Mercurial > sdl-ios-xcode
annotate Xcode/TemplatesForProjectBuilder/SDL Custom Cocoa Application/MyController.m @ 3235:d35b649858e0
David Carre to Sam
Hello sam, me again.
I'v fixed another bug in the pandora code, it's on the no-X videodriver, i forgot to add some code to destroy the window so it was impossible to reload SDL inside the same application (eglTerminate).
You'll find the svn diff attached.
See you,
David.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 11 Aug 2009 13:45:01 +0000 |
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1 // |
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2 // MyController.m |
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3 // SDL Custom Cocoa App |
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4 // |
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5 // Created by Darrell Walisser on Fri Jul 18 2003. |
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6 // Copyright (c) 2003 __MyCompanyName__. All rights reserved. |
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7 // |
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8 |
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9 #import "MyController.h" |
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10 #import "SDL.h" |
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11 |
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12 id gController; |
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13 |
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14 @implementation MyController |
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15 |
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16 - (id)init |
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17 { |
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18 self = [ super init ]; |
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19 if (self) { |
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20 |
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21 _nSprites = 10; |
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22 _max_speed = 4; |
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23 _doFlip = 0; |
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24 _mem = NULL; |
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25 _screen = NULL; |
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26 _sprite_rects = NULL; |
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27 _positions = NULL; |
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28 _velocities = NULL; |
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29 _sprites_visible = 1; |
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30 _sprite_w = 0; |
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31 _sprite_h = 0; |
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32 _mouse_x = 0; |
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33 _mouse_y = 0; |
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34 } |
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35 |
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36 return self; |
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37 } |
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38 |
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39 - (void)setupCocoaWindow |
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40 { |
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41 // If you want the close button to send SDL_Quit, |
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42 // you can attach the SDL_QuartzWindowDelegate to the window |
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43 [ _window setDelegate: |
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44 [ [ [ SDL_QuartzWindowDelegate alloc ] init ] autorelease ] ]; |
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45 |
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46 // Make the window visible and the frontmost window |
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47 [ _window makeKeyAndOrderFront:nil ]; |
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48 |
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49 // Make the window accept passive motion events (when the button is released) |
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50 [ _window setAcceptsMouseMovedEvents:YES ]; |
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51 } |
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52 |
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53 - (void)setCocoaEnvironmentVariables |
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54 { |
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55 // Export cocoa objects to environment |
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56 // SDL will use these when you call SDL_SetVideoMode |
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57 |
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58 // The window must be visible when you call SDL_SetVideoMode, |
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59 // and the view must lie completely within the window. |
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60 // |
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61 // The width and height passed to SDL_SetVideoMode should match |
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62 // the width/height of the view (the window can be any size) |
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63 // |
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64 // For resizing to work, you must set the appropriate |
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65 // attributes on the window and view. Then the SDL_RESIZABLE |
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66 // flag will be set automatically |
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67 // |
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68 // SDL will retain a reference to the window, and |
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69 // will release it when unsetting the video mode |
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70 // |
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71 // The view is not retained (the window object manages this). |
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72 // |
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73 char buffer[256]; |
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74 printf ("NSWindow=%p\n", _window); |
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75 sprintf (buffer, "%d", (int)_window); |
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76 setenv ("SDL_NSWindowPointer", buffer, 1); |
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77 |
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78 printf ("NSQuickDrawView=%p\n", _view); |
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79 sprintf (buffer, "%d", (int)_view); |
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80 setenv ("SDL_NSQuickDrawViewPointer", buffer, 1); |
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81 |
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82 // Also tell SDL to pass keyboard events to Cocoa |
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83 // In this case, Cocoa will get the event before SDL_PollEvent returns it |
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84 // Note that mouse events (button, motion) will always be passed, regardless of this setting |
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85 setenv ("SDL_ENABLEAPPEVENTS", "1", 1); |
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86 } |
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87 |
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88 - (void)printFlags:(Uint32)flags withName:(const char*)name |
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89 { |
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90 printf ("%s", name); |
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91 |
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92 if (flags & SDL_SWSURFACE) |
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93 printf (" - SDL_SWSURFACE"); |
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94 if (flags & SDL_HWSURFACE) |
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95 printf (" - SDL_HWSURFACE"); |
