Mercurial > sdl-ios-xcode
annotate test/testsprite.c @ 1897:c2a27da60b18
Solved the performance problems by introducing the concept of a single-buffered
display, which is a fast path used for the whole-surface SDL 1.2 API.
Solved the flicker problems by implementing a backbuffer in the GDI renderer.
Unfortunately, now using the GDI renderer with a backbuffer and HBITMAPs is
significantly slower than SDL's surface code. *sigh*
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 12 Jul 2006 06:39:26 +0000 |
parents | c121d94672cb |
children | 06c27a737b7a |
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 <stdlib.h> | |
4 #include <time.h> | |
5 | |
6 #include "SDL.h" | |
7 | |
8 #define NUM_SPRITES 100 | |
9 #define MAX_SPEED 1 | |
10 | |
11 SDL_Surface *sprite; | |
12 int numsprites; | |
13 SDL_Rect *sprite_rects; | |
14 SDL_Rect *positions; | |
15 SDL_Rect *velocities; | |
16 int sprites_visible; | |
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17 int debug_flip; |
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18 Uint16 sprite_w, sprite_h; |
0 | 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 SDL_Quit(); |
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25 exit(rc); |
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26 } |
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27 |
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28 int |
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29 LoadSprite(char *file) |
0 | 30 { |
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31 SDL_Surface *temp; |
0 | 32 |
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33 /* Load the sprite image */ |
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34 sprite = SDL_LoadBMP(file); |
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35 if (sprite == NULL) { |
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36 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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37 return (-1); |
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38 } |
0 | 39 |
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40 /* Set transparent pixel as the pixel at (0,0) */ |
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41 if (sprite->format->palette) { |
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42 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL), |
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43 *(Uint8 *) sprite->pixels); |
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44 } |
0 | 45 |
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46 /* Convert sprite to video format */ |
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47 temp = SDL_DisplayFormat(sprite); |
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48 SDL_FreeSurface(sprite); |
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49 if (temp == NULL) { |
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50 fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); |
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51 return (-1); |
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52 } |
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53 sprite = temp; |
0 | 54 |
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55 /* We're ready to roll. :) */ |
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56 return (0); |
0 | 57 } |
58 | |
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59 void |
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60 MoveSprites(SDL_Surface * screen, Uint32 background) |
0 | 61 { |
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62 int i, nupdates; |
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63 SDL_Rect area, *position, *velocity; |
0 | 64 |
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65 nupdates = 0; |
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66 /* Erase all the sprites if necessary */ |
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67 if (sprites_visible) { |
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68 SDL_FillRect(screen, NULL, background); |
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69 } |
0 | 70 |
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71 /* Move the sprite, bounce at the wall, and draw */ |
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72 for (i = 0; i < numsprites; ++i) { |
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73 position = &positions[i]; |
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74 velocity = &velocities[i]; |
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75 position->x += velocity->x; |
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76 if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) { |
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77 velocity->x = -velocity->x; |
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78 position->x += velocity->x; |
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79 } |
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80 position->y += velocity->y; |
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81 if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) { |
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82 velocity->y = -velocity->y; |
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83 position->y += velocity->y; |
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84 } |
0 | 85 |
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86 /* Blit the sprite onto the screen */ |
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87 area = *position; |
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88 SDL_BlitSurface(sprite, NULL, screen, &area); |
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89 sprite_rects[nupdates++] = area; |
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90 } |
0 | 91 |
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92 if (debug_flip) { |
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93 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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94 static int t = 0; |
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95 |
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96 Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0); |
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97 SDL_Rect r; |
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98 r.x = |
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99 (sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20); |
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100 r.y = 0; |
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101 r.w = 20; |
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102 r.h = screen->h; |
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103 |
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104 SDL_FillRect(screen, &r, color); |
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105 t += 2; |
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106 } |
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107 } |
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108 |
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109 /* Update the screen! */ |
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110 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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111 SDL_Flip(screen); |
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112 } else { |
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113 SDL_UpdateRects(screen, nupdates, sprite_rects); |
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114 } |
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115 sprites_visible = 1; |
0 | 116 } |
117 | |
118 /* This is a way of telling whether or not to use hardware surfaces */ | |
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119 Uint32 |
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120 FastestFlags(Uint32 flags, int width, int height, int bpp) |
0 | 121 { |
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122 const SDL_VideoInfo *info; |
0 | 123 |
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124 /* Hardware acceleration is only used in fullscreen mode */ |
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125 flags |= SDL_FULLSCREEN; |
0 | 126 |
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127 /* Check for various video capabilities */ |
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128 info = SDL_GetVideoInfo(); |
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129 if (info->blit_hw_CC && info->blit_fill) { |
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130 /* We use accelerated colorkeying and color filling */ |
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131 flags |= SDL_HWSURFACE; |
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132 } |
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133 /* If we have enough video memory, and will use accelerated |
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134 blits directly to it, then use page flipping. |
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135 */ |
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136 if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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137 /* Direct hardware blitting without double-buffering |
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138 causes really bad flickering. |
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139 */ |
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140 if (info->video_mem * 1024 > (height * width * bpp / 8)) { |
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141 flags |= SDL_DOUBLEBUF; |
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142 } else { |
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143 flags &= ~SDL_HWSURFACE; |
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144 } |
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145 } |
0 | 146 |
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147 /* Return the flags */ |
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148 return (flags); |
0 | 149 } |
150 | |
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151 int |
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152 main(int argc, char *argv[]) |
0 | 153 { |
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154 SDL_Surface *screen; |
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155 Uint8 *mem; |
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156 int width, height; |
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157 Uint8 video_bpp; |
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158 Uint32 videoflags; |
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159 Uint32 background; |
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160 int i, done; |
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161 SDL_Event event; |
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162 Uint32 then, now, frames; |
0 | 163 |
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164 /* Initialize SDL */ |
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165 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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166 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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167 return (1); |
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168 } |
0 | 169 |
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170 numsprites = NUM_SPRITES; |
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171 videoflags = SDL_SWSURFACE | SDL_ANYFORMAT; |
