view test/nds-test-progs/sprite/source/testsprite.c @ 2860:6ce28e5287e9

Date: Sun, 07 Dec 2008 13:35:23 +0100 From: Couriersud Subject: SDL: Mouse last_x, last_y into SDL_Mouse the attached diff moves the static vars last_x and last_y into SDL_Mouse. These, as far as I understand it, should be tied to the individual mouse. The patch also makes the code check for out of window conditions of mouse->x,y when relative movements are passed to MouseSendMotion. Also attached is the latest DirectFB code (dfb20081208) supporting multiple mice and keyboards. This works quite well with sdlmame now. It however needs more testing with different directfb configurations.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 08 Dec 2008 00:52:12 +0000
parents 204be4fc2726
children
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 <fat.h>
#include <SDL/SDL.h>

#define NUM_SPRITES	10
#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 = t;
/* (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;

    consoleDemoInit();
    puts("Hello world!  Initializing FAT...");
    fatInitDefault();
    /* Initialize SDL */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
        return (1);
    }
    puts("* initialized SDL");

    numsprites = NUM_SPRITES;
    videoflags = SDL_SWSURFACE /*| SDL_ANYFORMAT */ ;
    width = 256;
    height = 192;
    video_bpp = 15;
    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);
    }
    screen->flags &= ~SDL_PREALLOC;
    puts("* set video mode");

    /* Load the sprite */
    if (LoadSprite("icon.bmp") < 0) {
        quit(1);
    }
    puts("* loaded sprite");

    /* 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;
    puts("hello!");
    while (!done) {
        /* Check for events */
        ++frames;
        printf(".");
        swiWaitForVBlank();
        MoveSprites(screen, background);
    }
    puts("goodbye!");
    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);
}