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96 if (flags & SDL_ASYNCBLIT) |
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97 printf (" - SDL_ASYNCBLIT"); |
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98 if (flags & SDL_ANYFORMAT) |
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99 printf (" - SDL_ANYFORMAT"); |
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100 if (flags & SDL_HWPALETTE) |
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101 printf (" - SDL_HWPALETTE"); |
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102 if (flags & SDL_DOUBLEBUF) |
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103 printf (" - SDL_DOUBLEBUF"); |
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104 if (flags & SDL_FULLSCREEN) |
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105 printf (" - SDL_FULLSCREEN"); |
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106 if (flags & SDL_OPENGL) |
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107 printf (" - SDL_OPENGL"); |
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108 if (flags & SDL_OPENGLBLIT) |
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109 printf (" - SDL_OPENGLBLIT"); |
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110 if (flags & SDL_RESIZABLE) |
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111 printf (" - SDL_RESIZABLE"); |
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112 if (flags & SDL_NOFRAME) |
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113 printf (" - SDL_NOFRAME"); |
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114 |
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115 printf ("\n"); |
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116 } |
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117 // This is a way of telling whether or not to use hardware surfaces |
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118 // Note: this does nothing on Mac OS X at the moment - there is no |
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119 // hardware-accelerated blitting support. |
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120 - (Uint32)fastestFlags:(Uint32)flags :(int)width :(int)height :(int)bpp |
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121 { |
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122 const SDL_VideoInfo *info; |
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123 |
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124 // Hardware acceleration is only used in fullscreen mode |
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125 flags |= SDL_FULLSCREEN; |
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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 if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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136 |
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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 if ( info->video_mem*1024 > (height*width*bpp/8) ) { |
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140 flags |= SDL_DOUBLEBUF; |
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141 } else { |
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142 flags &= ~SDL_HWSURFACE; |
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143 } |
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144 } |
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145 |
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146 // Return the flags |
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147 return flags; |
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148 } |
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149 |
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150 - (int)loadSpriteFromFile:(const char*)file |
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151 { |
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152 SDL_Surface *temp; |
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153 |
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154 // Load the sprite image |
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155 _sprite = SDL_LoadBMP (file); |
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156 if ( _sprite == NULL ) { |
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157 fprintf (stderr, "Couldn't load %s: %s", file, SDL_GetError ()); |
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158 return (-1); |
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159 } |
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160 |
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161 // Set transparent pixel as the pixel at (0,0) |
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162 if ( _sprite->format->palette ) { |
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163 SDL_SetColorKey (_sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL), |
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164 *(Uint8 *)_sprite->pixels); |
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165 } |
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166 |
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167 /* Convert sprite to video format */ |
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168 temp = SDL_DisplayFormat (_sprite); |
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169 SDL_FreeSurface (_sprite); |
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170 if ( temp == NULL ) { |
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171 fprintf(stderr, "Couldn't convert background: %s\n", |
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172 SDL_GetError ()); |
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173 return (-1); |
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174 } |
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175 _sprite = temp; |
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176 |
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177 // We're ready to roll. :) |
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178 return 0; |
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179 } |
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180 |
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181 - (void)allocSprites |
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182 { |
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183 /* Allocate memory for the sprite info */ |
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184 _mem = (Uint8 *)malloc (4*sizeof(SDL_Rect)*_nSprites); |
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185 if ( _mem == NULL ) { |
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186 fprintf (stderr, "Out of memory!\n"); |
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187 exit (2); |
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188 } |
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189 |
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190 _sprite_rects = (SDL_Rect *)_mem; |
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191 _positions = _sprite_rects; |
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192 _sprite_rects += _nSprites; |
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193 _velocities = _sprite_rects; |
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194 _sprite_rects += _nSprites; |
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195 _sprite_w = _sprite->w; |
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196 _sprite_h = _sprite->h; |
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197 } |
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198 |
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199 - (void)freeSprites |
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200 { |
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201 free (_mem); |
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202 _mem = NULL; |
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203 } |
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204 |
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205 - (void)initSprites |
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206 { |
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207 // Give each sprite a random starting position and velocity |
