symbian-qemu-0.9.1-12/libsdl-trunk/test/testsprite.c
changeset 1 2fb8b9db1c86
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0:ffa851df0825 1:2fb8b9db1c86
       
     1 /* Simple program:  Move N sprites around on the screen as fast as possible */
       
     2 
       
     3 #include <stdio.h>
       
     4 #include <stdlib.h>
       
     5 #include <string.h>
       
     6 #include <ctype.h>
       
     7 #include <math.h>
       
     8 #include <time.h>
       
     9 
       
    10 #include "SDL.h"
       
    11 
       
    12 #define NUM_SPRITES	100
       
    13 #define MAX_SPEED 	1
       
    14 
       
    15 SDL_Surface *sprite;
       
    16 int numsprites;
       
    17 SDL_Rect *sprite_rects;
       
    18 SDL_Rect *positions;
       
    19 SDL_Rect *velocities;
       
    20 int sprites_visible;
       
    21 int debug_flip;
       
    22 Uint16 sprite_w, sprite_h;
       
    23 
       
    24 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
       
    25 static void quit(int rc)
       
    26 {
       
    27 	SDL_Quit();
       
    28 	exit(rc);
       
    29 }
       
    30 
       
    31 int LoadSprite(char *file)
       
    32 {
       
    33 	SDL_Surface *temp;
       
    34 
       
    35 	/* Load the sprite image */
       
    36 	sprite = SDL_LoadBMP(file);
       
    37 	if ( sprite == NULL ) {
       
    38 		fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
       
    39 		return(-1);
       
    40 	}
       
    41 
       
    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);
       
    46 	}
       
    47 
       
    48 	/* Convert sprite to video format */
       
    49 	temp = SDL_DisplayFormat(sprite);
       
    50 	SDL_FreeSurface(sprite);
       
    51 	if ( temp == NULL ) {
       
    52 		fprintf(stderr, "Couldn't convert background: %s\n",
       
    53 							SDL_GetError());
       
    54 		return(-1);
       
    55 	}
       
    56 	sprite = temp;
       
    57 
       
    58 	/* We're ready to roll. :) */
       
    59 	return(0);
       
    60 }
       
    61 
       
    62 void MoveSprites(SDL_Surface *screen, Uint32 background)
       
    63 {
       
    64 	int i, nupdates;
       
    65 	SDL_Rect area, *position, *velocity;
       
    66 
       
    67 	nupdates = 0;
       
    68 	/* Erase all the sprites if necessary */
       
    69 	if ( sprites_visible ) {
       
    70 		SDL_FillRect(screen, NULL, background);
       
    71 	}
       
    72 
       
    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;
       
    81 		}
       
    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;
       
    86 		}
       
    87 
       
    88 		/* Blit the sprite onto the screen */
       
    89 		area = *position;
       
    90 		SDL_BlitSurface(sprite, NULL, screen, &area);
       
    91 		sprite_rects[nupdates++] = area;
       
    92 	}
       
    93 
       
    94 	if (debug_flip) {
       
    95 		if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
       
    96 			static int t = 0;
       
    97 
       
    98 			Uint32 color = SDL_MapRGB (screen->format, 255, 0, 0);
       
    99 			SDL_Rect r;
       
   100 			r.x = (sin((float)t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w-20);
       
   101 			r.y = 0;
       
   102 			r.w = 20;
       
   103 			r.h = screen->h;
       
   104 
       
   105 			SDL_FillRect (screen, &r, color);
       
   106 			t+=2;
       
   107 		}
       
   108 	}
       
   109 
       
   110 	/* Update the screen! */
       
   111 	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
       
   112 		SDL_Flip(screen);
       
   113 	} else {
       
   114 		SDL_UpdateRects(screen, nupdates, sprite_rects);
       
   115 	}
       
   116 	sprites_visible = 1;
       
   117 }
       
   118 
       
   119 /* This is a way of telling whether or not to use hardware surfaces */
       
   120 Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp)
       
   121 {
       
   122 	const SDL_VideoInfo *info;
       
   123 
       
   124 	/* Hardware acceleration is only used in fullscreen mode */
       
   125 	flags |= SDL_FULLSCREEN;
       
   126 
       
   127 	/* Check for various video capabilities */
       
   128 	info = SDL_GetVideoInfo();
       
   129 	if ( info->blit_hw_CC && info->blit_fill ) {
       
   130 		/* We use accelerated colorkeying and color filling */
       
   131 		flags |= SDL_HWSURFACE;
       
   132 	}
       
   133 	/* If we have enough video memory, and will use accelerated
       
   134 	   blits directly to it, then use page flipping.
       
