Mercurial > sdl-ios-xcode
annotate test/testsprite.c @ 1048:a78acdd4967e
Fixed direction key input on WinCE devices, thanks to
cal-at-splitreflection-com.
http://www.libsdl.org/pipermail/sdl/2005-April/068072.html
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Sun, 17 Apr 2005 10:23:58 +0000 |
parents | b14fdadd8311 |
children | be9c9c8f6d53 |
rev | line source |
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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 | |
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12 #define DEBUG_FLIP 1 |
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13 |
0 | 14 #define NUM_SPRITES 100 |
15 #define MAX_SPEED 1 | |
16 | |
17 SDL_Surface *sprite; | |
18 int numsprites; | |
19 SDL_Rect *sprite_rects; | |
20 SDL_Rect *positions; | |
21 SDL_Rect *velocities; | |
22 int sprites_visible; | |
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23 Uint16 sprite_w, sprite_h; |
0 | 24 |
25 int LoadSprite(SDL_Surface *screen, char *file) | |
26 { | |
27 SDL_Surface *temp; | |
28 | |
29 /* Load the sprite image */ | |
30 sprite = SDL_LoadBMP(file); | |
31 if ( sprite == NULL ) { | |
32 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); | |
33 return(-1); | |
34 } | |
35 | |
36 /* Set transparent pixel as the pixel at (0,0) */ | |
37 if ( sprite->format->palette ) { | |
38 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL), | |
39 *(Uint8 *)sprite->pixels); | |
40 } | |
41 | |
42 /* Convert sprite to video format */ | |
43 temp = SDL_DisplayFormat(sprite); | |
44 SDL_FreeSurface(sprite); | |
45 if ( temp == NULL ) { | |
46 fprintf(stderr, "Couldn't convert background: %s\n", | |
47 SDL_GetError()); | |
48 return(-1); | |
49 } | |
50 sprite = temp; | |
51 | |
52 /* We're ready to roll. :) */ | |
53 return(0); | |
54 } | |
55 | |
56 void MoveSprites(SDL_Surface *screen, Uint32 background) | |
57 { | |
58 int i, nupdates; | |
59 SDL_Rect area, *position, *velocity; | |
60 | |
61 nupdates = 0; | |
62 /* Erase all the sprites if necessary */ | |
63 if ( sprites_visible ) { | |
64 SDL_FillRect(screen, NULL, background); | |
65 } | |
66 | |
67 /* Move the sprite, bounce at the wall, and draw */ | |
68 for ( i=0; i<numsprites; ++i ) { | |
69 position = &positions[i]; | |
70 velocity = &velocities[i]; | |
71 position->x += velocity->x; | |
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72 if ( (position->x < 0) || (position->x >= (screen->w - sprite_w)) ) { |
0 | 73 velocity->x = -velocity->x; |
74 position->x += velocity->x; | |
75 } | |
76 position->y += velocity->y; | |
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77 if ( (position->y < 0) || (position->y >= (screen->h - sprite_w)) ) { |
0 | 78 velocity->y = -velocity->y; |
79 position->y += velocity->y; | |
80 } | |
81 | |
82 /* Blit the sprite onto the screen */ | |
83 area = *position; | |
84 SDL_BlitSurface(sprite, NULL, screen, &area); | |
85 sprite_rects[nupdates++] = area; | |
86 } | |
87 | |
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88 #if DEBUG_FLIP |
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89 { |
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90 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { |
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91 static int t = 0; |
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92 |
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93 Uint32 color = SDL_MapRGB (screen->format, 255, 0, 0); |
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94 SDL_Rect r; |
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95 r.x = (sin((float)t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w-20); |
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96 r.y = 0; |
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97 r.w = 20; |
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98 r.h = screen->h; |
