annotate test/nds-test-progs/sprite2/source/testsprite2.c @ 5284:96a22141cf86 tip

Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
author Eric Wing <ewing . public |-at-| gmail . com>
date Sat, 12 Feb 2011 21:52:30 -0800
parents 9dde605c7540
children
rev   line source
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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 <stdio.h>
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5 #include <time.h>
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6 #include <nds.h>
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7 #include <fat.h>
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8 #include "common.h"
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9
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10 #define NUM_SPRITES 10
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11 #define MAX_SPEED 1
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12
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13 static CommonState *state;
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14 static int num_sprites;
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15 static SDL_TextureID *sprites;
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16 static SDL_bool cycle_color;
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17 static SDL_bool cycle_alpha;
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18 static int cycle_direction = 1;
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19 static int current_alpha = 0;
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20 static int current_color = 0;
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21 static SDL_Rect *positions;
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22 static SDL_Rect *velocities;
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23 static int sprite_w, sprite_h;
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9dde605c7540 Date: Fri, 19 Dec 2008 20:17:35 +0100
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24 static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK;
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25 static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE;
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26
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27 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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28 static void
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29 quit(int rc)
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30 {
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31 if (sprites) {
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32 SDL_free(sprites);
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33 }
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34 if (positions) {
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35 SDL_free(positions);
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36 }
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37 if (velocities) {
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38 SDL_free(velocities);
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39 }
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40 CommonQuit(state);
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41 exit(rc);
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42 }
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43
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44 int
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45 LoadSprite(char *file)
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46 {
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47 int i;
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48 SDL_Surface *temp;
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49
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50 /* Load the sprite image */
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51 temp = SDL_LoadBMP(file);
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52 if (temp == NULL) {
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53 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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54 return (-1);
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55 }
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56 sprite_w = temp->w;
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57 sprite_h = temp->h;
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58
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59 /* Set transparent pixel as the pixel at (0,0) */
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60 if (temp->format->palette) {
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61 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels);
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62 }
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63
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64 /* Create textures from the image */
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65 for (i = 0; i < state->num_windows; ++i) {
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66 SDL_SelectRenderer(state->windows[i]);
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67 sprites[i] = SDL_CreateTextureFromSurface(0, temp);
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68 if (!sprites[i]) {
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69 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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70 SDL_FreeSurface(temp);
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71 return (-1);
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72 }
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73 SDL_SetTextureBlendMode(sprites[i], blendMode);
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74 SDL_SetTextureScaleMode(sprites[i], scaleMode);
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75 }
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76 SDL_FreeSurface(temp);
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77
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78 /* We're ready to roll. :) */
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79 return (0);
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80 }
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81
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82 int
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83 LoadSprite2(const u8 * ptr, int size)
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84 {
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85 int i;
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86 SDL_Rect r = { 0, 0, 32, 32 };
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87 for (i = 0; i < state->num_windows; ++i) {
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88 SDL_SelectRenderer(state->windows[i]);
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89 sprites[i] = SDL_CreateTexture(SDL_PIXELFORMAT_ABGR1555,
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90 SDL_TEXTUREACCESS_STATIC, r.w, r.h);
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91 if (!sprites[i]) {
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92 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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93 return -1;
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94 }
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95 SDL_UpdateTexture(sprites[i], &r, ptr, r.w * 2);
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96 SDL_SetTextureBlendMode(sprites[i], blendMode);
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97 SDL_SetTextureScaleMode(sprites[i], scaleMode);
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98 }
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99 return 0;
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100 }
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101
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102 void
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103 MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
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104 {
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105 int i, n;
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106 int window_w, window_h;
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107 SDL_Rect area, *position, *velocity;
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108
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109 SDL_SelectRenderer(window);
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110
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111 /* Query the sizes */
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112 SDL_GetWindowSize(window, &window_w, &window_h);
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113
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114 /* Cycle the color and alpha, if desired */
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115 if (cycle_color) {
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116 current_color += cycle_direction;
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117 if (current_color < 0) {
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118 current_color = 0;
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119 cycle_direction = -cycle_direction;
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120 }
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121 if (current_color > 255) {
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122 current_color = 255;
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123 cycle_direction = -cycle_direction;
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124 }
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125 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
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126 (Uint8) current_color);
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127 }
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128 if (cycle_alpha) {
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129 current_alpha += cycle_direction;
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130 if (current_alpha < 0) {
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131 current_alpha = 0;
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132 cycle_direction = -cycle_direction;
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133 }
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134 if (current_alpha > 255) {
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135 current_alpha = 255;
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136 cycle_direction = -cycle_direction;
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137 }
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138 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
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139 }
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140
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141 /* Move the sprite, bounce at the wall, and draw */
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142 n = 0;
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143 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL);
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144 for (i = 0; i < num_sprites; ++i) {
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145 position = &positions[i];
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146 velocity = &velocities[i];
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147 position->x += velocity->x;
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148 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
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149 velocity->x = -velocity->x;
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150 position->x += velocity->x;
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151 }
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diff changeset
152 position->y += velocity->y;
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153 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) {
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154 velocity->y = -velocity->y;
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155 position->y += velocity->y;
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156 }
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157
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158 /* Blit the sprite onto the screen */
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159 SDL_RenderCopy(sprite, NULL, position);
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160 }
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161
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162 /* Update the screen! */
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163 SDL_RenderPresent();
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164 }
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165
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166 int
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167 main(int argc, char *argv[])
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168 {
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169 int i, done;
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170 SDL_Event event;
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171 Uint32 then, now, frames;
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172
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173 consoleDemoInit();
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174 puts("Hello world! Initializing FAT...");
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175 fatInitDefault();
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176
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177 /* Initialize parameters */
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178 num_sprites = NUM_SPRITES;
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179
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180 /* Initialize test framework */
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181 state = CommonCreateState(argv, SDL_INIT_VIDEO);
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diff changeset
182 if (!state) {
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183 return 1;
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184 }
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185
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diff changeset
186 if (!CommonInit(state)) {
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187 quit(2);
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188 }
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189
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190 /* Create the windows, initialize the renderers, and load the textures */
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191 sprites =
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192 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites));
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193 if (!sprites) {
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194 fprintf(stderr, "Out of memory!\n");
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195 quit(2);
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196 }
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197 for (i = 0; i < state->num_windows; ++i) {
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198 SDL_SelectRenderer(state->windows[i]);
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199 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL);
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200 }
2750
e3affc66d963 Fixes to the NDS sprite2 test. Illustrates partially working texture-as-sprite functionality.
