SDL-1.2.14
[sdl_omap.git] / test / testsprite.c
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. */
25 static void quit(int rc)
26 {
27         SDL_Quit();
28         exit(rc);
29 }
30
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
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 */
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
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 }