Mercurial > sdl-ios-xcode
view test/testsprite.c @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | 4d241ea8a1cd |
children | 782fd950bd46 c121d94672cb |
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line source
/* Simple program: Move N sprites around on the screen as fast as possible */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <ctype.h> #include <math.h> #include <time.h> #include "SDL.h" #define NUM_SPRITES 100 #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 = (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; /* Initialize SDL */ if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); return(1); } numsprites = NUM_SPRITES; videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; width = 640; height = 480; video_bpp = 8; 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); } /* Load the sprite */ if ( LoadSprite("icon.bmp") < 0 ) { quit(1); } /* 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; while ( !done ) { /* Check for events */ ++frames; while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_MOUSEBUTTONDOWN: SDL_WarpMouse(screen->w/2, screen->h/2); break; case SDL_KEYDOWN: /* Any keypress quits the app... */ case SDL_QUIT: done = 1; break; default: break; } } MoveSprites(screen, background); } 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); }