Mercurial > sdl-ios-xcode
diff test/testsprite.c @ 0:74212992fb08
Initial revision
author | Sam Lantinga <slouken@lokigames.com> |
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date | Thu, 26 Apr 2001 16:45:43 +0000 |
parents | |
children | 01fcac5d146e |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/test/testsprite.c Thu Apr 26 16:45:43 2001 +0000 @@ -0,0 +1,290 @@ + +/* Simple program: Move N sprites around on the screen as fast as possible */ + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <ctype.h> +#include <time.h> + +#include "SDL.h" + +#define NUM_SPRITES 100 +#define MAX_SPEED 1 + +SDL_Surface *sprite; +int numsprites; +SDL_Rect *sprite_rects; +SDL_Rect *positions; +SDL_Rect *velocities; +int sprites_visible; + +int LoadSprite(SDL_Surface *screen, 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) ) { + velocity->x = -velocity->x; + position->x += velocity->x; + } + position->y += velocity->y; + if ( (position->y < 0) || (position->y >= screen->h) ) { + 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; + } + + /* 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) +{ + 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. + */ + SDL_Surface *screen = SDL_GetVideoSurface(); + if ( info->video_mem > (screen->h*screen->pitch) ) { + 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; + + /* Initialize SDL */ + if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { + fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); + exit(1); + } + atexit(SDL_Quit); + + numsprites = NUM_SPRITES; + videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; + width = 640; + height = 480; + video_bpp = 8; + 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); + } 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], "-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]); + exit(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()); + exit(2); + } + + /* Load the sprite */ + if ( LoadSprite(screen, "icon.bmp") < 0 ) { + exit(1); + } + + /* 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"); + exit(2); + } + sprite_rects = (SDL_Rect *)mem; + positions = sprite_rects; + sprite_rects += numsprites; + velocities = sprite_rects; + sprite_rects += numsprites; + srand(time(NULL)); + for ( i=0; i<numsprites; ++i ) { + positions[i].x = rand()%screen->w; + positions[i].y = rand()%screen->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; + while ( !done ) { + /* Check for events */ + ++frames; + while ( SDL_PollEvent(&event) ) { + switch (event.type) { + case SDL_KEYDOWN: + /* Any keypress quits the app... */ + case SDL_QUIT: + done = 1; + break; + default: + break; + } + } + MoveSprites(screen, background); + } + 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)); + } + return(0); +}