Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 1718:ed4d4f1ea201 SDL-1.3
Further progress on the new Windows video driver:
* SDL_SetModuleHandle() is obsolete, I hope.
* SDL 1.3 uses the UNICODE API
* I'm ignoring Windows CE for the moment, we'll reevaluate what needs to be different for Windows CE later.
* Pulled the stdio redirection from WinMain()
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 27 Jun 2006 07:46:36 +0000 |
parents | 931d111e737a |
children | 6c63fc2bd986 |
rev | line source |
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1706
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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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4 #include <time.h> |
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5 |
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6 #include "SDL.h" |
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7 |
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8 #define NUM_WINDOWS 2 |
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9 #define WINDOW_W 640 |
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10 #define WINDOW_H 480 |
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11 #define NUM_SPRITES 100 |
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12 #define MAX_SPEED 1 |
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13 |
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14 static int num_windows; |
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15 static int num_sprites; |
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16 static SDL_WindowID *windows; |
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17 static SDL_TextureID *sprites; |
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18 static SDL_Rect *positions; |
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19 static SDL_Rect *velocities; |
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20 static int sprite_w, sprite_h; |
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21 |
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22 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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23 static void |
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24 quit(int rc) |
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25 { |
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26 if (windows) { |
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27 SDL_free(windows); |
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28 } |
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29 if (sprites) { |
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30 SDL_free(sprites); |
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31 } |
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32 if (positions) { |
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33 SDL_free(positions); |
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34 } |
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35 if (velocities) { |
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36 SDL_free(velocities); |
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37 } |
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38 SDL_Quit(); |
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39 exit(rc); |
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40 } |
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41 |
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42 int |
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43 LoadSprite(char *file) |
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44 { |
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45 int i; |
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46 SDL_Surface *temp; |
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47 |
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48 /* Load the sprite image */ |
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49 temp = SDL_LoadBMP(file); |
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50 if (temp == NULL) { |
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51 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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52 return (-1); |
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53 } |
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54 sprite_w = temp->w; |
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55 sprite_h = temp->h; |
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56 |
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57 /* Set transparent pixel as the pixel at (0,0) */ |
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58 if (temp->format->palette) { |
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59 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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60 } |
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61 |
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62 /* Create textures from the image */ |
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63 for (i = 0; i < num_windows; ++i) { |
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64 SDL_SelectRenderer(windows[i]); |
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65 sprites[i] = |
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66 SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp); |
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67 if (!sprites[i]) { |
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68 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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69 SDL_FreeSurface(temp); |
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70 return (-1); |
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71 } |
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72 } |
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73 SDL_FreeSurface(temp); |
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74 |
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75 /* We're ready to roll. :) */ |
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76 return (0); |
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77 } |
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78 |
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79 void |
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80 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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81 { |
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82 int i, n; |
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83 int window_w, window_h; |
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84 SDL_Rect area, *position, *velocity; |
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85 |
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86 SDL_SelectRenderer(window); |
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87 |
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88 SDL_RenderFill(NULL, 0); |
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89 |
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90 /* Query the sizes */ |
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91 SDL_GetWindowSize(window, &window_w, &window_h); |
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92 |
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93 /* Move the sprite, bounce at the wall, and draw */ |
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94 n = 0; |
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95 for (i = 0; i < num_sprites; ++i) { |
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96 position = &positions[i]; |
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97 velocity = &velocities[i]; |
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98 position->x += velocity->x; |
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99 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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100 velocity->x = -velocity->x; |
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101 position->x += velocity->x; |
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102 } |
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103 position->y += velocity->y; |
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104 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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105 velocity->y = -velocity->y; |
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106 position->y += velocity->y; |
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107 } |
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108 |
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109 /* Blit the sprite onto the screen */ |
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110 SDL_RenderCopy(sprite, NULL, position, SDL_TextureBlendMode_Mask, |
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111 SDL_TextureScaleMode_None); |
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112 } |
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113 |
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114 /* Update the screen! */ |
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115 SDL_RenderPresent(); |
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116 } |
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117 |
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118 int |
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119 main(int argc, char *argv[]) |
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120 { |
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121 int window_w, window_h; |
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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 SDL */ |
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127 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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128 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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129 return (1); |
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130 } |
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131 |
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132 num_windows = NUM_WINDOWS; |
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133 num_sprites = NUM_SPRITES; |
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134 window_w = WINDOW_W; |
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135 window_h = WINDOW_H; |
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136 while (argc > 1) { |
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137 --argc; |
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138 if (strcmp(argv[argc - 1], "-width") == 0) { |
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139 window_w = atoi(argv[argc]); |
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140 --argc; |
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141 } else if (strcmp(argv[argc - 1], "-height") == 0) { |
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142 window_h = atoi(argv[argc]); |
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143 --argc; |
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144 } else if (isdigit(argv[argc][0])) { |
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145 num_sprites = atoi(argv[argc]); |
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146 } else { |
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147 fprintf(stderr, |
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148 "Usage: %s [-width] [-height] [numsprites]\n", argv[0]); |
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149 quit(1); |
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150 } |
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151 } |
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152 |
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153 /* Set the desktop mode, we don't care what it is */ |
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154 if (SDL_SetDisplayMode(NULL) < 0) { |
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155 fprintf(stderr, "Couldn't set display mode: %s\n", SDL_GetError()); |
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156 quit(2); |
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157 } |
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158 |
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159 /* Create the windows, initialize the renderers, and load the textures */ |
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160 windows = (SDL_WindowID *) SDL_malloc(num_windows * sizeof(*windows)); |
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161 sprites = (SDL_TextureID *) SDL_malloc(num_windows * sizeof(*sprites)); |
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162 if (!windows || !sprites) { |
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163 fprintf(stderr, "Out of memory!\n"); |
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164 quit(2); |
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165 } |
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166 for (i = 0; i < num_windows; ++i) { |
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167 char title[32]; |
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168 |
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169 SDL_snprintf(title, sizeof(title), "testsprite %d", i + 1); |
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170 windows[i] = |
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171 SDL_CreateWindow(title, -1, -1, window_w, window_h, |
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172 SDL_WINDOW_SHOWN); |
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173 if (!windows[i]) { |
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174 fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError()); |
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175 quit(2); |
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176 } |
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177 |
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178 if (SDL_CreateRenderer(windows[i], -1, 0) < 0) { |
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179 fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError()); |
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180 quit(2); |
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181 } |
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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() % (window_w - sprite_w); |
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197 positions[i].y = rand() % (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 /* Loop, blitting sprites and waiting for a keystroke */ |
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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 switch (event.type) { |
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217 case SDL_KEYDOWN: |
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218 /* Any keypress quits the app... */ |
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219 case SDL_QUIT: |
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220 done = 1; |
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221 break; |
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222 default: |
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223 break; |
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224 } |
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225 } |
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226 for (i = 0; i < num_windows; ++i) { |
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227 MoveSprites(windows[i], sprites[i]); |
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228 } |
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229 } |
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230 |
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231 /* Print out some timing information */ |
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232 now = SDL_GetTicks(); |
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233 if (now > then) { |
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234 printf("%2.2f frames per second\n", |
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235 ((double) frames * 1000) / (now - then)); |
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236 } |
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237 quit(0); |
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238 } |
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239 |
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240 /* vi: set ts=4 sw=4 expandtab: */ |