Mercurial > sdl-ios-xcode
annotate test/testsprite.c @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | 27ab20a36eba |
children | 1425cff805f0 |
rev | line source |
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0 | 1 /* Simple program: Move N sprites around on the screen as fast as possible */ |
2 | |
3 #include <stdlib.h> | |
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Streamlined the API a bit and optimized the software renderer.
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4 #include <stdio.h> |
3338 | 5 #include <string.h> |
6 #include <ctype.h> | |
0 | 7 #include <time.h> |
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8 #include <math.h> |
0 | 9 |
10 #include "SDL.h" | |
11 | |
12 #define NUM_SPRITES 100 | |
13 #define MAX_SPEED 1 | |
14 | |
15 SDL_Surface *sprite; | |
16 int numsprites; | |
17 SDL_Rect *sprite_rects; | |
18 SDL_Rect *positions; | |
19 SDL_Rect *velocities; | |
20 int sprites_visible; | |
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21 int debug_flip; |
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22 Uint16 sprite_w, sprite_h; |
0 | 23 |
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24 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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25 static void |
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26 quit(int rc) |
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27 { |
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28 SDL_Quit(); |
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29 exit(rc); |
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30 } |
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31 |
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32 int |
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33 LoadSprite(char *file) |
0 | 34 { |
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35 SDL_Surface *temp; |
0 | 36 |
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37 /* Load the sprite image */ |
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38 sprite = SDL_LoadBMP(file); |
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39 if (sprite == NULL) { |
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40 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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41 return (-1); |
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42 } |
0 | 43 |
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44 /* Set transparent pixel as the pixel at (0,0) */ |
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45 if (sprite->format->palette) { |
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46 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL), |
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47 *(Uint8 *) sprite->pixels); |
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48 } |
0 | 49 |
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50 /* Convert sprite to video format */ |
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51 temp = SDL_DisplayFormat(sprite); |
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52 SDL_FreeSurface(sprite); |
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53 if (temp == NULL) { |
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54 fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); |
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55 return (-1); |
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56 } |
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57 sprite = temp; |
0 | 58 |
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59 /* We're ready to roll. :) */ |
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60 return (0); |
0 | 61 } |
62 | |
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63 void |
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64 MoveSprites(SDL_Surface * screen, Uint32 background) |
0 | 65 { |
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66 int i, nupdates; |
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67 SDL_Rect area, *position, *velocity; |
0 | 68 |
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69 nupdates = 0; |
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70 /* Erase all the sprites if necessary */ |
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71 if (sprites_visible) { |
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72 SDL_FillRect(screen, NULL, background); |
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73 } |
0 | 74 |
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75 /* Move the sprite, bounce at the wall, and draw */ |
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76 for (i = 0; i < numsprites; ++i) { |
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77 position = &positions[i]; |
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78 velocity = &velocities[i]; |
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79 position->x += velocity->x; |
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80 if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) { |
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81 velocity->x = -velocity->x; |
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82 position->x += velocity->x; |
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83 } |
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84 position->y += velocity->y; |
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85 if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) { |
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86 velocity->y = -velocity->y; |
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87 position->y += velocity->y; |
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88 } |
0 | 89 |
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90 /* Blit the sprite onto the screen */ |
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91 area = *position; |
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92 SDL_BlitSurface(sprite, NULL, screen, &area); |
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93 sprite_rects[nupdates++] = area; |
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94 } |
0 | 95 |
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96 if (debug_flip) { |
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97 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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98 static int t = 0; |
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99 |
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100 Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0); |
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101 SDL_Rect r; |
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102 r.x = |
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103 (int)((sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20)); |
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104 r.y = 0; |
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105 r.w = 20; |
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106 r.h = screen->h; |
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107 |
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108 SDL_FillRect(screen, &r, color); |
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109 t += 2; |
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110 } |
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111 } |
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112 |
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113 /* Update the screen! */ |
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114 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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115 SDL_Flip(screen); |
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116 } else { |
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117 SDL_UpdateRects(screen, nupdates, sprite_rects); |
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118 } |
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119 sprites_visible = 1; |
