Mercurial > sdl-ios-xcode
annotate test/nds-test-progs/sprite2/source/testsprite2.c @ 2695:c04a266c277a gsoc2008_nds
More sprite-driven texture work in the render/video drivers.
author | Darren Alton <dalton@stevens.edu> |
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date | Sun, 17 Aug 2008 09:50:28 +0000 |
parents | c1c7cb1b5a47 |
children | e1da92da346c |
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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 <nds.h> |
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7 #include <fat.h> |
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8 #include "common.h" |
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9 |
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10 #include "icon_bmp_bin.h" |
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11 |
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12 #define NUM_SPRITES 10 |
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13 #define MAX_SPEED 1 |
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14 |
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15 static CommonState *state; |
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16 static int num_sprites; |
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17 static SDL_TextureID *sprites; |
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18 static SDL_bool cycle_color; |
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19 static SDL_bool cycle_alpha; |
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20 static int cycle_direction = 1; |
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21 static int current_alpha = 0; |
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22 static int current_color = 0; |
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23 static SDL_Rect *positions; |
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24 static SDL_Rect *velocities; |
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25 static int sprite_w, sprite_h; |
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26 static SDL_TextureBlendMode blendMode = SDL_TEXTUREBLENDMODE_MASK; |
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27 static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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28 |
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29 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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30 static void |
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31 quit(int rc) |
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32 { |
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33 if (sprites) { |
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34 SDL_free(sprites); |
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35 } |
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36 if (positions) { |
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37 SDL_free(positions); |
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38 } |
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39 if (velocities) { |
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40 SDL_free(velocities); |
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41 } |
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42 CommonQuit(state); |
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43 exit(rc); |
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44 } |
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45 |
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46 int |
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47 LoadSprite(char *file) |
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48 { |
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49 int i; |
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50 SDL_Surface *temp; |
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51 |
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52 /* Load the sprite image */ |
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53 temp = SDL_LoadBMP(file); |
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54 if (temp == NULL) { |
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55 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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56 return (-1); |
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57 } |
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58 sprite_w = temp->w; |
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59 sprite_h = temp->h; |
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60 |
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61 /* Set transparent pixel as the pixel at (0,0) */ |
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62 if (temp->format->palette) { |
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63 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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64 } |
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65 |
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66 /* Create textures from the image */ |
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67 for (i = 0; i < state->num_windows; ++i) { |
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68 SDL_SelectRenderer(state->windows[i]); |
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69 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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70 if (!sprites[i]) { |
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71 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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72 SDL_FreeSurface(temp); |
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73 return (-1); |
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74 } |
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75 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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76 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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77 } |
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78 SDL_FreeSurface(temp); |
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79 |
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80 /* We're ready to roll. :) */ |
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81 return (0); |
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82 } |
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83 |
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84 int LoadSprite2(const u8* ptr, int size) { |
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85 int i; |
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86 SDL_Rect r = {0,0,32,32}; |
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87 for (i = 0; i < state->num_windows; ++i) { |
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88 SDL_SelectRenderer(state->windows[i]); |
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89 sprites[i] = SDL_CreateTexture(SDL_PIXELFORMAT_ABGR1555, |
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90 SDL_TEXTUREACCESS_STATIC, r.w, r.h); |
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91 if (!sprites[i]) { |
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92 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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93 return -1; |
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94 } |
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95 SDL_UpdateTexture(sprites[i], &r, ptr, r.w*2); |
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96 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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97 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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98 } |
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99 return 0; |
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100 } |
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101 |
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102 void |
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103 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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104 { |
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105 int i, n; |
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106 int window_w, window_h; |
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107 SDL_Rect area, *position, *velocity; |
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108 |
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109 SDL_SelectRenderer(window); |
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110 |
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111 /* Query the sizes */ |
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112 SDL_GetWindowSize(window, &window_w, &window_h); |
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113 |
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114 /* Cycle the color and alpha, if desired */ |
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115 if (cycle_color) { |
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116 current_color += cycle_direction; |
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117 if (current_color < 0) { |
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118 current_color = 0; |
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119 cycle_direction = -cycle_direction; |
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120 } |
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121 if (current_color > 255) { |
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122 current_color = 255; |
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123 cycle_direction = -cycle_direction; |
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124 } |
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125 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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126 (Uint8) current_color); |
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127 } |
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128 if (cycle_alpha) { |
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129 current_alpha += cycle_direction; |
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130 if (current_alpha < 0) { |
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131 current_alpha = 0; |
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132 cycle_direction = -cycle_direction; |
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133 } |
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134 if (current_alpha > 255) { |
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135 current_alpha = 255; |
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136 cycle_direction = -cycle_direction; |
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137 } |
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138 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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139 } |
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140 |
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141 /* Move the sprite, bounce at the wall, and draw */ |
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142 n = 0; |
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143 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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144 for (i = 0; i < num_sprites; ++i) { |
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145 position = &positions[i]; |
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146 velocity = &velocities[i]; |
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147 position->x += velocity->x; |
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148 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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149 velocity->x = -velocity->x; |
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150 position->x += velocity->x; |
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151 } |
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152 position->y += velocity->y; |
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153 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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154 velocity->y = -velocity->y; |
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155 position->y += velocity->y; |
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156 } |
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157 |
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158 /* Blit the sprite onto the screen */ |
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159 SDL_RenderCopy(sprite, NULL, position); |
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160 } |
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161 |
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162 /* Update the screen! */ |
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163 SDL_RenderPresent(); |
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164 } |
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165 |
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166 int |
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167 main(int argc, char *argv[]) |
