comparison test/testsprite.c @ 0:74212992fb08

Initial revision
author Sam Lantinga <slouken@lokigames.com>
date Thu, 26 Apr 2001 16:45:43 +0000
parents
children 01fcac5d146e
comparison
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-1:000000000000 0:74212992fb08
1
2 /* Simple program: Move N sprites around on the screen as fast as possible */
3
4 #include <stdio.h>
5 #include <stdlib.h>
6 #include <string.h>
7 #include <ctype.h>
8 #include <time.h>
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;
21
22 int LoadSprite(SDL_Surface *screen, char *file)
23 {
24 SDL_Surface *temp;
25
26 /* Load the sprite image */
27 sprite = SDL_LoadBMP(file);
28 if ( sprite == NULL ) {
29 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
30 return(-1);
31 }
32
33 /* Set transparent pixel as the pixel at (0,0) */
34 if ( sprite->format->palette ) {
35 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL),
36 *(Uint8 *)sprite->pixels);
37 }
38
39 /* Convert sprite to video format */
40 temp = SDL_DisplayFormat(sprite);
41 SDL_FreeSurface(sprite);
42 if ( temp == NULL ) {
43 fprintf(stderr, "Couldn't convert background: %s\n",
44 SDL_GetError());
45 return(-1);
46 }
47 sprite = temp;
48
49 /* We're ready to roll. :) */
50 return(0);
51 }
52
53 void MoveSprites(SDL_Surface *screen, Uint32 background)
54 {
55 int i, nupdates;
56 SDL_Rect area, *position, *velocity;
57
58 nupdates = 0;
59 /* Erase all the sprites if necessary */
60 if ( sprites_visible ) {
61 SDL_FillRect(screen, NULL, background);
62 }
63
64 /* Move the sprite, bounce at the wall, and draw */
65 for ( i=0; i<numsprites; ++i ) {
66 position = &positions[i];
67 velocity = &velocities[i];
68 position->x += velocity->x;
69 if ( (position->x < 0) || (position->x >= screen->w) ) {
70 velocity->x = -velocity->x;
71 position->x += velocity->x;
72 }
73 position->y += velocity->y;
74 if ( (position->y < 0) || (position->y >= screen->h) ) {
75 velocity->y = -velocity->y;
76 position->y += velocity->y;
77 }
78
79 /* Blit the sprite onto the screen */
80 area = *position;
81 SDL_BlitSurface(sprite, NULL, screen, &area);
82 sprite_rects[nupdates++] = area;
83 }
84
85 /* Update the screen! */
86 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
87 SDL_Flip(screen);
88 } else {
89 SDL_UpdateRects(screen, nupdates, sprite_rects);
90 }
91 sprites_visible = 1;
92 }
93
94 /* This is a way of telling whether or not to use hardware surfaces */
95 Uint32 FastestFlags(Uint32 flags)
96 {
97 const SDL_VideoInfo *info;
98
99 /* Hardware acceleration is only used in fullscreen mode */
100 flags |= SDL_FULLSCREEN;
101
102 /* Check for various video capabilities */
103 info = SDL_GetVideoInfo();
104 if ( info->blit_hw_CC && info->blit_fill ) {
105 /* We use accelerated colorkeying and color filling */
106 flags |= SDL_HWSURFACE;
107 }
108 /* If we have enough video memory, and will use accelerated
109 blits directly to it, then use page flipping.
110 */
111 if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
112 /* Direct hardware blitting without double-buffering
113 causes really bad flickering.