   135 	 */
       
   136 	if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
       
   137 		/* Direct hardware blitting without double-buffering
       
   138 		   causes really bad flickering.
       
   139 		 */
       
   140 		if ( info->video_mem*1024 > (height*width*bpp/8) ) {
       
   141 			flags |= SDL_DOUBLEBUF;
       
   142 		} else {
       
   143 			flags &= ~SDL_HWSURFACE;
       
   144 		}
       
   145 	}
       
   146 
       
   147 	/* Return the flags */
       
   148 	return(flags);
       
   149 }
       
   150 
       
   151 int main(int argc, char *argv[])
       
   152 {
       
   153 	SDL_Surface *screen;
       
   154 	Uint8 *mem;
       
   155 	int width, height;
       
   156 	Uint8  video_bpp;
       
   157 	Uint32 videoflags;
       
   158 	Uint32 background;
       
   159 	int    i, done;
       
   160 	SDL_Event event;
       
   161 	Uint32 then, now, frames;
       
   162 
       
   163 	/* Initialize SDL */
       
   164 	if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
       
   165 		fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
       
   166 		return(1);
       
   167 	}
       
   168 
       
   169 	numsprites = NUM_SPRITES;
       
   170 	videoflags = SDL_SWSURFACE|SDL_ANYFORMAT;
       
   171 	width = 640;
       
   172 	height = 480;
       
   173 	video_bpp = 8;
       
   174 	debug_flip = 0;
       
   175 	while ( argc > 1 ) {
       
   176 		--argc;
       
   177 		if ( strcmp(argv[argc-1], "-width") == 0 ) {
       
   178 			width = atoi(argv[argc]);
       
   179 			--argc;
       
   180 		} else
       
   181 		if ( strcmp(argv[argc-1], "-height") == 0 ) {
       
   182 			height = atoi(argv[argc]);
       
   183 			--argc;
       
   184 		} else
       
   185 		if ( strcmp(argv[argc-1], "-bpp") == 0 ) {
       
   186 			video_bpp = atoi(argv[argc]);
       
   187 			videoflags &= ~SDL_ANYFORMAT;
       
   188 			--argc;
       
   189 		} else
       
   190 		if ( strcmp(argv[argc], "-fast") == 0 ) {
       
   191 			videoflags = FastestFlags(videoflags, width, height, video_bpp);
       
   192 		} else
       
   193 		if ( strcmp(argv[argc], "-hw") == 0 ) {
       
   194 			videoflags ^= SDL_HWSURFACE;
       
   195 		} else
       
   196 		if ( strcmp(argv[argc], "-flip") == 0 ) {
       
   197 			videoflags ^= SDL_DOUBLEBUF;
       
   198 		} else
       
   199 		if ( strcmp(argv[argc], "-debugflip") == 0 ) {
       
   200 			debug_flip ^= 1;
       
   201 		} else
       
   202 		if ( strcmp(argv[argc], "-fullscreen") == 0 ) {
       
   203 			videoflags ^= SDL_FULLSCREEN;
       
   204 		} else
       
   205 		if ( isdigit(argv[argc][0]) ) {
       
   206 			numsprites = atoi(argv[argc]);
       
   207 		} else {
       
   208 			fprintf(stderr, 
       
   209 	"Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n",
       
   210 								argv[0]);
       
   211 			quit(1);
       
   212 		}
       
   213 	}
       
   214 
       
   215 	/* Set video mode */
       
   216 	screen = SDL_SetVideoMode(width, height, video_bpp, videoflags);
       
   217 	if ( ! screen ) {
       
   218 		fprintf(stderr, "Couldn't set %dx%d video mode: %s\n",
       
   219 					width, height, SDL_GetError());
       
   220 		quit(2);
       
