Added SDL 1.3 test, confirmed that SDL 1.3 does not draw anything to screen
This commit is contained in:
@@ -883,10 +883,12 @@ rm -rf project/libs/* project/gen
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for OUT in obj; do
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rm -rf project/$OUT/local/*/objs*/sdl_main/* project/$OUT/local/*/libsdl_main.so
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rm -rf project/$OUT/local/*/libsdl-*.so
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rm -rf project/$OUT/local/*/libsdl_*.so
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rm -rf project/$OUT/local/*/objs*/sdl-*/src/*/android
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rm -rf project/$OUT/local/*/objs*/sdl-*/src/video/SDL_video.o
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rm -rf project/$OUT/local/*/objs*/sdl-*/SDL_renderer_gles.o
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rm -rf project/$OUT/local/*/libsdl_fake_stdout.a project/$OUT/local/*/objs*/sdl_fake_stdout/*
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rm -rf project/$OUT/local/*/objs*/sdl_*
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# Do not rebuild several huge libraries that do not depend on SDL version
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for LIB in freetype intl jpeg png lua mad stlport tremor xerces xml2; do
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for ARCH in armeabi armeabi-v7a; do
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46
project/jni/application/sdl-1.3-test/AndroidAppSettings.cfg
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46
project/jni/application/sdl-1.3-test/AndroidAppSettings.cfg
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@@ -0,0 +1,46 @@
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# The application settings for Android libSDL port
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AppSettingVersion=17
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LibSdlVersion=1.3
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AppName="SDL sprite test"
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AppFullName=net.sdl.testsprite
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ScreenOrientation=h
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InhibitSuspend=n
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AppDataDownloadUrl="Game data is 1 Mb|ballfield2.zip"
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VideoDepthBpp=16
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NeedDepthBuffer=n
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NeedStencilBuffer=n
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NeedGles2=n
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SwVideoMode=n
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SdlVideoResize=y
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SdlVideoResizeKeepAspect=n
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CompatibilityHacks=n
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CompatibilityHacksStaticInit=n
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AppUsesMouse=y
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AppNeedsTwoButtonMouse=y
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ShowMouseCursor=n
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ForceRelativeMouseMode=n
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AppNeedsArrowKeys=n
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AppNeedsTextInput=n
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AppUsesJoystick=n
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AppHandlesJoystickSensitivity=n
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AppUsesMultitouch=y
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NonBlockingSwapBuffers=n
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RedefinedKeys="SPACE RETURN NO_REMAP NO_REMAP SPACE ESCAPE"
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AppTouchscreenKeyboardKeysAmount=0
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AppTouchscreenKeyboardKeysAmountAutoFire=0
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RedefinedKeysScreenKb="1 2 3 4 5 6 1 2 3 4"
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StartupMenuButtonTimeout=3000
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HiddenMenuOptions='OptionalDownloadConfig'
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FirstStartMenuOptions=''
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MultiABI=n
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AppVersionCode=101
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AppVersionName="1.01"
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ResetSdlConfigForThisVersion=n
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DeleteFilesOnUpgrade="%"
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CompiledLibraries="sdl_mixer sdl_image"
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CustomBuildScript=n
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AppCflags='-O2 -finline-functions'
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AppLdflags=''
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AppSubdirsBuild=''
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AppCmdline=''
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ReadmeText='^Readme text'
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BIN
project/jni/application/sdl-1.3-test/AndroidData/ballfield2.zip
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BIN
project/jni/application/sdl-1.3-test/AndroidData/ballfield2.zip
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Binary file not shown.
