Mercurial > sdl-ios-xcode
annotate test/testsprite.c @ 4539:d2517c0de52b SDL-1.2
Debian patch: 012_nasm_include.diff
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 18 Jul 2010 07:55:34 -0700 |
parents | 4d241ea8a1cd |
children | 782fd950bd46 c121d94672cb |
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 quit(int rc) |
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26 { |
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27 SDL_Quit(); |
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28 exit(rc); |
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29 } |
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30 |
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31 int LoadSprite(char *file) |
0 | 32 { |
33 SDL_Surface *temp; | |
34 | |
35 /* Load the sprite image */ | |
36 sprite = SDL_LoadBMP(file); | |
37 if ( sprite == NULL ) { | |
38 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); | |
39 return(-1); | |
40 } | |
41 | |
42 /* Set transparent pixel as the pixel at (0,0) */ | |
43 if ( sprite->format->palette ) { | |
44 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL), | |
45 *(Uint8 *)sprite->pixels); | |
46 } | |
47 | |
48 /* Convert sprite to video format */ | |
49 temp = SDL_DisplayFormat(sprite); | |
50 SDL_FreeSurface(sprite); | |
51 if ( temp == NULL ) { | |
52 fprintf(stderr, "Couldn't convert background: %s\n", | |
53 SDL_GetError()); | |
54 return(-1); | |
55 } | |
56 sprite = temp; | |
57 | |
58 /* We're ready to roll. :) */ | |
59 return(0); | |
60 } | |
61 | |
62 void MoveSprites(SDL_Surface *screen, Uint32 background) | |
63 { | |
64 int i, nupdates; | |
65 SDL_Rect area, *position, *velocity; | |
66 | |
67 nupdates = 0; | |
68 /* Erase all the sprites if necessary */ | |
69 if ( sprites_visible ) { | |
70 SDL_FillRect(screen, NULL, background); | |
71 } | |
72 | |
73 /* Move the sprite, bounce at the wall, and draw */ | |
74 for ( i=0; i<numsprites; ++i ) { | |
75 position = &positions[i]; | |
76 velocity = &velocities[i]; | |
77 position->x += velocity->x; | |
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78 if ( (position->x < 0) || (position->x >= (screen->w - sprite_w)) ) { |
0 | 79 velocity->x = -velocity->x; |
80 position->x += velocity->x; | |
81 } | |
82 position->y += velocity->y; | |
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83 if ( (position->y < 0) || (position->y >= (screen->h - sprite_w)) ) { |
0 | 84 velocity->y = -velocity->y; |
85 position->y += velocity->y; | |
86 } | |
87 | |
88 /* Blit the sprite onto the screen */ | |
89 area = *position; | |
90 SDL_BlitSurface(sprite, NULL, screen, &area); | |
91 sprite_rects[nupdates++] = area; | |
92 } | |
93 | |
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94 if (debug_flip) { |
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95 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { |
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96 static int t = 0; |
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97 |
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98 Uint32 color = SDL_MapRGB (screen->format, 255, 0, 0); |
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99 SDL_Rect r; |
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100 r.x = (sin((float)t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w-20); |
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101 r.y = 0; |
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102 r.w = 20; |
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103 r.h = screen->h; |
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104 |
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105 SDL_FillRect (screen, &r, color); |
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106 t+=2; |
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107 } |
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108 } |
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109 |
0 | 110 /* Update the screen! */ |
111 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { | |
112 SDL_Flip(screen); | |
113 } else { | |
114 SDL_UpdateRects(screen, nupdates, sprite_rects); | |
115 } | |
116 sprites_visible = 1; | |
117 } | |
118 | |
119 /* This is a way of telling whether or not to use hardware surfaces */ | |
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120 Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp) |
0 | 121 { |
122 const SDL_VideoInfo *info; | |
123 | |
124 /* Hardware acceleration is only used in fullscreen mode */ | |
125 flags |= SDL_FULLSCREEN; | |
126 | |
127 /* Check for various video capabilities */ | |
128 info = SDL_GetVideoInfo(); | |
129 if ( info->blit_hw_CC && info->blit_fill ) { | |
130 /* We use accelerated colorkeying and color filling */ | |
131 flags |= SDL_HWSURFACE; | |
132 } | |
133 /* If we have enough video memory, and will use accelerated | |
134 blits directly to it, then use page flipping. | |
135 */ | |
136 if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { | |
137 /* Direct hardware blitting without double-buffering | |
138 causes really bad flickering. | |
139 */ | |
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140 if ( info->video_mem*1024 > (height*width*bpp/8) ) { |
0 | 141 flags |= SDL_DOUBLEBUF; |
142 } else { | |
143 flags &= ~SDL_HWSURFACE; | |
144 } | |
145 } | |
146 | |
147 /* Return the flags */ | |
148 return(flags); | |
149 } | |
150 | |
151 int main(int argc, char *argv[]) | |
152 { | |
153 SDL_Surface *screen; | |
154 Uint8 *mem; | |
155 int width, height; | |
156 Uint8 video_bpp; | |
157 Uint32 videoflags; | |
158 Uint32 background; | |
159 int i, done; | |
160 SDL_Event event; | |
161 Uint32 then, now, frames; | |
162 | |
163 /* Initialize SDL */ | |
164 if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { | |
165 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); | |
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166 return(1); |
0 | 167 } |
