test/testsprite.c
author Ryan C. Gordon <icculus@icculus.org>
Sun, 11 Jan 2009 04:05:28 +0000
changeset 3017 3272431eeee2
parent 2792 c2d9b1aff59f
child 3338 9de326b3099c
permissions -rw-r--r--
Added testresample.c
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/* Simple program:  Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#include <math.h>
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#include "SDL.h"
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#define NUM_SPRITES	100
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#define MAX_SPEED 	1
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SDL_Surface *sprite;
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int numsprites;
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SDL_Rect *sprite_rects;
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SDL_Rect *positions;
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SDL_Rect *velocities;
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int sprites_visible;
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int debug_flip;
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Uint16 sprite_w, sprite_h;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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    SDL_Quit();
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    exit(rc);
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}
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int
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LoadSprite(char *file)
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{
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    SDL_Surface *temp;
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    /* Load the sprite image */
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    sprite = SDL_LoadBMP(file);
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    if (sprite == NULL) {
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        fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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        return (-1);
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    }
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    /* Set transparent pixel as the pixel at (0,0) */
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    if (sprite->format->palette) {
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        SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL),
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                        *(Uint8 *) sprite->pixels);
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    }
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    /* Convert sprite to video format */
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    temp = SDL_DisplayFormat(sprite);
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    SDL_FreeSurface(sprite);
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    if (temp == NULL) {
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        fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError());
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        return (-1);
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    }
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    sprite = temp;
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    /* We're ready to roll. :) */
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    return (0);
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}
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void
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MoveSprites(SDL_Surface * screen, Uint32 background)
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{
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    int i, nupdates;
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    SDL_Rect area, *position, *velocity;
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    nupdates = 0;
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    /* Erase all the sprites if necessary */
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    if (sprites_visible) {
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        SDL_FillRect(screen, NULL, background);
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    }
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    /* Move the sprite, bounce at the wall, and draw */
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    for (i = 0; i < numsprites; ++i) {
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        position = &positions[i];
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        velocity = &velocities[i];
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        position->x += velocity->x;
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        if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) {
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            velocity->x = -velocity->x;
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            position->x += velocity->x;
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        }
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        position->y += velocity->y;
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        if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) {
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            velocity->y = -velocity->y;
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            position->y += velocity->y;
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        }
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        /* Blit the sprite onto the screen */
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        area = *position;
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        SDL_BlitSurface(sprite, NULL, screen, &area);
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        sprite_rects[nupdates++] = area;
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    }
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    if (debug_flip) {
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        if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
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            static int t = 0;
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            Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0);
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            SDL_Rect r;
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            r.x =
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                (sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20);
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            r.y = 0;
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            r.w = 20;
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            r.h = screen->h;
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            SDL_FillRect(screen, &r, color);
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            t += 2;
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        }
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    }
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    /* Update the screen! */
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    if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
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        SDL_Flip(screen);
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    } else {
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        SDL_UpdateRects(screen, nupdates, sprite_rects);
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    }
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    sprites_visible = 1;
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}
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/* This is a way of telling whether or not to use hardware surfaces */
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Uint32
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FastestFlags(Uint32 flags, int width, int height, int bpp)
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{
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    const SDL_VideoInfo *info;
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    /* Hardware acceleration is only used in fullscreen mode */
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    flags |= SDL_FULLSCREEN;
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    /* Check for various video capabilities */
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    info = SDL_GetVideoInfo();
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    if (info->blit_hw_CC && info->blit_fill) {
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        /* We use accelerated colorkeying and color filling */
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        flags |= SDL_HWSURFACE;
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    }
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    /* If we have enough video memory, and will use accelerated
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       blits directly to it, then use page flipping.
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     */
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    if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
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        /* Direct hardware blitting without double-buffering
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           causes really bad flickering.
