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#!/usr/bin/env perl
#
# testgfxprim.pl
#
# This tests low level usage of the SDL_gfx extension.
# Therefore, you should *not* rely on *any* part of this API.
# It is subject to change, and will eventually
# be encapsulated by something such as SDL::GraphicTool
#
# (plus, it's a bitch to use like this anyway)
#
# Usage: testgfxprm.pl [-bpp N] [-hw] [-fast] [-fullscreen]
use strict;
use Getopt::Long;
use Data::Dumper;
use SDL;
use SDL::App;
use SDL::Event;
use SDL::Surface;
use SDL::Color;
use SDL::Rect;
use vars qw/ $app $app_rect $background $event $sprite $sprite_rect $videoflags /;
## User tweakable settings (via cmd-line)
my %settings = (
'numsprites' => 10,
'screen_width' => 640,
'screen_height' => 480,
'video_bpp' => 8,
'fast' => 0,
'hw' => 0,
'fullscreen' => 0,
'bpp' => undef,
);
## Process commandline arguments
sub get_cmd_args
{
GetOptions( "width:i" => \$settings{screen_width},
"height:i" => \$settings{screen_height},
"bpp:i" => \$settings{bpp},
"fast!" => \$settings{fast},
"hw!" => \$settings{hw},
"fullscreen!" => \$settings{fullscreen},
"numsprites=i" => \$settings{numsprites},
);
}
## Initialize application options
sub set_app_args
{
$settings{bpp} ||= 8; # default to 8 bits per pix
$videoflags |= SDL_HWACCEL if $settings{hw};
$videoflags |= SDL_FULLSCREEN if $settings{fullscreen};
}
## Setup
sub init_game_context
{
$app = new SDL::App
-width => $settings{screen_width},
-height=> $settings{screen_height},
-title => "testsprite",
-icon => "data/icon.bmp",
-flags => $videoflags;
$app_rect= new SDL::Rect
-height => $settings{screen_height},
-width => $settings{screen_width};
$background = $SDL::Color::black;
$sprite = new SDL::Surface -name =>"data/icon.bmp";
# Set transparent pixel as the pixel at (0,0)
$sprite->set_color_key(SDL_SRCCOLORKEY,$sprite->pixel(0,0));
print STDERR "Got past that\n";
$sprite->display_format();
$sprite_rect = new SDL::Rect
-x => 0,
-y => 0,
-width => $sprite->width,
-height=> $sprite->height;
$event = new SDL::Event();
}
## Prints diagnostics
sub instruments
{
if ( ($app->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
printf("Screen is in video memory\n");
} else {
printf("Screen is in system memory\n");
}
if ( ($app->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
printf("Screen has double-buffering enabled\n");
}
if ( ($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 (if posssible)
# acceleration before the check just after
$sprite->blit(0,$app,0);
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");
}
}
sub game_loop
{
my $surf = $$app;
my $surfWidth=$settings{screen_width};
my $surfHeight=$settings{screen_height};
my $surfMidWidth=$settings{screen_width}>>1;;
my $surfMidHeight=$settings{screen_height}>>1;
$app->fill($app_rect, $background);
# TODO: polygon's, GFX*Color
#lines
SDL::GFXHlineRGBA($surf,
0,$surfWidth,
$surfMidHeight,
255,255,255,255);
SDL::GFXVlineRGBA($surf,
$surfMidWidth,
0,$surfHeight,
255,255,255,255);
# rectangles
SDL::GFXRectangleRGBA($surf,
0,0,
$surfMidWidth/2,$surfMidHeight/2,
255,0,0,255);
SDL::GFXBoxRGBA($surf,
0,0,
$surfMidWidth/3,$surfMidHeight/3,
0,255,0,255);
SDL::GFXLineRGBA($surf,
0,0,
$surfWidth,$surfHeight,
0,255,255,255);
SDL::GFXAalineRGBA($surf, $surfWidth,0,0,$surfHeight,0,255,255,255);
# circles
SDL::GFXCircleRGBA( $surf,$surfMidWidth*.3, $surfMidHeight,
$surfMidWidth*.3, 255,255,0,255);
SDL::GFXAacircleRGBA($surf, $surfMidWidth*.6, $surfMidHeight,
$surfMidWidth*.3, 255,255,0,255);
SDL::GFXFilledCircleRGBA($surf,$surfMidWidth*.3, $surfMidHeight,
$surfMidWidth*.25,255,255,0,255);
# ellipses
SDL::GFXEllipseRGBA($surf,$surfWidth- $surfMidWidth*.3, $surfMidHeight,
$surfMidWidth*.3,$surfMidHeight*.15, 255,255,0,255);
SDL::GFXAaellipseRGBA($surf,$surfWidth- $surfMidWidth*.6, $surfMidHeight,
$surfMidWidth*.3,$surfMidHeight*.15,255,255,0,255);
SDL::GFXFilledEllipseRGBA($surf,$surfWidth- $surfMidWidth*.3, $surfMidHeight,
$surfMidWidth*.25,$surfMidHeight*.10,255,255,0,255);
# pie slices
SDL::GFXFilledpieRGBA($surf,$surfMidWidth,$surfMidHeight, $surfMidWidth*.1,
0,90,0,0,255,255);
SDL::GFXFilledpieRGBA($surf,$surfMidWidth,$surfMidHeight, $surfMidWidth*.1,
180,270,0,0,255,255);
# polygons
# TBD...
# characters & strings
SDL::GFXCharacterRGBA($surf,$surfMidWidth,0,
"!",255,255,255,255);
SDL::GFXStringRGBA($surf,$surfMidWidth,$surfHeight*.75,
"SDLPerl Primitive Test.",255,255,255,255);
$app->flip();
$app->loop({
SDL_QUIT() => sub { exit(0); },
SDL_KEYDOWN() => sub { exit(0) if (SDL::GetKeyState(SDLK_ESCAPE)); },
});
}
## Main program loop
get_cmd_args();
set_app_args();
init_game_context();
instruments();
game_loop();
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