Mercurial > sdl-ios-xcode
view test/testsprite.c @ 907:3bd4d7a1ee04
Date: Mon, 21 Jun 2004 16:52:47 +0200
From: Marcin Konicki
Subject: SDL 1.2.7 patch for BeOS (new input handling code)
I rewrote input handling code for BeOS. It should be faster now (i got
report that mouse is faster, keyboard should be too, but it's harder to
observe).
I'll try to add mouse wheel support too, soon.
Stefano Ceccherini (a.k.a Jack Burton) helped me beautify code (working
version was less clean), and it was he who asked me to write this thing ;).
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 18 Jul 2004 19:36:06 +0000 |
parents | b14fdadd8311 |
children | be9c9c8f6d53 |
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/* 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 DEBUG_FLIP 1 #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; Uint16 sprite_w, sprite_h; int LoadSprite(SDL_Surface *screen, 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; } } #endif /* 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()); exit(1); } atexit(SDL_Quit); numsprites = NUM_SPRITES; videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; width = 640; height = 480; video_bpp = 8; 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], "-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]); exit(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()); exit(2); } /* Load the sprite */ if ( LoadSprite(screen, "icon.bmp") < 0 ) { exit(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"); exit(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); }