diff test/testsprite2.c @ 1895:c121d94672cb

SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 10 Jul 2006 21:04:37 +0000
parents
children f132024010be
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line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/test/testsprite2.c	Mon Jul 10 21:04:37 2006 +0000
@@ -0,0 +1,262 @@
+/* Simple program:  Move N sprites around on the screen as fast as possible */
+
+#include <stdlib.h>
+#include <time.h>
+
+#include "SDL.h"
+
+#define NUM_WINDOWS 4
+#define WINDOW_W    640
+#define WINDOW_H    480
+#define NUM_SPRITES	100
+#define MAX_SPEED 	1
+#define BACKGROUND  0x00FFFFFF
+
+static int num_windows;
+static int num_sprites;
+static SDL_WindowID *windows;
+static SDL_TextureID *sprites;
+static SDL_Rect *positions;
+static SDL_Rect *velocities;
+static int sprite_w, sprite_h;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void
+quit(int rc)
+{
+    if (windows) {
+        SDL_free(windows);
+    }
+    if (sprites) {
+        SDL_free(sprites);
+    }
+    if (positions) {
+        SDL_free(positions);
+    }
+    if (velocities) {
+        SDL_free(velocities);
+    }
+    SDL_Quit();
+    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 < num_windows; ++i) {
+        SDL_SelectRenderer(windows[i]);
+        sprites[i] =
+            SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp);
+        if (!sprites[i]) {
+            fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
+            SDL_FreeSurface(temp);
+            return (-1);
+        }
+    }
+    SDL_FreeSurface(temp);
+
+    /* We're ready to roll. :) */
+    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);
+
+    /* Move the sprite, bounce at the wall, and draw */
+    n = 0;
+    for (i = 0; i < num_sprites; ++i) {
+        position = &positions[i];
+        SDL_RenderFill(position, BACKGROUND);
+    }
+    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, SDL_TextureBlendMode_Mask,
+                       SDL_TextureScaleMode_None);
+    }
+
+    /* Update the screen! */
+    SDL_RenderPresent();
+}
+
+int
+main(int argc, char *argv[])
+{
+    int window_w, window_h;
+    Uint32 window_flags = SDL_WINDOW_SHOWN;
+    SDL_DisplayMode *mode, fullscreen_mode;
+    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());
+        return (1);
+    }
+
+    num_windows = NUM_WINDOWS;
+    num_sprites = NUM_SPRITES;
+    window_w = WINDOW_W;
+    window_h = WINDOW_H;
+    while (argc > 1) {
+        if (strcmp(argv[argc - 1], "-width") == 0) {
+            window_w = atoi(argv[argc]);
+            --argc;
+        } else if (strcmp(argv[argc - 1], "-height") == 0) {
+            window_h = atoi(argv[argc]);
+            --argc;
+        } else if (strcmp(argv[argc - 1], "-fullscreen") == 0) {
+            num_windows = 1;
+            window_flags |= SDL_WINDOW_FULLSCREEN;
+            --argc;
+        } else if (isdigit(argv[argc][0])) {
+            num_sprites = atoi(argv[argc]);
+        } else {
+            fprintf(stderr,
+                    "Usage: %s [-width] [-height] [numsprites]\n", argv[0]);
+            quit(1);
+        }
+    }
+
+    if (window_flags & SDL_WINDOW_FULLSCREEN) {
+        SDL_zero(fullscreen_mode);
+        fullscreen_mode.w = window_w;
+        fullscreen_mode.h = window_h;
+        SDL_SetFullscreenDisplayMode(&fullscreen_mode);
+    }
+
+    /* Create the windows, initialize the renderers, and load the textures */
+    windows = (SDL_WindowID *) SDL_malloc(num_windows * sizeof(*windows));
+    sprites = (SDL_TextureID *) SDL_malloc(num_windows * sizeof(*sprites));
+    if (!windows || !sprites) {
+        fprintf(stderr, "Out of memory!\n");
+        quit(2);
+    }
+    for (i = 0; i < num_windows; ++i) {
+        char title[32];
+
+        SDL_snprintf(title, sizeof(title), "testsprite %d", i + 1);
+        windows[i] =
+            SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED,
+                             SDL_WINDOWPOS_UNDEFINED, window_w, window_h,
+                             window_flags);
+        if (!windows[i]) {
+            fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
+            quit(2);
+        }
+
+        if (SDL_CreateRenderer(windows[i], -1, 0) < 0) {
+            fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
+            quit(2);
+        }
+        SDL_RenderFill(NULL, BACKGROUND);
+    }
+    if (LoadSprite("icon.bmp") < 0) {
+        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));
+    for (i = 0; i < num_sprites; ++i) {
+        positions[i].x = rand() % (window_w - sprite_w);
+        positions[i].y = rand() % (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;
+        }
+    }
+
+    /* Loop, blitting sprites and waiting for a keystroke */
+    frames = 0;
+    then = SDL_GetTicks();
+    done = 0;
+    while (!done) {
+        /* Check for events */
+        ++frames;
+        while (SDL_PollEvent(&event)) {
+            switch (event.type) {
+            case SDL_WINDOWEVENT:
+                switch (event.window.event) {
+                case SDL_WINDOWEVENT_EXPOSED:
+                    SDL_SelectRenderer(event.window.windowID);
+                    SDL_RenderFill(NULL, BACKGROUND);
+                    break;
+                case SDL_WINDOWEVENT_CLOSE:
+                    done = 1;
+                    break;
+                }
+                break;
+            case SDL_KEYDOWN:
+                /* Any keypress quits the app... */
+            case SDL_QUIT:
+                done = 1;
+                break;
+            default:
+                break;
+            }
+        }
+        for (i = 0; i < num_windows; ++i) {
+            MoveSprites(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);
+}
+
+/* vi: set ts=4 sw=4 expandtab: */