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📄 testsprite.c

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/* Simple program:  Move N sprites around on the screen as fast as possible */#include <stdio.h>#include <stdlib.h>#include <string.h>#include <ctype.h>#include <time.h>#include "SDL.h"#define NUM_SPRITES	100#define MAX_SPEED 	1SDL_Surface *sprite;int numsprites;SDL_Rect *sprite_rects;SDL_Rect *positions;SDL_Rect *velocities;int sprites_visible;Uint16 sprite_w, sprite_h;int LoadSprite(SDL_Surface *screen, char *file){	SDL_Surface *temp;	/* Load the sprite image */	sprite = SDL_LoadBMP(file);	if ( sprite == NULL ) {		fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());		return(-1);	}	/* Set transparent pixel as the pixel at (0,0) */	if ( sprite->format->palette ) {		SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL),						*(Uint8 *)sprite->pixels);	}	/* Convert sprite to video format */	temp = SDL_DisplayFormat(sprite);	SDL_FreeSurface(sprite);	if ( temp == NULL ) {		fprintf(stderr, "Couldn't convert background: %s\n",							SDL_GetError());		return(-1);	}	sprite = temp;	/* We're ready to roll. :) */	return(0);}void MoveSprites(SDL_Surface *screen, Uint32 background){	int i, nupdates;	SDL_Rect area, *position, *velocity;	nupdates = 0;	/* Erase all the sprites if necessary */	if ( sprites_visible ) {		SDL_FillRect(screen, NULL, background);	}	/* Move the sprite, bounce at the wall, and draw */	for ( i=0; i<numsprites; ++i ) {		position = &positions[i];		velocity = &velocities[i];		position->x += velocity->x;		if ( (position->x < 0) || (position->x >= (screen->w - sprite_w)) ) {			velocity->x = -velocity->x;			position->x += velocity->x;		}		position->y += velocity->y;		if ( (position->y < 0) || (position->y >= (screen->h - sprite_w)) ) {			velocity->y = -velocity->y;			position->y += velocity->y;		}		/* Blit the sprite onto the screen */		area = *position;		SDL_BlitSurface(sprite, NULL, screen, &area);		sprite_rects[nupdates++] = area;	}	/* Update the screen! */	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {		SDL_Flip(screen);	} else {		SDL_UpdateRects(screen, nupdates, sprite_rects);	}	sprites_visible = 1;}/* This is a way of telling whether or not to use hardware surfaces */Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp){	const SDL_VideoInfo *info;	/* Hardware acceleration is only used in fullscreen mode */	flags |= SDL_FULLSCREEN;	/* Check for various video capabilities */	info = SDL_GetVideoInfo();	if ( info->blit_hw_CC && info->blit_fill ) {		/* We use accelerated colorkeying and color filling */		flags |= SDL_HWSURFACE;	}	/* If we have enough video memory, and will use accelerated	   blits directly to it, then use page flipping.	 */	if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {		/* Direct hardware blitting without double-buffering		   causes really bad flickering.		 */		if ( info->video_mem*1024 > (height*width*bpp/8) ) {			flags |= SDL_DOUBLEBUF;		} else {			flags &= ~SDL_HWSURFACE;		}	}	/* Return the flags */	return(flags);}int main(int argc, char *argv[]){	SDL_Surface *screen;	Uint8 *mem;	int width, height;	Uint8  video_bpp;	Uint32 videoflags;	Uint32 background;	int    i, done;	SDL_Event event;	Uint32 then, now, frames;	/* Initialize SDL */	if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {		fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());		exit(1);	}	atexit(SDL_Quit);	numsprites = NUM_SPRITES;	videoflags = SDL_SWSURFACE|SDL_ANYFORMAT;	width = 640;	height = 480;	video_bpp = 8;	while ( argc > 1 ) {		--argc;		if ( strcmp(argv[argc-1], "-width") == 0 ) {			width = atoi(argv[argc]);			