コード例 #1
0
ファイル: testspriteminimal.c プロジェクト: antkillerfarm/SDL
void loop()
{
    SDL_Event event;

    /* Check for events */
    while (SDL_PollEvent(&event)) {
        if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
            done = 1;
        }
    }
    MoveSprites(renderer, sprite);
#ifdef __EMSCRIPTEN__
    if (done) {
        emscripten_cancel_main_loop();
    }
#endif
}
コード例 #2
0
ファイル: testspriteminimal.c プロジェクト: D-Quick/DQuick
int
main(int argc, char *argv[])
{
    SDL_Window *window;
    SDL_Renderer *renderer;
    int i, done;
    SDL_Event event;

    if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) {
        quit(2);
    }

    if (LoadSprite("icon.bmp", renderer) < 0) {
        quit(2);
    }

    /* Initialize the sprite positions */
    srand(time(NULL));
    for (i = 0; i < NUM_SPRITES; ++i) {
        positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
        positions[i].y = rand() % (WINDOW_HEIGHT - 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;
        }
    }

    /* Main render loop */
    done = 0;
    while (!done) {
        /* Check for events */
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
                done = 1;
            }
        }
        MoveSprites(window, renderer, sprite);
    }

    quit(0);
}
コード例 #3
0
ファイル: main.c プロジェクト: EvertonSilva/ps2sdk
int main()
{
	

	
	InitGraphics();



	giftable.packet_count	= GIF_PACKET_MAX;
	giftable.packet			= &packets[0];



	

	InitSprites();

	

	

	while(1)
	{
		GsGifPacketsClear(&giftable);		// clear the area that we are going to put the sprites/triangles/....

		

		MoveSprites();
		DrawSprites(&giftable);				//add stuff to the packet area
	
		


		GsDrawSync(0);
		GsVSync(0);
		GsClearDrawEnv1(&draw_env);			// clear the draw environment before we draw stuff on it
		GsGifPacketsExecute(&giftable, 1);	// set to '1' becuse we want to wait for drawing to finish. if we dont wait we will write on packets that is currently writing to the gif
		
	}


	return 0;
}
コード例 #4
0
ファイル: testsprite2.c プロジェクト: Super-Man/seal2d
void
loop()
{
    int i;
    SDL_Event event;

    /* Check for events */
    while (SDL_PollEvent(&event)) {
        SDLTest_CommonEvent(state, &event, &done);
    }
    for (i = 0; i < state->num_windows; ++i) {
        if (state->windows[i] == NULL)
            continue;
        MoveSprites(state->renderers[i], sprites[i]);
    }
#ifdef __EMSCRIPTEN__
    if (done) {
        emscripten_cancel_main_loop();
    }
#endif
}
コード例 #5
0
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());
		exit(1);
	}
	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);
		} 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);
	}

	/* 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("%2.2f frames per second\n",
					((double)frames*1000)/(now-then));
	}
	return(0);
}
コード例 #6
0
int
main(int argc, char *argv[])
{
    int i, done;
    const char *driver;
    SDL_Window *window;
    SDL_Texture *sprite;
    int window_w, window_h;
    int sprite_w, sprite_h;
    SDL_Event event;

    if (SDL_VideoInit(NULL, 0) < 0) {
        fprintf(stderr, "Couldn't initialize SDL video: %s\n",
                SDL_GetError());
        exit(1);
    }
    driver = SDL_GetCurrentVideoDriver();

    /* Find a native window driver and create a native window */
    for (i = 0; factories[i]; ++i) {
        if (SDL_strcmp(driver, factories[i]->tag) == 0) {
            factory = factories[i];
            break;
        }
    }
    if (!factory) {
        fprintf(stderr, "Couldn't find native window code for %s driver\n",
                driver);
        quit(2);
    }
    printf("Creating native window for %s driver\n", driver);
    native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H);
    if (!native_window) {
        fprintf(stderr, "Couldn't create native window\n");
        quit(3);
    }
    window = SDL_CreateWindowFrom(native_window);
    if (!window) {
        fprintf(stderr, "Couldn't create SDL window: %s\n", SDL_GetError());
        quit(4);
    }
    SDL_SetWindowTitle(window, "SDL Native Window Test");

