Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 4495:dbbfdb9ea716
Simplified clipboard API for sanity's sake.
A complete clipboard implementation would support multiple formats that could be queried at runtime, events for when the clipboard contents changed, support for HTML, images, etc. We're not going that crazy, at least for now. :)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 07 Jul 2010 23:54:03 -0700 |
parents | 64ce267332c6 |
children | dc26c37ad70e |
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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1 /* Simple program: Move N sprites around on the screen as fast as possible */ |
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2 |
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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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5 #include <time.h> |
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6 |
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7 #include "common.h" |
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8 |
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9 #define NUM_SPRITES 100 |
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10 #define MAX_SPEED 1 |
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11 |
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12 static CommonState *state; |
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13 static int num_sprites; |
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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14 static SDL_Texture **sprites; |
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15 static SDL_bool cycle_color; |
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16 static SDL_bool cycle_alpha; |
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17 static int cycle_direction = 1; |
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18 static int current_alpha = 0; |
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19 static int current_color = 0; |
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20 static SDL_Rect *positions; |
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21 static SDL_Rect *velocities; |
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22 static int sprite_w, sprite_h; |
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Date: Fri, 19 Dec 2008 20:17:35 +0100
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23 static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK; |
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SDL constants are all uppercase.
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24 static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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25 |
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26 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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27 static void |
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28 quit(int rc) |
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29 { |
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30 if (sprites) { |
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31 SDL_free(sprites); |
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32 } |
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33 if (positions) { |
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34 SDL_free(positions); |
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35 } |
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36 if (velocities) { |
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37 SDL_free(velocities); |
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38 } |
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39 CommonQuit(state); |
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40 exit(rc); |
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41 } |
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42 |
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43 int |
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44 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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45 { |
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46 int i; |
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47 SDL_Surface *temp; |
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48 |
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49 /* Load the sprite image */ |
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50 temp = SDL_LoadBMP(file); |
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51 if (temp == NULL) { |
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52 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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53 return (-1); |
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54 } |
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55 sprite_w = temp->w; |
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56 sprite_h = temp->h; |
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57 |
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58 /* Set transparent pixel as the pixel at (0,0) */ |
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59 if (temp->format->palette) { |
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60 SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels); |
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61 } else { |
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62 switch (temp->format->BitsPerPixel) { |
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63 case 15: |
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64 SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF); |
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65 break; |
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66 case 16: |
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67 SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels); |
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68 break; |
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69 case 24: |
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70 SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF); |
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71 break; |
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72 case 32: |
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73 SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels); |
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74 break; |
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75 } |
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76 } |
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77 |
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78 /* Create textures from the image */ |
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79 for (i = 0; i < state->num_windows; ++i) { |
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80 SDL_SelectRenderer(state->windows[i]); |
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81 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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82 if (!sprites[i]) { |
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83 SDL_SetColorKey(temp, 0, 0); |
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84 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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85 } |
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86 if (!sprites[i]) { |
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87 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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88 SDL_FreeSurface(temp); |
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89 return (-1); |
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90 } |
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91 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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92 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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93 } |
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94 SDL_FreeSurface(temp); |
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95 |
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96 /* We're ready to roll. :) */ |
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97 return (0); |
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98 } |
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99 |
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100 void |
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101 MoveSprites(SDL_Window * window, SDL_Texture * sprite) |
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102 { |
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103 int i, n; |
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104 int window_w, window_h; |
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105 SDL_Rect temp; |
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106 SDL_Rect *position, *velocity; |
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107 |
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108 SDL_SelectRenderer(window); |
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109 |
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110 /* Query the sizes */ |
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111 SDL_GetWindowSize(window, &window_w, &window_h); |
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112 |
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113 /* Cycle the color and alpha, if desired */ |
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114 if (cycle_color) { |
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115 current_color += cycle_direction; |
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116 if (current_color < 0) { |
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117 current_color = 0; |
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118 cycle_direction = -cycle_direction; |
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119 } |
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120 if (current_color > 255) { |
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121 current_color = 255; |
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122 cycle_direction = -cycle_direction; |
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123 } |
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124 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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125 (Uint8) current_color); |
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126 } |
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127 if (cycle_alpha) { |
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128 current_alpha += cycle_direction; |
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129 if (current_alpha < 0) { |
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130 current_alpha = 0; |
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131 cycle_direction = -cycle_direction; |
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132 } |
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133 if (current_alpha > 255) { |