   221 	}
       
   222 
       
   223 	/* Load the sprite */
       
   224 	if ( LoadSprite("icon.bmp") < 0 ) {
       
   225 		quit(1);
       
   226 	}
       
   227 
       
   228 	/* Allocate memory for the sprite info */
       
   229 	mem = (Uint8 *)malloc(4*sizeof(SDL_Rect)*numsprites);
       
   230 	if ( mem == NULL ) {
       
   231 		SDL_FreeSurface(sprite);
       
   232 		fprintf(stderr, "Out of memory!\n");
       
   233 		quit(2);
       
   234 	}
       
   235 	sprite_rects = (SDL_Rect *)mem;
       
   236 	positions = sprite_rects;
       
   237 	sprite_rects += numsprites;
       
   238 	velocities = sprite_rects;
       
   239 	sprite_rects += numsprites;
       
   240 	sprite_w = sprite->w;
       
   241 	sprite_h = sprite->h;
       
   242 	srand(time(NULL));
       
   243 	for ( i=0; i<numsprites; ++i ) {
       
   244 		positions[i].x = rand()%(screen->w - sprite_w);
       
   245 		positions[i].y = rand()%(screen->h - sprite_h);
       
   246 		positions[i].w = sprite->w;
       
   247 		positions[i].h = sprite->h;
       
   248 		velocities[i].x = 0;
       
   249 		velocities[i].y = 0;
       
   250 		while ( ! velocities[i].x && ! velocities[i].y ) {
       
   251 			velocities[i].x = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;
       
   252 			velocities[i].y = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;
       
   253 		}
       
   254 	}
       
   255 	background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00);
       
   256 
       
   257 	/* Print out information about our surfaces */
       
   258 	printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel);
       
   259 	if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
       
   260 		printf("Screen is in video memory\n");
       
   261 	} else {
       
   262 		printf("Screen is in system memory\n");
       
   263 	}
       
   264 	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
       
   265 		printf("Screen has double-buffering enabled\n");
       
   266 	}
       
   267 	if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
       
   268 		printf("Sprite is in video memory\n");
       
   269 	} else {
       
   270 		printf("Sprite is in system memory\n");
       
   271 	}
       
   272 	/* Run a sample blit to trigger blit acceleration */
       
   273 	{ SDL_Rect dst;
       
   274 		dst.x = 0;
       
   275 		dst.y = 0;
       
   276 		dst.w = sprite->w;
       
   277 		dst.h = sprite->h;
       
   278 		SDL_BlitSurface(sprite, NULL, screen, &dst);
       
   279 		SDL_FillRect(screen, &dst, background);
       
   280 	}
       
   281 	if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
       
   282 		printf("Sprite blit uses hardware acceleration\n");
       
   283 	}
       
   284 	if ( (sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) {
       
   285 		printf("Sprite blit uses RLE acceleration\n");
       
   286 	}
       
   287 
       
   288 	/* Loop, blitting sprites and waiting for a keystroke */
       
   289 	frames = 0;
       
   290 	then = SDL_GetTicks();
       
   291 	done = 0;
       
   292 	sprites_visible = 0;
       
   293 	while ( !done ) {
       
   294 		/* Check for events */
       
   295 		++frames;
       
   296 		while ( SDL_PollEvent(&event) ) {
       
   297 			switch (event.type) {
       
   298 				case SDL_MOUSEBUTTONDOWN:
       
   299 					SDL_WarpMouse(screen->w/2, screen->h/2);
       
   300 					break;
       
   301 				case SDL_KEYDOWN:
       
   302 					/* Any keypress quits the app... */
       
   303 				case SDL_QUIT:
       
   304 					done = 1;
       
   305 					break;
       
   306 				default:
       
   307 					break;
       
   308 			}
       
   309 		}
       
   310 		MoveSprites(screen, background);
       
   311 	}
       
   312 	SDL_FreeSurface(sprite);
       
   313 	free(mem);
       
   314 
       
   315 	/* Print out some timing information */
       
   316 	now = SDL_GetTicks();
       
   317 	if ( now > then ) {
       
   318 		printf("%2.2f frames per second\n",
       
   319 					((double)frames*1000)/(now-then));
       
   320 	}
       
   321 	SDL_Quit();
       
   322 	return(0);
       
   323 }