Mercurial > sdl-ios-xcode
diff test/nds-test-progs/sprite2/source/testsprite2.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> |
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date | Wed, 27 Aug 2008 15:10:03 +0000 |
parents | |
children | e3affc66d963 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/test/nds-test-progs/sprite2/source/testsprite2.c Wed Aug 27 15:10:03 2008 +0000 @@ -0,0 +1,330 @@ +/* Simple program: Move N sprites around on the screen as fast as possible */ + +#include <stdlib.h> +#include <stdio.h> +#include <time.h> +#include <nds.h> +#include <fat.h> +#include "common.h" + +#include "icon_bmp_bin.h" + +#define NUM_SPRITES 10 +#define MAX_SPEED 1 + +static CommonState *state; +static int num_sprites; +static SDL_TextureID *sprites; +static SDL_bool cycle_color; +static SDL_bool cycle_alpha; +static int cycle_direction = 1; +static int current_alpha = 0; +static int current_color = 0; +static SDL_Rect *positions; +static SDL_Rect *velocities; +static int sprite_w, sprite_h; +static SDL_TextureBlendMode blendMode = SDL_TEXTUREBLENDMODE_MASK; +static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; + +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ +static void +quit(int rc) +{ + if (sprites) { + SDL_free(sprites); + } + if (positions) { + SDL_free(positions); + } + if (velocities) { + SDL_free(velocities); + } + CommonQuit(state); + exit(rc); +} + +int +LoadSprite(char *file) +{ + int i; + SDL_Surface *temp; + + /* Load the sprite image */ + temp = SDL_LoadBMP(file); + if (temp == NULL) { + fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); + return (-1); + } + sprite_w = temp->w; + sprite_h = temp->h; + + /* Set transparent pixel as the pixel at (0,0) */ + if (temp->format->palette) { + SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); + } + + /* Create textures from the image */ + for (i = 0; i < state->num_windows; ++i) { + SDL_SelectRenderer(state->windows[i]); + sprites[i] = SDL_CreateTextureFromSurface(0, temp); + if (!sprites[i]) { + fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); + SDL_FreeSurface(temp); + return (-1); + } + SDL_SetTextureBlendMode(sprites[i], blendMode); + SDL_SetTextureScaleMode(sprites[i], scaleMode); + } + SDL_FreeSurface(temp); + + /* We're ready to roll. :) */ + return (0); +} + +int +LoadSprite2(const u8 * ptr, int size) +{ + int i; + SDL_Rect r = { 0, 0, 32, 32 }; + for (i = 0; i < state->num_windows; ++i) { + SDL_SelectRenderer(state->windows[i]); + sprites[i] = SDL_CreateTexture(SDL_PIXELFORMAT_ABGR1555, + SDL_TEXTUREACCESS_STATIC, r.w, r.h); + if (!sprites[i]) { + fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); + return -1; + } + SDL_UpdateTexture(sprites[i], &r, ptr, r.w * 2); + SDL_SetTextureBlendMode(sprites[i], blendMode); + SDL_SetTextureScaleMode(sprites[i], scaleMode); + } + return 0; +} + +void +MoveSprites(SDL_WindowID window, SDL_TextureID sprite) +{ + int i, n; + int window_w, window_h; + SDL_Rect area, *position, *velocity; + + SDL_SelectRenderer(window); + + /* Query the sizes */ + SDL_GetWindowSize(window, &window_w, &window_h); + + /* Cycle the color and alpha, if desired */ + if (cycle_color) { + current_color += cycle_direction; + if (current_color < 0) { + current_color = 0; + cycle_direction = -cycle_direction; + } + if (current_color > 255) { + current_color = 255; + cycle_direction = -cycle_direction; + } + SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, + (Uint8) current_color); + } + if (cycle_alpha) { + current_alpha += cycle_direction; + if (current_alpha < 0) { + current_alpha = 0; + cycle_direction = -cycle_direction; + } + if (current_alpha > 255) { + current_alpha = 255; + cycle_direction = -cycle_direction; + } + SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); + } + + /* Move the sprite, bounce at the wall, and draw */ + n = 0; + SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); + for (i = 0; i < num_sprites; ++i) { + position = &positions[i]; + velocity = &velocities[i]; + position->x += velocity->x; + if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { + velocity->x = -velocity->x; + position->x += velocity->x; + } + position->y += velocity->y; + if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { + velocity->y = -velocity->y; + position->y += velocity->y; + } + + /* Blit the sprite onto the screen */ + SDL_RenderCopy(sprite, NULL, position); + } + + /* Update the screen! */ + SDL_RenderPresent(); +} + +int +main(int argc, char *argv[]) +{ + int i, done; + SDL_Event event; + Uint32 then, now, frames; + + consoleDemoInit(); + puts("Hello world! Initializing FAT..."); + fatInitDefault(); + + /* Initialize parameters */ + num_sprites = NUM_SPRITES; + + /* Initialize test framework */ + state = CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return 1; + } + for (i = 1; i < argc;) { + int consumed; + + consumed = CommonArg(state, i); + if (consumed == 0) { + consumed = -1; + if (SDL_strcasecmp(argv[i], "--blend") == 0) { + if (argv[i + 1]) { + if (SDL_strcasecmp(argv[i + 1], "none") == 0) { + blendMode = SDL_TEXTUREBLENDMODE_NONE; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { + blendMode = SDL_TEXTUREBLENDMODE_MASK; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { + blendMode = SDL_TEXTUREBLENDMODE_BLEND; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { + blendMode = SDL_TEXTUREBLENDMODE_ADD; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { + blendMode = SDL_TEXTUREBLENDMODE_MOD; + consumed = 2; + } + } + } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { + if (argv[i + 1]) { + if (SDL_strcasecmp(argv[i + 1], "none") == 0) { + scaleMode = SDL_TEXTURESCALEMODE_NONE; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { + scaleMode = SDL_TEXTURESCALEMODE_FAST; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { + scaleMode = SDL_TEXTURESCALEMODE_SLOW; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { + scaleMode = SDL_TEXTURESCALEMODE_BEST; + consumed = 2; + } + } + } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { + cycle_color = SDL_TRUE; + consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { + cycle_alpha = SDL_TRUE; + consumed = 1; + } else if (SDL_isdigit(*argv[i])) { + num_sprites = SDL_atoi(argv[i]); + consumed = 1; + } + } + if (consumed < 0) { + fprintf(stderr, + "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", + argv[0], CommonUsage(state)); + quit(1); + } + i += consumed; + } + if (!CommonInit(state)) { + quit(2); + } + + /* Create the windows, initialize the renderers, and load the textures */ + sprites = + (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); + if (!sprites) { + fprintf(stderr, "Out of memory!\n"); + quit(2); + } + for (i = 0; i < state->num_windows; ++i) { + SDL_SelectRenderer(state->windows[i]); + SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); + } + if (LoadSprite2(icon_bmp_bin, icon_bmp_bin_size) < 0) { + printf("errored.\n"); + quit(2); + } + + /* Allocate memory for the sprite info */ + positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); + velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); + if (!positions || !velocities) { + fprintf(stderr, "Out of memory!\n"); + quit(2); + } + srand(time(NULL)); + if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { + sprite_w += sprite_w / 2; + sprite_h += sprite_h / 2; + } + for (i = 0; i < num_sprites; ++i) { + positions[i].x = rand() % (state->window_w - sprite_w); + positions[i].y = rand() % (state->window_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; + } + } + + /* Main render loop */ + frames = 0; + then = SDL_GetTicks(); + done = 0; + while (!done) { + /* Check for events */ + ++frames; + while (SDL_PollEvent(&event)) { + CommonEvent(state, &event, &done); + switch (event.type) { + case SDL_WINDOWEVENT: + switch (event.window.event) { + case SDL_WINDOWEVENT_EXPOSED: + SDL_SelectRenderer(event.window.windowID); + SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); + break; + } + break; + default: + break; + } + } + for (i = 0; i < state->num_windows; ++i) { + MoveSprites(state->windows[i], sprites[i]); + } + } + + /* Print out some timing information */ + now = SDL_GetTicks(); + if (now > then) { + printf("%2.2f frames per second\n", + ((double) frames * 1000) / (now - then)); + } + + quit(0); + return 0; +} + +/* vi: set ts=4 sw=4 expandtab: */