Mercurial > sdl-ios-xcode
annotate test/testalpha.c @ 4271:c57d816eb9c5 SDL-1.2
Updated version for mingw32 build
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 02 Oct 2009 11:12:04 +0000 |
parents | b2f59aadec0d |
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rev | line source |
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0 | 1 |
2 /* Simple program: Fill a colormap with gray and stripe it down the screen, | |
3 Then move an alpha valued sprite around the screen. | |
4 */ | |
5 | |
6 #include <stdio.h> | |
7 #include <stdlib.h> | |
8 #include <string.h> | |
9 #include <math.h> | |
10 | |
11 #include "SDL.h" | |
12 | |
13 #define FRAME_TICKS (1000/30) /* 30 frames/second */ | |
14 | |
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15 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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16 static void quit(int rc) |
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17 { |
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18 SDL_Quit(); |
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19 exit(rc); |
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20 } |
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21 |
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22 /* Fill the screen with a gradient */ |
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23 static void FillBackground(SDL_Surface *screen) |
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24 { |
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25 Uint8 *buffer; |
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26 Uint16 *buffer16; |
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27 Uint16 color; |
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28 Uint8 gradient; |
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29 int i, k; |
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30 |
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31 /* Set the surface pixels and refresh! */ |
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32 if ( SDL_LockSurface(screen) < 0 ) { |
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33 fprintf(stderr, "Couldn't lock the display surface: %s\n", |
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34 SDL_GetError()); |
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35 quit(2); |
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36 } |
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37 buffer=(Uint8 *)screen->pixels; |
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38 if (screen->format->BytesPerPixel!=2) { |
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39 for ( i=0; i<screen->h; ++i ) { |
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40 memset(buffer,(i*255)/screen->h, screen->w*screen->format->BytesPerPixel); |
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41 buffer += screen->pitch; |
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42 } |
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43 } |
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44 else |
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45 { |
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46 for ( i=0; i<screen->h; ++i ) { |
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47 gradient=((i*255)/screen->h); |
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48 color = (Uint16)SDL_MapRGB(screen->format, gradient, gradient, gradient); |
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49 buffer16=(Uint16*)buffer; |
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50 for (k=0; k<screen->w; k++) |
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51 { |
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52 *(buffer16+k)=color; |
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53 } |
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54 buffer += screen->pitch; |
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55 } |
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56 } |
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57 |
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58 SDL_UnlockSurface(screen); |
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59 SDL_UpdateRect(screen, 0, 0, 0, 0); |
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60 } |
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61 |
0 | 62 /* Create a "light" -- a yellowish surface with variable alpha */ |
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63 SDL_Surface *CreateLight(int radius) |
0 | 64 { |
65 Uint8 trans, alphamask; | |
66 int range, addition; | |
67 int xdist, ydist; | |
68 Uint16 x, y; | |
69 Uint16 skip; | |
