test/testsprite.c
author Sam Lantinga <slouken@libsdl.org>
Mon, 13 Mar 2006 05:36:42 +0000
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child 1895 c121d94672cb
permissions -rw-r--r--
Updated MacOS Classic build
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/* Simple program:  Move N sprites around on the screen as fast as possible */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#include <math.h>
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#include <time.h>
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#include "SDL.h"
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#define NUM_SPRITES	100
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#define MAX_SPEED 	1
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SDL_Surface *sprite;
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int numsprites;
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SDL_Rect *sprite_rects;
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SDL_Rect *positions;
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SDL_Rect *velocities;
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int sprites_visible;
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int debug_flip;
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Uint16 sprite_w, sprite_h;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void quit(int rc)
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{
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	SDL_Quit();
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	exit(rc);
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}
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int LoadSprite(char *file)
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{
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	SDL_Surface *temp;
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	/* Load the sprite image */
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	sprite = SDL_LoadBMP(file);
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	if ( sprite == NULL ) {
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		fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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		return(-1);
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	}
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	/* Set transparent pixel as the pixel at (0,0) */
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	if ( sprite->format->palette ) {
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		SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL),
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						*(Uint8 *)sprite->pixels);
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	}
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	/* Convert sprite to video format */
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	temp = SDL_DisplayFormat(sprite);
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	SDL_FreeSurface(sprite);
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	if ( temp == NULL ) {
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		fprintf(stderr, "Couldn't convert background: %s\n",
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							SDL_GetError());
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		return(-1);
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	}
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	sprite = temp;
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	/* We're ready to roll. :) */
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	return(0);
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}
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void MoveSprites(SDL_Surface *screen, Uint32 background)
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{
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	int i, nupdates;
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	SDL_Rect area, *position, *velocity;
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	nupdates = 0;
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	/* Erase all the sprites if necessary */
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	if ( sprites_visible ) {
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		SDL_FillRect(screen, NULL, background);
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	}
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	/* Move the sprite, bounce at the wall, and draw */
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	for ( i=0; i<numsprites; ++i ) {
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		position = &positions[i];
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		velocity = &velocities[i];
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		position->x += velocity->x;
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		if ( (position->x < 0) || (position->x >= (screen->w - sprite_w)) ) {
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			velocity->x = -velocity->x;
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			position->x += velocity->x;
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		}
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		position->y += velocity->y;
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		if ( (position->y < 0) || (position->y >= (screen->h - sprite_w)) ) {
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			velocity->y = -velocity->y;
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			position->y += velocity->y;
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		}
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		/* Blit the sprite onto the screen */
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		area = *position;
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		SDL_BlitSurface(sprite, NULL, screen, &area);
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		sprite_rects[nupdates++] = area;
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	}
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	if (debug_flip) {
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		if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
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			static int t = 0;
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			Uint32 color = SDL_MapRGB (screen->format, 255, 0, 0);
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			SDL_Rect r;
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			r.x = (sin((float)t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w-20);
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			r.y = 0;
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			r.w = 20;
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			r.h = screen->h;
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			SDL_FillRect (screen, &r, color);
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			t+=2;
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		}
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	}
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	/* Update the screen! */
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	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
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		SDL_Flip(screen);
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	} else {
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		SDL_UpdateRects(screen, nupdates, sprite_rects);
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	}
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	sprites_visible = 1;
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}
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/* This is a way of telling whether or not to use hardware surfaces */
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Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp)
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{
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	const SDL_VideoInfo *info;
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	/* Hardware acceleration is only used in fullscreen mode */
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	flags |= SDL_FULLSCREEN;
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	/* Check for various video capabilities */
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	info = SDL_GetVideoInfo();
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	if ( info->blit_hw_CC && info->blit_fill ) {
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		/* We use accelerated colorkeying and color filling */
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		flags |= SDL_HWSURFACE;
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	}
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	/* If we have enough video memory, and will use accelerated
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	   blits directly to it, then use page flipping.
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	 */
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	if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
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		/* Direct hardware blitting without double-buffering
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		   causes really bad flickering.
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		 */
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		if ( info->video_mem*1024 > (height*width*bpp/8) ) {
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			flags |= SDL_DOUBLEBUF;
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		} else {
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			flags &= ~SDL_HWSURFACE;
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		}
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	}
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	/* Return the flags */
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	return(flags);
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}
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int main(int argc, char *argv[])
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{
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	SDL_Surface *screen;
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	Uint8 *mem;
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	int width, height;
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	Uint8  video_bpp;
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	Uint32 videoflags;
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	Uint32 background;
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	int    i, done;
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	SDL_Event event;
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	Uint32 then, now, frames;
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	/* Initialize SDL */
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	if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
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		fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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		return(1);
0
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	}
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	numsprites = NUM_SPRITES;
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	videoflags = SDL_SWSURFACE|SDL_ANYFORMAT;
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	width = 640;
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	height = 480;
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	video_bpp = 8;
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	debug_flip = 0;
0
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	while ( argc > 1 ) {
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		--argc;
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		if ( strcmp(argv[argc-1], "-width") == 0 ) {
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			width = atoi(argv[argc]);
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			--argc;
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		} else
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		if ( strcmp(argv[argc-1], "-height") == 0 ) {
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			height = atoi(argv[argc]);
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			--argc;
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		} else
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		if ( strcmp(argv[argc-1], "-bpp") == 0 ) {
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			video_bpp = atoi(argv[argc]);
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			videoflags &= ~SDL_ANYFORMAT;
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			--argc;
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		} else
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		if ( strcmp(argv[argc], "-fast") == 0 ) {
107
01fcac5d146e Fixed crash in testsprite when using the -fast option (nobody caught this?)