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208 int i; |
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209 |
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210 srand(time(NULL)); |
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211 for ( i=0; i < _nSprites; ++i ) { |
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212 _positions[i].x = rand()%(_screen->w - _sprite->w); |
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213 _positions[i].y = rand()%(_screen->h - _sprite->h); |
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214 _positions[i].w = _sprite->w; |
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215 _positions[i].h = _sprite->h; |
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216 _velocities[i].x = 0; |
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217 _velocities[i].y = 0; |
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218 while ( ! _velocities[i].x && ! _velocities[i].y ) { |
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219 _velocities[i].x = (rand()%(_max_speed*2+1)) - _max_speed; |
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220 _velocities[i].y = (rand()%(_max_speed*2+1)) - _max_speed; |
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221 } |
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222 } |
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223 } |
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224 |
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225 - (void)moveSprites:(int)backgroundColor; |
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226 { |
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227 int i, nupdates; |
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228 SDL_Rect area, *position, *velocity; |
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229 |
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230 nupdates = 0; |
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231 // Erase all the sprites if necessary |
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232 if ( _sprites_visible ) { |
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233 SDL_FillRect (_screen, NULL, backgroundColor); |
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234 } |
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235 |
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236 // Move the sprite, bounce at the wall, and draw |
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237 for ( i=0; i < _nSprites; ++i ) { |
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238 position = &_positions[i]; |
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239 velocity = &_velocities[i]; |
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240 position->x += velocity->x; |
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241 if ( (position->x < 0) || (position->x >= (_screen->w - _sprite_w)) ) { |
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242 velocity->x = -velocity->x; |
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243 position->x += velocity->x; |
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244 } |
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245 position->y += velocity->y; |
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246 if ( (position->y < 0) || (position->y >= (_screen->h - _sprite_w)) ) { |
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247 velocity->y = -velocity->y; |
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248 position->y += velocity->y; |
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249 } |
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250 |
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251 // Blit the sprite onto the screen |
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252 area = *position; |
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253 SDL_BlitSurface (_sprite, NULL, _screen, &area); |
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254 _sprite_rects[nupdates++] = area; |
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255 } |
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256 |
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257 // Update the screen! |
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258 if ( _doFlip ) { |
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259 SDL_Flip (_screen); |
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260 } else { |
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261 SDL_UpdateRects (_screen, nupdates, _sprite_rects); |
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262 } |
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263 |
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264 _sprites_visible = 1; |
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265 } |
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266 |
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267 - (int)run:(int)argc argv:(char*[])argv |
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268 { |
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269 int width, height; |
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270 Uint8 video_bpp; |
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271 Uint32 videoflags; |
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272 Uint32 background; |
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273 int done; |
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274 SDL_Event event; |
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275 Uint32 then, now, frames; |
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276 |
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277 // Initialize SDL |
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278 if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) { |
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279 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
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280 exit (1); |
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281 } |
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282 atexit(SDL_Quit); |
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283 |
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284 videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; |
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285 width = 640; |
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286 height = 480; |
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287 video_bpp = 8; |
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288 while ( argc > 1 ) { |
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289 --argc; |
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290 if ( strcmp(argv[argc-1], "-width") == 0 ) { |
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291 width = atoi (argv[argc]); |
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292 --argc; |
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293 } else |
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294 if ( strcmp(argv[argc-1], "-height") == 0 ) { |
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295 height = atoi (argv[argc]); |
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296 --argc; |
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297 } else |
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298 if ( strcmp(argv[argc-1], "-bpp") == 0 ) { |
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299 video_bpp = atoi (argv[argc]); |
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300 videoflags &= ~SDL_ANYFORMAT; |
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301 --argc; |
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302 } else |
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303 if ( strcmp (argv[argc], "-fast") == 0 ) { |
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304 videoflags = [ self fastestFlags:videoflags :width :height :video_bpp ]; |
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305 } else |
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306 if ( strcmp (argv[argc], "-hw") == 0 ) { |
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307 videoflags ^= SDL_HWSURFACE; |
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308 } else |
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309 if ( strcmp (argv[argc], "-flip") == 0 ) { |
