Just renamed it...
1 /* Simple program: Move N sprites around on the screen as fast as possible */
10 #define NUM_SPRITES 100
15 SDL_Rect *sprite_rects;
20 Uint16 sprite_w, sprite_h;
22 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
31 LoadSprite(char *file)
35 /* Load the sprite image */
36 sprite = SDL_LoadBMP(file);
38 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
42 /* Set transparent pixel as the pixel at (0,0) */
43 if (sprite->format->palette) {
44 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL),
45 *(Uint8 *) sprite->pixels);
48 /* Convert sprite to video format */
49 temp = SDL_DisplayFormat(sprite);
50 SDL_FreeSurface(sprite);
52 fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError());
57 /* We're ready to roll. :) */
62 MoveSprites(SDL_Surface * screen, Uint32 background)
65 SDL_Rect area, *position, *velocity;
68 /* Erase all the sprites if necessary */
69 if (sprites_visible) {
70 SDL_FillRect(screen, NULL, background);
73 /* Move the sprite, bounce at the wall, and draw */
74 for (i = 0; i < numsprites; ++i) {
75 position = &positions[i];
76 velocity = &velocities[i];
77 position->x += velocity->x;
78 if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) {
79 velocity->x = -velocity->x;
80 position->x += velocity->x;
82 position->y += velocity->y;
83 if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) {
84 velocity->y = -velocity->y;
85 position->y += velocity->y;
88 /* Blit the sprite onto the screen */
90 SDL_BlitSurface(sprite, NULL, screen, &area);
91 sprite_rects[nupdates++] = area;
95 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
98 Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0);
101 (sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20);
106 SDL_FillRect(screen, &r, color);
111 /* Update the screen! */
112 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
115 SDL_UpdateRects(screen, nupdates, sprite_rects);
120 /* This is a way of telling whether or not to use hardware surfaces */
122 FastestFlags(Uint32 flags, int width, int height, int bpp)
124 const SDL_VideoInfo *info;
126 /* Hardware acceleration is only used in fullscreen mode */
127 flags |= SDL_FULLSCREEN;
129 /* Check for various video capabilities */
130 info = SDL_GetVideoInfo();
131 if (info->blit_hw_CC && info->blit_fill) {
132 /* We use accelerated colorkeying and color filling */
133 flags |= SDL_HWSURFACE;
135 /* If we have enough video memory, and will use accelerated
136 blits directly to it, then use page flipping.
138 if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
139 /* Direct hardware blitting without double-buffering
140 causes really bad flickering.
142 if (info->video_mem * 1024 > (height * width * bpp / 8)) {
143 flags |= SDL_DOUBLEBUF;
145 flags &= ~SDL_HWSURFACE;
149 /* Return the flags */
154 main(int argc, char *argv[])
164 Uint32 then, now, frames;
167 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
168 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
172 numsprites = NUM_SPRITES;
173 videoflags = SDL_SWSURFACE | SDL_ANYFORMAT;
180 if (strcmp(argv[argc - 1], "-width") == 0) {
181 width = atoi(argv[argc]);
183 } else if (strcmp(argv[argc - 1], "-height") == 0) {
184 height = atoi(argv[argc]);
186 } else if (strcmp(argv[argc - 1], "-bpp") == 0) {
187 video_bpp = atoi(argv[argc]);
188 videoflags &= ~SDL_ANYFORMAT;
190 } else if (strcmp(argv[argc], "-fast") == 0) {
191 videoflags = FastestFlags(videoflags, width, height, video_bpp);
192 } else if (strcmp(argv[argc], "-hw") == 0) {
193 videoflags ^= SDL_HWSURFACE;
194 } else if (strcmp(argv[argc], "-flip") == 0) {
195 videoflags ^= SDL_DOUBLEBUF;
196 } else if (strcmp(argv[argc], "-debugflip") == 0) {
198 } else if (strcmp(argv[argc], "-fullscreen") == 0) {
199 videoflags ^= SDL_FULLSCREEN;
200 } else if (isdigit(argv[argc][0])) {
201 numsprites = atoi(argv[argc]);
204 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n",
211 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags);
213 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n",
214 width, height, SDL_GetError());
218 /* Load the sprite */
219 if (LoadSprite("icon.bmp") < 0) {
223 /* Allocate memory for the sprite info */
224 mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites);
226 SDL_FreeSurface(sprite);
227 fprintf(stderr, "Out of memory!\n");
230 sprite_rects = (SDL_Rect *) mem;
231 positions = sprite_rects;
232 sprite_rects += numsprites;
233 velocities = sprite_rects;
234 sprite_rects += numsprites;
235 sprite_w = sprite->w;
236 sprite_h = sprite->h;
238 for (i = 0; i < numsprites; ++i) {
239 positions[i].x = rand() % (screen->w - sprite_w);
240 positions[i].y = rand() % (screen->h - sprite_h);
241 positions[i].w = sprite->w;
242 positions[i].h = sprite->h;
245 while (!velocities[i].x && !velocities[i].y) {
246 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
247 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
250 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00);
252 /* Print out information about our surfaces */
253 printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel);
254 if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
255 printf("Screen is in video memory\n");
257 printf("Screen is in system memory\n");
259 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
260 printf("Screen has double-buffering enabled\n");
262 if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
263 printf("Sprite is in video memory\n");
265 printf("Sprite is in system memory\n");
267 /* Run a sample blit to trigger blit acceleration */
274 SDL_BlitSurface(sprite, NULL, screen, &dst);
275 SDL_FillRect(screen, &dst, background);
277 if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) {
278 printf("Sprite blit uses hardware acceleration\n");
280 if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) {
281 printf("Sprite blit uses RLE acceleration\n");
284 /* Loop, blitting sprites and waiting for a keystroke */
286 then = SDL_GetTicks();
290 /* Check for events */
292 while (SDL_PollEvent(&event)) {
293 switch (event.type) {
294 case SDL_MOUSEBUTTONDOWN:
295 SDL_WarpMouse(screen->w / 2, screen->h / 2);
298 /* Any keypress quits the app... */
306 MoveSprites(screen, background);
308 SDL_FreeSurface(sprite);
311 /* Print out some timing information */
312 now = SDL_GetTicks();
314 printf("%2.2f frames per second\n",
315 ((double) frames * 1000) / (now - then));