--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402564
506 lines
No EOL
14 KiB
Objective-C
506 lines
No EOL
14 KiB
Objective-C
//
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// MyController.m
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// SDL Custom Cocoa App
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//
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// Created by Darrell Walisser on Fri Jul 18 2003.
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// Copyright (c) 2003 __MyCompanyName__. All rights reserved.
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//
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#import "MyController.h"
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#import "SDL.h"
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id gController;
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@implementation MyController
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- (id)init
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{
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self = [ super init ];
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if (self) {
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_nSprites = 10;
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_max_speed = 4;
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_doFlip = 0;
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_mem = NULL;
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_screen = NULL;
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_sprite_rects = NULL;
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_positions = NULL;
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_velocities = NULL;
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_sprites_visible = 1;
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_sprite_w = 0;
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_sprite_h = 0;
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_mouse_x = 0;
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_mouse_y = 0;
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}
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return self;
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}
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- (void)setupCocoaWindow
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{
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// If you want the close button to send SDL_Quit,
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// you can attach the SDL_QuartzWindowDelegate to the window
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[ _window setDelegate:
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[ [ [ SDL_QuartzWindowDelegate alloc ] init ] autorelease ] ];
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// Make the window visible and the frontmost window
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[ _window makeKeyAndOrderFront:nil ];
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// Make the window accept passive motion events (when the button is released)
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[ _window setAcceptsMouseMovedEvents:YES ];
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}
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- (void)setCocoaEnvironmentVariables
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{
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// Export cocoa objects to environment
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// SDL will use these when you call SDL_SetVideoMode
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// The window must be visible when you call SDL_SetVideoMode,
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// and the view must lie completely within the window.
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//
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// The width and height passed to SDL_SetVideoMode should match
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// the width/height of the view (the window can be any size)
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//
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// For resizing to work, you must set the appropriate
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// attributes on the window and view. Then the SDL_RESIZABLE
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// flag will be set automatically
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//
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// SDL will retain a reference to the window, and
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// will release it when unsetting the video mode
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//
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// The view is not retained (the window object manages this).
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//
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char buffer[256];
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printf ("NSWindow=%p\n", _window);
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sprintf (buffer, "%d", (int)_window);
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setenv ("SDL_NSWindowPointer", buffer, 1);
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printf ("NSQuickDrawView=%p\n", _view);
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sprintf (buffer, "%d", (int)_view);
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setenv ("SDL_NSQuickDrawViewPointer", buffer, 1);
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// Also tell SDL to pass keyboard events to Cocoa
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// In this case, Cocoa will get the event before SDL_PollEvent returns it
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// Note that mouse events (button, motion) will always be passed, regardless of this setting
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setenv ("SDL_ENABLEAPPEVENTS", "1", 1);
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}
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- (void)printFlags:(Uint32)flags withName:(const char*)name
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{
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printf ("%s", name);
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if (flags & SDL_SWSURFACE)
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printf (" - SDL_SWSURFACE");
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if (flags & SDL_HWSURFACE)
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printf (" - SDL_HWSURFACE");
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if (flags & SDL_ASYNCBLIT)
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printf (" - SDL_ASYNCBLIT");
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if (flags & SDL_ANYFORMAT)
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printf (" - SDL_ANYFORMAT");
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if (flags & SDL_HWPALETTE)
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printf (" - SDL_HWPALETTE");
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if (flags & SDL_DOUBLEBUF)
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printf (" - SDL_DOUBLEBUF");
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if (flags & SDL_FULLSCREEN)
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printf (" - SDL_FULLSCREEN");
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if (flags & SDL_OPENGL)
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printf (" - SDL_OPENGL");
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if (flags & SDL_OPENGLBLIT)
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printf (" - SDL_OPENGLBLIT");
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if (flags & SDL_RESIZABLE)
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printf (" - SDL_RESIZABLE");
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if (flags & SDL_NOFRAME)
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printf (" - SDL_NOFRAME");
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printf ("\n");
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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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// Note: this does nothing on Mac OS X at the moment - there is no
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// hardware-accelerated blitting support.
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- (Uint32)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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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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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)loadSpriteFromFile:(const 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",
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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)allocSprites
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{
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/* Allocate memory for the sprite info */
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_mem = (Uint8 *)malloc (4*sizeof(SDL_Rect)*_nSprites);
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if ( _mem == NULL ) {
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fprintf (stderr, "Out of memory!\n");
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exit (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 += _nSprites;
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_velocities = _sprite_rects;
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_sprite_rects += _nSprites;
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_sprite_w = _sprite->w;
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_sprite_h = _sprite->h;
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}
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- (void)freeSprites
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{
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free (_mem);
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_mem = NULL;
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}
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- (void)initSprites
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{
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// Give each sprite a random starting position and velocity
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int i;
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srand(time(NULL));
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for ( i=0; i < _nSprites; ++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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}
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- (void)moveSprites:(int)backgroundColor;
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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, backgroundColor);
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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 < _nSprites; ++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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// Update the screen!
