Mercurial > sdl-ios-xcode
view test/testsprite.c @ 3331:d44a0a913aa2
Eric Wing to Sam
Lots of fixes.
Fixed missing power management building.
Added template icons to the project templates.
DocSet stuff
Documentation fixes..
Fixed all the SDLtests. (Lots of tedious work.) It now depends on the static library target for convenience so I am not going to remove it from the SDL xcode project.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 01 Oct 2009 15:30:26 +0000 |
parents | c2d9b1aff59f |
children | 9de326b3099c |
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/* 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 "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; } } /* Clear the background to grey */ background = SDL_MapRGB(screen->format, 0xA0, 0xA0, 0xA0); SDL_FillRect(screen, NULL, background); SDL_Flip(screen); /* 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) { double fps = ((double) frames * 1000) / (now - then); printf("%2.2f frames per second\n", fps); } SDL_Quit(); return (0); }