70 Uint32 pixel; | |
71 SDL_Surface *light; | |
72 | |
73 #ifdef LIGHT_16BIT | |
74 Uint16 *buf; | |
75 | |
76 /* Create a 16 (4/4/4/4) bpp square with a full 4-bit alpha channel */ | |
77 /* Note: this isn't any faster than a 32 bit alpha surface */ | |
78 alphamask = 0x0000000F; | |
79 light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 16, | |
80 0x0000F000, 0x00000F00, 0x000000F0, alphamask); | |
81 #else | |
82 Uint32 *buf; | |
83 | |
84 /* Create a 32 (8/8/8/8) bpp square with a full 8-bit alpha channel */ | |
85 alphamask = 0x000000FF; | |
86 light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 32, | |
87 0xFF000000, 0x00FF0000, 0x0000FF00, alphamask); | |
88 if ( light == NULL ) { | |
89 fprintf(stderr, "Couldn't create light: %s\n", SDL_GetError()); | |
90 return(NULL); | |
91 } | |
92 #endif | |
93 | |
94 /* Fill with a light yellow-orange color */ | |
95 skip = light->pitch-(light->w*light->format->BytesPerPixel); | |
96 #ifdef LIGHT_16BIT | |
97 buf = (Uint16 *)light->pixels; | |
98 #else | |
99 buf = (Uint32 *)light->pixels; | |
100 #endif | |
101 /* Get a tranparent pixel value - we'll add alpha later */ | |
102 pixel = SDL_MapRGBA(light->format, 0xFF, 0xDD, 0x88, 0); | |
103 for ( y=0; y<light->h; ++y ) { | |
104 for ( x=0; x<light->w; ++x ) { | |
105 *buf++ = pixel; | |
106 } | |
107 buf += skip; /* Almost always 0, but just in case... */ | |
108 } | |
109 | |
110 /* Calculate alpha values for the surface. */ | |
111 #ifdef LIGHT_16BIT | |
112 buf = (Uint16 *)light->pixels; | |
113 #else | |
114 buf = (Uint32 *)light->pixels; | |
115 #endif | |
116 for ( y=0; y<light->h; ++y ) { | |
117 for ( x=0; x<light->w; ++x ) { | |
118 /* Slow distance formula (from center of light) */ | |
119 xdist = x-(light->w/2); | |
120 ydist = y-(light->h/2); | |
121 range = (int)sqrt(xdist*xdist+ydist*ydist); | |
122 | |
123 /* Scale distance to range of transparency (0-255) */ | |
124 if ( range > radius ) { | |
125 trans = alphamask; | |
126 } else { | |
127 /* Increasing transparency with distance */ | |
128 trans = (Uint8)((range*alphamask)/radius); | |
129 | |
130 /* Lights are very transparent */ | |
131 addition = (alphamask+1)/8; | |
132 if ( (int)trans+addition > alphamask ) { | |
133 trans = alphamask; | |
134 } else { | |
135 trans += addition; | |
136 } | |
137 } | |
138 /* We set the alpha component as the right N bits */ | |
139 *buf++ |= (255-trans); | |
140 } | |
141 buf += skip; /* Almost always 0, but just in case... */ | |
142 } | |
143 /* Enable RLE acceleration of this alpha surface */ | |
144 SDL_SetAlpha(light, SDL_SRCALPHA|SDL_RLEACCEL, 0); | |
145 | |
146 /* We're done! */ | |
147 return(light); | |
148 } | |
149 | |
150 static Uint32 flashes = 0; | |
151 static Uint32 flashtime = 0; | |
152 | |
153 void FlashLight(SDL_Surface *screen, SDL_Surface *light, int x, int y) | |
154 { | |
155 SDL_Rect position; | |
156 Uint32 ticks1; | |
157 Uint32 ticks2; | |
158 | |
159 /* Easy, center light */ | |
160 position.x = x-(light->w/2); | |
161 position.y = y-(light->h/2); | |
162 position.w = light->w; | |
163 position.h = light->h; | |
164 ticks1 = SDL_GetTicks(); | |
165 SDL_BlitSurface(light, NULL, screen, &position); | |
166 ticks2 = SDL_GetTicks(); | |
167 SDL_UpdateRects(screen, 1, &position); | |
168 ++flashes; | |
169 | |
170 /* Update time spend doing alpha blitting */ | |
171 flashtime += (ticks2-ticks1); | |
172 } | |
173 | |
174 static int sprite_visible = 0; | |
175 static SDL_Surface *sprite; | |
176 static SDL_Surface *backing; | |
177 static SDL_Rect position; | |
178 static int x_vel, y_vel; | |
179 static int alpha_vel; | |
180 | |
181 int LoadSprite(SDL_Surface *screen, char *file) | |
182 { | |
183 SDL_Surface *converted; | |
184 | |
185 /* Load the sprite image */ | |
186 sprite = SDL_LoadBMP(file); | |
187 if ( sprite == NULL ) { | |
188 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); | |
189 return(-1); | |
190 } | |
191 | |
192 /* Set transparent pixel as the pixel at (0,0) */ | |
193 if ( sprite->format->palette ) { | |
194 SDL_SetColorKey(sprite, SDL_SRCCOLORKEY, | |
195 *(Uint8 *)sprite->pixels); | |
196 } | |
197 | |
198 /* Convert sprite to video format */ | |
199 converted = SDL_DisplayFormat(sprite); | |
200 SDL_FreeSurface(sprite); | |
201 if ( converted == NULL ) { | |
202 fprintf(stderr, "Couldn't convert background: %s\n", | |
203 SDL_GetError()); | |
204 return(-1); | |
205 } | |
206 sprite = converted; | |
207 | |
208 /* Create the background */ | |
209 backing = SDL_CreateRGBSurface(SDL_SWSURFACE, sprite->w, sprite->h, 8, | |
210 0, 0, 0, 0); | |
211 if ( backing == NULL ) { | |
212 fprintf(stderr, "Couldn't create background: %s\n", | |
