Mercurial > sdl-ios-xcode
view test/testsprite.c @ 4134:31c7c57af8a4 SDL-1.2
Updates for building on Windows CE using mingw32ce cross compiler:
http://sourceforge.net/mailarchive/forum.php?thread_name 0703291652.38437.jwalt%40garni.ch&forum_name=cegcc-devel
Hi!
I just managed to compile SDL for Windows CE using the "mingw32ce"
configuration of http://cegcc.sourceforge.net. Test programs work as expected
(except for those using signals -- no POSIX on mingw32ce), and I didn't yet
encounter any problem.
While it was a pain to get everything compiled and running, the changes to
SDL are actually quite small (see attached SDL-ce.diff).
Unfortunately, the win32 headers shipped with cegcc are not 100% correct, and
it feels quite messy to work around them in SDL code, so those headers will
also need to be patched. (Attachment: win32api-ce.diff)
Since I had to apply the libtool patch from the cegcc patch, I have also ad ded
my copy of aclocal.m4 for SDL. I had to modify the cegcc libtool patch to
use "lt_cv_deplibs_check_method=pass_all" for mingw32ce, otherwise libtool
would not recognize the import libraries as valid for dynamic linking.
All these changes should not affect non-WinCE builds, so they could be
included in mainline SDL.
If you need some docs, you can use this description for a cross-compilation
README:
1) get cegcc from http://cegcc.sourceforge.net
2) build and install the "mingw32ce" variant (see cegcc installation docs)
3) patch w32api-headers (if not yet included in cegcc)
4) setup environment (customize the first three lines as you like):
PREFIX=/opt/mingw32ce
TARGET=arm-wince-mingw32ce
BUILD=`uname -m`-pc-linux-gnu
export PATH="$PREFIX/bin:$PREFIX/$TARGET/bin:$PREFIX/local/bin:$PATH"
export CFLAGS="${CFLAGS:- -O2 -g} -I$PREFIX/local/include"
export CPPFLAGS="${CPPFLAGS:- -O2 -g} -I$PREFIX/local/include"
export CXXFLAGS="${CXXFLAGS:- -O2 -g} -I$PREFIX/local/include"
export LDFLAGS="${LDFLAGS:- -O2 -g} -L$PREFIX/local/lib"
export HOST_CC="gcc"
export CC="$PREFIX/bin/$TARGET-gcc"
export CXX="$PREFIX/bin/$TARGET-g++"
export LD="$PREFIX/bin/$TARGET-ld"
export AS="$PREFIX/bin/$TARGET-as"
export AR="$PREFIX/bin/$TARGET-ar"
export RANLIB="$PREFIX/bin/$TARGET-ranlib"
export CONFIG_SHELL="/bin/sh"
5) build and install
./configure --target=$TARGET --host=$TARGET --build=$BUILD
make
make install
6) use (4) and (5) for any SDL-using software you want to cross-compile
7) copy $PREFIX/local/bin/SDL-1-2-0.dll into your executable directory on the WinCE machine
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 03 Jan 2008 06:19:07 +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); }