diff test/nds-test-progs/sprite2/source/testsprite2.c @ 2686:e9f27fe4f2a1 gsoc2008_nds

Existing testsprite programs made into NDS projects
author Darren Alton <dalton@stevens.edu>
date Wed, 13 Aug 2008 00:49:03 +0000
parents
children cd8978f47849
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/test/nds-test-progs/sprite2/source/testsprite2.c	Wed Aug 13 00:49:03 2008 +0000
@@ -0,0 +1,302 @@
+/* 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 "common.h"
+
+#define NUM_SPRITES	100
+#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);
+}
+
+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;
+
+    /* 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 (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));
+    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: */