213 SDL_GetError()); | |
214 SDL_FreeSurface(sprite); | |
215 return(-1); | |
216 } | |
217 | |
218 /* Convert background to video format */ | |
219 converted = SDL_DisplayFormat(backing); | |
220 SDL_FreeSurface(backing); | |
221 if ( converted == NULL ) { | |
222 fprintf(stderr, "Couldn't convert background: %s\n", | |
223 SDL_GetError()); | |
224 SDL_FreeSurface(sprite); | |
225 return(-1); | |
226 } | |
227 backing = converted; | |
228 | |
229 /* Set the initial position of the sprite */ | |
230 position.x = (screen->w-sprite->w)/2; | |
231 position.y = (screen->h-sprite->h)/2; | |
232 position.w = sprite->w; | |
233 position.h = sprite->h; | |
234 x_vel = 0; y_vel = 0; | |
235 alpha_vel = 1; | |
236 | |
237 /* We're ready to roll. :) */ | |
238 return(0); | |
239 } | |
240 | |
241 void AttractSprite(Uint16 x, Uint16 y) | |
242 { | |
243 x_vel = ((int)x-position.x)/10; | |
244 y_vel = ((int)y-position.y)/10; | |
245 } | |
246 | |
247 void MoveSprite(SDL_Surface *screen, SDL_Surface *light) | |
248 { | |
249 SDL_Rect updates[2]; | |
250 int alpha; | |
251 | |
252 /* Erase the sprite if it was visible */ | |
253 if ( sprite_visible ) { | |
254 updates[0] = position; | |
255 SDL_BlitSurface(backing, NULL, screen, &updates[0]); | |
256 } else { | |
257 updates[0].x = 0; updates[0].y = 0; | |
258 updates[0].w = 0; updates[0].h = 0; | |
259 sprite_visible = 1; | |
260 } | |
261 | |
262 /* Since the sprite is off the screen, we can do other drawing | |
263 without being overwritten by the saved area behind the sprite. | |
264 */ | |
265 if ( light != NULL ) { | |
266 int x, y; | |
267 | |
268 SDL_GetMouseState(&x, &y); | |
269 FlashLight(screen, light, x, y); | |
270 } | |
271 | |
272 /* Move the sprite, bounce at the wall */ | |
273 position.x += x_vel; | |
274 if ( (position.x < 0) || (position.x >= screen->w) ) { | |
275 x_vel = -x_vel; | |
276 position.x += x_vel; | |
277 } | |
278 position.y += y_vel; | |
279 if ( (position.y < 0) || (position.y >= screen->h) ) { | |
280 y_vel = -y_vel; | |
281 position.y += y_vel; | |
282 } | |
283 | |
284 /* Update transparency (fade in and out) */ | |
285 alpha = sprite->format->alpha; | |
286 if ( (alpha+alpha_vel) < 0 ) { | |
287 alpha_vel = -alpha_vel; | |
288 } else | |
289 if ( (alpha+alpha_vel) > 255 ) { | |
290 alpha_vel = -alpha_vel; | |
291 } | |
292 SDL_SetAlpha(sprite, SDL_SRCALPHA, (Uint8)(alpha+alpha_vel)); | |
293 | |
294 /* Save the area behind the sprite */ | |
295 updates[1] = position; | |
296 SDL_BlitSurface(screen, &updates[1], backing, NULL); | |
297 | |
298 /* Blit the sprite onto the screen */ | |
299 updates[1] = position; | |
300 SDL_BlitSurface(sprite, NULL, screen, &updates[1]); | |
301 | |
302 /* Make it so! */ | |
303 SDL_UpdateRects(screen, 2, updates); | |
304 } | |
305 | |
306 void WarpSprite(SDL_Surface *screen, int x, int y) | |
307 { | |
308 SDL_Rect updates[2]; | |
309 | |
310 /* Erase, move, Draw, update */ | |
311 updates[0] = position; | |
312 SDL_BlitSurface(backing, NULL, screen, &updates[0]); | |
313 position.x = x-sprite->w/2; /* Center about X */ | |
314 position.y = y-sprite->h/2; /* Center about Y */ | |
315 updates[1] = position; | |
316 SDL_BlitSurface(screen, &updates[1], backing, NULL); | |
317 updates[1] = position; | |
318 SDL_BlitSurface(sprite, NULL, screen, &updates[1]); | |
319 SDL_UpdateRects(screen, 2, updates); | |
320 } | |
321 | |
322 int main(int argc, char *argv[]) | |
323 { | |
324 const SDL_VideoInfo *info; | |
325 SDL_Surface *screen; | |
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326 int w, h; |
0 | 327 Uint8 video_bpp; |
328 Uint32 videoflags; | |
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329 int i, done; |
0 | 330 SDL_Event event; |
331 SDL_Surface *light; | |
332 int mouse_pressed; | |
333 Uint32 ticks, lastticks; | |
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334 |
0 | 335 |
336 /* Initialize SDL */ | |
337 if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { | |
338 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); | |
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339 return(1); |
0 | 340 } |
341 | |
342 /* Alpha blending doesn't work well at 8-bit color */ | |
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343 #ifdef _WIN32_WCE |
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344 /* Pocket PC */ |
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345 w = 240; |
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346 h = 320; |
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347 #else |
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348 w = 640; |
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349 h = 480; |
