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Diffstat (limited to 'distrib/sdl-1.2.15/test/testsprite.c')
-rw-r--r--distrib/sdl-1.2.15/test/testsprite.c323
1 files changed, 323 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/test/testsprite.c b/distrib/sdl-1.2.15/test/testsprite.c
new file mode 100644
index 0000000..6d9e0a8
--- /dev/null
+++ b/distrib/sdl-1.2.15/test/testsprite.c
@@ -0,0 +1,323 @@
+/* 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 <math.h>
+#include <time.h>
+
+#include "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 debug_flip;
+Uint16 sprite_w, sprite_h;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void quit(int rc)
+{
+ SDL_Quit();
+ exit(rc);
+}
+
+int LoadSprite(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 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 - 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;
+ }
+
+ if (debug_flip) {
+ if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
+ static int t = 0;
+
+ Uint32 color = SDL_MapRGB (screen->format, 255, 0, 0);
+ SDL_Rect r;
+ r.x = (sin((float)t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w-20);
+ r.y = 0;
+ r.w = 20;
+ r.h = screen->h;
+
+ SDL_FillRect (screen, &r, color);
+ t+=2;
+ }
+ }
+
+ /* Update the screen! */
+ if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
+ SDL_Flip(screen);
+ } else {
+ SDL_UpdateRects(screen, nupdates, sprite_rects);
+ }
+ 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;
+
+ /* Initialize SDL */
+ if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
+ fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
+ return(1);
+ }
+
+ numsprites = NUM_SPRITES;
+ videoflags = SDL_SWSURFACE|SDL_ANYFORMAT;
+ width = 640;
+ height = 480;
+ video_bpp = 8;
+ debug_flip = 0;
+ 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], "-debugflip") == 0 ) {
+ debug_flip ^= 1;
+ } 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]);
+ quit(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());
+ quit(2);
+ }
+
+ /* Load the sprite */
+ if ( LoadSprite("icon.bmp") < 0 ) {
+ quit(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");
+ quit(2);
+ }
+ sprite_rects = (SDL_Rect *)mem;
+ positions = sprite_rects;
+ sprite_rects += numsprites;
+ velocities = sprite_rects;
+ sprite_rects += numsprites;
+ sprite_w = sprite->w;
+ sprite_h = sprite->h;
+ srand(time(NULL));
+ for ( i=0; i<numsprites; ++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;
+ }
+ }
+ 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_MOUSEBUTTONDOWN:
+ SDL_WarpMouse(screen->w/2, screen->h/2);
+ break;
+ 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("%2.2f frames per second\n",
+ ((double)frames*1000)/(now-then));
+ }
+ SDL_Quit();
+ return(0);
+}