168 | |
169 numsprites = NUM_SPRITES; | |
170 videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; | |
171 width = 640; | |
172 height = 480; | |
173 video_bpp = 8; | |
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174 debug_flip = 0; |
0 | 175 while ( argc > 1 ) { |
176 --argc; | |
177 if ( strcmp(argv[argc-1], "-width") == 0 ) { | |
178 width = atoi(argv[argc]); | |
179 --argc; | |
180 } else | |
181 if ( strcmp(argv[argc-1], "-height") == 0 ) { | |
182 height = atoi(argv[argc]); | |
183 --argc; | |
184 } else | |
185 if ( strcmp(argv[argc-1], "-bpp") == 0 ) { | |
186 video_bpp = atoi(argv[argc]); | |
187 videoflags &= ~SDL_ANYFORMAT; | |
188 --argc; | |
189 } else | |
190 if ( strcmp(argv[argc], "-fast") == 0 ) { | |
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191 videoflags = FastestFlags(videoflags, width, height, video_bpp); |
0 | 192 } else |
193 if ( strcmp(argv[argc], "-hw") == 0 ) { | |
194 videoflags ^= SDL_HWSURFACE; | |
195 } else | |
196 if ( strcmp(argv[argc], "-flip") == 0 ) { | |
197 videoflags ^= SDL_DOUBLEBUF; | |
198 } else | |
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199 if ( strcmp(argv[argc], "-debugflip") == 0 ) { |
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200 debug_flip ^= 1; |
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201 } else |
0 | 202 if ( strcmp(argv[argc], "-fullscreen") == 0 ) { |
203 videoflags ^= SDL_FULLSCREEN; | |
204 } else | |
205 if ( isdigit(argv[argc][0]) ) { | |
206 numsprites = atoi(argv[argc]); | |
207 } else { | |
208 fprintf(stderr, | |
209 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", | |
210 argv[0]); | |
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211 quit(1); |
0 | 212 } |
213 } | |
214 | |
215 /* Set video mode */ | |
216 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); | |
217 if ( ! screen ) { | |
218 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", | |
219 width, height, SDL_GetError()); | |
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220 quit(2); |
0 | 221 } |
222 | |
223 /* Load the sprite */ | |
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224 if ( LoadSprite("icon.bmp") < 0 ) { |
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225 quit(1); |
0 | 226 } |
227 | |
228 /* Allocate memory for the sprite info */ | |
229 mem = (Uint8 *)malloc(4*sizeof(SDL_Rect)*numsprites); | |
230 if ( mem == NULL ) { | |
231 SDL_FreeSurface(sprite); | |
232 fprintf(stderr, "Out of memory!\n"); | |
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233 quit(2); |
0 | 234 } |
235 sprite_rects = (SDL_Rect *)mem; | |
236 positions = sprite_rects; | |
237 sprite_rects += numsprites; | |
238 velocities = sprite_rects; | |
239 sprite_rects += numsprites; | |
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240 sprite_w = sprite->w; |
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241 sprite_h = sprite->h; |
0 | 242 srand(time(NULL)); |
243 for ( i=0; i<numsprites; ++i ) { | |
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244 positions[i].x = rand()%(screen->w - sprite_w); |
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245 positions[i].y = rand()%(screen->h - sprite_h); |
0 | 246 positions[i].w = sprite->w; |
247 positions[i].h = sprite->h; | |
248 velocities[i].x = 0; | |
249 velocities[i].y = 0; | |
250 while ( ! velocities[i].x && ! velocities[i].y ) { | |
251 velocities[i].x = (rand()%(MAX_SPEED*2+1))-MAX_SPEED; | |
252 velocities[i].y = (rand()%(MAX_SPEED*2+1))-MAX_SPEED; | |
253 } | |
254 } | |
255 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); | |
256 | |
257 /* Print out information about our surfaces */ | |
258 printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel); | |
259 if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { | |
260 printf("Screen is in video memory\n"); | |
261 } else { | |
262 printf("Screen is in system memory\n"); | |
263 } | |
264 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { | |
265 printf("Screen has double-buffering enabled\n"); | |
266 } | |
267 if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { | |
268 printf("Sprite is in video memory\n"); | |
269 } else { | |
270 printf("Sprite is in system memory\n"); | |
271 } | |
272 /* Run a sample blit to trigger blit acceleration */ | |
273 { SDL_Rect dst; | |
274 dst.x = 0; | |
275 dst.y = 0; | |
276 dst.w = sprite->w; | |
277 dst.h = sprite->h; | |
278 SDL_BlitSurface(sprite, NULL, screen, &dst); | |
279 SDL_FillRect(screen, &dst, background); | |
280 } | |
281 if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) { | |
282 printf("Sprite blit uses hardware acceleration\n"); | |
283 } | |
284 if ( (sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) { | |
285 printf("Sprite blit uses RLE acceleration\n"); | |
286 } | |
287 | |
288 /* Loop, blitting sprites and waiting for a keystroke */ | |
289 frames = 0; | |
290 then = SDL_GetTicks(); | |
291 done = 0; | |
292 sprites_visible = 0; | |
293 while ( !done ) { | |
294 /* Check for events */ | |
295 ++frames; | |
296 while ( SDL_PollEvent(&event) ) { | |
297 switch (event.type) { | |
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298 case SDL_MOUSEBUTTONDOWN: |
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299 SDL_WarpMouse(screen->w/2, screen->h/2); |
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300 break; |
0 | 301 case SDL_KEYDOWN: |
302 /* Any keypress quits the app... */ | |
303 case SDL_QUIT: | |
304 done = 1; | |
305 break; | |
306 default: | |
307 break; | |
308 } | |
309 } | |
310 MoveSprites(screen, background); | |
311 } | |
312 SDL_FreeSurface(sprite); | |
313 free(mem); | |
314 | |
315 /* Print out some timing information */ | |
316 now = SDL_GetTicks(); | |
317 if ( now > then ) { | |
318 printf("%2.2f frames per second\n", | |
319 ((double)frames*1000)/(now-then)); | |
320 } | |
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321 SDL_Quit(); |
0 | 322 return(0); |
323 } |