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168 { |
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169 int i, done; |
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170 SDL_Event event; |
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171 Uint32 then, now, frames; |
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172 |
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173 consoleDemoInit(); puts("Hello world! Initializing FAT..."); |
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174 fatInitDefault(); |
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175 |
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176 /* Initialize parameters */ |
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177 num_sprites = NUM_SPRITES; |
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178 |
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179 /* Initialize test framework */ |
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180 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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181 if (!state) { |
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182 return 1; |
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183 } |
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184 for (i = 1; i < argc;) { |
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185 int consumed; |
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186 |
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187 consumed = CommonArg(state, i); |
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188 if (consumed == 0) { |
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189 consumed = -1; |
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190 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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191 if (argv[i + 1]) { |
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192 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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193 blendMode = SDL_TEXTUREBLENDMODE_NONE; |
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194 consumed = 2; |
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195 } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
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196 blendMode = SDL_TEXTUREBLENDMODE_MASK; |
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197 consumed = 2; |
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198 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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199 blendMode = SDL_TEXTUREBLENDMODE_BLEND; |
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200 consumed = 2; |
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201 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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202 blendMode = SDL_TEXTUREBLENDMODE_ADD; |
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203 consumed = 2; |
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204 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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205 blendMode = SDL_TEXTUREBLENDMODE_MOD; |
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206 consumed = 2; |
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207 } |
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208 } |
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209 } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
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210 if (argv[i + 1]) { |
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211 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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212 scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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213 consumed = 2; |
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214 } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
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215 scaleMode = SDL_TEXTURESCALEMODE_FAST; |
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216 consumed = 2; |
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217 } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
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218 scaleMode = SDL_TEXTURESCALEMODE_SLOW; |
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219 consumed = 2; |
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220 } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
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221 scaleMode = SDL_TEXTURESCALEMODE_BEST; |
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222 consumed = 2; |
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223 } |
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224 } |
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225 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { |
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226 cycle_color = SDL_TRUE; |
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227 consumed = 1; |
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228 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { |
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229 cycle_alpha = SDL_TRUE; |
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230 consumed = 1; |
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231 } else if (SDL_isdigit(*argv[i])) { |
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232 num_sprites = SDL_atoi(argv[i]); |
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233 consumed = 1; |
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234 } |
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235 } |
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236 if (consumed < 0) { |
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237 fprintf(stderr, |
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|
238 "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", |
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Existing testsprite programs made into NDS projects
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239 argv[0], CommonUsage(state)); |
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240 quit(1); |
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241 } |
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242 i += consumed; |
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243 } |
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244 if (!CommonInit(state)) { |
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245 quit(2); |
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246 } |
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247 |
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248 /* Create the windows, initialize the renderers, and load the textures */ |
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249 sprites = |
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250 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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251 if (!sprites) { |
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252 fprintf(stderr, "Out of memory!\n"); |
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253 quit(2); |
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254 } |
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255 for (i = 0; i < state->num_windows; ++i) { |
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256 SDL_SelectRenderer(state->windows[i]); |
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257 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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258 } |
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259 if (LoadSprite2(icon_bmp_bin, icon_bmp_bin_size) < 0) { |
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260 printf("errored.\n"); |
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261 quit(2); |
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262 } |
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263 |
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264 /* Allocate memory for the sprite info */ |
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265 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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266 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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267 if (!positions || !velocities) { |
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268 fprintf(stderr, "Out of memory!\n"); |
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269 quit(2); |
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270 } |
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271 srand(time(NULL)); |
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272 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
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273 sprite_w += sprite_w / 2; |
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274 sprite_h += sprite_h / 2; |
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275 } |
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276 for (i = 0; i < num_sprites; ++i) { |
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277 positions[i].x = rand() % (state->window_w - sprite_w); |
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278 positions[i].y = rand() % (state->window_h - sprite_h); |
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279 positions[i].w = sprite_w; |
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280 positions[i].h = sprite_h; |
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281 velocities[i].x = 0; |
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282 velocities[i].y = 0; |
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283 while (!velocities[i].x && !velocities[i].y) { |
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284 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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285 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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286 } |
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287 } |
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288 |
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289 /* Main render loop */ |
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290 frames = 0; |
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291 then = SDL_GetTicks(); |
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292 done = 0; |
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293 while (!done) { |
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294 /* Check for events */ |
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295 ++frames; |
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296 while (SDL_PollEvent(&event)) { |
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297 CommonEvent(state, &event, &done); |
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298 switch (event.type) { |
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299 case SDL_WINDOWEVENT: |
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300 switch (event.window.event) { |
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301 case SDL_WINDOWEVENT_EXPOSED: |
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302 SDL_SelectRenderer(event.window.windowID); |
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303 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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304 break; |
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305 } |
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306 break; |
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307 default: |
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308 break; |
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309 } |
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310 } |
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311 for (i = 0; i < state->num_windows; ++i) { |
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312 MoveSprites(state->windows[i], sprites[i]); |
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313 } |
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314 } |
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315 |
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316 /* Print out some timing information */ |
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317 now = SDL_GetTicks(); |
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318 if (now > then) { |
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319 printf("%2.2f frames per second\n", |
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320 ((double) frames * 1000) / (now - then)); |
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321 } |
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322 |
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323 quit(0); |
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324 return 0; |
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325 } |
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326 |
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327 /* vi: set ts=4 sw=4 expandtab: */ |