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310 videoflags ^= SDL_DOUBLEBUF; |
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311 } else |
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312 if ( strcmp (argv[argc], "-fullscreen") == 0 ) { |
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313 videoflags ^= SDL_FULLSCREEN; |
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314 } else |
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315 if ( isdigit(argv[argc][0]) ) { |
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316 _nSprites = atoi (argv[argc]); |
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317 } else { |
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318 fprintf (stderr, |
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319 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numSprites]\n", |
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320 argv[0]); |
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321 exit (1); |
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322 } |
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323 } |
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324 |
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325 // The width/height passed to SDL_SetVideoMode should match the size of the NSView |
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326 width = [ _view frame ].size.width; |
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327 height = [ _view frame ].size.height; |
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328 videoflags &= ~SDL_FULLSCREEN; // this only for windowed mode |
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329 if ( [ _window styleMask ] & NSResizableWindowMask ) // enable resizable window |
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330 videoflags |= SDL_RESIZABLE; |
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331 [ self setupCocoaWindow ]; |
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332 [ self setCocoaEnvironmentVariables ]; |
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333 _mouse_x = width/2; |
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334 _mouse_y = width/2; |
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335 |
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336 // Set video mode |
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337 _screen = SDL_SetVideoMode (width, height, video_bpp, videoflags); |
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338 if ( ! _screen ) { |
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339 fprintf (stderr, "Couldn't set %dx%d video mode: %s\n", |
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340 width, height, SDL_GetError()); |
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341 exit (2); |
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342 } |
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343 |
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344 // Print out surface info |
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345 [ self printFlags:videoflags withName:"Requested flags: " ]; |
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346 [ self printFlags:_screen->flags withName:"Got flags: " ]; |
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347 |
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348 // Load the sprite |
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349 // The sprite is located in the Resources section of the .app bundle. |
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350 // SDL does not seem aware of bundle paths, so we must construct the path manually. |
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351 NSString* resource_path = [[NSBundle mainBundle] resourcePath]; |
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352 NSString* icon_path = [resource_path stringByAppendingString:@"/icon.bmp"]; |
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353 if ( [ self loadSpriteFromFile:[icon_path UTF8String] ] < 0 ) { |
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354 exit (1); |
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355 } |
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356 |
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357 [ self allocSprites ]; |
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358 [ self initSprites ]; |
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359 |
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360 background = SDL_MapRGB (_screen->format, 0x00, 0x00, 0x00); |
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361 |
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362 // Print out information about our surfaces |
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363 printf("Screen is at %d bits per pixel\n", _screen->format->BitsPerPixel); |
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364 if ( (_screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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365 printf ("Screen is in video memory\n"); |
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366 } else { |
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367 printf ("Screen is in system memory\n"); |
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368 } |
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369 if ( (_screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { |
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370 printf ("Screen has double-buffering enabled\n"); |
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371 } |
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372 if ( (_sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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373 printf ("Sprite is in video memory\n"); |
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374 } else { |
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375 printf ("Sprite is in system memory\n"); |
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376 } |
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377 |
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378 // Run a sample blit to trigger blit acceleration |
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379 { |
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380 SDL_Rect dst; |
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381 dst.x = 0; |
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382 dst.y = 0; |
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383 dst.w = _sprite->w; |
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384 dst.h = _sprite->h; |
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385 SDL_BlitSurface (_sprite, NULL, _screen, &dst); |
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386 SDL_FillRect (_screen, &dst, background); |
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387 } |
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388 if ( (_sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) { |
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389 printf("Sprite blit uses hardware acceleration\n"); |
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390 } |
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391 if ( (_sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) { |
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392 printf("Sprite blit uses RLE acceleration\n"); |
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393 } |
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394 |
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395 // Loop, blitting sprites and waiting for a keystroke |
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396 frames = 0; |
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397 then = SDL_GetTicks(); |
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398 done = 0; |
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399 _sprites_visible = 0; |
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400 while ( !done ) { |
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401 // Check for events |
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402 ++frames; |
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403 while ( SDL_PollEvent(&event) ) { |