    /* Create the renderer */
    if (SDL_CreateRenderer(window, -1, 0) < 0) {
        fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
        quit(5);
    }

    /* Clear the window, load the sprite and go! */
    SDL_SelectRenderer(window);
    SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
    SDL_RenderClear();

    sprite = LoadSprite(window, "icon.bmp");
    if (!sprite) {
        quit(6);
    }

    /* Allocate memory for the sprite info */
    SDL_GetWindowSize(window, &window_w, &window_h);
    SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
    positions = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
    velocities = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
    if (!positions || !velocities) {
        fprintf(stderr, "Out of memory!\n");
        quit(2);
    }
    srand(time(NULL));
    for (i = 0; i < NUM_SPRITES; ++i) {
        positions[i].x = rand() % (window_w - sprite_w);
        positions[i].y = rand() % (window_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;
        }
    }

    /* Main render loop */
    done = 0;
    while (!done) {
        /* Check for events */
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_WINDOWEVENT:
                switch (event.window.event) {
                case SDL_WINDOWEVENT_EXPOSED:
                    SDL_SelectRenderer(event.window.windowID);
                    SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
                    SDL_RenderClear();
                    break;
                }
                break;
            case SDL_QUIT:
                done = 1;
                break;
            default:
                break;
            }
        }
        MoveSprites(window, sprite);
    }

    quit(0);
}
コード例 #7
0
int
main(int argc, char *argv[])
{
    int i, done;
    SDL_Event event;
    Uint32 then, now, frames;
	Uint64 seed;

    /* Initialize parameters */
    num_sprites = NUM_SPRITES;

    /* Initialize test framework */
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }

    state->window_flags |= SDL_WINDOW_RESIZABLE;

    for (i = 1; i < argc;) {
        int consumed;

        consumed = SDLTest_CommonArg(state, i);
        if (consumed == 0) {
            consumed = -1;
            if (SDL_strcasecmp(argv[i], "--blend") == 0) {
                if (argv[i + 1]) {
                    if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
                        blendMode = SDL_BLENDMODE_NONE;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
                        blendMode = SDL_BLENDMODE_BLEND;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
                        blendMode = SDL_BLENDMODE_ADD;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
                        blendMode = SDL_BLENDMODE_MOD;
                        consumed = 2;
                    }
                }
            } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
                if (argv[i + 1]) {
                    iterations = SDL_atoi(argv[i + 1]);
                    if (iterations < -1) iterations = -1;
                    consumed = 2;
                }
            } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
                cycle_color = SDL_TRUE;
                consumed = 1;
            } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
                cycle_alpha = SDL_TRUE;
                consumed = 1;
            } else if (SDL_isdigit(*argv[i])) {
                num_sprites = SDL_atoi(argv[i]);
                consumed = 1;
            }
        }
        if (consumed < 0) {
            fprintf(stderr,
                    "Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N]\n",
                    argv[0], SDLTest_CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }
    if (!SDLTest_CommonInit(state)) {
        quit(2);
    }

    /* Create the windows, initialize the renderers, and load the textures */
    sprites =
        (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
    if (!sprites) {
        fprintf(stderr, "Out of memory!\n");
        quit(2);
    }
    for (i = 0; i < state->num_windows; ++i) {
        SDL_Renderer *renderer = state->renderers[i];
        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
        SDL_RenderClear(renderer);
    }
    if (LoadSprite("icon.bmp") < 0) {
        quit(2);
    }

    /* Allocate memory for the sprite info */
    positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
    velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
    if (!positions || !velocities) {
        fprintf(stderr, "Out of memory!\n");
        quit(2);
    }

    /* Position sprites and set their velocities using the fuzzer */ 
    if (iterations >= 0) {
        /* Deterministic seed - used for visual tests */
        seed = (Uint64)iterations;
    } else {
        /* Pseudo-random seed generated from the time */
        seed = (Uint64)time(NULL);
    }
    SDLTest_FuzzerInit(seed);
    for (i = 0; i < num_sprites; ++i) {
        positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
        positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_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 = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
            velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
        }
    }

    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;
    while (!done) {
        /* Check for events */
        ++frames;
        while (SDL_PollEvent(&event)) {
            SDLTest_CommonEvent(state, &event, &done);
        }
        for (i = 0; i < state->num_windows; ++i) {
            MoveSprites(state->renderers[i], sprites[i]);
        }
    }