Darren Alton <dalton@stevens.edu>
parents: 2735
diff changeset
201 if (LoadSprite("icon.bmp") < 0) {
e3affc66d963 Fixes to the NDS sprite2 test. Illustrates partially working texture-as-sprite functionality.
Darren Alton <dalton@stevens.edu>
parents: 2735
diff changeset
202 printf("\nerrored.\n");
e3affc66d963 Fixes to the NDS sprite2 test. Illustrates partially working texture-as-sprite functionality.
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parents: 2735
diff changeset
203 while (1);
2735
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204 quit(2);
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205 }
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diff changeset
206
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207 /* Allocate memory for the sprite info */
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208 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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209 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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diff changeset
210 if (!positions || !velocities) {
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211 fprintf(stderr, "Out of memory!\n");
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212 quit(2);
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diff changeset
213 }
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214 srand(time(NULL));
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diff changeset
215 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) {
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216 sprite_w += sprite_w / 2;
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217 sprite_h += sprite_h / 2;
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diff changeset
218 }
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219 for (i = 0; i < num_sprites; ++i) {
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220 positions[i].x = rand() % (state->window_w - sprite_w);
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diff changeset
221 positions[i].y = rand() % (state->window_h - sprite_h);
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diff changeset
222 positions[i].w = sprite_w;
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diff changeset
223 positions[i].h = sprite_h;
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diff changeset
224 velocities[i].x = 0;
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225 velocities[i].y = 0;
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diff changeset
226 while (!velocities[i].x && !velocities[i].y) {
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227 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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228 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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diff changeset
229 }
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diff changeset
230 }
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diff changeset
231
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diff changeset
232 /* Main render loop */
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diff changeset
233 frames = 0;
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diff changeset
234 then = SDL_GetTicks();
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diff changeset
235 done = 0;
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diff changeset
236 while (!done) {
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parents:
diff changeset
237 /* Check for events */
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diff changeset
238 ++frames;
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diff changeset
239 while (SDL_PollEvent(&event)) {
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diff changeset
240 CommonEvent(state, &event, &done);
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diff changeset
241 switch (event.type) {
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diff changeset
242 case SDL_WINDOWEVENT:
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diff changeset
243 switch (event.window.event) {
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diff changeset
244 case SDL_WINDOWEVENT_EXPOSED:
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diff changeset
245 SDL_SelectRenderer(event.window.windowID);
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diff changeset
246 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL);
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parents:
diff changeset
247 break;
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parents:
diff changeset
248 }
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parents:
diff changeset
249 break;
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parents:
diff changeset
250 default:
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parents:
diff changeset
251 break;
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parents:
diff changeset
252 }
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diff changeset
253 }
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parents:
diff changeset
254 for (i = 0; i < state->num_windows; ++i) {
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parents:
diff changeset
255 MoveSprites(state->windows[i], sprites[i]);
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parents:
diff changeset
256 }
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parents:
diff changeset
257 }
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parents:
diff changeset
258
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parents:
diff changeset
259 /* Print out some timing information */
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diff changeset
260 now = SDL_GetTicks();
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parents:
diff changeset
261 if (now > then) {
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parents:
diff changeset
262 printf("%2.2f frames per second\n",
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parents:
diff changeset
263 ((double) frames * 1000) / (now - then));
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parents:
diff changeset
264 }
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parents:
diff changeset
265
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parents:
diff changeset
266 quit(0);
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parents:
diff changeset
267 return 0;
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parents:
diff changeset
268 }
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parents:
diff changeset
269
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parents:
diff changeset
270 /* vi: set ts=4 sw=4 expandtab: */