view test/testsprite2.c @ 3083:0bc41e0361d3

Date: Mon, 2 Mar 2009 16:27:42 +0200 From: "Mike Gorchak" Subject: About QNX support in SDL 1.3 Right now I'm working on QNX SDL 1.3 drivers implementation and looks like a lot of code must be completely reworked. But I'm ready for it :) Also I want to add QNX Graphics Framework SDL driver, which is fullscreen graphics framework, with support of hardware accelerated OpenGL ES implementations. This Graphics Framework (called GF in QNX) could also use QNX Photon (window manager GUI) as window manager. In the attachment initial patch for QNX support in SDL 1.3
author Sam Lantinga <slouken@libsdl.org>
date Tue, 03 Mar 2009 04:21:51 +0000
parents 9dde605c7540
children d1436442215f
line wrap: on
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/* Simple program:  Move N sprites around on the screen as fast as possible */

#include <stdlib.h>
#include <stdio.h>
#include <time.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_BlendMode blendMode = SDL_BLENDMODE_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 *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_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
    SDL_RenderFill(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_h))) {
            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_BLENDMODE_NONE;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) {
                        blendMode = SDL_BLENDMODE_MASK;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
                        blendMode = SDL_BLENDMODE_BLEND;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
                        blendMode = SDL_BLENDMODE_ADD;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
                        blendMode = SDL_BLENDMODE_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_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
        SDL_RenderFill(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_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
                    SDL_RenderFill(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) {
        double fps = ((double) frames * 1000) / (now - then);
        printf("%2.2f frames per second\n", fps);
    }
    quit(0);
}

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