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//
// MyController.m
// SDL Custom Cocoa App
//
// Created by Darrell Walisser on Fri Jul 18 2003.
// Copyright (c) 2003 __MyCompanyName__. All rights reserved.
//
#import "MyController.h"
#import "SDL.h"
id gController;
@implementation MyController
- (id)init
{
self = [ super init ];
if (self) {
_nSprites = 10;
_max_speed = 4;
_doFlip = 0;
_mem = NULL;
_screen = NULL;
_sprite_rects = NULL;
_positions = NULL;
_velocities = NULL;
_sprites_visible = 1;
_sprite_w = 0;
_sprite_h = 0;
_mouse_x = 0;
_mouse_y = 0;
}
return self;
}
- (void)setupCocoaWindow
{
// If you want the close button to send SDL_Quit,
// you can attach the SDL_QuartzWindowDelegate to the window
[ _window setDelegate:
[ [ [ SDL_QuartzWindowDelegate alloc ] init ] autorelease ] ];
// Make the window visible and the frontmost window
[ _window makeKeyAndOrderFront:nil ];
// Make the window accept passive motion events (when the button is released)
[ _window setAcceptsMouseMovedEvents:YES ];
}
- (void)setCocoaEnvironmentVariables
{
// Export cocoa objects to environment
// SDL will use these when you call SDL_SetVideoMode
// The window must be visible when you call SDL_SetVideoMode,
// and the view must lie completely within the window.
//
// The width and height passed to SDL_SetVideoMode should match
// the width/height of the view (the window can be any size)
//
// For resizing to work, you must set the appropriate
// attributes on the window and view. Then the SDL_RESIZABLE
// flag will be set automatically
//
// SDL will retain a reference to the window, and
// will release it when unsetting the video mode
//
// The view is not retained (the window object manages this).
//
char buffer[256];
printf ("NSWindow=%p\n", _window);
sprintf (buffer, "%d", (int)_window);
setenv ("SDL_NSWindowPointer", buffer, 1);
printf ("NSQuickDrawView=%p\n", _view);
sprintf (buffer, "%d", (int)_view);
setenv ("SDL_NSQuickDrawViewPointer", buffer, 1);
// Also tell SDL to pass keyboard events to Cocoa
// In this case, Cocoa will get the event before SDL_PollEvent returns it
// Note that mouse events (button, motion) will always be passed, regardless of this setting
setenv ("SDL_ENABLEAPPEVENTS", "1", 1);
}
- (void)printFlags:(Uint32)flags withName:(const char*)name
{
printf ("%s", name);
if (flags & SDL_SWSURFACE)
printf (" - SDL_SWSURFACE");
if (flags & SDL_HWSURFACE)
printf (" - SDL_HWSURFACE");
if (flags & SDL_ASYNCBLIT)
printf (" - SDL_ASYNCBLIT");
if (flags & SDL_ANYFORMAT)
printf (" - SDL_ANYFORMAT");
if (flags & SDL_HWPALETTE)
printf (" - SDL_HWPALETTE");
if (flags & SDL_DOUBLEBUF)
printf (" - SDL_DOUBLEBUF");
if (flags & SDL_FULLSCREEN)
printf (" - SDL_FULLSCREEN");
if (flags & SDL_OPENGL)
printf (" - SDL_OPENGL");
if (flags & SDL_OPENGLBLIT)
printf (" - SDL_OPENGLBLIT");
if (flags & SDL_RESIZABLE)
printf (" - SDL_RESIZABLE");
if (flags & SDL_NOFRAME)
printf (" - SDL_NOFRAME");
printf ("\n");
}
// This is a way of telling whether or not to use hardware surfaces
// Note: this does nothing on Mac OS X at the moment - there is no
// hardware-accelerated blitting support.
- (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)loadSpriteFromFile:(const 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)allocSprites
{
/* Allocate memory for the sprite info */
_mem = (Uint8 *)malloc (4*sizeof(SDL_Rect)*_nSprites);
if ( _mem == NULL ) {
fprintf (stderr, "Out of memory!\n");
exit (2);
}
_sprite_rects = (SDL_Rect *)_mem;
_positions = _sprite_rects;
_sprite_rects += _nSprites;
_velocities = _sprite_rects;
_sprite_rects += _nSprites;
_sprite_w = _sprite->w;
_sprite_h = _sprite->h;
}
- (void)freeSprites
{
free (_mem);
_mem = NULL;
}
- (void)initSprites
{
// Give each sprite a random starting position and velocity
int i;
srand(time(NULL));
for ( i=0; i < _nSprites; ++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;
}
}
}
- (void)moveSprites:(int)backgroundColor;
{
int i, nupdates;
SDL_Rect area, *position, *velocity;
nupdates = 0;
// Erase all the sprites if necessary
if ( _sprites_visible ) {
SDL_FillRect (_screen, NULL, backgroundColor);
}
// Move the sprite, bounce at the wall, and draw
for ( i=0; i < _nSprites; ++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;
}
// Update the screen!
