Mercurial > sdl-ios-xcode
annotate test/testsprite.c @ 1688:c553a990dc32 SDL-1.3
Fixed bug #232
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 20 Jun 2006 03:29:30 +0000 |
parents | 4da1ee79c9af |
children | 931d111e737a |
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 | |
12 #define NUM_SPRITES 100 | |
13 #define MAX_SPEED 1 | |
14 | |
15 SDL_Surface *sprite; | |
16 int numsprites; | |
17 SDL_Rect *sprite_rects; | |
18 SDL_Rect *positions; | |
19 SDL_Rect *velocities; | |
20 int sprites_visible; | |
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21 int debug_flip; |
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22 Uint16 sprite_w, sprite_h; |
0 | 23 |
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24 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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25 static void |
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26 quit(int rc) |
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27 { |
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28 SDL_Quit(); |
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29 exit(rc); |
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30 } |
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31 |
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32 int |
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33 LoadSprite(char *file) |
0 | 34 { |
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35 SDL_Surface *temp; |
0 | 36 |
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37 /* Load the sprite image */ |
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38 sprite = SDL_LoadBMP(file); |
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39 if (sprite == NULL) { |
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40 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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41 return (-1); |
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42 } |
0 | 43 |
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44 /* Set transparent pixel as the pixel at (0,0) */ |
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45 if (sprite->format->palette) { |
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46 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL), |
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47 *(Uint8 *) sprite->pixels); |
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48 } |
0 | 49 |
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50 /* Convert sprite to video format */ |
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51 temp = SDL_DisplayFormat(sprite); |
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52 SDL_FreeSurface(sprite); |
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53 if (temp == NULL) { |
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54 fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); |
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55 return (-1); |
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56 } |
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57 sprite = temp; |
0 | 58 |
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59 /* We're ready to roll. :) */ |
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60 return (0); |
0 | 61 } |
62 | |
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63 void |
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64 MoveSprites(SDL_Surface * screen, Uint32 background) |
0 | 65 { |
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66 int i, nupdates; |
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67 SDL_Rect area, *position, *velocity; |
0 | 68 |
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69 nupdates = 0; |
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70 /* Erase all the sprites if necessary */ |
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71 if (sprites_visible) { |
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72 SDL_FillRect(screen, NULL, background); |
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73 } |
0 | 74 |
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75 /* Move the sprite, bounce at the wall, and draw */ |
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76 for (i = 0; i < numsprites; ++i) { |
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77 position = &positions[i]; |
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78 velocity = &velocities[i]; |
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79 position->x += velocity->x; |
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80 if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) { |
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81 velocity->x = -velocity->x; |
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82 position->x += velocity->x; |
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83 } |
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84 position->y += velocity->y; |
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85 if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) { |
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86 velocity->y = -velocity->y; |
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87 position->y += velocity->y; |
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88 } |
0 | 89 |
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90 /* Blit the sprite onto the screen */ |
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91 area = *position; |
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92 SDL_BlitSurface(sprite, NULL, screen, &area); |
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93 sprite_rects[nupdates++] = area; |
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94 } |
0 | 95 |
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96 if (debug_flip) { |
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97 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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98 static int t = 0; |
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99 |
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100 Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0); |
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101 SDL_Rect r; |
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102 r.x = |
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103 (sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20); |
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104 r.y = 0; |
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105 r.w = 20; |
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106 r.h = screen->h; |
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107 |
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108 SDL_FillRect(screen, &r, color); |
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109 t += 2; |
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110 } |
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111 } |
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112 |
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113 /* Update the screen! */ |
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114 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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115 SDL_Flip(screen); |
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116 } else { |
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117 SDL_UpdateRects(screen, nupdates, sprite_rects); |
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118 } |
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119 sprites_visible = 1; |
0 | 120 } |
121 | |
122 /* This is a way of telling whether or not to use hardware surfaces */ | |
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123 Uint32 |
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124 FastestFlags(Uint32 flags, int width, int height, int bpp) |
0 | 125 { |
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126 const SDL_VideoInfo *info; |
0 | 127 |
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128 /* Hardware acceleration is only used in fullscreen mode */ |
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129 flags |= SDL_FULLSCREEN; |
0 | 130 |
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131 /* Check for various video capabilities */ |
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132 info = SDL_GetVideoInfo(); |
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133 if (info->blit_hw_CC && info->blit_fill) { |
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134 /* We use accelerated colorkeying and color filling */ |
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135 flags |= SDL_HWSURFACE; |
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136 } |
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137 /* If we have enough video memory, and will use accelerated |
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138 blits directly to it, then use page flipping. |
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139 */ |
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140 if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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141 /* Direct hardware blitting without double-buffering |
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142 causes really bad flickering. |
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143 */ |
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144 if (info->video_mem * 1024 > (height * width * bpp / 8)) { |
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145 flags |= SDL_DOUBLEBUF; |
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146 } else { |
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147 flags &= ~SDL_HWSURFACE; |
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148 } |
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149 } |
0 | 150 |
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151 /* Return the flags */ |
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152 return (flags); |
0 | 153 } |
154 | |
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155 int |
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156 main(int argc, char *argv[]) |
0 | 157 { |
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158 SDL_Surface *screen; |
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159 Uint8 *mem; |
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160 int width, height; |
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161 Uint8 video_bpp; |
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162 Uint32 videoflags; |
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163 Uint32 background; |
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164 int i, done; |
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165 SDL_Event event; |
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166 Uint32 then, now, frames; |
0 | 167 |
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168 /* Initialize SDL */ |
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169 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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170 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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171 return (1); |
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172 } |
0 | 173 |
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174 numsprites = NUM_SPRITES; |
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175 videoflags = SDL_SWSURFACE | SDL_ANYFORMAT; |
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176 width = 640; |
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177 height = 480; |
