Mercurial > sdl-ios-xcode
view test/nds-test-progs/sprite/source/testsprite.c @ 2960:91708bc14aab
It's probably not worth pushing palettized textures. The memory optimization
isn't worth the effort on modern hardware with the sorts of games that would
be using the SDL 1.3 texture API.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 02 Jan 2009 09:27:36 +0000 |
parents | 204be4fc2726 |
children |
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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 <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); }