view test/testsprite.c @ 2079:1ed2155b7ee4

From: Torsten Giebl Subject: ALLOCA Patch for SDL-1.2 Newsgroups: gmane.comp.lib.sdl Date: 2006-10-24 00:31:16 GMT Hello ! As alloca.h is not available on CYGWIN and MinGW32 it should not be checked there or it should be checked with -mno-cygwin using. I am a total configure.in newbie, but i found the way that things are handled in configure.in pretty bad for the case CYGWIN with MinGW Mode or not. Maybe this is not possible but i would like to have a way to detect at the start for example CYGWIN and then add. ask if configure was called with --enable-cygwin for example. --enable-cygwin should be optional and disabled by default as we want to have MinGW Mode by default. Only if the user wants it he should be able to use it. Then the whole configure.in would get add. questions okay the system is CYGWIN with or without MinGW Mode. The alloca.h thing for example is only available under CYGWIN ( without MinGW Mode ). CU
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 01 Dec 2006 20:25:03 +0000
parents 103c6fec2a60
children 9bbe3bd94be8
line wrap: on
line source

/* 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);
}