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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. */
quit(int rc)25 static void quit(int rc)
26 {
27 	SDL_Quit();
28 	exit(rc);
29 }
30 
LoadSprite(char * file)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 
MoveSprites(SDL_Surface * screen,Uint32 background)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 */
FastestFlags(Uint32 flags,int width,int height,int bpp)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 
main(int argc,char * argv[])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 }
324