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			videoflags = FastestFlags(videoflags, width, height, video_bpp);
0
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		} else
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		if ( strcmp(argv[argc], "-hw") == 0 ) {
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			videoflags ^= SDL_HWSURFACE;
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		} else
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		if ( strcmp(argv[argc], "-flip") == 0 ) {
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			videoflags ^= SDL_DOUBLEBUF;
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		} else
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		if ( strcmp(argv[argc], "-debugflip") == 0 ) {
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			debug_flip ^= 1;
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		} else
0
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		if ( strcmp(argv[argc], "-fullscreen") == 0 ) {
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			videoflags ^= SDL_FULLSCREEN;
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		} else
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		if ( isdigit(argv[argc][0]) ) {
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			numsprites = atoi(argv[argc]);
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		} else {
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			fprintf(stderr, 
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	"Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n",
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								argv[0]);
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			quit(1);
0
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		}
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	}
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	/* Set video mode */
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	screen = SDL_SetVideoMode(width, height, video_bpp, videoflags);
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	if ( ! screen ) {
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		fprintf(stderr, "Couldn't set %dx%d video mode: %s\n",
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					width, height, SDL_GetError());
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		quit(2);
0
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	}
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	/* Load the sprite */
1516
4d241ea8a1cd Updated MacOS Classic build
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	if ( LoadSprite("icon.bmp") < 0 ) {
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		quit(1);
0
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	}
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	/* Allocate memory for the sprite info */
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	mem = (Uint8 *)malloc(4*sizeof(SDL_Rect)*numsprites);
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   230
	if ( mem == NULL ) {
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   231
		SDL_FreeSurface(sprite);
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		fprintf(stderr, "Out of memory!\n");
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		quit(2);
0
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   234
	}
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   235
	sprite_rects = (SDL_Rect *)mem;
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   236
	positions = sprite_rects;
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	sprite_rects += numsprites;
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   238
	velocities = sprite_rects;
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   239
	sprite_rects += numsprites;
288
2f5a6062db86 Updated for Watcom C++ and LCC compilers
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	sprite_w = sprite->w;
2f5a6062db86 Updated for Watcom C++ and LCC compilers
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   241
	sprite_h = sprite->h;
0
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   242
	srand(time(NULL));
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   243
	for ( i=0; i<numsprites; ++i ) {
288
2f5a6062db86 Updated for Watcom C++ and LCC compilers
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   244
		positions[i].x = rand()%(screen->w - sprite_w);
2f5a6062db86 Updated for Watcom C++ and LCC compilers
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   245
		positions[i].y = rand()%(screen->h - sprite_h);
0
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   246
		positions[i].w = sprite->w;
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   247
		positions[i].h = sprite->h;
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   248
		velocities[i].x = 0;
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   249
		velocities[i].y = 0;
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   250
		while ( ! velocities[i].x && ! velocities[i].y ) {
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   251
			velocities[i].x = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;
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   252
			velocities[i].y = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;
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   253
		}
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   254
	}
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   255
	background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00);
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   256
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   257
	/* Print out information about our surfaces */
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   258
	printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel);
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   259
	if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
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   260
		printf("Screen is in video memory\n");
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diff changeset
   261
	} else {
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   262
		printf("Screen is in system memory\n");
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   263
	}
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   264
	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
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   265
		printf("Screen has double-buffering enabled\n");
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diff changeset
   266
	}
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   267
	if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
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   268
		printf("Sprite is in video memory\n");
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diff changeset
   269
	} else {
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   270
		printf("Sprite is in system memory\n");
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   271
	}
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   272
	/* Run a sample blit to trigger blit acceleration */
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	{ SDL_Rect dst;
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   274
		dst.x = 0;
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   275
		dst.y = 0;
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   276
		dst.w = sprite->w;
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   277
		dst.h = sprite->h;
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   278
		SDL_BlitSurface(sprite, NULL, screen, &dst);
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   279
		SDL_FillRect(screen, &dst, background);
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   280
	}
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   281
	if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
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   282
		printf("Sprite blit uses hardware acceleration\n");
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diff changeset
   283
	}
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   284
	if ( (sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) {
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   285
		printf("Sprite blit uses RLE acceleration\n");
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diff changeset
   286
	}
74212992fb08 Initial revision
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diff changeset
   287
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   288
	/* Loop, blitting sprites and waiting for a keystroke */
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diff changeset
   289
	frames = 0;
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diff changeset
   290
	then = SDL_GetTicks();
74212992fb08 Initial revision
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diff changeset
   291
	done = 0;
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diff changeset
   292
	sprites_visible = 0;
74212992fb08 Initial revision
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parents:
diff changeset
   293
	while ( !done ) {
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		/* Check for events */
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		++frames;
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		while ( SDL_PollEvent(&event) ) {
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			switch (event.type) {
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				case SDL_MOUSEBUTTONDOWN:
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					SDL_WarpMouse(screen->w/2, screen->h/2);
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					break;
0
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				case SDL_KEYDOWN:
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					/* Any keypress quits the app... */
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				case SDL_QUIT:
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					done = 1;
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					break;
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				default:
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					break;
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			}
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		}
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		MoveSprites(screen, background);
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	}
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	SDL_FreeSurface(sprite);
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	free(mem);
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	/* Print out some timing information */
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	now = SDL_GetTicks();
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	if ( now > then ) {
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		printf("%2.2f frames per second\n",
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					((double)frames*1000)/(now-then));
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	}
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	SDL_Quit();
0
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	return(0);
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}