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404 switch (event.type) { |
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405 |
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406 case SDL_VIDEORESIZE: |
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407 |
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408 // Recreate the video mode. Use the same bpp and flags |
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409 // that the original window was created with |
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410 _screen = SDL_SetVideoMode (event.resize.w, event.resize.h, |
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411 video_bpp, videoflags); |
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412 |
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413 // Clear screen and reinit sprite positions |
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414 SDL_FillRect (_screen, NULL, 0); |
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415 [ self initSprites ]; |
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416 break; |
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417 |
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418 case SDL_MOUSEMOTION: |
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419 |
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420 _velocities[_nSprites-1].x = 0; |
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421 _velocities[_nSprites-1].y = 0; |
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422 _positions[_nSprites-1].x = event.motion.x - _sprite->w/2; |
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423 _positions[_nSprites-1].y = event.motion.y - _sprite->h/2; |
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424 //printf ("motion: %d %d\n", event.motion.x, event.motion.y); |
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425 break; |
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426 |
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427 case SDL_MOUSEBUTTONDOWN: |
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428 |
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429 _velocities[_nSprites-1].x = 0; |
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430 _velocities[_nSprites-1].y = 0; |
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431 _positions[_nSprites-1].x = event.button.x; |
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432 _positions[_nSprites-1].y = event.button.y; |
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433 //printf ("button: %d %d\n", event.button.x, event.button.y); |
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434 break; |
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435 |
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436 case SDL_KEYDOWN: |
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437 |
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438 // Escape also quits the app |
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439 if (event.key.keysym.sym == SDLK_ESCAPE) |
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440 done = 1; |
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441 |
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442 // Control-W warps the cursor |
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443 if (event.key.keysym.sym == SDLK_w && |
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444 ( SDL_GetModState () & KMOD_LCTRL ) ) |
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445 SDL_WarpMouse (_screen->w/2, _screen->h/2); |
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446 |
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447 // Control-G toggles input grabbing |
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448 if (event.key.keysym.sym == SDLK_g && |
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449 ( SDL_GetModState () & KMOD_LCTRL ) ) |
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450 if ( SDL_WM_GrabInput (SDL_GRAB_QUERY) == SDL_GRAB_OFF ) |
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451 SDL_WM_GrabInput (SDL_GRAB_ON); |
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452 else |
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453 SDL_WM_GrabInput (SDL_GRAB_OFF); |
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454 break; |
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455 |
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456 case SDL_QUIT: |
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457 done = 1; |
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458 break; |
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459 default: |
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460 break; |
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461 } |
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462 } |
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463 |
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464 // Draw sprites |
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465 [ self moveSprites:background ]; |
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466 |
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467 // Update fps counter every 100 frames |
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468 if ((frames % 100) == 0) { |
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469 now = SDL_GetTicks (); |
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470 [ _framesPerSecond setFloatValue:((float)frames*1000)/(now-then) ]; |
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471 frames = 0; |
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472 then = now; |
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473 } |
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474 } |
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475 [ self freeSprites ]; |
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476 SDL_FreeSurface (_sprite); |
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477 |
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478 SDL_Quit (); |
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479 return 0; |
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480 } |
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481 |
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482 - (IBAction)changeNumberOfSprites:(id)sender |
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483 { |
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484 [ _numSprites setIntValue:[ sender intValue ] ]; |
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485 [ self freeSprites ]; |
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486 _nSprites = [ sender intValue ]; |
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487 [ self allocSprites ]; |
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488 [ self initSprites ]; |
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489 SDL_FillRect (_screen, NULL, 0); |
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490 SDL_Flip (_screen); |
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491 } |
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492 |
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493 - (IBAction)selectUpdateMode:(id)sender |
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494 { |
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495 _doFlip = ![ sender selectedRow ]; // row is 0 or 1 |
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496 } |
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497 |
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498 @end |
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499 |
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500 int main(int argc, char *argv[]) |
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501 { |
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502 // Hand off to instance of MyController |
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503 // This instance is created when SDLMain.nib is loaded, |
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504 // and the global variable is set in [SDLMain applicationDidFinishLaunching:] |
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505 return [ gController run:argc argv:argv ]; |
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506 } |