0 | 120 } |
121 | |
122 /* This is a way of telling whether or not to use hardware surfaces */ | |
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123 Uint32 |
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124 FastestFlags(Uint32 flags, int width, int height, int bpp) |
0 | 125 { |
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126 const SDL_VideoInfo *info; |
0 | 127 |
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128 /* Hardware acceleration is only used in fullscreen mode */ |
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129 flags |= SDL_FULLSCREEN; |
0 | 130 |
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131 /* Check for various video capabilities */ |
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132 info = SDL_GetVideoInfo(); |
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133 if (info->blit_hw_CC && info->blit_fill) { |
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134 /* We use accelerated colorkeying and color filling */ |
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135 flags |= SDL_HWSURFACE; |
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136 } |
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137 /* If we have enough video memory, and will use accelerated |
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138 blits directly to it, then use page flipping. |
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139 */ |
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140 if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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141 /* Direct hardware blitting without double-buffering |
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142 causes really bad flickering. |
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143 */ |
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144 if (info->video_mem * 1024 > (Uint32)(height * width * bpp / 8)) { |
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145 flags |= SDL_DOUBLEBUF; |
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146 } else { |
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147 flags &= ~SDL_HWSURFACE; |
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148 } |
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149 } |
0 | 150 |
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151 /* Return the flags */ |
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152 return (flags); |
0 | 153 } |
154 | |
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155 int |
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156 main(int argc, char *argv[]) |
0 | 157 { |
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158 SDL_Surface *screen; |
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159 Uint8 *mem; |
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160 int width, height; |
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161 Uint8 video_bpp; |
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162 Uint32 videoflags; |
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163 Uint32 background; |
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164 int i, done; |
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165 SDL_Event event; |
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166 Uint32 then, now, frames; |
0 | 167 |
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168 /* Initialize SDL */ |
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169 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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170 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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171 return (1); |
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172 } |
0 | 173 |
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174 numsprites = NUM_SPRITES; |
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175 videoflags = SDL_SWSURFACE | SDL_ANYFORMAT; |
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176 width = 640; |
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177 height = 480; |
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178 video_bpp = 8; |
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179 debug_flip = 0; |
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180 while (argc > 1) { |
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181 --argc; |
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182 if (strcmp(argv[argc - 1], "-width") == 0) { |
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183 width = atoi(argv[argc]); |
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184 --argc; |
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185 } else if (strcmp(argv[argc - 1], "-height") == 0) { |
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186 height = atoi(argv[argc]); |
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187 --argc; |
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188 } else if (strcmp(argv[argc - 1], "-bpp") == 0) { |
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189 video_bpp = atoi(argv[argc]); |
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190 videoflags &= ~SDL_ANYFORMAT; |
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191 --argc; |
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192 } else if (strcmp(argv[argc], "-fast") == 0) { |
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193 videoflags = FastestFlags(videoflags, width, height, video_bpp); |
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194 } else if (strcmp(argv[argc], "-hw") == 0) { |
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195 videoflags ^= SDL_HWSURFACE; |
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196 } else if (strcmp(argv[argc], "-flip") == 0) { |
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197 videoflags ^= SDL_DOUBLEBUF; |
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198 } else if (strcmp(argv[argc], "-debugflip") == 0) { |
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199 debug_flip ^= 1; |
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200 } else if (strcmp(argv[argc], "-fullscreen") == 0) { |
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201 videoflags ^= SDL_FULLSCREEN; |
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202 } else if (isdigit(argv[argc][0])) { |
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203 numsprites = atoi(argv[argc]); |
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204 } else { |
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205 fprintf(stderr, |
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206 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", |
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207 argv[0]); |
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208 quit(1); |
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209 } |
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210 } |
0 | 211 |
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212 /* Set video mode */ |
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213 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); |
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214 if (!screen) { |
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215 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", |
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216 width, height, SDL_GetError()); |
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217 quit(2); |
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218 } |
0 | 219 |
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220 /* Load the sprite */ |
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221 if (LoadSprite("icon.bmp") < 0) { |
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222 quit(1); |
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223 } |
0 | 224 |
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225 /* Allocate memory for the sprite info */ |
