/
testsprite.c
315 lines (284 loc) · 7.63 KB
1
2
3
4
5
6
7
8
9
10
/* 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 <time.h>
#include "SDL.h"
11
12
#define DEBUG_FLIP 1
13
14
15
16
17
18
19
20
21
#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;
22
Uint16 sprite_w, sprite_h;
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
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)
{
57
58
59
60
#if DEBUG_FLIP
static int t = 0;
#endif
61
62
63
64
65
66
67
68
69
70
71
72
73
74
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;
75
if ( (position->x < 0) || (position->x >= (screen->w - sprite_w)) ) {
76
77
78
79
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
80
if ( (position->y < 0) || (position->y >= (screen->h - sprite_w)) ) {
81
82
83
84
85
86
87
88
89
90
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;
}
91
92
93
94
95
96
97
98
99
100
101
102
103
104
#if DEBUG_FLIP
{
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
105
106
107
108
109
110
111
112
113
114
/* 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 */
115
Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp)
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
{
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.
*/
135
if ( info->video_mem*1024 > (height*width*bpp/8) ) {
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
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 ) {
186
videoflags = FastestFlags(videoflags, width, height, video_bpp);
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
} 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;
232
233
sprite_w = sprite->w;
sprite_h = sprite->h;
234
235
srand(time(NULL));
for ( i=0; i<numsprites; ++i ) {
236
237
positions[i].x = rand()%(screen->w - sprite_w);
positions[i].y = rand()%(screen->h - sprite_h);
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
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) {
290
291
292
case SDL_MOUSEBUTTONDOWN:
SDL_WarpMouse(screen->w/2, screen->h/2);
break;
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
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));
}
313
SDL_Quit();
314
315
return(0);
}