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178 video_bpp = 8; |
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179 debug_flip = 0; |
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180 while (argc > 1) { |
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181 --argc; |
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182 if (strcmp(argv[argc - 1], "-width") == 0) { |
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183 width = atoi(argv[argc]); |
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184 --argc; |
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185 } else if (strcmp(argv[argc - 1], "-height") == 0) { |
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186 height = atoi(argv[argc]); |
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187 --argc; |
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188 } else if (strcmp(argv[argc - 1], "-bpp") == 0) { |
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189 video_bpp = atoi(argv[argc]); |
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190 videoflags &= ~SDL_ANYFORMAT; |
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191 --argc; |
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192 } else if (strcmp(argv[argc], "-fast") == 0) { |
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193 videoflags = FastestFlags(videoflags, width, height, video_bpp); |
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194 } else if (strcmp(argv[argc], "-hw") == 0) { |
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195 videoflags ^= SDL_HWSURFACE; |
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196 } else if (strcmp(argv[argc], "-flip") == 0) { |
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197 videoflags ^= SDL_DOUBLEBUF; |
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198 } else if (strcmp(argv[argc], "-debugflip") == 0) { |
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199 debug_flip ^= 1; |
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200 } else if (strcmp(argv[argc], "-fullscreen") == 0) { |
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201 videoflags ^= SDL_FULLSCREEN; |
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202 } else if (isdigit(argv[argc][0])) { |
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203 numsprites = atoi(argv[argc]); |
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204 } else { |
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205 fprintf(stderr, |
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206 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", |
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207 argv[0]); |
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208 quit(1); |
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209 } |
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210 } |
0 | 211 |
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212 /* Set video mode */ |
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213 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); |
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214 if (!screen) { |
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215 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", |
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216 width, height, SDL_GetError()); |
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217 quit(2); |
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218 } |
0 | 219 |
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220 /* Load the sprite */ |
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221 if (LoadSprite("icon.bmp") < 0) { |
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222 quit(1); |
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223 } |
0 | 224 |
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225 /* Allocate memory for the sprite info */ |
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226 mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites); |
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227 if (mem == NULL) { |
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228 SDL_FreeSurface(sprite); |
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229 fprintf(stderr, "Out of memory!\n"); |
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230 quit(2); |
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231 } |
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232 sprite_rects = (SDL_Rect *) mem; |
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233 positions = sprite_rects; |
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234 sprite_rects += numsprites; |
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235 velocities = sprite_rects; |
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236 sprite_rects += numsprites; |
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237 sprite_w = sprite->w; |
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238 sprite_h = sprite->h; |
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239 srand(time(NULL)); |
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240 for (i = 0; i < numsprites; ++i) { |
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241 positions[i].x = rand() % (screen->w - sprite_w); |
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242 positions[i].y = rand() % (screen->h - sprite_h); |
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243 positions[i].w = sprite->w; |
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244 positions[i].h = sprite->h; |
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245 velocities[i].x = 0; |
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246 velocities[i].y = 0; |
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247 while (!velocities[i].x && !velocities[i].y) { |
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248 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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249 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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250 } |
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251 } |
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252 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); |
0 | 253 |
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254 /* Print out information about our surfaces */ |
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255 printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel); |
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256 if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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257 printf("Screen is in video memory\n"); |
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258 } else { |
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259 printf("Screen is in system memory\n"); |
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260 } |
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261 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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262 printf("Screen has double-buffering enabled\n"); |
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263 } |
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264 if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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265 printf("Sprite is in video memory\n"); |
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266 } else { |
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267 printf("Sprite is in system memory\n"); |
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268 } |
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269 /* Run a sample blit to trigger blit acceleration */ |
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270 { |
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271 SDL_Rect dst; |
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272 dst.x = 0; |
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273 dst.y = 0; |
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274 dst.w = sprite->w; |
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275 dst.h = sprite->h; |
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276 SDL_BlitSurface(sprite, NULL, screen, &dst); |
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277 SDL_FillRect(screen, &dst, background); |
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278 } |
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279 if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) { |
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280 printf("Sprite blit uses hardware acceleration\n"); |
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281 } |
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282 if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) { |
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283 printf("Sprite blit uses RLE acceleration\n"); |
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284 } |
0 | 285 |
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286 /* Loop, blitting sprites and waiting for a keystroke */ |
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287 frames = 0; |
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288 then = SDL_GetTicks(); |
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289 done = 0; |
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290 sprites_visible = 0; |
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291 while (!done) { |
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292 /* Check for events */ |
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293 ++frames; |
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294 while (SDL_PollEvent(&event)) { |
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295 switch (event.type) { |
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296 case SDL_MOUSEBUTTONDOWN: |
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297 SDL_WarpMouse(screen->w / 2, screen->h / 2); |
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298 break; |
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299 case SDL_KEYDOWN: |
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300 /* Any keypress quits the app... */ |
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301 case SDL_QUIT: |
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302 done = 1; |
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303 break; |
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304 default: |
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305 break; |
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306 } |
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307 } |
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308 MoveSprites(screen, background); |
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309 } |
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310 SDL_FreeSurface(sprite); |
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311 free(mem); |
0 | 312 |
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313 /* Print out some timing information */ |
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314 now = SDL_GetTicks(); |
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315 if (now > then) { |
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316 printf("%2.2f frames per second\n", |
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317 ((double) frames * 1000) / (now - then)); |
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318 } |
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319 SDL_Quit(); |
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320 return (0); |
0 | 321 } |