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350 #endif |
0 | 351 info = SDL_GetVideoInfo(); |
352 if ( info->vfmt->BitsPerPixel > 8 ) { | |
353 video_bpp = info->vfmt->BitsPerPixel; | |
354 } else { | |
355 video_bpp = 16; | |
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356 fprintf(stderr, "forced 16 bpp mode\n"); |
0 | 357 } |
358 videoflags = SDL_SWSURFACE; | |
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359 for ( i = 1; argv[i]; ++i ) { |
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360 if ( strcmp(argv[i], "-bpp") == 0 ) { |
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361 video_bpp = atoi(argv[++i]); |
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362 if (video_bpp<=8) { |
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363 video_bpp=16; |
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364 fprintf(stderr, "forced 16 bpp mode\n"); |
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365 } |
0 | 366 } else |
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367 if ( strcmp(argv[i], "-hw") == 0 ) { |
0 | 368 videoflags |= SDL_HWSURFACE; |
369 } else | |
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370 if ( strcmp(argv[i], "-warp") == 0 ) { |
0 | 371 videoflags |= SDL_HWPALETTE; |
372 } else | |
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373 if ( strcmp(argv[i], "-width") == 0 && argv[i+1] ) { |
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374 w = atoi(argv[++i]); |
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375 } else |
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376 if ( strcmp(argv[i], "-height") == 0 && argv[i+1] ) { |
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377 h = atoi(argv[++i]); |
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378 } else |
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379 if ( strcmp(argv[i], "-resize") == 0 ) { |
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380 videoflags |= SDL_RESIZABLE; |
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381 } else |
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382 if ( strcmp(argv[i], "-noframe") == 0 ) { |
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383 videoflags |= SDL_NOFRAME; |
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384 } else |
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385 if ( strcmp(argv[i], "-fullscreen") == 0 ) { |
0 | 386 videoflags |= SDL_FULLSCREEN; |
387 } else { | |
388 fprintf(stderr, | |
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389 "Usage: %s [-width N] [-height N] [-bpp N] [-warp] [-hw] [-fullscreen]\n", |
0 | 390 argv[0]); |
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391 quit(1); |
0 | 392 } |
393 } | |
394 | |
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395 /* Set video mode */ |
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396 if ( (screen=SDL_SetVideoMode(w,h,video_bpp,videoflags)) == NULL ) { |
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397 fprintf(stderr, "Couldn't set %dx%dx%d video mode: %s\n", |
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398 w, h, video_bpp, SDL_GetError()); |
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399 quit(2); |
0 | 400 } |
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401 FillBackground(screen); |
0 | 402 |
403 /* Create the light */ | |
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404 light = CreateLight(82); |
0 | 405 if ( light == NULL ) { |
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406 quit(1); |
0 | 407 } |
408 | |
409 /* Load the sprite */ | |
410 if ( LoadSprite(screen, "icon.bmp") < 0 ) { | |
411 SDL_FreeSurface(light); | |
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412 quit(1); |
0 | 413 } |
414 | |
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415 /* Print out information about our surfaces */ |
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416 printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel); |
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417 if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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418 printf("Screen is in video memory\n"); |
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419 } else { |
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420 printf("Screen is in system memory\n"); |
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421 } |
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422 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { |
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423 printf("Screen has double-buffering enabled\n"); |
