test/testsprite2.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 09 Jul 2006 09:02:26 +0000
branchSDL-1.3
changeset 1733 0b1070f2f94d
parent 1725 98a3207ddde8
permissions -rw-r--r--
Implemented gamma correction on Windows.
Added general code to restore the video mode and gamma when windows lose focus.
     1 /* Simple program:  Move N sprites around on the screen as fast as possible */
     2 
     3 #include <stdlib.h>
     4 #include <time.h>
     5 
     6 #include "SDL.h"
     7 
     8 #define NUM_WINDOWS 4
     9 #define WINDOW_W    640
    10 #define WINDOW_H    480
    11 #define NUM_SPRITES	100
    12 #define MAX_SPEED 	1
    13 #define BACKGROUND  0x00FFFFFF
    14 
    15 static int num_windows;
    16 static int num_sprites;
    17 static SDL_WindowID *windows;
    18 static SDL_TextureID *sprites;
    19 static SDL_Rect *positions;
    20 static SDL_Rect *velocities;
    21 static int sprite_w, sprite_h;
    22 
    23 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    24 static void
    25 quit(int rc)
    26 {
    27     if (windows) {
    28         SDL_free(windows);
    29     }
    30     if (sprites) {
    31         SDL_free(sprites);
    32     }
    33     if (positions) {
    34         SDL_free(positions);
    35     }
    36     if (velocities) {
    37         SDL_free(velocities);
    38     }
    39     SDL_Quit();
    40     exit(rc);
    41 }
    42 
    43 int
    44 LoadSprite(char *file)
    45 {
    46     int i;
    47     SDL_Surface *temp;
    48 
    49     /* Load the sprite image */
    50     temp = SDL_LoadBMP(file);
    51     if (temp == NULL) {
    52         fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
    53         return (-1);
    54     }
    55     sprite_w = temp->w;
    56     sprite_h = temp->h;
    57 
    58     /* Set transparent pixel as the pixel at (0,0) */
    59     if (temp->format->palette) {
    60         SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels);
    61     }
    62 
    63     /* Create textures from the image */
    64     for (i = 0; i < num_windows; ++i) {
    65         SDL_SelectRenderer(windows[i]);
    66         sprites[i] =
    67             SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp);
    68         if (!sprites[i]) {
    69             fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
    70             SDL_FreeSurface(temp);
    71             return (-1);
    72         }
    73     }
    74     SDL_FreeSurface(temp);
    75 
    76     /* We're ready to roll. :) */
    77     return (0);
    78 }
    79 
    80 void
    81 MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
    82 {
    83     int i, n;
    84     int window_w, window_h;
    85     SDL_Rect area, *position, *velocity;
    86 
    87     SDL_SelectRenderer(window);
    88 
    89     /* Query the sizes */
    90     SDL_GetWindowSize(window, &window_w, &window_h);
    91 
    92     /* Move the sprite, bounce at the wall, and draw */
    93     n = 0;
    94     for (i = 0; i < num_sprites; ++i) {
    95         position = &positions[i];
    96         SDL_RenderFill(position, BACKGROUND);
    97     }
    98     for (i = 0; i < num_sprites; ++i) {
    99         position = &positions[i];
   100         velocity = &velocities[i];
   101         position->x += velocity->x;
   102         if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
   103             velocity->x = -velocity->x;
   104             position->x += velocity->x;
   105         }
   106         position->y += velocity->y;
   107         if ((position->y < 0) || (position->y >= (window_h - sprite_w))) {
   108             velocity->y = -velocity->y;
   109             position->y += velocity->y;
   110         }
   111 
   112         /* Blit the sprite onto the screen */
   113         SDL_RenderCopy(sprite, NULL, position, SDL_TextureBlendMode_Mask,
   114                        SDL_TextureScaleMode_None);
   115     }
   116 
   117     /* Update the screen! */
   118     SDL_RenderPresent();
   119 }
   120 
   121 int
   122 main(int argc, char *argv[])
   123 {
   124     int window_w, window_h;
   125     Uint32 window_flags = SDL_WINDOW_SHOWN;
   126     SDL_DisplayMode *mode, fullscreen_mode;
   127     int i, done;
   128     SDL_Event event;
   129     Uint32 then, now, frames;
   130 
   131     /* Initialize SDL */
   132     if (SDL_Init(SDL_INIT_VIDEO) < 0) {
   133         fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
   134         return (1);
   135     }
   136 
   137     num_windows = NUM_WINDOWS;
   138     num_sprites = NUM_SPRITES;
   139     window_w = WINDOW_W;
   140     window_h = WINDOW_H;
   141     while (argc > 1) {
   142         if (strcmp(argv[argc - 1], "-width") == 0) {
