diff test/nds-test-progs/sprite/source/testsprite.c @ 2735:204be4fc2726

Final merge of Google Summer of Code 2008 work... Port SDL 1.3 to the Nintendo DS by Darren Alton, mentored by Sam Lantinga
author Sam Lantinga <slouken@libsdl.org>
date Wed, 27 Aug 2008 15:10:03 +0000
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/test/nds-test-progs/sprite/source/testsprite.c	Wed Aug 27 15:10:03 2008 +0000
@@ -0,0 +1,316 @@
+/* Simple program:  Move N sprites around on the screen as fast as possible */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+#include <math.h>
+#include <fat.h>
+#include <SDL/SDL.h>
+
+#define NUM_SPRITES	10
+#define MAX_SPEED 	1
+
+SDL_Surface *sprite;
+int numsprites;
+SDL_Rect *sprite_rects;
+SDL_Rect *positions;
+SDL_Rect *velocities;
+int sprites_visible;
+int debug_flip;
+Uint16 sprite_w, sprite_h;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void
+quit(int rc)
+{
+    SDL_Quit();
+    exit(rc);
+}
+
+int
+LoadSprite(char *file)
+{
+    SDL_Surface *temp;
+
+    /* Load the sprite image */
+    sprite = SDL_LoadBMP(file);
+    if (sprite == NULL) {
+        fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
+        return (-1);
+    }
+
+    /* Set transparent pixel as the pixel at (0,0) */
+    if (sprite->format->palette) {
+        SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL),
+                        *(Uint8 *) sprite->pixels);
+    }
+
+    /* Convert sprite to video format */
+    temp = SDL_DisplayFormat(sprite);
+    SDL_FreeSurface(sprite);
+    if (temp == NULL) {
+        fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError());
+        return (-1);
+    }
+    sprite = temp;
+
+    /* We're ready to roll. :) */
+    return (0);
+}
+
+void
+MoveSprites(SDL_Surface * screen, Uint32 background)
+{
+    int i, nupdates;
+    SDL_Rect area, *position, *velocity;
+
+    nupdates = 0;
+    /* Erase all the sprites if necessary */
+    if (sprites_visible) {
+        SDL_FillRect(screen, NULL, background);
+    }
+
+    /* Move the sprite, bounce at the wall, and draw */
+    for (i = 0; i < numsprites; ++i) {
+        position = &positions[i];
+        velocity = &velocities[i];
+        position->x += velocity->x;
+        if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) {
+            velocity->x = -velocity->x;
+            position->x += velocity->x;
+        }
+        position->y += velocity->y;
+        if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) {
+            velocity->y = -velocity->y;
+            position->y += velocity->y;
+        }
+
+        /* Blit the sprite onto the screen */
+        area = *position;
+        SDL_BlitSurface(sprite, NULL, screen, &area);
+        sprite_rects[nupdates++] = area;
+    }
+
+    if (debug_flip) {
+        if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
+            static int t = 0;
+
+            Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0);
+            SDL_Rect r;
+            r.x = t;
+/* (sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20); */
+            r.y = 0;
+            r.w = 20;
+            r.h = screen->h;
+
+            SDL_FillRect(screen, &r, color);
+            t += 2;
+        }
+    }
+
+    /* Update the screen! */
+    if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
+        SDL_Flip(screen);
+    } else {
+        SDL_UpdateRects(screen, nupdates, sprite_rects);
+    }
+    sprites_visible = 1;
+}
+
+/* This is a way of telling whether or not to use hardware surfaces */
+Uint32
+FastestFlags(Uint32 flags, int width, int height, int bpp)
+{
+    const SDL_VideoInfo *info;
+
+    /* Hardware acceleration is only used in fullscreen mode */
+    flags |= SDL_FULLSCREEN;
+
+    /* Check for various video capabilities */
+    info = SDL_GetVideoInfo();
+    if (info->blit_hw_CC && info->blit_fill) {
+        /* We use accelerated colorkeying and color filling */
+        flags |= SDL_HWSURFACE;
+    }
+    /* If we have enough video memory, and will use accelerated
+       blits directly to it, then use page flipping.
+     */
+    if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
+        /* Direct hardware blitting without double-buffering
+           causes really bad flickering.
