Mercurial > sdl-ios-xcode
view test/testsprite.c @ 934:af585d6efec8
Date: Thu, 17 Jun 2004 11:38:51 -0700 (PDT)
From: Eric Wing <ewing2121@yahoo.com>
Subject: New OS X patch (was Re: [SDL] Bug with inverted mouse coordinates in
I have a new patch for OS X I would like to submit.
First, it appears no further action has been taken on
my fix from Apple on the OpenGL windowed mode mouse
inversion problem. The fix would reunify the code, and
no longer require case checking for which version of
the OS you are running. This is probably a good fix
because the behavior with the old code could change
again with future versions of the OS, so those fixes
are included in this new patch.
But in addition, when I was at Apple, I asked them
about the ability to distinguish between the modifier
keys on the left and right sides of the keyboard (e.g.
Left Shift, Right Shift, Left/Right Alt, L/R Cmd, L/R
Ctrl). They told me that starting with Panther, the OS
began supporting this feature. This has always been a
source of annoyance for me when bringing a program
that comes from Windows or Linux to OS X when the
keybindings happened to need distinguishable left-side
and right-side keys. So the rest of the patch I am
submitting contains new code to support this feature
on Panther (and presumably later versions of the OS).
So after removing the OS version checks for the mouse
inversion problem, I reused the OS version checks to
activate the Left/Right detection of modifier keys. If
you are running Panther (or above), the new code will
attempt to distinguish between sides. For the older
OS's, the code path reverts to the original code.
I've tested with Panther on a G4 Cube, G5 dual
processor, and Powerbook Rev C. The Cube and G5
keyboards demonstrated the ability to distinguish
between sides. The Powerbook seems to only have
left-side keys, but the patch was still able to handle
it by producing the same results as before the patch.
I also wanted to test a non-Apple keyboard.
Unfortunately, I don't have any PC USB keyboards.
However, I was able to borrow a Sun Microsystems USB
keyboard, so I tried that out on the G5, and I got the
correct behavior for left and right sides. I'm
expecting that if it worked with a Sun keyboard, most
other keyboards should work with no problems.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 20 Aug 2004 22:35:23 +0000 |
parents | b14fdadd8311 |
children | be9c9c8f6d53 |
line wrap: on
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 DEBUG_FLIP 1 #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; Uint16 sprite_w, sprite_h; int LoadSprite(SDL_Surface *screen, 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; } } #endif /* 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()); exit(1); } atexit(SDL_Quit); numsprites = NUM_SPRITES; videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; width = 640; height = 480; video_bpp = 8; 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], "-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]); exit(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()); exit(2); } /* Load the sprite */ if ( LoadSprite(screen, "icon.bmp") < 0 ) { exit(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"); exit(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); }