2006-07-10 21:04:37 +00:00
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/* Simple program: Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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2006-07-15 09:46:36 +00:00
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#include <stdio.h>
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2006-07-10 21:04:37 +00:00
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#include <time.h>
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2006-07-18 07:49:51 +00:00
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#include "common.h"
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2006-07-10 21:04:37 +00:00
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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2006-07-18 07:49:51 +00:00
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static CommonState *state;
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2006-07-10 21:04:37 +00:00
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static int num_sprites;
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static SDL_TextureID *sprites;
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2006-08-28 03:17:39 +00:00
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static SDL_bool cycle_color;
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static SDL_bool cycle_alpha;
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static int cycle_direction = 1;
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static int current_alpha = 0;
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static int current_color = 0;
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2006-07-10 21:04:37 +00:00
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static SDL_Rect *positions;
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static SDL_Rect *velocities;
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static int sprite_w, sprite_h;
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Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
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static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK;
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2006-08-05 17:09:42 +00:00
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static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE;
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2006-07-10 21:04:37 +00:00
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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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if (sprites) {
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SDL_free(sprites);
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}
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if (positions) {
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SDL_free(positions);
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}
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if (velocities) {
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SDL_free(velocities);
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}
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2006-07-18 07:49:51 +00:00
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CommonQuit(state);
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2006-07-10 21:04:37 +00:00
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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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int i;
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SDL_Surface *temp;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == 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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sprite_w = temp->w;
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sprite_h = temp->h;
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/* Set transparent pixel as the pixel at (0,0) */
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if (temp->format->palette) {
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2009-12-14 23:29:37 +00:00
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SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
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2009-06-10 05:54:19 +00:00
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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2009-12-14 23:29:37 +00:00
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SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
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2009-06-10 05:54:19 +00:00
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break;
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case 16:
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2009-12-14 23:29:37 +00:00
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SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
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2009-06-10 05:54:19 +00:00
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break;
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case 24:
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2009-12-14 23:29:37 +00:00
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SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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2009-06-10 05:54:19 +00:00
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break;
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case 32:
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2009-12-14 23:29:37 +00:00
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SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
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2009-06-10 05:54:19 +00:00
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break;
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}
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2006-07-10 21:04:37 +00:00
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}
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/* Create textures from the image */
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2006-07-18 07:49:51 +00:00
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for (i = 0; i < state->num_windows; ++i) {
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SDL_SelectRenderer(state->windows[i]);
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2007-08-11 20:54:31 +00:00
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sprites[i] = SDL_CreateTextureFromSurface(0, temp);
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2009-09-20 23:09:30 +00:00
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if (!sprites[i]) {
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SDL_SetColorKey(temp, 0, 0);
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sprites[i] = SDL_CreateTextureFromSurface(0, temp);
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}
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2006-07-10 21:04:37 +00:00
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if (!sprites[i]) {
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fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return (-1);
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}
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2006-08-28 03:17:39 +00:00
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SDL_SetTextureBlendMode(sprites[i], blendMode);
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SDL_SetTextureScaleMode(sprites[i], scaleMode);
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2006-07-10 21:04:37 +00:00
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}
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SDL_FreeSurface(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_WindowID window, SDL_TextureID sprite)
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{
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int i, n;
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int window_w, window_h;
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2009-09-19 05:43:15 +00:00