if ( _doFlip ) {
SDL_Flip (_screen);
} else {
SDL_UpdateRects (_screen, nupdates, _sprite_rects);
}
_sprites_visible = 1;
}
- (int)run:(int)argc argv:(char*[])argv
{
int width, height;
Uint8 video_bpp;
Uint32 videoflags;
Uint32 background;
int 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);
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 ) {
videoflags = [ self 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], "-fullscreen") == 0 ) {
videoflags ^= SDL_FULLSCREEN;
} else
if ( isdigit(argv[argc][0]) ) {
_nSprites = atoi (argv[argc]);
} else {
fprintf (stderr,
"Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numSprites]\n",
argv[0]);
exit (1);
}
}
// The width/height passed to SDL_SetVideoMode should match the size of the NSView
width = [ _view frame ].size.width;
height = [ _view frame ].size.height;
videoflags &= ~SDL_FULLSCREEN; // this only for windowed mode
if ( [ _window styleMask ] & NSResizableWindowMask ) // enable resizable window
videoflags |= SDL_RESIZABLE;
[ self setupCocoaWindow ];
[ self setCocoaEnvironmentVariables ];
_mouse_x = width/2;
_mouse_y = width/2;
// 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);
}
// Print out surface info
[ self printFlags:videoflags withName:"Requested flags: " ];
[ self printFlags:_screen->flags withName:"Got flags: " ];
// Load the sprite
// The sprite is located in the Resources section of the .app bundle.
// SDL does not seem aware of bundle paths, so we must construct the path manually.
NSString* resource_path = [[NSBundle mainBundle] resourcePath];
NSString* icon_path = [resource_path stringByAppendingString:@"/icon.bmp"];
if ( [ self loadSpriteFromFile:[icon_path UTF8String] ] < 0 ) {
exit (1);
}
[ self allocSprites ];
[ self initSprites ];
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_VIDEORESIZE:
// Recreate the video mode. Use the same bpp and flags
// that the original window was created with
_screen = SDL_SetVideoMode (event.resize.w, event.resize.h,
video_bpp, videoflags);
// Clear screen and reinit sprite positions
SDL_FillRect (_screen, NULL, 0);
[ self initSprites ];
break;
case SDL_MOUSEMOTION:
_velocities[_nSprites-1].x = 0;
_velocities[_nSprites-1].y = 0;
_positions[_nSprites-1].x = event.motion.x - _sprite->w/2;
_positions[_nSprites-1].y = event.motion.y - _sprite->h/2;
//printf ("motion: %d %d\n", event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
_velocities[_nSprites-1].x = 0;
_velocities[_nSprites-1].y = 0;
_positions[_nSprites-1].x = event.button.x;
_positions[_nSprites-1].y = event.button.y;
//printf ("button: %d %d\n", event.button.x, event.button.y);
break;
case SDL_KEYDOWN:
// Escape also quits the app
if (event.key.keysym.sym == SDLK_ESCAPE)
done = 1;
// Control-W warps the cursor
if (event.key.keysym.sym == SDLK_w &&
( SDL_GetModState () & KMOD_LCTRL ) )
SDL_WarpMouse (_screen->w/2, _screen->h/2);
// Control-G toggles input grabbing
if (event.key.keysym.sym == SDLK_g &&
( SDL_GetModState () & KMOD_LCTRL ) )
if ( SDL_WM_GrabInput (SDL_GRAB_QUERY) == SDL_GRAB_OFF )
SDL_WM_GrabInput (SDL_GRAB_ON);
else
SDL_WM_GrabInput (SDL_GRAB_OFF);
break;
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
// Draw sprites
[ self moveSprites:background ];
// Update fps counter every 100 frames
if ((frames % 100) == 0) {
now = SDL_GetTicks ();
[ _framesPerSecond setFloatValue:((float)frames*1000)/(now-then) ];
frames = 0;
then = now;
}
}
[ self freeSprites ];
SDL_FreeSurface (_sprite);
SDL_Quit ();
return 0;
}
- (IBAction)changeNumberOfSprites:(id)sender
{
[ _numSprites setIntValue:[ sender intValue ] ];
[ self freeSprites ];
_nSprites = [ sender intValue ];
[ self allocSprites ];
[ self initSprites ];
SDL_FillRect (_screen, NULL, 0);
SDL_Flip (_screen);
}
- (IBAction)selectUpdateMode:(id)sender
{
_doFlip = ![ sender selectedRow ]; // row is 0 or 1
}
@end
int main(int argc, char *argv[])
{
// Hand off to instance of MyController
// This instance is created when SDLMain.nib is loaded,
// and the global variable is set in [SDLMain applicationDidFinishLaunching:]
return [ gController run:argc argv:argv ];
}