--argc;		} else		if ( strcmp(argv[argc-1], "-height") == 0 ) {			height = atoi(argv[argc]);			--argc;		} else		if ( strcmp(argv[argc-1], "-bpp") == 0 ) {			video_bpp = atoi(argv[argc]);			videoflags &= ~SDL_ANYFORMAT;			--argc;		} else		if ( strcmp(argv[argc], "-fast") == 0 ) {			videoflags = FastestFlags(videoflags, width, height, video_bpp);		} else		if ( strcmp(argv[argc], "-hw") == 0 ) {			videoflags ^= SDL_HWSURFACE;		} else		if ( strcmp(argv[argc], "-flip") == 0 ) {			videoflags ^= SDL_DOUBLEBUF;		} else		if ( strcmp(argv[argc], "-fullscreen") == 0 ) {			videoflags ^= SDL_FULLSCREEN;		} else		if ( isdigit(argv[argc][0]) ) {			numsprites = atoi(argv[argc]);		} else {			fprintf(stderr, 	"Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n",								argv[0]);			exit(1);		}	}	/* Set video mode */	screen = SDL_SetVideoMode(width, height, video_bpp, videoflags);	if ( ! screen ) {		fprintf(stderr, "Couldn't set %dx%d video mode: %s\n",					width, height, SDL_GetError());		exit(2);	}	/* Load the sprite */	if ( LoadSprite(screen, "icon.bmp") < 0 ) {		exit(1);	}	/* Allocate memory for the sprite info */	mem = (Uint8 *)malloc(4*sizeof(SDL_Rect)*numsprites);	if ( mem == NULL ) {		SDL_FreeSurface(sprite);		fprintf(stderr, "Out of memory!\n");		exit(2);	}	sprite_rects = (SDL_Rect *)mem;	positions = sprite_rects;	sprite_rects += numsprites;	velocities = sprite_rects;	sprite_rects += numsprites;	sprite_w = sprite->w;	sprite_h = sprite->h;	srand(time(NULL));	for ( i=0; i<numsprites; ++i ) {		positions[i].x = rand()%(screen->w - sprite_w);		positions[i].y = rand()%(screen->h - sprite_h);		positions[i].w = sprite->w;		positions[i].h = sprite->h;		velocities[i].x = 0;		velocities[i].y = 0;		while ( ! velocities[i].x && ! velocities[i].y ) {			velocities[i].x = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;			velocities[i].y = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;		}	}	background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00);	/* Print out information about our surfaces */	printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel);	if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {		printf("Screen is in video memory\n");	} else {		printf("Screen is in system memory\n");	}	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {		printf("Screen has double-buffering enabled\n");	}	if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {		printf("Sprite is in video memory\n");	} else {		printf("Sprite is in system memory\n");	}	/* Run a sample blit to trigger blit acceleration */	{ SDL_Rect dst;		dst.x = 0;		dst.y = 0;		dst.w = sprite->w;		dst.h = sprite->h;		SDL_BlitSurface(sprite, NULL, screen, &dst);		SDL_FillRect(screen, &dst, background);	}	if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) {		printf("Sprite blit uses hardware acceleration\n");	}	if ( (sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) {		printf("Sprite blit uses RLE acceleration\n");	}	/* Loop, blitting sprites and waiting for a keystroke */	frames = 0;	then = SDL_GetTicks();	done = 0;	sprites_visible = 0;	while ( !done ) {		/* Check for events */		++frames;		while ( SDL_PollEvent(&event) ) {			switch (event.type) {				case SDL_KEYDOWN:					/* Any keypress quits the app... */				case SDL_QUIT:					done = 1;					break;				default:					break;			}		}		MoveSprites(screen, background);	}	SDL_FreeSurface(sprite);	free(mem);	/* Print out some timing information */	now = SDL_GetTicks();	if ( now > then ) {		printf("%2.2f frames per second\n",					((double)frames*1000)/(now-then));	}	SDL_Quit();	return(0);}

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