Mercurial > sdl-ios-xcode
diff test/nds-test-progs/sprite/source/testsprite.c @ 2686:e9f27fe4f2a1 gsoc2008_nds
Existing testsprite programs made into NDS projects
author | Darren Alton <dalton@stevens.edu> |
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date | Wed, 13 Aug 2008 00:49:03 +0000 |
parents | |
children | 71c56e900f8b |
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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 13 00:49:03 2008 +0000 @@ -0,0 +1,319 @@ +/* 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 "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 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 = + (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; + + /* Initialize SDL */ + if (SDL_Init(SDL_INIT_VIDEO) < 0) { + fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); + return (1); + } + + numsprites = NUM_SPRITES; + videoflags = SDL_SWSURFACE | SDL_ANYFORMAT; + width = 640; + height = 480; + video_bpp = 8; + 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); + } + + /* Load the sprite */ + if (LoadSprite("icon.bmp") < 0) { + quit(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"); + 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; + while (!done) { + /* Check for events */ + ++frames; + while (SDL_PollEvent(&event)) { + switch (event.type) { + case SDL_MOUSEBUTTONDOWN: + SDL_WarpMouse(screen->w / 2, screen->h / 2); + break; + 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)); + } + SDL_Quit(); + return (0); +}