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226 mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites); |
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227 if (mem == NULL) { |
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228 SDL_FreeSurface(sprite); |
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229 fprintf(stderr, "Out of memory!\n"); |
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230 quit(2); |
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231 } |
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232 sprite_rects = (SDL_Rect *) mem; |
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233 positions = sprite_rects; |
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234 sprite_rects += numsprites; |
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235 velocities = sprite_rects; |
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236 sprite_rects += numsprites; |
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237 sprite_w = sprite->w; |
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238 sprite_h = sprite->h; |
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239 srand((unsigned int)time(NULL)); |
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240 for (i = 0; i < numsprites; ++i) { |
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241 positions[i].x = rand() % (screen->w - sprite_w); |
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242 positions[i].y = rand() % (screen->h - sprite_h); |
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243 positions[i].w = sprite->w; |
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244 positions[i].h = sprite->h; |
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245 velocities[i].x = 0; |
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246 velocities[i].y = 0; |
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247 while (!velocities[i].x && !velocities[i].y) { |
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248 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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249 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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250 } |
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251 } |
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252 |
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253 /* Clear the background to grey */ |
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254 background = SDL_MapRGB(screen->format, 0xA0, 0xA0, 0xA0); |
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255 SDL_FillRect(screen, NULL, background); |
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256 SDL_Flip(screen); |
0 | 257 |
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258 /* Print out information about our surfaces */ |
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259 printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel); |
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260 if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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261 printf("Screen is in video memory\n"); |
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262 } else { |
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263 printf("Screen is in system memory\n"); |
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264 } |
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265 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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266 printf("Screen has double-buffering enabled\n"); |
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267 } |
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268 if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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269 printf("Sprite is in video memory\n"); |
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270 } else { |
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271 printf("Sprite is in system memory\n"); |
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272 } |
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273 /* Run a sample blit to trigger blit acceleration */ |
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274 { |
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275 SDL_Rect dst; |
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276 dst.x = 0; |
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277 dst.y = 0; |
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278 dst.w = sprite->w; |
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279 dst.h = sprite->h; |
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280 SDL_BlitSurface(sprite, NULL, screen, &dst); |
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281 SDL_FillRect(screen, &dst, background); |
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282 } |
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283 if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) { |
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284 printf("Sprite blit uses hardware acceleration\n"); |
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285 } |
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286 if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) { |
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287 printf("Sprite blit uses RLE acceleration\n"); |
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288 } |
0 | 289 |
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290 /* Loop, blitting sprites and waiting for a keystroke */ |
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291 frames = 0; |
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292 then = SDL_GetTicks(); |
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293 done = 0; |
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294 sprites_visible = 0; |
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295 while (!done) { |
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296 /* Check for events */ |
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297 ++frames; |
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298 while (SDL_PollEvent(&event)) { |
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299 switch (event.type) { |
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300 case SDL_MOUSEBUTTONDOWN: |
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301 SDL_WarpMouse(screen->w / 2, screen->h / 2); |
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302 break; |
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303 case SDL_KEYDOWN: |
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304 /* Any keypress quits the app... */ |
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305 case SDL_QUIT: |
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306 done = 1; |
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307 break; |
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308 default: |
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309 break; |
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310 } |
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311 } |
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312 MoveSprites(screen, background); |
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313 } |
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314 SDL_FreeSurface(sprite); |
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315 free(mem); |
0 | 316 |
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317 /* Print out some timing information */ |
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318 now = SDL_GetTicks(); |
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319 if (now > then) { |
2786 | 320 double fps = ((double) frames * 1000) / (now - then); |
2784 | 321 printf("%2.2f frames per second\n", fps); |
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322 } |
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323 SDL_Quit(); |
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324 return (0); |
0 | 325 } |