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134 current_alpha = 255; |
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135 cycle_direction = -cycle_direction; |
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136 } |
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137 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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138 } |
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139 |
3264 | 140 /* Draw a gray background */ |
141 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); | |
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142 SDL_RenderClear(); |
3264 | 143 |
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144 /* Test points */ |
3264 | 145 SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF); |
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146 SDL_RenderDrawPoint(0, 0); |
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147 SDL_RenderDrawPoint(window_w-1, 0); |
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148 SDL_RenderDrawPoint(0, window_h-1); |
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149 SDL_RenderDrawPoint(window_w-1, window_h-1); |
3264 | 150 |
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151 /* Test horizontal and vertical lines */ |
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152 SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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153 SDL_RenderDrawLine(1, 0, window_w-2, 0); |
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154 SDL_RenderDrawLine(1, window_h-1, window_w-2, window_h-1); |
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155 SDL_RenderDrawLine(0, 1, 0, window_h-2); |
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156 SDL_RenderDrawLine(window_w-1, 1, window_w-1, window_h-2); |
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157 |
3266 | 158 /* Test fill and copy */ |
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159 SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF); |
3266 | 160 temp.x = 1; |
161 temp.y = 1; | |
162 temp.w = sprite_w; | |
163 temp.h = sprite_h; | |
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164 SDL_RenderFillRect(&temp); |
3266 | 165 SDL_RenderCopy(sprite, NULL, &temp); |
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166 temp.x = window_w-sprite_w-1; |
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167 temp.y = 1; |
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168 temp.w = sprite_w; |
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169 temp.h = sprite_h; |
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170 SDL_RenderFillRect(&temp); |
3266 | 171 SDL_RenderCopy(sprite, NULL, &temp); |
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172 temp.x = 1; |
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173 temp.y = window_h-sprite_h-1; |
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174 temp.w = sprite_w; |
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175 temp.h = sprite_h; |
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176 SDL_RenderFillRect(&temp); |
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177 SDL_RenderCopy(sprite, NULL, &temp); |
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178 temp.x = window_w-sprite_w-1; |
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179 temp.y = window_h-sprite_h-1; |
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180 temp.w = sprite_w; |
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181 temp.h = sprite_h; |
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182 SDL_RenderFillRect(&temp); |
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183 SDL_RenderCopy(sprite, NULL, &temp); |
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184 |
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185 /* Test diagonal lines */ |
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186 SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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187 SDL_RenderDrawLine(sprite_w, sprite_h, |
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188 window_w-sprite_w-2, window_h-sprite_h-2); |
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189 SDL_RenderDrawLine(window_w-sprite_w-2, sprite_h, |
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190 sprite_w, window_h-sprite_h-2); |
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191 |
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192 /* Move the sprite, bounce at the wall, and draw */ |
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193 n = 0; |
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194 for (i = 0; i < num_sprites; ++i) { |
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195 position = &positions[i]; |
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196 velocity = &velocities[i]; |
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197 position->x += velocity->x; |
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198 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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199 velocity->x = -velocity->x; |
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200 position->x += velocity->x; |
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201 } |
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202 position->y += velocity->y; |
2834 | 203 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { |
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204 velocity->y = -velocity->y; |
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205 position->y += velocity->y; |
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206 } |
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207 |
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208 /* Blit the sprite onto the screen */ |
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209 SDL_RenderCopy(sprite, NULL, position); |
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210 } |
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211 |
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212 /* Update the screen! */ |
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213 SDL_RenderPresent(); |
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214 } |
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215 |
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216 int |
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217 main(int argc, char *argv[]) |
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218 { |
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219 int i, done; |
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220 SDL_Event event; |
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221 Uint32 then, now, frames; |
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222 |
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223 /* Initialize parameters */ |
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224 num_sprites = NUM_SPRITES; |
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225 |
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226 /* Initialize test framework */ |
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227 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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228 if (!state) { |
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229 return 1; |
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230 } |
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231 for (i = 1; i < argc;) { |
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232 int consumed; |
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233 |
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234 consumed = CommonArg(state, i); |
1915
a228436a2404
Implemented multi-window OpenGL program with test framework.
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235 if (consumed == 0) { |
1916
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236 consumed = -1; |
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237 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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238 if (argv[i + 1]) { |
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239 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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240 blendMode = SDL_BLENDMODE_NONE; |
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241 consumed = 2; |
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242 } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
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243 blendMode = SDL_BLENDMODE_MASK; |
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244 consumed = 2; |
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245 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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246 blendMode = SDL_BLENDMODE_BLEND; |
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247 consumed = 2; |
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248 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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249 blendMode = SDL_BLENDMODE_ADD; |
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250 consumed = 2; |
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251 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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252 blendMode = SDL_BLENDMODE_MOD; |
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253 consumed = 2; |
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254 } |
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255 } |
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256 } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
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257 if (argv[i + 1]) { |
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258 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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259 scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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260 consumed = 2; |
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261 } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
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262 scaleMode = SDL_TEXTURESCALEMODE_FAST; |
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263 consumed = 2; |
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264 } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
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265 scaleMode = SDL_TEXTURESCALEMODE_SLOW; |
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266 consumed = 2; |
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267 } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
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268 scaleMode = SDL_TEXTURESCALEMODE_BEST; |
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269 consumed = 2; |
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270 } |
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271 } |
1985
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Added source color and alpha modulation support.