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424 } |
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425 if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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426 printf("Sprite is in video memory\n"); |
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427 } else { |
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428 printf("Sprite is in system memory\n"); |
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429 } |
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430 |
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431 /* Run a sample blit to trigger blit acceleration */ |
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432 MoveSprite(screen, NULL); |
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433 if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) { |
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434 printf("Sprite blit uses hardware alpha acceleration\n"); |
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435 } else { |
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436 printf("Sprite blit dosn't uses hardware alpha acceleration\n"); |
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437 } |
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438 |
0 | 439 /* Set a clipping rectangle to clip the outside edge of the screen */ |
440 { SDL_Rect clip; | |
441 clip.x = 32; | |
442 clip.y = 32; | |
443 clip.w = screen->w-(2*32); | |
444 clip.h = screen->h-(2*32); | |
445 SDL_SetClipRect(screen, &clip); | |
446 } | |
447 | |
448 /* Wait for a keystroke */ | |
449 lastticks = SDL_GetTicks(); | |
450 done = 0; | |
451 mouse_pressed = 0; | |
452 while ( !done ) { | |
453 /* Update the frame -- move the sprite */ | |
454 if ( mouse_pressed ) { | |
455 MoveSprite(screen, light); | |
456 mouse_pressed = 0; | |
457 } else { | |
458 MoveSprite(screen, NULL); | |
459 } | |
460 | |
461 /* Slow down the loop to 30 frames/second */ | |
462 ticks = SDL_GetTicks(); | |
463 if ( (ticks-lastticks) < FRAME_TICKS ) { | |
464 #ifdef CHECK_SLEEP_GRANULARITY | |
465 fprintf(stderr, "Sleeping %d ticks\n", FRAME_TICKS-(ticks-lastticks)); | |
466 #endif | |
467 SDL_Delay(FRAME_TICKS-(ticks-lastticks)); | |
468 #ifdef CHECK_SLEEP_GRANULARITY | |
469 fprintf(stderr, "Slept %d ticks\n", (SDL_GetTicks()-ticks)); | |
470 #endif | |
471 } | |
472 lastticks = ticks; | |
473 | |
474 /* Check for events */ | |
475 while ( SDL_PollEvent(&event) ) { | |
476 switch (event.type) { | |
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477 case SDL_VIDEORESIZE: |
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478 screen = SDL_SetVideoMode(event.resize.w, event.resize.h, video_bpp, videoflags); |
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479 if ( screen ) { |
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480 FillBackground(screen); |
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481 } |
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482 break; |
0 | 483 /* Attract sprite while mouse is held down */ |
484 case SDL_MOUSEMOTION: | |
485 if (event.motion.state != 0) { | |
486 AttractSprite(event.motion.x, | |
487 event.motion.y); | |
488 mouse_pressed = 1; | |
489 } | |
490 break; | |
491 case SDL_MOUSEBUTTONDOWN: | |
492 if ( event.button.button == 1 ) { | |
493 AttractSprite(event.button.x, | |
494 event.button.y); | |
495 mouse_pressed = 1; | |
496 } else { | |
497 SDL_Rect area; | |
498 | |
499 area.x = event.button.x-16; | |
500 area.y = event.button.y-16; | |
501 area.w = 32; | |
502 area.h = 32; | |
503 SDL_FillRect(screen, &area, 0); | |
504 SDL_UpdateRects(screen,1,&area); | |
505 } | |
506 break; | |
507 case SDL_KEYDOWN: | |
3868 | 508 #ifndef _WIN32_WCE |
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509 if ( event.key.keysym.sym == SDLK_ESCAPE ) { |
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510 done = 1; |
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511 } |
3868 | 512 #else |
513 // there is no ESC key at all | |
514 done = 1; | |
515 #endif | |
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516 break; |
0 | 517 case SDL_QUIT: |
518 done = 1; | |
519 break; | |
520 default: | |
521 break; | |
522 } | |
523 } | |
524 } | |
525 SDL_FreeSurface(light); | |
526 SDL_FreeSurface(sprite); | |
527 SDL_FreeSurface(backing); | |
528 | |
529 /* Print out some timing information */ | |
530 if ( flashes > 0 ) { | |
531 printf("%d alpha blits, ~%4.4f ms per blit\n", | |
532 flashes, (float)flashtime/flashes); | |
533 } | |
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534 |
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535 SDL_Quit(); |
0 | 536 return(0); |
537 } |