1183
project/jni/application/sdl-1.3-test/common.c
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1183
project/jni/application/sdl-1.3-test/common.c
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File diff suppressed because it is too large
Load Diff
95
project/jni/application/sdl-1.3-test/common.h
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95
project/jni/application/sdl-1.3-test/common.h
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@@ -0,0 +1,95 @@
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/*
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Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* A simple test program framework */
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#include "SDL.h"
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#include <android/log.h>
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#define fprintf(X, ...) __android_log_print(ANDROID_LOG_INFO, "SDL-test", __VA_ARGS__)
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#ifdef __NDS__
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#define DEFAULT_WINDOW_WIDTH 256
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#define DEFAULT_WINDOW_HEIGHT (2*192)
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#else
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#define DEFAULT_WINDOW_WIDTH 640
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#define DEFAULT_WINDOW_HEIGHT 480
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#endif
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#define VERBOSE_VIDEO 0x00000001
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#define VERBOSE_MODES 0x00000002
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#define VERBOSE_RENDER 0x00000004
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#define VERBOSE_EVENT 0x00000008
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#define VERBOSE_AUDIO 0x00000010
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typedef struct
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{
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/* SDL init flags */
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char **argv;
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Uint32 flags;
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Uint32 verbose;
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/* Video info */
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const char *videodriver;
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int display;
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const char *window_title;
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const char *window_icon;
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Uint32 window_flags;
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int window_x;
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int window_y;
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int window_w;
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int window_h;
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int depth;
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int refresh_rate;
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int num_windows;
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SDL_Window **windows;
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/* Renderer info */
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const char *renderdriver;
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Uint32 render_flags;
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SDL_bool skip_renderer;
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SDL_Renderer **renderers;
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/* Audio info */
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const char *audiodriver;
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SDL_AudioSpec audiospec;
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/* GL settings */
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int gl_red_size;
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int gl_green_size;
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int gl_blue_size;
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int gl_alpha_size;
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int gl_buffer_size;
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int gl_depth_size;
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int gl_stencil_size;
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int gl_double_buffer;
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int gl_accum_red_size;
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int gl_accum_green_size;
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int gl_accum_blue_size;
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int gl_accum_alpha_size;
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int gl_stereo;
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int gl_multisamplebuffers;
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int gl_multisamplesamples;
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int gl_retained_backing;
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int gl_accelerated;
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int gl_major_version;
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int gl_minor_version;
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} CommonState;
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extern CommonState *CommonCreateState(char **argv, Uint32 flags);
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extern int CommonArg(CommonState * state, int index);
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extern const char *CommonUsage(CommonState * state);
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extern SDL_bool CommonInit(CommonState * state);
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extern void CommonEvent(CommonState * state, SDL_Event * event, int *done);
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extern void CommonQuit(CommonState * state);
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/* vi: set ts=4 sw=4 expandtab: */
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BIN
project/jni/application/sdl-1.3-test/icon.png
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BIN
project/jni/application/sdl-1.3-test/icon.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 315 B |
175
project/jni/application/sdl-1.3-test/testspriteminimal.c
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175
project/jni/application/sdl-1.3-test/testspriteminimal.c
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@@ -0,0 +1,175 @@
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/*
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Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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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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#include <stdio.h>
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#include <time.h>
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#include "SDL.h"
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#include "common.h"
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#ifdef __NDS__
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#define WINDOW_WIDTH 256
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#define WINDOW_HEIGHT (2*192)
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#else
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 480
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#endif
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static SDL_Texture *sprite;
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static SDL_Rect positions[NUM_SPRITES];
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static SDL_Rect velocities[NUM_SPRITES];
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static int sprite_w, sprite_h;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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exit(rc);
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}
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int
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LoadSprite(char *file, SDL_Renderer *renderer)
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{
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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\n", 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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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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break;
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}
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}
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/* Create textures from the image */
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sprite = SDL_CreateTextureFromSurface(renderer, temp);
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if (!sprite) {
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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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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_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
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{
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int i;
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int window_w = WINDOW_WIDTH;
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int window_h = WINDOW_HEIGHT;
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SDL_Rect *position, *velocity;
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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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/* Move the sprite, bounce at the wall, and draw */
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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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if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
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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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SDL_RenderCopy(renderer, sprite, NULL, position);
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}
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/* Update the screen! */
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SDL_RenderPresent(renderer);
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}
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int
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main(int argc, char *argv[])
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{
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SDL_Window *window;
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SDL_Renderer *renderer;
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int i, done;
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SDL_Event event;
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if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) {
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quit(2);
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}
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if (LoadSprite("icon.bmp", renderer) < 0) {
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quit(2);
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}
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/* Initialize the sprite positions */
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srand(time(NULL));
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
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positions[i].y = rand() % (WINDOW_HEIGHT - 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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/* Main render loop */
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done = 0;
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while (!done) {
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
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done = 1;
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}
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}
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MoveSprites(window, renderer, sprite);
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fprintf(stderr, "Frame rendered, you see nothing on screen, that's bug in SDL, lalala\n");
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}
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quit(0);
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}
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/* vi: set ts=4 sw=4 expandtab: */
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@@ -1 +1 @@
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ballfield
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sdl-1.3-test
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