view test/testsprite.c @ 1295:c3e36ac8a94c

Date: Sun, 6 Mar 2005 17:06:20 +0100 From: Per Inge Mathisen Subject: [SDL] Fullscreen refresh on win32 Windows has a terrible default for fullscreen 3D apps of 60mhz refresh rate. This can be fixed by the user by going into his driver's control panel and forcing the refresh rate higher. However, this not a very user friendly way about it, and in any case SDL contains no code that could figure out this that condition has afflicted the user. So the question is, could SDL fix this for the user? It is possible under Windows to request a higher refresh rate. The danger is of course that if the user has an old monitor, and you request a too high refresh rate, the monitor could be damaged. However, I believe there might be a way around that: Check before switching what refresh rate the user's desktop runs in, and if our fullscreen dimensions are equal or less than those of the desktop, use the higher refresh rate of 60 and the desktop rate. Since most users run their desktops in the same or higher resolution something sane, this should fix this problem for most users. Thoughts? An alternative is to add an SDL_GL_GetAttribute(SDL_GL_REFRESH_RATE) option so that programs can bitch at their users at their own convenience. - Per
author Sam Lantinga <slouken@libsdl.org>
date Mon, 30 Jan 2006 06:56:10 +0000
parents 31103dbf1c26
children 4d241ea8a1cd
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 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(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;
		}
	}

	/* 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(screen, "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);
}