Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 1915:a228436a2404
Implemented multi-window OpenGL program with test framework.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 19 Jul 2006 04:24:41 +0000 |
parents | 051df511279c |
children | c773b0c0ac89 |
rev | line source |
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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 0x00FFFFFF |
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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 |
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20 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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21 static void |
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22 quit(int rc) |
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23 { |
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24 if (sprites) { |
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25 SDL_free(sprites); |
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26 } |
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27 if (positions) { |
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28 SDL_free(positions); |
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29 } |
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30 if (velocities) { |
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31 SDL_free(velocities); |
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32 } |
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33 CommonQuit(state); |
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34 exit(rc); |
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35 } |
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36 |
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37 int |
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38 LoadSprite(char *file) |
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39 { |
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40 int i; |
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41 SDL_Surface *temp; |
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42 |
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43 /* Load the sprite image */ |
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44 temp = SDL_LoadBMP(file); |
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45 if (temp == NULL) { |
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46 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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47 return (-1); |
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48 } |
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49 sprite_w = temp->w; |
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50 sprite_h = temp->h; |
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51 |
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52 /* Set transparent pixel as the pixel at (0,0) */ |
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53 if (temp->format->palette) { |
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54 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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55 } |
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56 |
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57 /* Create textures from the image */ |
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58 for (i = 0; i < state->num_windows; ++i) { |
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59 SDL_SelectRenderer(state->windows[i]); |
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60 sprites[i] = |
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61 SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp); |
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62 if (!sprites[i]) { |
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63 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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64 SDL_FreeSurface(temp); |
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65 return (-1); |
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66 } |
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67 } |
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68 SDL_FreeSurface(temp); |
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69 |
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70 /* We're ready to roll. :) */ |
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71 return (0); |
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72 } |
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73 |
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74 void |
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75 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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76 { |
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77 int i, n; |
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78 int window_w, window_h; |
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79 SDL_Rect area, *position, *velocity; |
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80 |
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81 SDL_SelectRenderer(window); |
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82 |
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83 /* Query the sizes */ |
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84 SDL_GetWindowSize(window, &window_w, &window_h); |
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85 |
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86 /* Move the sprite, bounce at the wall, and draw */ |
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87 n = 0; |
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88 SDL_RenderFill(NULL, BACKGROUND); |
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89 /* |
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90 for (i = 0; i < num_sprites; ++i) { |
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91 position = &positions[i]; |
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92 SDL_RenderFill(position, BACKGROUND); |
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93 } |
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94 */ |
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95 for (i = 0; i < num_sprites; ++i) { |
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96 position = &positions[i]; |
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97 velocity = &velocities[i]; |
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98 position->x += velocity->x; |
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99 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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100 velocity->x = -velocity->x; |
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101 position->x += velocity->x; |
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102 } |
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103 position->y += velocity->y; |
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104 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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105 velocity->y = -velocity->y; |
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106 position->y += velocity->y; |
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107 } |
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108 |
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109 /* Blit the sprite onto the screen */ |
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110 SDL_RenderCopy(sprite, NULL, position, SDL_TextureBlendMode_Mask, |
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111 SDL_TextureScaleMode_None); |
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112 } |
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113 |
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114 /* Update the screen! */ |
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115 SDL_RenderPresent(); |
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116 } |
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117 |
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118 int |
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119 main(int argc, char *argv[]) |
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120 { |
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121 int i, done; |
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122 SDL_Event event; |
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123 Uint32 then, now, frames; |
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124 |
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125 /* Initialize parameters */ |
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126 num_sprites = NUM_SPRITES; |
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127 |
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128 /* Initialize test framework */ |
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129 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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130 if (!state) { |
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131 return 1; |
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132 } |
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133 for (i = 1; i < argc;) { |
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134 int consumed; |
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135 |
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136 consumed = CommonArg(state, i); |
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137 if (consumed == 0) { |
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138 num_sprites = SDL_atoi(argv[i]); |
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139 consumed = 1; |
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140 } |
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141 if (consumed < 0) { |
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142 fprintf(stderr, "Usage: %s %s", argv[0], CommonUsage(state)); |
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143 quit(1); |
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144 } |
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145 i += consumed; |
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146 } |
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147 if (!CommonInit(state)) { |
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148 quit(2); |
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149 } |
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150 |
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151 /* Create the windows, initialize the renderers, and load the textures */ |
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152 sprites = |
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153 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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154 if (!sprites) { |
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155 fprintf(stderr, "Out of memory!\n"); |
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156 quit(2); |
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157 } |
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158 for (i = 0; i < state->num_windows; ++i) { |
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159 SDL_SelectRenderer(state->windows[i]); |
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160 SDL_RenderFill(NULL, BACKGROUND); |
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161 } |
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162 if (LoadSprite("icon.bmp") < 0) { |
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163 quit(2); |
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164 } |
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165 |
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166 /* Allocate memory for the sprite info */ |
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167 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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168 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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169 if (!positions || !velocities) { |
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170 fprintf(stderr, "Out of memory!\n"); |
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171 quit(2); |
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172 } |
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173 srand(time(NULL)); |
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174 for (i = 0; i < num_sprites; ++i) { |
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175 positions[i].x = rand() % (state->window_w - sprite_w); |
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176 positions[i].y = rand() % (state->window_h - sprite_h); |
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177 positions[i].w = sprite_w; |
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178 positions[i].h = sprite_h; |
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179 velocities[i].x = 0; |
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180 velocities[i].y = 0; |
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181 while (!velocities[i].x && !velocities[i].y) { |
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182 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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183 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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184 } |
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185 } |
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186 |
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187 /* Main render loop */ |
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188 frames = 0; |
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189 then = SDL_GetTicks(); |
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190 done = 0; |
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191 while (!done) { |
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192 /* Check for events */ |
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193 ++frames; |
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194 while (SDL_PollEvent(&event)) { |
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195 CommonEvent(state, &event, &done); |
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196 switch (event.type) { |
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197 case SDL_WINDOWEVENT: |
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198 switch (event.window.event) { |
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199 case SDL_WINDOWEVENT_EXPOSED: |
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200 SDL_SelectRenderer(event.window.windowID); |
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201 SDL_RenderFill(NULL, BACKGROUND); |
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202 break; |
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203 } |
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204 break; |
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205 default: |
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206 break; |
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207 } |
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208 } |
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209 for (i = 0; i < state->num_windows; ++i) { |
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210 MoveSprites(state->windows[i], sprites[i]); |
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211 } |
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212 } |
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213 |
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214 /* Print out some timing information */ |
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215 now = SDL_GetTicks(); |
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216 if (now > then) { |
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217 printf("%2.2f frames per second\n", |
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218 ((double) frames * 1000) / (now - then)); |
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219 } |
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220 quit(0); |
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221 } |
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222 |
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223 /* vi: set ts=4 sw=4 expandtab: */ |