Mercurial > sdl-ios-xcode
view test/testsprite2.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 | feb6ccdb888f |
children | 9dde605c7540 |
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/* Simple program: Move N sprites around on the screen as fast as possible */ #include <stdlib.h> #include <stdio.h> #include <time.h> #include "common.h" #define NUM_SPRITES 100 #define MAX_SPEED 1 static CommonState *state; static int num_sprites; static SDL_TextureID *sprites; static SDL_bool cycle_color; static SDL_bool cycle_alpha; static int cycle_direction = 1; static int current_alpha = 0; static int current_color = 0; static SDL_Rect *positions; static SDL_Rect *velocities; static int sprite_w, sprite_h; static SDL_TextureBlendMode blendMode = SDL_TEXTUREBLENDMODE_MASK; static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { if (sprites) { SDL_free(sprites); } if (positions) { SDL_free(positions); } if (velocities) { SDL_free(velocities); } CommonQuit(state); exit(rc); } int LoadSprite(char *file) { int i; SDL_Surface *temp; /* Load the sprite image */ temp = SDL_LoadBMP(file); if (temp == NULL) { fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); return (-1); } sprite_w = temp->w; sprite_h = temp->h; /* Set transparent pixel as the pixel at (0,0) */ if (temp->format->palette) { SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); } /* Create textures from the image */ for (i = 0; i < state->num_windows; ++i) { SDL_SelectRenderer(state->windows[i]); sprites[i] = SDL_CreateTextureFromSurface(0, temp); if (!sprites[i]) { fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); SDL_FreeSurface(temp); return (-1); } SDL_SetTextureBlendMode(sprites[i], blendMode); SDL_SetTextureScaleMode(sprites[i], scaleMode); } SDL_FreeSurface(temp); /* We're ready to roll. :) */ return (0); } void MoveSprites(SDL_WindowID window, SDL_TextureID sprite) { int i, n; int window_w, window_h; SDL_Rect *position, *velocity; SDL_SelectRenderer(window); /* Query the sizes */ SDL_GetWindowSize(window, &window_w, &window_h); /* Cycle the color and alpha, if desired */ if (cycle_color) { current_color += cycle_direction; if (current_color < 0) { current_color = 0; cycle_direction = -cycle_direction; } if (current_color > 255) { current_color = 255; cycle_direction = -cycle_direction; } SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, (Uint8) current_color); } if (cycle_alpha) { current_alpha += cycle_direction; if (current_alpha < 0) { current_alpha = 0; cycle_direction = -cycle_direction; } if (current_alpha > 255) { current_alpha = 255; cycle_direction = -cycle_direction; } SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); } /* Move the sprite, bounce at the wall, and draw */ n = 0; SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); for (i = 0; i < num_sprites; ++i) { position = &positions[i]; velocity = &velocities[i]; position->x += velocity->x; if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { velocity->x = -velocity->x; position->x += velocity->x; } position->y += velocity->y; if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { velocity->y = -velocity->y; position->y += velocity->y; } /* Blit the sprite onto the screen */ SDL_RenderCopy(sprite, NULL, position); } /* Update the screen! */ SDL_RenderPresent(); } int main(int argc, char *argv[]) { int i, done; SDL_Event event; Uint32 then, now, frames; /* Initialize parameters */ num_sprites = NUM_SPRITES; /* Initialize test framework */ state = CommonCreateState(argv, SDL_INIT_VIDEO); if (!state) { return 1; } for (i = 1; i < argc;) { int consumed; consumed = CommonArg(state, i); if (consumed == 0) { consumed = -1; if (SDL_strcasecmp(argv[i], "--blend") == 0) { if (argv[i + 1]) { if (SDL_strcasecmp(argv[i + 1], "none") == 0) { blendMode = SDL_TEXTUREBLENDMODE_NONE; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { blendMode = SDL_TEXTUREBLENDMODE_MASK; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { blendMode = SDL_TEXTUREBLENDMODE_BLEND; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { blendMode = SDL_TEXTUREBLENDMODE_ADD; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { blendMode = SDL_TEXTUREBLENDMODE_MOD; consumed = 2; } } } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { if (argv[i + 1]) { if (SDL_strcasecmp(argv[i + 1], "none") == 0) { scaleMode = SDL_TEXTURESCALEMODE_NONE; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { scaleMode = SDL_TEXTURESCALEMODE_FAST; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { scaleMode = SDL_TEXTURESCALEMODE_SLOW; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { scaleMode = SDL_TEXTURESCALEMODE_BEST; consumed = 2; } } } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { cycle_color = SDL_TRUE; consumed = 1; } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { cycle_alpha = SDL_TRUE; consumed = 1; } else if (SDL_isdigit(*argv[i])) { num_sprites = SDL_atoi(argv[i]); consumed = 1; } } if (consumed < 0) { fprintf(stderr, "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", argv[0], CommonUsage(state)); quit(1); } i += consumed; } if (!CommonInit(state)) { quit(2); } /* Create the windows, initialize the renderers, and load the textures */ sprites = (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); if (!sprites) { fprintf(stderr, "Out of memory!\n"); quit(2); } for (i = 0; i < state->num_windows; ++i) { SDL_SelectRenderer(state->windows[i]); SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); } if (LoadSprite("icon.bmp") < 0) { quit(2); } /* Allocate memory for the sprite info */ positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); if (!positions || !velocities) { fprintf(stderr, "Out of memory!\n"); quit(2); } srand(time(NULL)); if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { sprite_w += sprite_w / 2; sprite_h += sprite_h / 2; } for (i = 0; i < num_sprites; ++i) { positions[i].x = rand() % (state->window_w - sprite_w); positions[i].y = rand() % (state->window_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; } } /* Main render loop */ frames = 0; then = SDL_GetTicks(); done = 0; while (!done) { /* Check for events */ ++frames; while (SDL_PollEvent(&event)) { CommonEvent(state, &event, &done); switch (event.type) { case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_EXPOSED: SDL_SelectRenderer(event.window.windowID); SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); break; } break; default: break; } } for (i = 0; i < state->num_windows; ++i) { MoveSprites(state->windows[i], sprites[i]); } } /* Print out some timing information */ now = SDL_GetTicks(); if (now > then) { double fps = ((double) frames * 1000) / (now - then); printf("%2.2f frames per second\n", fps); } quit(0); } /* vi: set ts=4 sw=4 expandtab: */