Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 3796:b19680c84cdf SDL-ryan-multiple-audio-device
Bunch of 1.3 audio cleanups to remove FIXMEs, get driver specific crap out of
the core and into the drivers where it belongs, and push generic
responsibilities out of the drivers and into the core where they belong.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Wed, 04 Oct 2006 19:54:23 +0000 |
parents | 8055185ae4ed |
children | 926294b2bb4e |
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 |
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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 |
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12 static CommonState *state; |
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13 static int num_sprites; |
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14 static SDL_TextureID *sprites; |
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15 static SDL_bool cycle_color; |
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16 static SDL_bool cycle_alpha; |
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17 static int cycle_direction = 1; |
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18 static int current_alpha = 0; |
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19 static int current_color = 0; |
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20 static SDL_Rect *positions; |
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21 static SDL_Rect *velocities; |
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22 static int sprite_w, sprite_h; |
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23 static SDL_TextureBlendMode blendMode = SDL_TEXTUREBLENDMODE_MASK; |
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24 static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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25 |
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26 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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27 static void |
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28 quit(int rc) |
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29 { |
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30 if (sprites) { |
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31 SDL_free(sprites); |
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32 } |
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33 if (positions) { |
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34 SDL_free(positions); |
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35 } |
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36 if (velocities) { |
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37 SDL_free(velocities); |
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38 } |
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39 CommonQuit(state); |
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40 exit(rc); |
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41 } |
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42 |
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43 int |
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44 LoadSprite(char *file) |
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45 { |
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46 int i; |
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47 SDL_Surface *temp; |
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48 |
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49 /* Load the sprite image */ |
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50 temp = SDL_LoadBMP(file); |
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51 if (temp == NULL) { |
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52 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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53 return (-1); |
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54 } |
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55 sprite_w = temp->w; |
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56 sprite_h = temp->h; |
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57 |
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58 /* Set transparent pixel as the pixel at (0,0) */ |
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59 if (temp->format->palette) { |
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60 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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61 } |
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62 |
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63 /* Create textures from the image */ |
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64 for (i = 0; i < state->num_windows; ++i) { |
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65 SDL_SelectRenderer(state->windows[i]); |
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66 sprites[i] = |
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67 SDL_CreateTextureFromSurface(0, SDL_TEXTUREACCESS_REMOTE, temp); |
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68 if (!sprites[i]) { |
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69 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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70 SDL_FreeSurface(temp); |
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71 return (-1); |
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72 } |
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73 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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74 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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75 } |
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76 SDL_FreeSurface(temp); |
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77 |
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78 /* We're ready to roll. :) */ |
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79 return (0); |
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80 } |
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81 |
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82 void |
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83 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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84 { |
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85 int i, n; |
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86 int window_w, window_h; |
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87 SDL_Rect area, *position, *velocity; |
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88 |
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89 SDL_SelectRenderer(window); |
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90 |
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91 /* Query the sizes */ |
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92 SDL_GetWindowSize(window, &window_w, &window_h); |
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93 |
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94 /* Cycle the color and alpha, if desired */ |
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95 if (cycle_color) { |
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96 current_color += cycle_direction; |
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97 if (current_color < 0) { |
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98 current_color = 0; |
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99 cycle_direction = -cycle_direction; |
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100 } |
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101 if (current_color > 255) { |
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102 current_color = 255; |
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103 cycle_direction = -cycle_direction; |
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104 } |
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105 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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106 (Uint8) current_color); |
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107 } |
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108 if (cycle_alpha) { |
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109 current_alpha += cycle_direction; |
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110 if (current_alpha < 0) { |
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111 current_alpha = 0; |
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112 cycle_direction = -cycle_direction; |
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113 } |
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114 if (current_alpha > 255) { |
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115 current_alpha = 255; |
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116 cycle_direction = -cycle_direction; |
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117 } |
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118 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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119 } |
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120 |
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121 /* Move the sprite, bounce at the wall, and draw */ |
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122 n = 0; |
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123 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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124 for (i = 0; i < num_sprites; ++i) { |
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125 position = &positions[i]; |
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126 velocity = &velocities[i]; |
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127 position->x += velocity->x; |
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128 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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129 velocity->x = -velocity->x; |
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130 position->x += velocity->x; |
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131 } |
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132 position->y += velocity->y; |
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133 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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134 velocity->y = -velocity->y; |
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135 position->y += velocity->y; |
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136 } |
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137 |
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138 /* Blit the sprite onto the screen */ |
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139 SDL_RenderCopy(sprite, NULL, position); |
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140 } |
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141 |
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142 /* Update the screen! */ |
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143 SDL_RenderPresent(); |
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144 } |
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145 |
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146 int |
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147 main(int argc, char *argv[]) |
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148 { |
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149 int i, done; |
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150 SDL_Event event; |
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151 Uint32 then, now, frames; |
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152 |
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153 /* Initialize parameters */ |
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154 num_sprites = NUM_SPRITES; |
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155 |
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156 /* Initialize test framework */ |
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157 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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158 if (!state) { |
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159 return 1; |
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160 } |
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161 for (i = 1; i < argc;) { |
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162 int consumed; |
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163 |
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164 consumed = CommonArg(state, i); |
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165 if (consumed == 0) { |
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166 consumed = -1; |
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167 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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168 if (argv[i + 1]) { |
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169 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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170 blendMode = SDL_TEXTUREBLENDMODE_NONE; |
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171 consumed = 2; |
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172 } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
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173 blendMode = SDL_TEXTUREBLENDMODE_MASK; |
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174 consumed = 2; |
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175 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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176 blendMode = SDL_TEXTUREBLENDMODE_BLEND; |
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177 consumed = 2; |
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178 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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179 blendMode = SDL_TEXTUREBLENDMODE_ADD; |
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180 consumed = 2; |
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181 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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182 blendMode = SDL_TEXTUREBLENDMODE_MOD; |
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183 consumed = 2; |
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184 } |
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185 } |
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186 } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
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187 if (argv[i + 1]) { |
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188 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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189 scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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190 consumed = 2; |
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191 } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
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192 scaleMode = SDL_TEXTURESCALEMODE_FAST; |
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193 consumed = 2; |
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194 } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
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195 scaleMode = SDL_TEXTURESCALEMODE_SLOW; |
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196 consumed = 2; |
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197 } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
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198 scaleMode = SDL_TEXTURESCALEMODE_BEST; |
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199 consumed = 2; |
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200 } |
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|
201 } |
1985
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Added source color and alpha modulation support.