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         */
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        if (info->video_mem * 1024 > (height * width * bpp / 8)) {
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            flags |= SDL_DOUBLEBUF;
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        } else {
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            flags &= ~SDL_HWSURFACE;
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        }
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    }
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    /* Return the flags */
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    return (flags);
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}
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int
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main(int argc, char *argv[])
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{
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    SDL_Surface *screen;
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    Uint8 *mem;
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    int width, height;
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    Uint8 video_bpp;
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    Uint32 videoflags;
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    Uint32 background;
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    int i, done;
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    SDL_Event event;
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    Uint32 then, now, frames;
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    /* Initialize SDL */
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    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
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        return (1);
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    }
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    numsprites = NUM_SPRITES;
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    videoflags = SDL_SWSURFACE | SDL_ANYFORMAT;
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    width = 640;
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    height = 480;
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    video_bpp = 8;
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    debug_flip = 0;
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    while (argc > 1) {
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        --argc;
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        if (strcmp(argv[argc - 1], "-width") == 0) {
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            width = atoi(argv[argc]);
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            --argc;
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        } else if (strcmp(argv[argc - 1], "-height") == 0) {
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            height = atoi(argv[argc]);
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            --argc;
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        } else if (strcmp(argv[argc - 1], "-bpp") == 0) {
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            video_bpp = atoi(argv[argc]);
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            videoflags &= ~SDL_ANYFORMAT;
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            --argc;
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        } else if (strcmp(argv[argc], "-fast") == 0) {
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            videoflags = FastestFlags(videoflags, width, height, video_bpp);
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        } else if (strcmp(argv[argc], "-hw") == 0) {
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            videoflags ^= SDL_HWSURFACE;
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        } else if (strcmp(argv[argc], "-flip") == 0) {
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            videoflags ^= SDL_DOUBLEBUF;
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        } else if (strcmp(argv[argc], "-debugflip") == 0) {
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            debug_flip ^= 1;
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        } else if (strcmp(argv[argc], "-fullscreen") == 0) {
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            videoflags ^= SDL_FULLSCREEN;
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        } else if (isdigit(argv[argc][0])) {
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            numsprites = atoi(argv[argc]);
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        } else {
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            fprintf(stderr,
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                    "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n",
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                    argv[0]);
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            quit(1);
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        }
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    }
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    /* Set video mode */
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    screen = SDL_SetVideoMode(width, height, video_bpp, videoflags);
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    if (!screen) {
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        fprintf(stderr, "Couldn't set %dx%d video mode: %s\n",
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                width, height, SDL_GetError());
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        quit(2);
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    }
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    /* Load the sprite */
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    if (LoadSprite("icon.bmp") < 0) {
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        quit(1);
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    }
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    /* Allocate memory for the sprite info */
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    mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites);
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    if (mem == NULL) {
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        SDL_FreeSurface(sprite);
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        fprintf(stderr, "Out of memory!\n");
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        quit(2);
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    }
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    sprite_rects = (SDL_Rect *) mem;
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    positions = sprite_rects;
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    sprite_rects += numsprites;
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    velocities = sprite_rects;
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    sprite_rects += numsprites;
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    sprite_w = sprite->w;
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    sprite_h = sprite->h;
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    srand(time(NULL));
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    for (i = 0; i < numsprites; ++i) {
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        positions[i].x = rand() % (screen->w - sprite_w);
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        positions[i].y = rand() % (screen->h - sprite_h);
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        positions[i].w = sprite->w;
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        positions[i].h = sprite->h;
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        velocities[i].x = 0;
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        velocities[i].y = 0;
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        while (!velocities[i].x && !velocities[i].y) {
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            velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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            velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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        }
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    }
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    /* Clear the background to grey */
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    background = SDL_MapRGB(screen->format, 0xA0, 0xA0, 0xA0);
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    SDL_FillRect(screen, NULL, background);
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    SDL_Flip(screen);
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    /* Print out information about our surfaces */
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    printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel);
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    if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
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        printf("Screen is in video memory\n");
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    } else {
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        printf("Screen is in system memory\n");
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    }
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    if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
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        printf("Screen has double-buffering enabled\n");
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    }
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    if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
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        printf("Sprite is in video memory\n");
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    } else {
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        printf("Sprite is in system memory\n");
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    }
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    /* Run a sample blit to trigger blit acceleration */
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    {
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        SDL_Rect dst;
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        dst.x = 0;
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        dst.y = 0;
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        dst.w = sprite->w;
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        dst.h = sprite->h;
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        SDL_BlitSurface(sprite, NULL, screen, &dst);
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        SDL_FillRect(screen, &dst, background);
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    }
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    if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) {
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        printf("Sprite blit uses hardware acceleration\n");
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    }
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    if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) {
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        printf("Sprite blit uses RLE acceleration\n");
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    }
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    /* Loop, blitting sprites and waiting for a keystroke */
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    frames = 0;
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    then = SDL_GetTicks();
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    done = 0;
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    sprites_visible = 0;
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    while (!done) {
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        /* Check for events */
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        ++frames;
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        while (SDL_PollEvent(&event)) {
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            switch (event.type) {
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            case SDL_MOUSEBUTTONDOWN:
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                SDL_WarpMouse(screen->w / 2, screen->h / 2);
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                break;
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            case SDL_KEYDOWN:
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                /* Any keypress quits the app... */
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            case SDL_QUIT:
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                done = 1;
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                break;
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            default:
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                break;
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            }
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        }
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        MoveSprites(screen, background);
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    }
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    SDL_FreeSurface(sprite);
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    free(mem);
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    /* Print out some timing information */
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    now = SDL_GetTicks();
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    if (now > then) {
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        double fps = ((double) frames * 1000) / (now - then);
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        printf("%2.2f frames per second\n", fps);
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    }
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    SDL_Quit();
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    return (0);
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}