Mercurial > sdl-ios-xcode
view test/testbitmap.c @ 5113:481dabb098ef
Improved timer implementation
The new timer model is formalized as using a separate thread to handle timer callbacks. This was the case on almost every platform before, but it's now a requirement, and simplifies the implementation and makes it perform consistently across platforms.
Goals:
* Minimize timer thread blocking
* Dispatch timers as accurately as possible
* SDL_AddTimer() and SDL_RemoveTimer() are completely threadsafe
* SDL_RemoveTimer() doesn't crash with a timer that's expired or removed
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 27 Jan 2011 14:45:06 -0800 |
parents | c0ce3380742d |
children |
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/* Simple program: Test bitmap blits */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include "SDL.h" #include "picture.xbm" /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } SDL_Surface * LoadXBM(SDL_Surface * screen, int w, int h, Uint8 * bits) { SDL_Surface *bitmap; Uint8 *line; /* Allocate the bitmap */ bitmap = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 1, 0, 0, 0, 0); if (bitmap == NULL) { fprintf(stderr, "Couldn't allocate bitmap: %s\n", SDL_GetError()); return (NULL); } /* Copy the pixels */ line = (Uint8 *) bitmap->pixels; w = (w + 7) / 8; while (h--) { memcpy(line, bits, w); /* X11 Bitmap images have the bits reversed */ { int i, j; Uint8 *buf, byte; for (buf = line, i = 0; i < w; ++i, ++buf) { byte = *buf; *buf = 0; for (j = 7; j >= 0; --j) { *buf |= (byte & 0x01) << j; byte >>= 1; } } } line += bitmap->pitch; bits += w; } return (bitmap); } int main(int argc, char *argv[]) { SDL_Surface *screen; SDL_Surface *bitmap; Uint8 video_bpp; Uint32 videoflags; Uint8 *buffer; int i, k, done; SDL_Event event; Uint16 *buffer16; Uint16 color; Uint8 gradient; SDL_Color palette[256]; int video_w, video_h; /* Initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); return (1); } video_bpp = 0; videoflags = SDL_SWSURFACE; while (argc > 1) { --argc; if (strcmp(argv[argc - 1], "-bpp") == 0) { video_bpp = atoi(argv[argc]); --argc; } else if (strcmp(argv[argc], "-warp") == 0) { videoflags |= SDL_HWPALETTE; } else if (strcmp(argv[argc], "-hw") == 0) { videoflags |= SDL_HWSURFACE; } else if (strcmp(argv[argc], "-fullscreen") == 0) { videoflags |= SDL_FULLSCREEN; } else { fprintf(stderr, "Usage: %s [-bpp N] [-warp] [-hw] [-fullscreen]\n", argv[0]); quit(1); } } #ifdef __IPHONEOS__ video_w = 320; video_h = 480; #else video_w = 640; video_h = 480; #endif /* Set 640x480 video mode */ if ((screen = SDL_SetVideoMode(video_w, video_h, video_bpp, videoflags)) == NULL) { fprintf(stderr, "Couldn't set %dx%d %d video mode: %s\n", video_w, video_h, video_bpp, SDL_GetError()); quit(2); } if (video_bpp == 8) { /* Set a gray colormap, reverse order from white to black */ for (i = 0; i < 256; ++i) { palette[i].r = 255 - i; palette[i].g = 255 - i; palette[i].b = 255 - i; } SDL_SetColors(screen, palette, 0, 256); } /* Set the surface pixels and refresh! */ if (SDL_LockSurface(screen) < 0) { fprintf(stderr, "Couldn't lock the display surface: %s\n", SDL_GetError()); quit(2); } buffer = (Uint8 *) screen->pixels; if (screen->format->BytesPerPixel != 2) { for (i = 0; i < screen->h; ++i) { memset(buffer, (i * 255) / screen->h, screen->pitch); buffer += screen->pitch; } } else { for (i = 0; i < screen->h; ++i) { gradient = ((i * 255) / screen->h); color = SDL_MapRGB(screen->format, gradient, gradient, gradient); buffer16 = (Uint16 *) buffer; for (k = 0; k < screen->w; k++) { *(buffer16 + k) = color; } buffer += screen->pitch; } } SDL_UnlockSurface(screen); SDL_UpdateRect(screen, 0, 0, 0, 0); /* Load the bitmap */ bitmap = LoadXBM(screen, picture_width, picture_height, (Uint8 *) picture_bits); if (bitmap == NULL) { quit(1); } /* Wait for a keystroke */ done = 0; while (!done) { /* Check for events */ while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_MOUSEBUTTONDOWN: { SDL_Rect dst; dst.x = event.button.x - bitmap->w / 2; dst.y = event.button.y - bitmap->h / 2; dst.w = bitmap->w; dst.h = bitmap->h; SDL_BlitSurface(bitmap, NULL, screen, &dst); SDL_UpdateRects(screen, 1, &dst); } break; case SDL_KEYDOWN: /* Any key press quits the app... */ done = 1; break; case SDL_QUIT: done = 1; break; default: break; } } } SDL_FreeSurface(bitmap); SDL_Quit(); return (0); }