view test/nds-test-progs/sprite/source/testsprite.c @ 5127:b6c7a6b07ebf

Updated main.c for API changes Kees Bakker to sdl The main.c for the template is still targeting SDL1.2. Here is the patch to make it work for SDL1.3 (I'm hoping the mailing lists accepts attachments.) In this patch I have also changed the shell script that assembles the Template. Since there is now only one lib target (same name for "device" and "simulator" version) I copy the simulator library to the destination with the name libSDLSimulator.a. This is not a satisfactory solution, because both libraries are included in the project while only one is needed (depending on the selected environment). However, I'm not fluent with Xcode to say what a better solution would be. Kind regards, Kees Bakker
author Sam Lantinga <slouken@libsdl.org>
date Fri, 28 Jan 2011 10:37:36 -0800 (2011-01-28)
parents 204be4fc2726
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 <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);
}