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author ImJezze <jezze@gmx.net>2015-12-13 11:23:55 +0100
committer ImJezze <jezze@gmx.net>2015-12-13 11:23:55 +0100
commit4e580a77b9da9b78aba1fec8e44b1de5a4a14aaf (patch)
treedf0e1d28daa79b9151088498a933cd1fc37c9c07 /src/lib/formats/ccvf_dsk.cpp
parent1cda42b22e591965ee69561fcf52272bd991b3b2 (diff)
parent14d5966a379e9783ba724750a5f84a72af62cadc (diff)
Merge pull request #9 from mamedev/master
Sync to base master
Diffstat (limited to 'src/lib/formats/ccvf_dsk.cpp')
-rw-r--r--src/lib/formats/ccvf_dsk.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/lib/formats/ccvf_dsk.cpp b/src/lib/formats/ccvf_dsk.cpp
index 09119a4b632..8e30dcfff33 100644
--- a/src/lib/formats/ccvf_dsk.cpp
+++ b/src/lib/formats/ccvf_dsk.cpp
@@ -109,7 +109,7 @@ bool ccvf_format::load(io_generic *io, UINT32 form_factor, floppy_image *image)
if (byteoffs==78720) break;
hex[0]=line[byte * 2];
hex[1]=line[(byte * 2) + 1];
- bytes[byteoffs++] = strtol(hex, NULL, 16);
+ bytes[byteoffs++] = strtol(hex, nullptr, 16);
}
}
start = end + 1;
='#n166'>166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224
/*
  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely.
*/
/* Simple program:  Move N sprites around on the screen as fast as possible */

#include <stdlib.h>
#include <stdio.h>
#include <time.h>

#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif

#include "SDL_test_common.h"

#define WINDOW_WIDTH    640
#define WINDOW_HEIGHT   480

static SDLTest_CommonState *state;

typedef struct {
    SDL_Window *window;
    SDL_Renderer *renderer;
    SDL_Texture *background;
    SDL_Texture *sprite;
    SDL_Rect sprite_rect;
    int scale_direction;
} DrawState;

DrawState *drawstates;
int done;

/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
    SDLTest_CommonQuit(state);
    exit(rc);
}

SDL_Texture *
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
{
    SDL_Surface *temp;
    SDL_Texture *texture;

    /* Load the sprite image */
    temp = SDL_LoadBMP(file);
    if (temp == NULL) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
        return NULL;
    }

    /* Set transparent pixel as the pixel at (0,0) */
    if (transparent) {
        if (temp->format->palette) {
            SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
        } else {
            switch (temp->format->BitsPerPixel) {
            case 15:
                SDL_SetColorKey(temp, SDL_TRUE,
                                (*(Uint16 *) temp->pixels) & 0x00007FFF);
                break;
            case 16:
                SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
                break;
            case 24:
                SDL_SetColorKey(temp, SDL_TRUE,
                                (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
                break;
            case 32:
                SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
                break;
            }
        }
    }

    /* Create textures from the image */
    texture = SDL_CreateTextureFromSurface(renderer, temp);
    if (!texture) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
        SDL_FreeSurface(temp);
        return NULL;
    }
    SDL_FreeSurface(temp);

    /* We're ready to roll. :) */
    return texture;
}

void
Draw(DrawState *s)
{
    SDL_Rect viewport;

    SDL_RenderGetViewport(s->renderer, &viewport);

    /* Draw the background */
    SDL_RenderCopy(s->renderer, s->background, NULL, NULL);

    /* Scale and draw the sprite */
    s->sprite_rect.w += s->scale_direction;
    s->sprite_rect.h += s->scale_direction;
    if (s->scale_direction > 0) {
        if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
            s->scale_direction = -1;
        }
    } else {
        if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
            s->scale_direction = 1;
        }
    }
    s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
    s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;

    SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);

    /* Update the screen! */
    SDL_RenderPresent(s->renderer);
}

void
loop()
{
    int i;
    SDL_Event event;

    /* Check for events */
    while (SDL_PollEvent(&event)) {
        SDLTest_CommonEvent(state, &event, &done);
    }
    for (i = 0; i < state->num_windows; ++i) {
        if (state->windows[i] == NULL)
            continue;
        Draw(&drawstates[i]);
    }
#ifdef __EMSCRIPTEN__
    if (done) {
        emscripten_cancel_main_loop();
    }
#endif
}

int
main(int argc, char *argv[])
{
    int i;
    int frames;
    Uint32 then, now;

    /* Enable standard application logging */
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);

    /* Initialize test framework */
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }
    for (i = 1; i < argc;) {
        int consumed;

        consumed = SDLTest_CommonArg(state, i);
        if (consumed == 0) {
            SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
            return 1;
        }
        i += consumed;
    }
    if (!SDLTest_CommonInit(state)) {
        quit(2);
    }

    drawstates = SDL_stack_alloc(DrawState, state->num_windows);
    for (i = 0; i < state->num_windows; ++i) {
        DrawState *drawstate = &drawstates[i];

        drawstate->window = state->windows[i];
        drawstate->renderer = state->renderers[i];
        drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
        drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
        if (!drawstate->sprite || !drawstate->background) {
            quit(2);
        }
        SDL_QueryTexture(drawstate->sprite, NULL, NULL,
                         &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
        drawstate->scale_direction = 1;
    }

    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;

#ifdef __EMSCRIPTEN__
    emscripten_set_main_loop(loop, 0, 1);
#else
    while (!done) {
        ++frames;
        loop();
    }
#endif

    /* Print out some timing information */
    now = SDL_GetTicks();
    if (now > then) {
        double fps = ((double) frames * 1000) / (now - then);
        SDL_Log("%2.2f frames per second\n", fps);
    }

    SDL_stack_free(drawstates);

    quit(0);
    return 0;
}

/* vi: set ts=4 sw=4 expandtab: */