zengine/test/ZImageTest.cpp

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/*******************************************************************************
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This file is Part of the ZEngine Library for 2D game development.
Copyright (C) 2002, 2003 James Turk
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ZEngine is Licensed under a BSD-style license.
This example file is in the public domain, it may be used with no restrictions.
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The maintainer of this library is James Turk (james@conceptofzero.net)
and the home of this Library is http://www.zengine.sourceforge.net
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*******************************************************************************/
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/*$Id: ZImageTest.cpp,v 1.25 2003/09/24 02:05:56 cozman Exp $*/
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#include <ZEngine.h>
#include <string>
using namespace std;
using namespace ZE;
bool Initialize()
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{
ZEngine *engine = ZEngine::GetInstance();
ZConfigFile cfg("tests.zcf");
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int w,h,bpp,rate;
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bool fs;
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std::string title;
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w = cfg.GetInt("ZImageTest","width",800);
h = cfg.GetInt("ZImageTest","height",600);
bpp = cfg.GetInt("ZImageTest","bpp",32);
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fs = cfg.GetBool("ZImageTest","fullscreen",true);
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title = cfg.GetString("ZImageTest","title","ZImage Test");
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rate = cfg.GetInt("ZImageTest","framerate",60);
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engine->SetupDisplay(w,h,bpp,fs);
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engine->SetDesiredFramerate(rate);
return engine->CreateDisplay(title);
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}
void Test()
{
ZEngine *engine = ZEngine::GetInstance();
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float angle=0.0f,movDelta;
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Uint8 alpha=128,alphaDelta=1;
SDL_Surface *temp;
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//Open and Setup all the Images//
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ZImage image1,image2,image3,image4,textImage;
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ZFont font("data/almontew.ttf",30);
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ZRect clipRect(400,300,30,30);
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font.SetColor(0,255,0);
font.SetBGColor(0,0,255);
temp = SDL_LoadBMP("data/rainbow.bmp"); //this is a separate surface
image1.OpenFromZip("data/data.zip","test02.bmp");
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image1.SetColorKey(255,0,255);
image2.Open("data/test01.bmp");
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image2.SetColorKey(255,0,255);
image3.OpenFromImage(image2.Surface(),5,5,20,20);
image4.Attach(temp); //this attaches the surface into itself
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#if (GFX_BACKEND == ZE_OGL)
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image4.Resize(400,300);
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image4.Flip(true,false);
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#endif
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font.DrawShadedText("ZImage Test.",textImage);
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do
{
//In the active loop, check events first//
engine->CheckEvents();
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if(engine->IsActive())
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{
if(engine->ImagesNeedReload())
{
image1.Reload();
image2.Reload();
image3.Reload();
textImage.Reload();
engine->SetReloadNeed(false); //very important for speed, without this you'd be reloading every frame
}
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//movement//
movDelta = static_cast<float>(engine->GetFrameTime()*30);
if(engine->KeyIsPressed(SDLK_LEFT))
clipRect.MoveRel(-movDelta,0);
if(engine->KeyIsPressed(SDLK_RIGHT))
clipRect.MoveRel(movDelta,0);
if(engine->KeyIsPressed(SDLK_UP))
clipRect.MoveRel(0,-movDelta);
if(engine->KeyIsPressed(SDLK_DOWN))
clipRect.MoveRel(0,movDelta);
if(engine->KeyIsPressed(SDLK_EQUALS))
{
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clipRect.MoveRel(-1,-1);
clipRect.ResizeRel(2,2);
}
if(engine->KeyIsPressed(SDLK_MINUS))
{
clipRect.MoveRel(1,1);
clipRect.ResizeRel(-2,-2);
}
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if(engine->KeyIsPressed(SDLK_s))
engine->ToggleFullscreen();
if(engine->KeyIsPressed(SDLK_ESCAPE))
engine->RequestQuit();
engine->Clear(); //clear screen
//draw the images//
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alpha += alphaDelta;
if(alpha == 255 || alpha == 0)
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alphaDelta *= -1;
image1.SetAlpha(alpha);
image1.Draw(0,0);
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#if (GFX_BACKEND == ZE_OGL)
image2.DrawRotated(100,0,angle);
if(++angle > 360)
angle = 0.0f;
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#elif (GFX_BACKEND == ZE_SDL)
image2.Draw(100,0);
#endif
image3.Draw(200,0);
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image4.DrawClipped(400,300,clipRect);
textImage.Draw(0,100);
engine->Update(); //update the screen
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}
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else
engine->Delay(10);
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} while(!engine->QuitRequested()); //quit only when engine has encountered a quit request
}
int main(int argc, char *argv[])
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{
//atexit(ZEngine::ReleaseInstance);
if(Initialize())
Test();
ZImage img("data/test01.bmp");
ZEngine::ReleaseInstance();
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return 0;
}