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-
- /* 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"
-
- #include <inline/SDL.h>
-
- #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;
-
- int LoadSprite(SDL_Surface *screen, char *file)
- {
- SDL_Surface *temp;
- SDL_RWops *s;
-
- /* Load the sprite image */
-
- s=SDL_RWFromFile(file, "rb");
-
- printf("RWFromFile: %lx\n",s);
-
- if(!s)
- exit(0);
-
- sprite = SDL_LoadBMP_RW(s,1);
-
- printf("SDL_LoadBMP_RW: %lx\n",sprite);
-
- 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);
- }
-
- printf("SetColorKey OK\n");
-
- /* Convert sprite to video format */
- temp = SDL_DisplayFormat(sprite);
- printf("DisplayFormat OK\n");
-
- SDL_FreeSurface(sprite);
-
- printf("FreeSurface OK\n");
- 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)
- {
- 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;
- if ( (position->x < 0) || (position->x >= screen->w) ) {
- velocity->x = -velocity->x;
- position->x += velocity->x;
- }
- position->y += velocity->y;
- if ( (position->y < 0) || (position->y >= screen->h) ) {
- 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 ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
- SDL_Flip(screen);
- } else {
- // kprintf("nupdates: %ld rects: %lx\n",nupdates,sprite_rects);
- SDL_UpdateRects(screen, nupdates, sprite_rects);
- // SDL_UpdateRect(screen,0,0,639,479);
- }
- sprites_visible = 1;
- }
-
- /* This is a way of telling whether or not to use hardware surfaces */
- 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 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;
-
- printf("BEFORE SDL_Init\n");
- /* Initialize SDL */
- if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
- fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
- exit(1);
- }
- printf("AFTER SDL_Init\n");
-
- 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 ) {
- videoflags = 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]) ) {
- 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);
- }
-
- printf("SetVideoMode OK\n");
-
- /* 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;
- srand(time(NULL));
- for ( i=0; i<numsprites; ++i ) {
- positions[i].x = rand()%screen->w;
- positions[i].y = rand()%screen->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;
- }
- }
- 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_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("%ld frames per second\n",
- (frames*1000)/(now-then));
- }
- return(0);
- }
-