114 */
115 SDL_Surface *screen = SDL_GetVideoSurface();
116 if ( info->video_mem > (screen->h*screen->pitch) ) {
117 flags |= SDL_DOUBLEBUF;
118 } else {
119 flags &= ~SDL_HWSURFACE;
120 }
121 }
122
123 /* Return the flags */
124 return(flags);
125 }
126
127 int main(int argc, char *argv[])
128 {
129 SDL_Surface *screen;
130 Uint8 *mem;
131 int width, height;
132 Uint8 video_bpp;
133 Uint32 videoflags;
134 Uint32 background;
135 int i, done;
136 SDL_Event event;
137 Uint32 then, now, frames;
138
139 /* Initialize SDL */
140 if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
141 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
142 exit(1);
143 }
144 atexit(SDL_Quit);
145
146 numsprites = NUM_SPRITES;
147 videoflags = SDL_SWSURFACE|SDL_ANYFORMAT;
148 width = 640;
149 height = 480;
150 video_bpp = 8;
151 while ( argc > 1 ) {
152 --argc;
153 if ( strcmp(argv[argc-1], "-width") == 0 ) {
154 width = atoi(argv[argc]);
155 --argc;
156 } else
157 if ( strcmp(argv[argc-1], "-height") == 0 ) {
158 height = atoi(argv[argc]);
159 --argc;
160 } else
161 if ( strcmp(argv[argc-1], "-bpp") == 0 ) {
162 video_bpp = atoi(argv[argc]);
163 videoflags &= ~SDL_ANYFORMAT;
164 --argc;
165 } else
166 if ( strcmp(argv[argc], "-fast") == 0 ) {
167 videoflags = FastestFlags(videoflags);
168 } else
169 if ( strcmp(argv[argc], "-hw") == 0 ) {
170 videoflags ^= SDL_HWSURFACE;
171 } else
172 if ( strcmp(argv[argc], "-flip") == 0 ) {
173 videoflags ^= SDL_DOUBLEBUF;
174 } else
175 if ( strcmp(argv[argc], "-fullscreen") == 0 ) {
176 videoflags ^= SDL_FULLSCREEN;
177 } else
178 if ( isdigit(argv[argc][0]) ) {
179 numsprites = atoi(argv[argc]);
180 } else {
181 fprintf(stderr,
182 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n",
183 argv[0]);
184 exit(1);
185 }
186 }
187
188 /* Set video mode */
189 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags);
190 if ( ! screen ) {
191 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n",
192 width, height, SDL_GetError());
193 exit(2);
194 }
195
196 /* Load the sprite */
197 if ( LoadSprite(screen, "icon.bmp") < 0 ) {
198 exit(1);
199 }
200
201 /* Allocate memory for the sprite info */
202 mem = (Uint8 *)malloc(4*sizeof(SDL_Rect)*numsprites);
203 if ( mem == NULL ) {
204 SDL_FreeSurface(sprite);
205 fprintf(stderr, "Out of memory!\n");
206 exit(2);
207 }
208 sprite_rects = (SDL_Rect *)mem;
209 positions = sprite_rects;
210 sprite_rects += numsprites;
211 velocities = sprite_rects;
212 sprite_rects += numsprites;
213 srand(time(NULL));
214 for ( i=0; i<numsprites; ++i ) {
215 positions[i].x = rand()%screen->w;
216 positions[i].y = rand()%screen->h;
217 positions[i].w = sprite->w;
218 positions[i].h = sprite->h;
219 velocities[i].x = 0;
220 velocities[i].y = 0;
221 while ( ! velocities[i].x && ! velocities[i].y ) {
222 velocities[i].x = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;
223 velocities[i].y = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;
224 }
225 }
226 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00);
227
228 /* Print out information about our surfaces */
229 printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel);
230 if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
231 printf("Screen is in video memory\n");
232 } else {
233 printf("Screen is in system memory\n");
234 }
235 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
236 printf("Screen has double-buffering enabled\n");
237 }
238 if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
239 printf("Sprite is in video memory\n");
240 } else {
241 printf("Sprite is in system memory\n");
242 }
243 /* Run a sample blit to trigger blit acceleration */
244 { SDL_Rect dst;
245 dst.x = 0;
246 dst.y = 0;
247 dst.w = sprite->w;
248 dst.h = sprite->h;
249 SDL_BlitSurface(sprite, NULL, screen, &dst);
250 SDL_FillRect(screen, &dst, background);
251 }
252 if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
253 printf("Sprite blit uses hardware acceleration\n");
254 }
255 if ( (sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) {
256 printf("Sprite blit uses RLE acceleration\n");
257 }
258
259 /* Loop, blitting sprites and waiting for a keystroke */
260 frames = 0;
261 then = SDL_GetTicks();
262 done = 0;
263 sprites_visible = 0;
264 while ( !done ) {
265 /* Check for events */
266 ++frames;
267 while ( SDL_PollEvent(&event) ) {
268 switch (event.type) {
269 case SDL_KEYDOWN:
270 /* Any keypress quits the app... */
271 case SDL_QUIT:
272 done = 1;
273 break;
274 default:
275 break;
276 }
277 }
278 MoveSprites(screen, background);
279 }
280 SDL_FreeSurface(sprite);
281 free(mem);
282
283 /* Print out some timing information */
284 now = SDL_GetTicks();
285 if ( now > then ) {
286 printf("%2.2f frames per second\n",
287 ((double)frames*1000)/(now-then));
288 }
289 return(0);
290 }