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99 |
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100 SDL_FillRect (screen, &r, color); |
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101 t+=2; |
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102 } |
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103 } |
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104 #endif |
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105 |
0 | 106 /* Update the screen! */ |
107 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { | |
108 SDL_Flip(screen); | |
109 } else { | |
110 SDL_UpdateRects(screen, nupdates, sprite_rects); | |
111 } | |
112 sprites_visible = 1; | |
113 } | |
114 | |
115 /* This is a way of telling whether or not to use hardware surfaces */ | |
107
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116 Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp) |
0 | 117 { |
118 const SDL_VideoInfo *info; | |
119 | |
120 /* Hardware acceleration is only used in fullscreen mode */ | |
121 flags |= SDL_FULLSCREEN; | |
122 | |
123 /* Check for various video capabilities */ | |
124 info = SDL_GetVideoInfo(); | |
125 if ( info->blit_hw_CC && info->blit_fill ) { | |
126 /* We use accelerated colorkeying and color filling */ | |
127 flags |= SDL_HWSURFACE; | |
128 } | |
129 /* If we have enough video memory, and will use accelerated | |
130 blits directly to it, then use page flipping. | |
131 */ | |
132 if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { | |
133 /* Direct hardware blitting without double-buffering | |
134 causes really bad flickering. | |
135 */ | |
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136 if ( info->video_mem*1024 > (height*width*bpp/8) ) { |
0 | 137 flags |= SDL_DOUBLEBUF; |
138 } else { | |
139 flags &= ~SDL_HWSURFACE; | |
140 } | |
141 } | |
142 | |
143 /* Return the flags */ | |
144 return(flags); | |
145 } | |
146 | |
147 int main(int argc, char *argv[]) | |
148 { | |
149 SDL_Surface *screen; | |
150 Uint8 *mem; | |
151 int width, height; | |
152 Uint8 video_bpp; | |
153 Uint32 videoflags; | |
154 Uint32 background; | |
155 int i, done; | |
156 SDL_Event event; | |
157 Uint32 then, now, frames; | |
158 | |
159 /* Initialize SDL */ | |
160 if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { | |
161 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); | |
162 exit(1); | |
163 } | |
164 atexit(SDL_Quit); | |
165 | |
166 numsprites = NUM_SPRITES; | |
167 videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; | |
168 width = 640; | |
169 height = 480; | |
170 video_bpp = 8; | |
171 while ( argc > 1 ) { | |
172 --argc; | |
173 if ( strcmp(argv[argc-1], "-width") == 0 ) { | |
174 width = atoi(argv[argc]); | |
175 --argc; | |
176 } else | |
177 if ( strcmp(argv[argc-1], "-height") == 0 ) { | |
178 height = atoi(argv[argc]); | |
179 --argc; | |
180 } else | |
181 if ( strcmp(argv[argc-1], "-bpp") == 0 ) { | |
182 video_bpp = atoi(argv[argc]); | |
183 videoflags &= ~SDL_ANYFORMAT; | |
184 --argc; | |
185 } else | |
186 if ( strcmp(argv[argc], "-fast") == 0 ) { | |
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187 videoflags = FastestFlags(videoflags, width, height, video_bpp); |
0 | 188 } else |
189 if ( strcmp(argv[argc], "-hw") == 0 ) { | |
190 videoflags ^= SDL_HWSURFACE; | |
191 } else | |
192 if ( strcmp(argv[argc], "-flip") == 0 ) { | |
193 videoflags ^= SDL_DOUBLEBUF; | |
194 } else | |
195 if ( strcmp(argv[argc], "-fullscreen") == 0 ) { | |
196 videoflags ^= SDL_FULLSCREEN; | |
197 } else | |
198 if ( isdigit(argv[argc][0]) ) { | |
199 numsprites = atoi(argv[argc]); | |
200 } else { | |
201 fprintf(stderr, | |
202 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", | |
203 argv[0]); | |
204 exit(1); | |
205 } | |
206 } | |
207 | |
208 /* Set video mode */ | |
209 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); | |
210 if ( ! screen ) { | |
