Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 1916:c773b0c0ac89
Implemented blend modes in the D3D renderer
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 19 Jul 2006 05:03:21 +0000 |
parents | a228436a2404 |
children | 3f54b3ec5a07 |
rev | line source |
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1895
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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parents:
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1 /* Simple program: Move N sprites around on the screen as fast as possible */ |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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parents:
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2 |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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3 #include <stdlib.h> |
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Streamlined the API a bit and optimized the software renderer.
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4 #include <stdio.h> |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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5 #include <time.h> |
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6 |
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Added a test program framework for easy initialization.
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7 #include "common.h" |
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8 |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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9 #define NUM_SPRITES 100 |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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10 #define MAX_SPEED 1 |
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Implemented blend modes in the D3D renderer
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11 #define BACKGROUND 0x00A0A0A0 |
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Sam Lantinga <slouken@libsdl.org>
parents:
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12 |
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Added a test program framework for easy initialization.
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13 static CommonState *state; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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14 static int num_sprites; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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15 static SDL_TextureID *sprites; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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16 static SDL_Rect *positions; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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17 static SDL_Rect *velocities; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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18 static int sprite_w, sprite_h; |
1916
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Implemented blend modes in the D3D renderer
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19 static SDL_TextureBlendMode blendMode = SDL_TextureBlendMode_Mask; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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20 |
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21 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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22 static void |
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23 quit(int rc) |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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24 { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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25 if (sprites) { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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26 SDL_free(sprites); |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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27 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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28 if (positions) { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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29 SDL_free(positions); |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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30 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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31 if (velocities) { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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32 SDL_free(velocities); |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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33 } |
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Added a test program framework for easy initialization.
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34 CommonQuit(state); |
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35 exit(rc); |
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36 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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37 |
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38 int |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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39 LoadSprite(char *file) |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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40 { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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41 int i; |
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42 SDL_Surface *temp; |
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43 |
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44 /* Load the sprite image */ |
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45 temp = SDL_LoadBMP(file); |
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46 if (temp == NULL) { |
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47 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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48 return (-1); |
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49 } |
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50 sprite_w = temp->w; |
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51 sprite_h = temp->h; |
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52 |
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53 /* Set transparent pixel as the pixel at (0,0) */ |
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54 if (temp->format->palette) { |
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55 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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56 } |
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57 |
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58 /* Create textures from the image */ |
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59 for (i = 0; i < state->num_windows; ++i) { |
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60 SDL_SelectRenderer(state->windows[i]); |
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61 sprites[i] = |
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62 SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp); |
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63 if (!sprites[i]) { |
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64 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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65 SDL_FreeSurface(temp); |
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66 return (-1); |
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67 } |
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68 } |
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69 SDL_FreeSurface(temp); |
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70 |
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71 /* We're ready to roll. :) */ |
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72 return (0); |
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73 } |
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74 |
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75 void |
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76 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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77 { |
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78 int i, n; |
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79 int window_w, window_h; |
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80 SDL_Rect area, *position, *velocity; |
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81 |
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82 SDL_SelectRenderer(window); |
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83 |
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84 /* Query the sizes */ |
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85 SDL_GetWindowSize(window, &window_w, &window_h); |
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86 |
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87 /* Move the sprite, bounce at the wall, and draw */ |
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88 n = 0; |
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More of the Direct3D renderer is implemented, I'm not sure why it's not showing texture copies yet...