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SDL_Rect temp;
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2008-11-25 00:29:44 +00:00
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SDL_Rect *position, *velocity;
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2006-07-10 21:04:37 +00:00
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SDL_SelectRenderer(window);
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/* Query the sizes */
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SDL_GetWindowSize(window, &window_w, &window_h);
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2006-08-28 03:17:39 +00:00
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/* Cycle the color and alpha, if desired */
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if (cycle_color) {
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current_color += cycle_direction;
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if (current_color < 0) {
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current_color = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_color > 255) {
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current_color = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
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(Uint8) current_color);
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}
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if (cycle_alpha) {
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current_alpha += cycle_direction;
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if (current_alpha < 0) {
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current_alpha = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_alpha > 255) {
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current_alpha = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
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}
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2009-09-19 05:12:26 +00:00
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/* Draw a gray background */
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Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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2009-12-23 01:55:00 +00:00
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SDL_RenderClear();
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2009-09-19 05:12:26 +00:00
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2009-09-19 05:43:15 +00:00
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/* Test points */
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2009-09-19 05:12:26 +00:00
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SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF);
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2009-12-23 01:55:00 +00:00
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SDL_RenderDrawPoint(0, 0);
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SDL_RenderDrawPoint(window_w-1, 0);
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SDL_RenderDrawPoint(0, window_h-1);
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SDL_RenderDrawPoint(window_w-1, window_h-1);
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2009-09-19 05:12:26 +00:00
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2009-09-19 05:43:15 +00:00
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/* Test horizontal and vertical lines */
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SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
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2009-12-23 01:55:00 +00:00
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SDL_RenderDrawLine(1, 0, window_w-2, 0);
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SDL_RenderDrawLine(1, window_h-1, window_w-2, window_h-1);
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SDL_RenderDrawLine(0, 1, 0, window_h-2);
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SDL_RenderDrawLine(window_w-1, 1, window_w-1, window_h-2);
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2009-09-19 05:43:15 +00:00
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2009-09-19 05:45:49 +00:00
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/* Test fill and copy */
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2009-09-19 05:43:15 +00:00
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SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF);
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2009-09-19 05:45:49 +00:00
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temp.x = 1;
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2009-09-19 05:43:15 +00:00
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temp.y = 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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2009-12-23 01:55:00 +00:00
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SDL_RenderFillRect(&temp);
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2009-09-19 05:45:49 +00:00
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SDL_RenderCopy(sprite, NULL, &temp);
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temp.x = window_w-sprite_w-1;
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temp.y = 1;
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2009-09-19 05:43:15 +00:00
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temp.w = sprite_w;
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temp.h = sprite_h;
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2009-12-23 01:55:00 +00:00
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SDL_RenderFillRect(&temp);
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2009-09-19 05:45:49 +00:00
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SDL_RenderCopy(sprite, NULL, &temp);
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2009-09-19 05:43:15 +00:00
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temp.x = 1;
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2009-09-19 05:45:49 +00:00
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temp.y = window_h-sprite_h-1;
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2009-09-19 05:43:15 +00:00
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temp.w = sprite_w;
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temp.h = sprite_h;
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2009-12-23 01:55:00 +00:00
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SDL_RenderFillRect(&temp);
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2009-09-19 05:43:15 +00:00
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SDL_RenderCopy(sprite, NULL, &temp);
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temp.x = window_w-sprite_w-1;
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temp.y = window_h-sprite_h-1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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2009-12-23 01:55:00 +00:00
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SDL_RenderFillRect(&temp);
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2009-09-19 05:43:15 +00:00
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SDL_RenderCopy(sprite, NULL, &temp);
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/* Test diagonal lines */
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SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
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2009-12-23 01:55:00 +00:00
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SDL_RenderDrawLine(sprite_w, sprite_h,
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window_w-sprite_w-2, window_h-sprite_h-2);
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SDL_RenderDrawLine(window_w-sprite_w-2, sprite_h,
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sprite_w, window_h-sprite_h-2);
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2009-09-19 05:43:15 +00:00
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2009-09-19 05:12:26 +00:00
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/* Move the sprite, bounce at the wall, and draw */
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n = 0;