211 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", | |
212 width, height, SDL_GetError()); | |
213 exit(2); | |
214 } | |
215 | |
216 /* Load the sprite */ | |
217 if ( LoadSprite(screen, "icon.bmp") < 0 ) { | |
218 exit(1); | |
219 } | |
220 | |
221 /* Allocate memory for the sprite info */ | |
222 mem = (Uint8 *)malloc(4*sizeof(SDL_Rect)*numsprites); | |
223 if ( mem == NULL ) { | |
224 SDL_FreeSurface(sprite); | |
225 fprintf(stderr, "Out of memory!\n"); | |
226 exit(2); | |
227 } | |
228 sprite_rects = (SDL_Rect *)mem; | |
229 positions = sprite_rects; | |
230 sprite_rects += numsprites; | |
231 velocities = sprite_rects; | |
232 sprite_rects += numsprites; | |
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233 sprite_w = sprite->w; |
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234 sprite_h = sprite->h; |
0 | 235 srand(time(NULL)); |
236 for ( i=0; i<numsprites; ++i ) { | |
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237 positions[i].x = rand()%(screen->w - sprite_w); |
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238 positions[i].y = rand()%(screen->h - sprite_h); |
0 | 239 positions[i].w = sprite->w; |
240 positions[i].h = sprite->h; | |
241 velocities[i].x = 0; | |
242 velocities[i].y = 0; | |
243 while ( ! velocities[i].x && ! velocities[i].y ) { | |
244 velocities[i].x = (rand()%(MAX_SPEED*2+1))-MAX_SPEED; | |
245 velocities[i].y = (rand()%(MAX_SPEED*2+1))-MAX_SPEED; | |
246 } | |
247 } | |
248 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); | |
249 | |
250 /* Print out information about our surfaces */ | |
251 printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel); | |
252 if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { | |
253 printf("Screen is in video memory\n"); | |
254 } else { | |
255 printf("Screen is in system memory\n"); | |
256 } | |
257 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { | |
258 printf("Screen has double-buffering enabled\n"); | |
259 } | |
260 if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { | |
261 printf("Sprite is in video memory\n"); | |
262 } else { | |
263 printf("Sprite is in system memory\n"); | |
264 } | |
265 /* Run a sample blit to trigger blit acceleration */ | |
266 { SDL_Rect dst; | |
267 dst.x = 0; | |
268 dst.y = 0; | |
269 dst.w = sprite->w; | |
270 dst.h = sprite->h; | |
271 SDL_BlitSurface(sprite, NULL, screen, &dst); | |
272 SDL_FillRect(screen, &dst, background); | |
273 } | |
274 if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) { | |
275 printf("Sprite blit uses hardware acceleration\n"); | |
276 } | |
277 if ( (sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) { | |
278 printf("Sprite blit uses RLE acceleration\n"); | |
279 } | |
280 | |
281 /* Loop, blitting sprites and waiting for a keystroke */ | |
282 frames = 0; | |
283 then = SDL_GetTicks(); | |
284 done = 0; | |
285 sprites_visible = 0; | |
286 while ( !done ) { | |
287 /* Check for events */ | |
288 ++frames; | |
289 while ( SDL_PollEvent(&event) ) { | |
290 switch (event.type) { | |
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291 case SDL_MOUSEBUTTONDOWN: |
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292 SDL_WarpMouse(screen->w/2, screen->h/2); |
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293 break; |
0 | 294 case SDL_KEYDOWN: |
295 /* Any keypress quits the app... */ | |
296 case SDL_QUIT: | |
297 done = 1; | |
298 break; | |
299 default: | |
300 break; | |
301 } | |
302 } | |
303 MoveSprites(screen, background); | |
304 } | |
305 SDL_FreeSurface(sprite); | |
306 free(mem); | |
307 | |
308 /* Print out some timing information */ | |
309 now = SDL_GetTicks(); | |
310 if ( now > then ) { | |
311 printf("%2.2f frames per second\n", | |
312 ((double)frames*1000)/(now-then)); | |
313 } | |
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314 SDL_Quit(); |
0 | 315 return(0); |
316 } |