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|
202 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { |
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203 cycle_color = SDL_TRUE; |
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204 consumed = 1; |
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205 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { |
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|
206 cycle_alpha = SDL_TRUE; |
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207 consumed = 1; |
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208 } else if (SDL_isdigit(*argv[i])) { |
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209 num_sprites = SDL_atoi(argv[i]); |
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210 consumed = 1; |
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211 } |
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212 } |
1914
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213 if (consumed < 0) { |
1917
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214 fprintf(stderr, |
1985
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|
215 "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", |
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|
216 argv[0], CommonUsage(state)); |
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217 quit(1); |
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218 } |
1914
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219 i += consumed; |
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220 } |
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221 if (!CommonInit(state)) { |
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222 quit(2); |
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223 } |
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224 |
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225 /* Create the windows, initialize the renderers, and load the textures */ |
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226 sprites = |
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227 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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228 if (!sprites) { |
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229 fprintf(stderr, "Out of memory!\n"); |
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230 quit(2); |
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231 } |
1914
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232 for (i = 0; i < state->num_windows; ++i) { |
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233 SDL_SelectRenderer(state->windows[i]); |
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234 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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235 } |
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236 if (LoadSprite("icon.bmp") < 0) { |
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237 quit(2); |
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238 } |
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239 |
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240 /* Allocate memory for the sprite info */ |
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241 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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242 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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243 if (!positions || !velocities) { |
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244 fprintf(stderr, "Out of memory!\n"); |
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245 quit(2); |
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246 } |
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247 srand(time(NULL)); |
1965
a788656ca29a
SDL constants are all uppercase.
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248 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
1917
3f54b3ec5a07
Implemented scaling in the D3D renderer
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249 sprite_w += sprite_w / 2; |
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250 sprite_h += sprite_h / 2; |
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251 } |
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252 for (i = 0; i < num_sprites; ++i) { |
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253 positions[i].x = rand() % (state->window_w - sprite_w); |
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254 positions[i].y = rand() % (state->window_h - sprite_h); |
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255 positions[i].w = sprite_w; |
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256 positions[i].h = sprite_h; |
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257 velocities[i].x = 0; |
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258 velocities[i].y = 0; |
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259 while (!velocities[i].x && !velocities[i].y) { |
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260 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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261 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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262 } |
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263 } |
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264 |
1915
a228436a2404
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265 /* Main render loop */ |
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266 frames = 0; |
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267 then = SDL_GetTicks(); |
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268 done = 0; |
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269 while (!done) { |
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270 /* Check for events */ |
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271 ++frames; |
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272 while (SDL_PollEvent(&event)) { |
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273 CommonEvent(state, &event, &done); |
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274 switch (event.type) { |
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275 case SDL_WINDOWEVENT: |
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276 switch (event.window.event) { |
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277 case SDL_WINDOWEVENT_EXPOSED: |
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278 SDL_SelectRenderer(event.window.windowID); |
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279 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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280 break; |
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281 } |
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282 break; |
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283 default: |
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284 break; |
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285 } |
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286 } |
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287 for (i = 0; i < state->num_windows; ++i) { |
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288 MoveSprites(state->windows[i], sprites[i]); |
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289 } |
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290 } |
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291 |
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292 /* Print out some timing information */ |
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293 now = SDL_GetTicks(); |
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294 if (now > then) { |
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295 printf("%2.2f frames per second\n", |
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296 ((double) frames * 1000) / (now - then)); |
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297 } |
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298 quit(0); |
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299 } |
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300 |
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301 /* vi: set ts=4 sw=4 expandtab: */ |