 /* Print out information about our surfaces */ | |
258 printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel); | |
259 if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { | |
260 printf("Screen is in video memory\n"); | |
261 } else { | |
262 printf("Screen is in system memory\n"); | |
263 } | |
264 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { | |
265 printf("Screen has double-buffering enabled\n"); | |
266 } | |
267 if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { | |
268 printf("Sprite is in video memory\n"); | |
269 } else { | |
270 printf("Sprite is in system memory\n"); | |
271 } | |
272 /* Run a sample blit to trigger blit acceleration */ | |
273 { SDL_Rect dst; | |
274 dst.x = 0; | |
275 dst.y = 0; | |
276 dst.w = sprite->w; | |
277 dst.h = sprite->h; | |
278 SDL_BlitSurface(sprite, NULL, screen, &dst); | |
279 SDL_FillRect(screen, &dst, background); | |
280 } | |
281 if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) { | |
282 printf("Sprite blit uses hardware acceleration\n"); | |
283 } | |
284 if ( (sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) { | |
285 printf("Sprite blit uses RLE acceleration\n"); | |
286 } | |
287 | |
288 /* Loop, blitting sprites and waiting for a keystroke */ | |
289 frames = 0; | |
290 then = SDL_GetTicks(); | |
291 done = 0; | |
292 sprites_visible = 0; | |
293 while ( !done ) { | |
294 /* Check for events */ | |
295 ++frames; | |
296 while ( SDL_PollEvent(&event) ) { | |
297 switch (event.type) { | |
529
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298 case SDL_MOUSEBUTTONDOWN: |
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299 SDL_WarpMouse(screen->w/2, screen->h/2); |
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300 break; |
0 | 301 case SDL_KEYDOWN: |
302 /* Any keypress quits the app... */ | |
303 case SDL_QUIT: | |
304 done = 1; | |
305 break; | |
306 default: | |
307 break; | |
308 } | |
309 } | |
310 MoveSprites(screen, background); | |
311 } | |
312 SDL_FreeSurface(sprite); | |
313 free(mem); | |
314 | |
315 /* Print out some timing information */ | |
316 now = SDL_GetTicks(); | |
317 if ( now > then ) { | |
318 printf("%2.2f frames per second\n", | |
319 ((double)frames*1000)/(now-then)); | |
320 } | |
288
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321 SDL_Quit(); |
0 | 322 return(0); |
323 } |