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2006-07-10 21:04:37 +00:00
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for (i = 0; i < num_sprites; ++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 >= (window_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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2008-12-05 07:01:12 +00:00
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if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
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2006-07-10 21:04:37 +00:00
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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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2006-08-28 03:17:39 +00:00
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SDL_RenderCopy(sprite, NULL, position);
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2006-07-10 21:04:37 +00:00
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}
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/* Update the screen! */
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SDL_RenderPresent();
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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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int i, done;
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SDL_Event event;
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Uint32 then, now, frames;
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2006-07-18 07:49:51 +00:00
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/* Initialize parameters */
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num_sprites = NUM_SPRITES;
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/* Initialize test framework */
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state = CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return 1;
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2006-07-10 21:04:37 +00:00
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}
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2006-07-18 07:49:51 +00:00
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for (i = 1; i < argc;) {
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int consumed;
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2006-07-10 21:04:37 +00:00
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2006-07-18 07:49:51 +00:00
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consumed = CommonArg(state, i);
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if (consumed == 0) {
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2006-07-19 05:03:21 +00:00
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consumed = -1;
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if (SDL_strcasecmp(argv[i], "--blend") == 0) {
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if (argv[i + 1]) {
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if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
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blendMode = SDL_BLENDMODE_NONE;
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2006-07-19 05:03:21 +00:00
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consumed = 2;
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2006-07-19 05:45:42 +00:00
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} else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) {
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
blendMode = SDL_BLENDMODE_MASK;
|
2006-07-19 05:45:42 +00:00
|
|
|
consumed = 2;
|
2006-07-19 05:03:21 +00:00
|
|
|
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
blendMode = SDL_BLENDMODE_BLEND;
|
2006-07-19 05:03:21 +00:00
|
|
|
consumed = 2;
|
|
|
|
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
blendMode = SDL_BLENDMODE_ADD;
|
2006-07-19 05:03:21 +00:00
|
|
|
consumed = 2;
|
|
|
|
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
blendMode = SDL_BLENDMODE_MOD;
|
2006-07-19 05:03:21 +00:00
|
|
|
consumed = 2;
|
|
|
|
}
|
|
|
|
}
|
2006-07-19 05:45:42 +00:00
|
|
|
} else if (SDL_strcasecmp(argv[i], "--scale") == 0) {
|
|
|
|
if (argv[i + 1]) {
|
|
|
|
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
|
2006-08-05 17:09:42 +00:00
|
|
|
scaleMode = SDL_TEXTURESCALEMODE_NONE;
|
2006-07-19 05:45:42 +00:00
|
|
|
consumed = 2;
|
|
|
|
} else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) {
|
2006-08-05 17:09:42 +00:00
|
|
|
scaleMode = SDL_TEXTURESCALEMODE_FAST;
|
2006-07-19 05:45:42 +00:00
|
|
|
consumed = 2;
|
|
|
|
} else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) {
|
2006-08-05 17:09:42 +00:00
|
|
|
scaleMode = SDL_TEXTURESCALEMODE_SLOW;
|
2006-07-19 05:45:42 +00:00
|
|
|
consumed = 2;
|
|
|
|
} else if (SDL_strcasecmp(argv[i + 1], "best") == 0) {
|
2006-08-05 17:09:42 +00:00
|
|
|
scaleMode = SDL_TEXTURESCALEMODE_BEST;
|
2006-07-19 05:45:42 +00:00
|
|
|
consumed = 2;
|
|
|
|
}
|
|
|
|
}
|
2006-08-28 03:17:39 +00:00
|
|
|
} 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;
|
2006-07-19 05:03:21 +00:00
|
|
|
} else if (SDL_isdigit(*argv[i])) {
|
|
|
|
num_sprites = SDL_atoi(argv[i]);
|
|
|
|
consumed = 1;
|
|
|
|
}
|
2006-07-18 07:49:51 +00:00
|
|
|
}
|
2006-07-19 04:24:41 +00:00
|
|
|
if (consumed < 0) {
|
2006-07-19 05:45:42 +00:00
|
|
|
fprintf(stderr,
|
2006-08-28 03:17:39 +00:00
|
|
|
"Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n",
|
2006-07-19 05:03:21 +00:00
|
|
|
argv[0], CommonUsage(state));
|
2006-07-19 04:24:41 +00:00
|
|
|
quit(1);
|
|
|
|
}
|
2006-07-18 07:49:51 +00:00
|
|
|
i += consumed;
|
2006-07-10 21:04:37 +00:00
|
|
|
}
|
2006-07-18 07:49:51 +00:00
|
|
|
if (!CommonInit(state)) {
|
|
|
|
quit(2);
|
2006-07-10 21:04:37 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Create the windows, initialize the renderers, and load the textures */
|
2006-07-18 07:49:51 +00:00
|
|
|
sprites =
|
|
|
|
(SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites));
|
|
|
|
if (!sprites) {
|
2006-07-10 21:04:37 +00:00
|
|
|
fprintf(stderr, "Out of memory!\n");
|
|
|
|
quit(2);
|
|
|
|
}
|
2006-07-18 07:49:51 +00:00
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
|
|
SDL_SelectRenderer(state->windows[i]);
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
|
2009-12-23 01:55:00 +00:00
|
|
|
SDL_RenderClear();
|
2006-07-10 21:04:37 +00:00
|
|
|
}
|
|
|
|
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));
|
2006-08-05 17:09:42 +00:00
|
|
|
if (scaleMode != SDL_TEXTURESCALEMODE_NONE) {
|
2006-07-19 05:45:42 +00:00
|
|
|
sprite_w += sprite_w / 2;
|
|
|
|
sprite_h += sprite_h / 2;
|
|
|
|
}
|
2006-07-10 21:04:37 +00:00
|
|
|
for (i = 0; i < num_sprites; ++i) {
|
2006-07-18 07:49:51 +00:00
|
|
|
positions[i].x = rand() % (state->window_w - sprite_w);
|
|
|
|
positions[i].y = rand() % (state->window_h - sprite_h);
|
2006-07-10 21:04:37 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-07-19 04:24:41 +00:00
|
|
|
/* Main render loop */
|
2006-07-10 21:04:37 +00:00
|
|
|
frames = 0;
|
|
|
|
then = SDL_GetTicks();
|
|
|
|
done = 0;
|
|
|
|
while (!done) {
|
|
|
|
/* Check for events */
|
|
|
|
++frames;
|
|
|
|
while (SDL_PollEvent(&event)) {
|
2006-07-18 07:49:51 +00:00
|
|
|
CommonEvent(state, &event, &done);
|
2006-07-10 21:04:37 +00:00
|
|
|
switch (event.type) {
|
|
|
|
case SDL_WINDOWEVENT:
|
|
|
|
switch (event.window.event) {
|
|
|
|
case SDL_WINDOWEVENT_EXPOSED:
|
|
|
|
SDL_SelectRenderer(event.window.windowID);
|
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
|
|
|
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
|
2009-12-23 01:55:00 +00:00
|
|
|
SDL_RenderClear();
|
2006-07-10 21:04:37 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2006-07-18 07:49:51 +00:00
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
|
|
MoveSprites(state->windows[i], sprites[i]);
|
2006-07-10 21:04:37 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Print out some timing information */
|
|
|
|
now = SDL_GetTicks();
|
|
|
|
if (now > then) {
|
2008-11-25 02:21:53 +00:00
|
|
|
double fps = ((double) frames * 1000) / (now - then);
|
2008-11-25 00:29:44 +00:00
|
|
|
printf("%2.2f frames per second\n", fps);
|
2006-07-10 21:04:37 +00:00
|
|
|
}
|
|
|
|
quit(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|