view test/nds-test-progs/sprite2/source/testsprite2.c @ 2884:9dde605c7540

Date: Fri, 19 Dec 2008 20:17:35 +0100 From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 Dec 2008 12:00:00 +0000
parents e3affc66d963
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 <nds.h>
#include <fat.h>
#include "common.h"

#define NUM_SPRITES	10
#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_BlendMode blendMode = SDL_BLENDMODE_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);
}

int
LoadSprite2(const u8 * ptr, int size)
{
    int i;
    SDL_Rect r = { 0, 0, 32, 32 };
    for (i = 0; i < state->num_windows; ++i) {
        SDL_SelectRenderer(state->windows[i]);
        sprites[i] = SDL_CreateTexture(SDL_PIXELFORMAT_ABGR1555,
                                       SDL_TEXTUREACCESS_STATIC, r.w, r.h);
        if (!sprites[i]) {
            fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
            return -1;
        }
        SDL_UpdateTexture(sprites[i], &r, ptr, r.w * 2);
        SDL_SetTextureBlendMode(sprites[i], blendMode);
        SDL_SetTextureScaleMode(sprites[i], scaleMode);
    }
    return 0;
}

void
MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
{
    int i, n;
    int window_w, window_h;
    SDL_Rect area, *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_w))) {
            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;

    consoleDemoInit();
    puts("Hello world!  Initializing FAT...");
    fatInitDefault();

    /* Initialize parameters */
    num_sprites = NUM_SPRITES;

    /* Initialize test framework */
    state = CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }

    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) {
        printf("\nerrored.\n");
        while (1);
        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) {
        printf("%2.2f frames per second\n",
               ((double) frames * 1000) / (now - then));
    }

    quit(0);
    return 0;
}

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