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89 SDL_RenderFill(NULL, BACKGROUND); |
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90 /* |
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91 for (i = 0; i < num_sprites; ++i) { |
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92 position = &positions[i]; |
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93 SDL_RenderFill(position, BACKGROUND); |
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94 } |
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95 */ |
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96 for (i = 0; i < num_sprites; ++i) { |
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97 position = &positions[i]; |
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98 velocity = &velocities[i]; |
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99 position->x += velocity->x; |
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100 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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101 velocity->x = -velocity->x; |
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102 position->x += velocity->x; |
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103 } |
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104 position->y += velocity->y; |
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105 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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106 velocity->y = -velocity->y; |
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107 position->y += velocity->y; |
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108 } |
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109 |
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110 /* Blit the sprite onto the screen */ |
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111 SDL_RenderCopy(sprite, NULL, position, blendMode, |
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112 SDL_TextureScaleMode_None); |
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113 } |
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114 |
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115 /* Update the screen! */ |
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116 SDL_RenderPresent(); |
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117 } |
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118 |
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119 int |
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120 main(int argc, char *argv[]) |
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121 { |
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122 int i, done; |
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123 SDL_Event event; |
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124 Uint32 then, now, frames; |
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125 |
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126 /* Initialize parameters */ |
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127 num_sprites = NUM_SPRITES; |
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128 |
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129 /* Initialize test framework */ |
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130 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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131 if (!state) { |
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132 return 1; |
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133 } |
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134 for (i = 1; i < argc;) { |
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135 int consumed; |
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136 |
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137 consumed = CommonArg(state, i); |
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138 if (consumed == 0) { |
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139 consumed = -1; |
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140 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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141 if (argv[i + 1]) { |
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142 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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143 blendMode = SDL_TextureBlendMode_None; |
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144 consumed = 2; |
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145 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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146 blendMode = SDL_TextureBlendMode_Blend; |
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147 consumed = 2; |
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148 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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149 blendMode = SDL_TextureBlendMode_Add; |
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150 consumed = 2; |
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151 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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152 blendMode = SDL_TextureBlendMode_Mod; |
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153 consumed = 2; |
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154 } |
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155 } |
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156 } else if (SDL_isdigit(*argv[i])) { |
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157 num_sprites = SDL_atoi(argv[i]); |
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158 consumed = 1; |
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159 } |
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160 } |
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161 if (consumed < 0) { |
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162 fprintf(stderr, "Usage: %s %s [--blend none|blend|add|mod]", |
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163 argv[0], CommonUsage(state)); |
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164 quit(1); |
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165 } |
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166 i += consumed; |
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167 } |
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168 if (!CommonInit(state)) { |
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169 quit(2); |
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170 } |
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171 |
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172 /* Create the windows, initialize the renderers, and load the textures */ |
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173 sprites = |
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174 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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175 if (!sprites) { |
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176 fprintf(stderr, "Out of memory!\n"); |
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177 quit(2); |
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178 } |
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179 for (i = 0; i < state->num_windows; ++i) { |
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180 SDL_SelectRenderer(state->windows[i]); |
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181 SDL_RenderFill(NULL, BACKGROUND); |
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182 } |
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183 if (LoadSprite("icon.bmp") < 0) { |
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184 quit(2); |
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185 } |
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186 |
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187 /* Allocate memory for the sprite info */ |
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188 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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189 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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190 if (!positions || !velocities) { |
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191 fprintf(stderr, "Out of memory!\n"); |
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192 quit(2); |
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193 } |
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194 srand(time(NULL)); |
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195 for (i = 0; i < num_sprites; ++i) { |
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196 positions[i].x = rand() % (state->window_w - sprite_w); |
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197 positions[i].y = rand() % (state->window_h - sprite_h); |
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198 positions[i].w = sprite_w; |
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199 positions[i].h = sprite_h; |
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200 velocities[i].x = 0; |
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201 velocities[i].y = 0; |
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202 while (!velocities[i].x && !velocities[i].y) { |
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203 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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204 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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205 } |
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206 } |
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207 |
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208 /* Main render loop */ |
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209 frames = 0; |
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210 then = SDL_GetTicks(); |
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211 done = 0; |
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212 while (!done) { |
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213 /* Check for events */ |
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214 ++frames; |
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215 while (SDL_PollEvent(&event)) { |
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216 CommonEvent(state, &event, &done); |
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217 switch (event.type) { |
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218 case SDL_WINDOWEVENT: |
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219 switch (event.window.event) { |
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220 case SDL_WINDOWEVENT_EXPOSED: |
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221 SDL_SelectRenderer(event.window.windowID); |
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222 SDL_RenderFill(NULL, BACKGROUND); |
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223 break; |
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224 } |
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225 break; |
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226 default: |
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227 break; |
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228 } |
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229 } |
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230 for (i = 0; i < state->num_windows; ++i) { |
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231 MoveSprites(state->windows[i], sprites[i]); |
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232 } |
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233 } |
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234 |
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235 /* Print out some timing information */ |
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236 now = SDL_GetTicks(); |
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237 if (now > then) { |
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238 printf("%2.2f frames per second\n", |
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239 ((double) frames * 1000) / (now - then)); |
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240 } |
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241 quit(0); |
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242 } |
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243 |
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244 /* vi: set ts=4 sw=4 expandtab: */ |