    /* Print out some timing information */
    now = SDL_GetTicks();
    if (now > then) {
        double fps = ((double) frames * 1000) / (now - then);
        printf("%2.2f frames per second\n", fps);
    }
    quit(0);
    return 0;
}
コード例 #8
0
ファイル: testsprite2.c プロジェクト: Bergasms/N64iOS
int
main(int argc, char *argv[])
{
    int i, done;
    SDL_Event event;
    Uint32 then, now, frames;

    /* Initialize parameters */
    num_sprites = NUM_SPRITES;

    /* Initialize test framework */
    state = CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }
    for (i = 1; i < argc;) {
        int consumed;

        consumed = CommonArg(state, i);
        if (consumed == 0) {
            consumed = -1;
            if (SDL_strcasecmp(argv[i], "--blend") == 0) {
                if (argv[i + 1]) {
                    if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
                        blendMode = SDL_BLENDMODE_NONE;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) {
                        blendMode = SDL_BLENDMODE_MASK;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
                        blendMode = SDL_BLENDMODE_BLEND;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
                        blendMode = SDL_BLENDMODE_ADD;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
                        blendMode = SDL_BLENDMODE_MOD;
                        consumed = 2;
                    }
                }
            } else if (SDL_strcasecmp(argv[i], "--scale") == 0) {
                if (argv[i + 1]) {
                    if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
                        scaleMode = SDL_TEXTURESCALEMODE_NONE;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) {
                        scaleMode = SDL_TEXTURESCALEMODE_FAST;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) {
                        scaleMode = SDL_TEXTURESCALEMODE_SLOW;
                        consumed = 2;
                    } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) {
                        scaleMode = SDL_TEXTURESCALEMODE_BEST;
                        consumed = 2;
                    }
                }
            } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
                cycle_color = SDL_TRUE;
                consumed = 1;
            } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
                cycle_alpha = SDL_TRUE;
                consumed = 1;
            } else if (SDL_isdigit(*argv[i])) {
                num_sprites = SDL_atoi(argv[i]);
                consumed = 1;
            }
        }
        if (consumed < 0) {
            fprintf(stderr,
                    "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n",
                    argv[0], CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }
    if (!CommonInit(state)) {
        quit(2);
    }

    /* Create the windows, initialize the renderers, and load the textures */
    sprites =
        (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites));
    if (!sprites) {
        fprintf(stderr, "Out of memory!\n");
        quit(2);
    }
    for (i = 0; i < state->num_windows; ++i) {
        SDL_SelectRenderer(state->windows[i]);
        SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
        SDL_RenderRect(NULL);
    }
    if (LoadSprite("icon.bmp") < 0) {
        quit(2);
    }

    /* Allocate memory for the sprite info */
    positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
    velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
    if (!positions || !velocities) {
        fprintf(stderr, "Out of memory!\n");
        quit(2);
    }
    srand(time(NULL));
    if (scaleMode != SDL_TEXTURESCALEMODE_NONE) {
        sprite_w += sprite_w / 2;
        sprite_h += sprite_h / 2;
    }
    for (i = 0; i < num_sprites; ++i) {
        positions[i].x = rand() % (state->window_w - sprite_w);
        positions[i].y = rand() % (state->window_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;
        }
    }

    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;
    while (!done) {
        /* Check for events */
        ++frames;
        while (SDL_PollEvent(&event)) {
            CommonEvent(state, &event, &done);
            switch (event.type) {
            case SDL_WINDOWEVENT:
                switch (event.window.event) {
                case SDL_WINDOWEVENT_EXPOSED:
                    SDL_SelectRenderer(event.window.windowID);
                    SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
                    SDL_RenderRect(NULL);
                    break;
                }
                break;
            default:
                break;
            }
        }
        for (i = 0; i < state->num_windows; ++i) {
            MoveSprites(state->windows[i], sprites[i]);
        }
    }

    /* Print out some timing information */
    now = SDL_GetTicks();
    if (now > then) {
        double fps = ((double) frames * 1000) / (now - then);
        printf("%2.2f frames per second\n", fps);
    }
    quit(0);
}