+         */
+        if (info->video_mem * 1024 > (height * width * bpp / 8)) {
+            flags |= SDL_DOUBLEBUF;
+        } else {
+            flags &= ~SDL_HWSURFACE;
+        }
+    }
+
+    /* Return the flags */
+    return (flags);
+}
+
+int
+main(int argc, char *argv[])
+{
+    SDL_Surface *screen;
+    Uint8 *mem;
+    int width, height;
+    Uint8 video_bpp;
+    Uint32 videoflags;
+    Uint32 background;
+    int i, done;
+    SDL_Event event;
+    Uint32 then, now, frames;
+
+    consoleDemoInit();
+    puts("Hello world!  Initializing FAT...");
+    fatInitDefault();
+    /* Initialize SDL */
+    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
+        return (1);
+    }
+    puts("* initialized SDL");
+
+    numsprites = NUM_SPRITES;
+    videoflags = SDL_SWSURFACE /*| SDL_ANYFORMAT */ ;
+    width = 256;
+    height = 192;
+    video_bpp = 15;
+    debug_flip = 0;
+    while (argc > 1) {
+        --argc;
+        if (strcmp(argv[argc - 1], "-width") == 0) {
+            width = atoi(argv[argc]);
+            --argc;
+        } else if (strcmp(argv[argc - 1], "-height") == 0) {
+            height = atoi(argv[argc]);
+            --argc;
+        } else if (strcmp(argv[argc - 1], "-bpp") == 0) {
+            video_bpp = atoi(argv[argc]);
+            videoflags &= ~SDL_ANYFORMAT;
+            --argc;
+        } else if (strcmp(argv[argc], "-fast") == 0) {
+            videoflags = FastestFlags(videoflags, width, height, video_bpp);
+        } else if (strcmp(argv[argc], "-hw") == 0) {
+            videoflags ^= SDL_HWSURFACE;
+        } else if (strcmp(argv[argc], "-flip") == 0) {
+            videoflags ^= SDL_DOUBLEBUF;
+        } else if (strcmp(argv[argc], "-debugflip") == 0) {
+            debug_flip ^= 1;
+        } else if (strcmp(argv[argc], "-fullscreen") == 0) {
+            videoflags ^= SDL_FULLSCREEN;
+        } else if (isdigit(argv[argc][0])) {
+            numsprites = atoi(argv[argc]);
+        } else {
+            fprintf(stderr,
+                    "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n",
+                    argv[0]);
+            quit(1);
+        }
+    }
+
+    /* Set video mode */
+    screen = SDL_SetVideoMode(width, height, video_bpp, videoflags);
+    if (!screen) {
+        fprintf(stderr, "Couldn't set %dx%d video mode: %s\n",
+                width, height, SDL_GetError());
+        quit(2);
+    }
+    screen->flags &= ~SDL_PREALLOC;
+    puts("* set video mode");
+
+    /* Load the sprite */
+    if (LoadSprite("icon.bmp") < 0) {
+        quit(1);
+    }
+    puts("* loaded sprite");
+
+    /* Allocate memory for the sprite info */
+    mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites);
+    if (mem == NULL) {
+        SDL_FreeSurface(sprite);
+        fprintf(stderr, "Out of memory!\n");
+        quit(2);
+    }
+    sprite_rects = (SDL_Rect *) mem;
+    positions = sprite_rects;
+    sprite_rects += numsprites;
+    velocities = sprite_rects;
+    sprite_rects += numsprites;
+    sprite_w = sprite->w;
+    sprite_h = sprite->h;
+    srand(time(NULL));
+    for (i = 0; i < numsprites; ++i) {
+        positions[i].x = rand() % (screen->w - sprite_w);
+        positions[i].y = rand() % (screen->h - sprite_h);
+        positions[i].w = sprite->w;
+        positions[i].h = sprite->h;
+        velocities[i].x = 0;
+        velocities[i].y = 0;
+        while (!velocities[i].x && !velocities[i].y) {
+            velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
+            velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
+        }
+    }
+    background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00);
+
+    /* Print out information about our surfaces */
+    printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel);
+    if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
+        printf("Screen is in video memory\n");
+    } else {
+        printf("Screen is in system memory\n");
+    }
+    if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
+        printf("Screen has double-buffering enabled\n");
+    }
+    if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
+        printf("Sprite is in video memory\n");
+    } else {
+        printf("Sprite is in system memory\n");
+    }
+    /* Run a sample blit to trigger blit acceleration */
+    {
+        SDL_Rect dst;
+        dst.x = 0;
+        dst.y = 0;
+        dst.w = sprite->w;
+        dst.h = sprite->h;
+        SDL_BlitSurface(sprite, NULL, screen, &dst);
+        SDL_FillRect(screen, &dst, background);
+    }
+    if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) {
+        printf("Sprite blit uses hardware acceleration\n");
+    }
+    if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) {
+        printf("Sprite blit uses RLE acceleration\n");
+    }
+
+    /* Loop, blitting sprites and waiting for a keystroke */
+    frames = 0;
+    then = SDL_GetTicks();
+    done = 0;
+    sprites_visible = 0;
+    puts("hello!");
+    while (!done) {
+        /* Check for events */
+        ++frames;
+        printf(".");
+        swiWaitForVBlank();
+        MoveSprites(screen, background);
+    }
+    puts("goodbye!");
+    SDL_FreeSurface(sprite);
+    free(mem);
+
+    /* Print out some timing information */
+    now = SDL_GetTicks();
+    if (now > then) {
+        printf("%2.2f frames per second\n",
+               ((double) frames * 1000) / (now - then));
+    }
+    SDL_Quit();
+    return (0);
+}