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if ( _doFlip ) {
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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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- (int)run:(int)argc argv:(char*[])argv
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{
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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 done;
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SDL_Event event;
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Uint32 then, now, frames;
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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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exit (1);
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}
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atexit(SDL_Quit);
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videoflags = SDL_SWSURFACE|SDL_ANYFORMAT;
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width = 640;
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height = 480;
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video_bpp = 8;
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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
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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
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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
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if ( strcmp (argv[argc], "-fast") == 0 ) {
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videoflags = [ self fastestFlags:videoflags :width :height :video_bpp ];
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} else
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if ( strcmp (argv[argc], "-hw") == 0 ) {
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videoflags ^= SDL_HWSURFACE;
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} else
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if ( strcmp (argv[argc], "-flip") == 0 ) {
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videoflags ^= SDL_DOUBLEBUF;
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} else
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if ( strcmp (argv[argc], "-fullscreen") == 0 ) {
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videoflags ^= SDL_FULLSCREEN;
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} else
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if ( isdigit(argv[argc][0]) ) {
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_nSprites = 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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exit (1);
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}
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}
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// The width/height passed to SDL_SetVideoMode should match the size of the NSView
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width = [ _view frame ].size.width;
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height = [ _view frame ].size.height;
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videoflags &= ~SDL_FULLSCREEN; // this only for windowed mode
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if ( [ _window styleMask ] & NSResizableWindowMask ) // enable resizable window
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videoflags |= SDL_RESIZABLE;
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[ self setupCocoaWindow ];
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[ self setCocoaEnvironmentVariables ];
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_mouse_x = width/2;
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_mouse_y = width/2;
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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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exit (2);
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}
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// Print out surface info
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[ self printFlags:videoflags withName:"Requested flags: " ];
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[ self printFlags:_screen->flags withName:"Got flags: " ];
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// Load the sprite
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// The sprite is located in the Resources section of the .app bundle.
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// SDL does not seem aware of bundle paths, so we must construct the path manually.
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NSString* resource_path = [[NSBundle mainBundle] resourcePath];
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NSString* icon_path = [resource_path stringByAppendingString:@"/icon.bmp"];
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if ( [ self loadSpriteFromFile:[icon_path UTF8String] ] < 0 ) {
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exit (1);
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}
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[ self allocSprites ];
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[ self initSprites ];
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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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while ( !done ) {
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// Check for events
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++frames;
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while ( SDL_PollEvent(&event) ) {
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switch (event.type) {
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case SDL_VIDEORESIZE:
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// Recreate the video mode. Use the same bpp and flags
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// that the original window was created with
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_screen = SDL_SetVideoMode (event.resize.w, event.resize.h,
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video_bpp, videoflags);
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// Clear screen and reinit sprite positions
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SDL_FillRect (_screen, NULL, 0);
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[ self initSprites ];
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break;
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case SDL_MOUSEMOTION:
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_velocities[_nSprites-1].x = 0;
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_velocities[_nSprites-1].y = 0;
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_positions[_nSprites-1].x = event.motion.x - _sprite->w/2;
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_positions[_nSprites-1].y = event.motion.y - _sprite->h/2;
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//printf ("motion: %d %d\n", event.motion.x, event.motion.y);
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break;
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case SDL_MOUSEBUTTONDOWN:
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_velocities[_nSprites-1].x = 0;
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_velocities[_nSprites-1].y = 0;
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_positions[_nSprites-1].x = event.button.x;
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_positions[_nSprites-1].y = event.button.y;
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//printf ("button: %d %d\n", event.button.x, event.button.y);
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break;
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case SDL_KEYDOWN:
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// Escape also quits the app
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if (event.key.keysym.sym == SDLK_ESCAPE)
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done = 1;
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// Control-W warps the cursor
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if (event.key.keysym.sym == SDLK_w &&
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( SDL_GetModState () & KMOD_LCTRL ) )
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SDL_WarpMouse (_screen->w/2, _screen->h/2);
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// Control-G toggles input grabbing
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if (event.key.keysym.sym == SDLK_g &&
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( SDL_GetModState () & KMOD_LCTRL ) )
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if ( SDL_WM_GrabInput (SDL_GRAB_QUERY) == SDL_GRAB_OFF )
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SDL_WM_GrabInput (SDL_GRAB_ON);
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else
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SDL_WM_GrabInput (SDL_GRAB_OFF);
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break;
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case SDL_QUIT:
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done = 1;
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break;
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default:
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break;
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}
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}
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// Draw sprites
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[ self moveSprites:background ];
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// Update fps counter every 100 frames
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if ((frames % 100) == 0) {
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now = SDL_GetTicks ();
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[ _framesPerSecond setFloatValue:((float)frames*1000)/(now-then) ];
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frames = 0;
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then = now;
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}
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}
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[ self freeSprites ];
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SDL_FreeSurface (_sprite);
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SDL_Quit ();
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return 0;
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}
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- (IBAction)changeNumberOfSprites:(id)sender
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{
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[ _numSprites setIntValue:[ sender intValue ] ];
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[ self freeSprites ];
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_nSprites = [ sender intValue ];
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[ self allocSprites ];
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[ self initSprites ];
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SDL_FillRect (_screen, NULL, 0);
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SDL_Flip (_screen);
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}
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- (IBAction)selectUpdateMode:(id)sender
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{
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_doFlip = ![ sender selectedRow ]; // row is 0 or 1
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}
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@end
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int main(int argc, char *argv[])
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{
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// Hand off to instance of MyController
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// This instance is created when SDLMain.nib is loaded,
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// and the global variable is set in [SDLMain applicationDidFinishLaunching:]
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return [ gController run:argc argv:argv ];
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} |