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172 width = 640; |
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173 height = 480; |
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174 video_bpp = 8; |
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175 debug_flip = 0; |
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176 while (argc > 1) { |
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177 --argc; |
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178 if (strcmp(argv[argc - 1], "-width") == 0) { |
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179 width = atoi(argv[argc]); |
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180 --argc; |
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181 } else if (strcmp(argv[argc - 1], "-height") == 0) { |
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182 height = atoi(argv[argc]); |
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183 --argc; |
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184 } else if (strcmp(argv[argc - 1], "-bpp") == 0) { |
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185 video_bpp = atoi(argv[argc]); |
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186 videoflags &= ~SDL_ANYFORMAT; |
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187 --argc; |
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188 } else if (strcmp(argv[argc], "-fast") == 0) { |
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189 videoflags = FastestFlags(videoflags, width, height, video_bpp); |
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190 } else if (strcmp(argv[argc], "-hw") == 0) { |
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191 videoflags ^= SDL_HWSURFACE; |
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192 } else if (strcmp(argv[argc], "-flip") == 0) { |
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193 videoflags ^= SDL_DOUBLEBUF; |
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194 } else if (strcmp(argv[argc], "-debugflip") == 0) { |
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195 debug_flip ^= 1; |
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196 } else if (strcmp(argv[argc], "-fullscreen") == 0) { |
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197 videoflags ^= SDL_FULLSCREEN; |
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198 } else if (isdigit(argv[argc][0])) { |
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199 numsprites = atoi(argv[argc]); |
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200 } else { |
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201 fprintf(stderr, |
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202 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", |
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203 argv[0]); |
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204 quit(1); |
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205 } |
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206 } |
0 | 207 |
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208 /* Set video mode */ |
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209 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); |
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210 if (!screen) { |
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211 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", |
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212 width, height, SDL_GetError()); |
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213 quit(2); |
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214 } |
0 | 215 |
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216 /* Load the sprite */ |
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217 if (LoadSprite("icon.bmp") < 0) { |
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218 quit(1); |
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219 } |
0 | 220 |
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221 /* Allocate memory for the sprite info */ |
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222 mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites); |
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223 if (mem == NULL) { |
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224 SDL_FreeSurface(sprite); |
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225 fprintf(stderr, "Out of memory!\n"); |
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226 quit(2); |
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227 } |
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228 sprite_rects = (SDL_Rect *) mem; |
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229 positions = sprite_rects; |
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230 sprite_rects += numsprites; |
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231 velocities = sprite_rects; |
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232 sprite_rects += numsprites; |
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233 sprite_w = sprite->w; |
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234 sprite_h = sprite->h; |
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235 srand(time(NULL)); |
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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); |
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239 positions[i].w = sprite->w; |
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240 positions[i].h = sprite->h; |
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241 velocities[i].x = 0; |
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242 velocities[i].y = 0; |
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243 while (!velocities[i].x && !velocities[i].y) { |
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244 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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245 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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246 } |
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247 } |
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248 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); |
0 | 249 |
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250 /* Print out information about our surfaces */ |
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251 printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel); |
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252 if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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253 printf("Screen is in video memory\n"); |
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254 } else { |
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255 printf("Screen is in system memory\n"); |
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256 } |
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257 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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258 printf("Screen has double-buffering enabled\n"); |
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259 } |
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260 if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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261 printf("Sprite is in video memory\n"); |
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262 } else { |
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263 printf("Sprite is in system memory\n"); |
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264 } |
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265 /* Run a sample blit to trigger blit acceleration */ |
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266 { |
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267 SDL_Rect dst; |
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268 dst.x = 0; |
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269 dst.y = 0; |
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270 dst.w = sprite->w; |
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271 dst.h = sprite->h; |
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272 SDL_BlitSurface(sprite, NULL, screen, &dst); |
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273 SDL_FillRect(screen, &dst, background); |
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274 } |
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275 if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) { |
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276 printf("Sprite blit uses hardware acceleration\n"); |
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277 } |
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278 if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) { |
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279 printf("Sprite blit uses RLE acceleration\n"); |
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280 } |
0 | 281 |
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282 /* Loop, blitting sprites and waiting for a keystroke */ |
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283 frames = 0; |
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284 then = SDL_GetTicks(); |
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285 done = 0; |
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286 sprites_visible = 0; |
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287 while (!done) { |
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288 /* Check for events */ |
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289 ++frames; |
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290 while (SDL_PollEvent(&event)) { |
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291 switch (event.type) { |
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292 case SDL_MOUSEBUTTONDOWN: |
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293 SDL_WarpMouse(screen->w / 2, screen->h / 2); |
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294 break; |
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295 case SDL_KEYDOWN: |
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296 /* Any keypress quits the app... */ |
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297 case SDL_QUIT: |
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298 done = 1; |
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299 break; |
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300 default: |
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301 break; |
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302 } |
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303 } |
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304 MoveSprites(screen, background); |
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305 } |
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306 SDL_FreeSurface(sprite); |
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307 free(mem); |
0 | 308 |
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309 /* Print out some timing information */ |
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310 now = SDL_GetTicks(); |
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311 if (now > then) { |
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312 printf("%2.2f frames per second\n", |
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313 ((double) frames * 1000) / (now - then)); |
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314 } |
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315 SDL_Quit(); |
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316 return (0); |
0 | 317 } |