   143             window_w = atoi(argv[argc]);
   144             --argc;
   145         } else if (strcmp(argv[argc - 1], "-height") == 0) {
   146             window_h = atoi(argv[argc]);
   147             --argc;
   148         } else if (strcmp(argv[argc - 1], "-fullscreen") == 0) {
   149             num_windows = 1;
   150             window_flags |= SDL_WINDOW_FULLSCREEN;
   151             --argc;
   152         } else if (isdigit(argv[argc][0])) {
   153             num_sprites = atoi(argv[argc]);
   154         } else {
   155             fprintf(stderr,
   156                     "Usage: %s [-width] [-height] [numsprites]\n", argv[0]);
   157             quit(1);
   158         }
   159     }
   160 
   161     if (window_flags & SDL_WINDOW_FULLSCREEN) {
   162         SDL_zero(fullscreen_mode);
   163         fullscreen_mode.w = window_w;
   164         fullscreen_mode.h = window_h;
   165         SDL_SetFullscreenDisplayMode(&fullscreen_mode);
   166     }
   167 
   168     /* Create the windows, initialize the renderers, and load the textures */
   169     windows = (SDL_WindowID *) SDL_malloc(num_windows * sizeof(*windows));
   170     sprites = (SDL_TextureID *) SDL_malloc(num_windows * sizeof(*sprites));
   171     if (!windows || !sprites) {
   172         fprintf(stderr, "Out of memory!\n");
   173         quit(2);
   174     }
   175     for (i = 0; i < num_windows; ++i) {
   176         char title[32];
   177 
   178         SDL_snprintf(title, sizeof(title), "testsprite %d", i + 1);
   179         windows[i] =
   180             SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED,
   181                              SDL_WINDOWPOS_UNDEFINED, window_w, window_h,
   182                              window_flags);
   183         if (!windows[i]) {
   184             fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
   185             quit(2);
   186         }
   187 
   188         if (SDL_CreateRenderer(windows[i], -1, 0) < 0) {
   189             fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
   190             quit(2);
   191         }
   192         SDL_RenderFill(NULL, BACKGROUND);
   193     }
   194     if (LoadSprite("icon.bmp") < 0) {
   195         quit(2);
   196     }
   197 
   198     /* Allocate memory for the sprite info */
   199     positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
   200     velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
   201     if (!positions || !velocities) {
   202         fprintf(stderr, "Out of memory!\n");
   203         quit(2);
   204     }
   205     srand(time(NULL));
   206     for (i = 0; i < num_sprites; ++i) {
   207         positions[i].x = rand() % (window_w - sprite_w);
   208         positions[i].y = rand() % (window_h - sprite_h);
   209         positions[i].w = sprite_w;
   210         positions[i].h = sprite_h;
   211         velocities[i].x = 0;
   212         velocities[i].y = 0;
   213         while (!velocities[i].x && !velocities[i].y) {
   214             velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
   215             velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
   216         }
   217     }
   218 
   219     /* Loop, blitting sprites and waiting for a keystroke */
   220     frames = 0;
   221     then = SDL_GetTicks();
   222     done = 0;
   223     while (!done) {
   224         /* Check for events */
   225         ++frames;
   226         while (SDL_PollEvent(&event)) {
   227             switch (event.type) {
   228             case SDL_WINDOWEVENT:
   229                 switch (event.window.event) {
   230                 case SDL_WINDOWEVENT_EXPOSED:
   231                     SDL_SelectRenderer(event.window.windowID);
   232                     SDL_RenderFill(NULL, BACKGROUND);
   233                     break;
   234                 case SDL_WINDOWEVENT_CLOSE:
   235                     done = 1;
   236                     break;
   237                 }
   238                 break;
   239             case SDL_KEYDOWN:
   240                 /* Any keypress quits the app... */
   241             case SDL_QUIT:
   242                 done = 1;
   243                 break;
   244             default:
   245                 break;
   246             }
   247         }
   248         for (i = 0; i < num_windows; ++i) {
   249             MoveSprites(windows[i], sprites[i]);
   250         }
   251     }
   252 
   253     /* Print out some timing information */
   254     now = SDL_GetTicks();
   255     if (now > then) {
   256         printf("%2.2f frames per second\n",
   257                ((double) frames * 1000) / (now - then));
   258     }
   259     quit(0);
   260 }
   261 
   262 /* vi: set ts=4 sw=4 expandtab: */