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272 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { |
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273 cycle_color = SDL_TRUE; |
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274 consumed = 1; |
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275 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { |
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276 cycle_alpha = SDL_TRUE; |
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277 consumed = 1; |
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278 } else if (SDL_isdigit(*argv[i])) { |
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Implemented blend modes in the D3D renderer
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279 num_sprites = SDL_atoi(argv[i]); |
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280 consumed = 1; |
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281 } |
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282 } |
1914
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283 if (consumed < 0) { |
1917
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284 fprintf(stderr, |
1985
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285 "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", |
1916
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286 argv[0], CommonUsage(state)); |
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287 quit(1); |
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288 } |
1914
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289 i += consumed; |
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290 } |
1914
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291 if (!CommonInit(state)) { |
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292 quit(2); |
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293 } |
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294 |
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295 /* Create the windows, initialize the renderers, and load the textures */ |
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296 sprites = |
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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297 (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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298 if (!sprites) { |
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299 fprintf(stderr, "Out of memory!\n"); |
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300 quit(2); |
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301 } |
1914
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Added a test program framework for easy initialization.
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|
302 for (i = 0; i < state->num_windows; ++i) { |
051df511279c
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|
303 SDL_SelectRenderer(state->windows[i]); |
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304 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
3596
f638ded38b8a
Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.
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3560
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|
305 SDL_RenderClear(); |
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306 } |
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307 if (LoadSprite("icon.bmp") < 0) { |
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|
308 quit(2); |
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309 } |
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310 |
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|
311 /* Allocate memory for the sprite info */ |
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312 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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313 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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314 if (!positions || !velocities) { |
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|
315 fprintf(stderr, "Out of memory!\n"); |
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|
316 quit(2); |
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|
317 } |
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|
318 srand(time(NULL)); |
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|
319 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
1917
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Implemented scaling in the D3D renderer
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|
320 sprite_w += sprite_w / 2; |
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Implemented scaling in the D3D renderer
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|
321 sprite_h += sprite_h / 2; |
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Implemented scaling in the D3D renderer
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322 } |
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323 for (i = 0; i < num_sprites; ++i) { |
1914
051df511279c
Added a test program framework for easy initialization.
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|
324 positions[i].x = rand() % (state->window_w - sprite_w); |
051df511279c
Added a test program framework for easy initialization.
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|
325 positions[i].y = rand() % (state->window_h - sprite_h); |
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|
326 positions[i].w = sprite_w; |
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|
327 positions[i].h = sprite_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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|
328 velocities[i].x = 0; |
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|
329 velocities[i].y = 0; |
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|
330 while (!velocities[i].x && !velocities[i].y) { |
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|
331 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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|
332 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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|
333 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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|
334 } |
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|
335 |
1915
a228436a2404
Implemented multi-window OpenGL program with test framework.
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|
336 /* Main render loop */ |
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337 frames = 0; |
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|
338 then = SDL_GetTicks(); |
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339 done = 0; |
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|
340 while (!done) { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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|
341 /* Check for events */ |
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|
342 ++frames; |
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diff
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|
343 while (SDL_PollEvent(&event)) { |
1914
051df511279c
Added a test program framework for easy initialization.
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|
344 CommonEvent(state, &event, &done); |
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|
345 switch (event.type) { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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|
346 case SDL_WINDOWEVENT: |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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diff
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347 switch (event.window.event) { |
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348 case SDL_WINDOWEVENT_EXPOSED: |
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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349 SDL_SelectRenderer(SDL_GetWindowFromID(event.window.windowID)); |
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Date: Fri, 19 Dec 2008 20:17:35 +0100
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350 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.
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351 SDL_RenderClear(); |
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352 break; |
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353 } |
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354 break; |
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355 default: |
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356 break; |
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357 } |
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358 } |
1914
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Added a test program framework for easy initialization.
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359 for (i = 0; i < state->num_windows; ++i) { |
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360 MoveSprites(state->windows[i], sprites[i]); |
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361 } |
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362 } |
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363 |
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364 /* Print out some timing information */ |
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365 now = SDL_GetTicks(); |
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366 if (now > then) { |
2786 | 367 double fps = ((double) frames * 1000) / (now - then); |
2783
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Fixed Direct3D rendering
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368 printf("%2.2f frames per second\n", fps); |
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369 } |
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370 quit(0); |
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371 } |
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372 |
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373 /* vi: set ts=4 sw=4 expandtab: */ |