mirror of https://github.com/PCSX2/pcsx2.git
317 lines
8.9 KiB
C
Executable File
317 lines
8.9 KiB
C
Executable File
/* Simple program: Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#include <math.h>
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#include <fat.h>
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#include <SDL/SDL.h>
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#define NUM_SPRITES 10
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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
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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
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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", 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
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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 = t;
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/* (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
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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
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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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consoleDemoInit();
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puts("Hello world! Initializing FAT...");
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fatInitDefault();
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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);
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}
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puts("* initialized SDL");
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numsprites = NUM_SPRITES;
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videoflags = SDL_SWSURFACE /*| SDL_ANYFORMAT */ ;
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width = 256;
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height = 192;
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video_bpp = 15;
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debug_flip = 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 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 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 if (strcmp(argv[argc], "-fast") == 0) {
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videoflags = FastestFlags(videoflags, width, height, video_bpp);
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} else if (strcmp(argv[argc], "-hw") == 0) {
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videoflags ^= SDL_HWSURFACE;
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} else if (strcmp(argv[argc], "-flip") == 0) {
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videoflags ^= SDL_DOUBLEBUF;
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} else if (strcmp(argv[argc], "-debugflip") == 0) {
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debug_flip ^= 1;
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} else if (strcmp(argv[argc], "-fullscreen") == 0) {
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videoflags ^= SDL_FULLSCREEN;
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} else 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);
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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);
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}
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screen->flags &= ~SDL_PREALLOC;
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puts("* set video mode");
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/* Load the sprite */
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if (LoadSprite("icon.bmp") < 0) {
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quit(1);
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}
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puts("* loaded sprite");
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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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if (mem == NULL) {
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SDL_FreeSurface(sprite);
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fprintf(stderr, "Out of memory!\n");
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quit(2);
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}
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sprite_rects = (SDL_Rect *) mem;
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positions = sprite_rects;
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sprite_rects += numsprites;
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velocities = sprite_rects;
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sprite_rects += numsprites;
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sprite_w = sprite->w;
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sprite_h = sprite->h;
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srand(time(NULL));
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for (i = 0; i < numsprites; ++i) {
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positions[i].x = rand() % (screen->w - sprite_w);
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positions[i].y = rand() % (screen->h - sprite_h);
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positions[i].w = sprite->w;
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positions[i].h = sprite->h;
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velocities[i].x = 0;
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velocities[i].y = 0;
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while (!velocities[i].x && !velocities[i].y) {
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velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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}
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}
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background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00);
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/* Print out information about our surfaces */
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printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel);
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if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
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printf("Screen is in video memory\n");
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} else {
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printf("Screen is in system memory\n");
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}
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if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
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printf("Screen has double-buffering enabled\n");
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}
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if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
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printf("Sprite is in video memory\n");
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} else {
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printf("Sprite is in system memory\n");
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}
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/* Run a sample blit to trigger blit acceleration */
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{
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SDL_Rect dst;
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dst.x = 0;
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dst.y = 0;
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dst.w = sprite->w;
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dst.h = sprite->h;
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SDL_BlitSurface(sprite, NULL, screen, &dst);
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SDL_FillRect(screen, &dst, background);
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}
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if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) {
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printf("Sprite blit uses hardware acceleration\n");
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}
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if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) {
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printf("Sprite blit uses RLE acceleration\n");
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}
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/* Loop, blitting sprites and waiting for a keystroke */
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frames = 0;
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then = SDL_GetTicks();
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done = 0;
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sprites_visible = 0;
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puts("hello!");
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while (!done) {
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/* Check for events */
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++frames;
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printf(".");
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swiWaitForVBlank();
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MoveSprites(screen, background);
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}
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puts("goodbye!");
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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();
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return (0);
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}
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