view test/testsprite.c @ 4324:1496aa09e41e SDL-1.2

Steven Noonan to sdl While trying to build the SDLMain.m included with SDL 1.2.14, with #define SDL_USE_NIB_FILE 1: /Users/steven/Development/darwinia/targets/macosx/Darwinia/SDLMain.m: In function '-[SDLMain fixMenu:withAppName:]': /Users/steven/Development/darwinia/targets/macosx/Darwinia/SDLMain.m:122: warning: 'sizeToFit' is deprecated (declared at /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/AppKit.framework/Headers/NSMenu.h:281) /Users/steven/Development/darwinia/targets/macosx/Darwinia/SDLMain.m: In function 'main': /Users/steven/Development/darwinia/targets/macosx/Darwinia/SDLMain.m:376: warning: 'poseAsClass:' is deprecated (declared at /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:127) /Users/steven/Development/darwinia/targets/macosx/Darwinia/SDLMain.m:376: error: 'poseAsClass:' is unavailable (declared at /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:127) /Users/steven/Development/darwinia/targets/macosx/Darwinia/SDLMain.m:377: warning: passing argument 2 of 'NSApplicationMain' from incompatible pointer type Eric Wing to Sam I don't have time today to look at this in detail, but the problem is definitely the poseAsClass: method. This was deprecated in Obj-C 2.0 and not retained in 64-bit. I've never used this method and it has always been limited to esoteric uses. I think this is why Apple wanted to dump it (among complicating some other things they do). I have read about others getting bit by this when migrating. Long story short, there really isn't a migration path for this method. The question that then must be asked is why are we using it (what does it accomplish), and then figure out the 'proper' way of accomplishing that. Glancing at SDLMain.m, it's not obvious to me why it is there or what it is really accomplishing. My only speculation is that NSApplicationMain hardcodes something to look for NSApplication and a subclass (SDLApplication) fails for some reason (assuming that the original coder did this for good reason). Three thoughts come to mind. 1) The Info.plist has properties to control things related to the startup class and nib. NSPrincipalClass, NSMainNibFile Maybe principle class needs to be SDLApplication and we can delete the poseAs 2) I was told that 10.6 introduced new APIs to make programatic NIB wrangling and avoidance easier. Unfortunately, I don't know the specifics. 3) Instead of subclassing NSApplication in SDLMain.m, maybe we can just add a category. It looks like the following is the only thing that is done (quick glance): @interface SDLApplication : NSApplication @end @implementation SDLApplication /* Invoked from the Quit menu item */ - (void)terminate:(id)sender { /* Post a SDL_QUIT event */ SDL_Event event; event.type = SDL_QUIT; SDL_PushEvent(&event); } @end So instead, we change this to: (warning written in mail and untested) @interface NSApplication (SDLApplication) - (void) terminate:(id)sender; @end @implementation NSApplication (SDLApplication) /* Invoked from the Quit menu item */ - (void)terminate:(id)sender { /* Post a SDL_QUIT event */ SDL_Event event; event.type = SDL_QUIT; SDL_PushEvent(&event); } @end Then everywhere SDLApplication is used, we change it to NSApplication (and remove the poseAsClass line). Perhaps you could ask the bug reporter to try this solution (#3). And if that fails, maybe try #1. -Eric Steven Noonan to Sam The suggested change (diff below) seems to work fine. - Steven
author Sam Lantinga <slouken@libsdl.org>
date Mon, 12 Oct 2009 21:07:12 +0000
parents 4d241ea8a1cd
children 782fd950bd46 c121d94672cb
line wrap: on
line source

/* 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 <math.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 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);
}