sdl

FORK: Simple Directmedia Layer
git clone https://git.neptards.moe/neptards/sdl.git
Log | Files | Refs

testspriteminimal.c (5098B)


      1 /*
      2   Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
      3 
      4   This software is provided 'as-is', without any express or implied
      5   warranty.  In no event will the authors be held liable for any damages
      6   arising from the use of this software.
      7 
      8   Permission is granted to anyone to use this software for any purpose,
      9   including commercial applications, and to alter it and redistribute it
     10   freely.
     11 */
     12 /* Simple program:  Move N sprites around on the screen as fast as possible */
     13 
     14 #include <stdlib.h>
     15 #include <stdio.h>
     16 #include <time.h>
     17 
     18 #ifdef __EMSCRIPTEN__
     19 #include <emscripten/emscripten.h>
     20 #endif
     21 
     22 #include "SDL.h"
     23 
     24 #define WINDOW_WIDTH    640
     25 #define WINDOW_HEIGHT   480
     26 #define NUM_SPRITES     100
     27 #define MAX_SPEED       1
     28 
     29 static SDL_Texture *sprite;
     30 static SDL_Rect positions[NUM_SPRITES];
     31 static SDL_Rect velocities[NUM_SPRITES];
     32 static int sprite_w, sprite_h;
     33 
     34 SDL_Renderer *renderer;
     35 int done;
     36 
     37 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
     38 static void
     39 quit(int rc)
     40 {
     41     SDL_Quit();
     42     exit(rc);
     43 }
     44 
     45 int
     46 LoadSprite(char *file, SDL_Renderer *renderer)
     47 {
     48     SDL_Surface *temp;
     49 
     50     /* Load the sprite image */
     51     temp = SDL_LoadBMP(file);
     52     if (temp == NULL) {
     53         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError());
     54         return (-1);
     55     }
     56     sprite_w = temp->w;
     57     sprite_h = temp->h;
     58 
     59     /* Set transparent pixel as the pixel at (0,0) */
     60     if (temp->format->palette) {
     61         SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
     62     } else {
     63         switch (temp->format->BitsPerPixel) {
     64         case 15:
     65             SDL_SetColorKey(temp, SDL_TRUE,
     66                             (*(Uint16 *) temp->pixels) & 0x00007FFF);
     67             break;
     68         case 16:
     69             SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
     70             break;
     71         case 24:
     72             SDL_SetColorKey(temp, SDL_TRUE,
     73                             (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
     74             break;
     75         case 32:
     76             SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
     77             break;
     78         }
     79     }
     80 
     81     /* Create textures from the image */
     82     sprite = SDL_CreateTextureFromSurface(renderer, temp);
     83     if (!sprite) {
     84         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
     85         SDL_FreeSurface(temp);
     86         return (-1);
     87     }
     88     SDL_FreeSurface(temp);
     89 
     90     /* We're ready to roll. :) */
     91     return (0);
     92 }
     93 
     94 void
     95 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
     96 {
     97     int i;
     98     int window_w = WINDOW_WIDTH;
     99     int window_h = WINDOW_HEIGHT;
    100     SDL_Rect *position, *velocity;
    101 
    102     /* Draw a gray background */
    103     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
    104     SDL_RenderClear(renderer);
    105 
    106     /* Move the sprite, bounce at the wall, and draw */
    107     for (i = 0; i < NUM_SPRITES; ++i) {
    108         position = &positions[i];
    109         velocity = &velocities[i];
    110         position->x += velocity->x;
    111         if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
    112             velocity->x = -velocity->x;
    113             position->x += velocity->x;
    114         }
    115         position->y += velocity->y;
    116         if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
    117             velocity->y = -velocity->y;
    118             position->y += velocity->y;
    119         }
    120 
    121         /* Blit the sprite onto the screen */
    122         SDL_RenderCopy(renderer, sprite, NULL, position);
    123     }
    124 
    125     /* Update the screen! */
    126     SDL_RenderPresent(renderer);
    127 }
    128 
    129 void loop()
    130 {
    131     SDL_Event event;
    132 
    133     /* Check for events */
    134     while (SDL_PollEvent(&event)) {
    135         if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
    136             done = 1;
    137         }
    138     }
    139     MoveSprites(renderer, sprite);
    140 #ifdef __EMSCRIPTEN__
    141     if (done) {
    142         emscripten_cancel_main_loop();
    143     }
    144 #endif
    145 }
    146 
    147 int
    148 main(int argc, char *argv[])
    149 {
    150     SDL_Window *window;
    151     int i;
    152 
    153 
    154     /* Enable standard application logging */
    155     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    156 
    157     if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) {
    158         quit(2);
    159     }
    160 
    161     if (LoadSprite("icon.bmp", renderer) < 0) {
    162         quit(2);
    163     }
    164 
    165     /* Initialize the sprite positions */
    166     srand(time(NULL));
    167     for (i = 0; i < NUM_SPRITES; ++i) {
    168         positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
    169         positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
    170         positions[i].w = sprite_w;
    171         positions[i].h = sprite_h;
    172         velocities[i].x = 0;
    173         velocities[i].y = 0;
    174         while (!velocities[i].x && !velocities[i].y) {
    175             velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
    176             velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
    177         }
    178     }
    179 
    180     /* Main render loop */
    181     done = 0;
    182 
    183 #ifdef __EMSCRIPTEN__
    184     emscripten_set_main_loop(loop, 0, 1);
    185 #else
    186     while (!done) {
    187         loop();
    188     }
    189 #endif
    190     quit(0);
    191 
    192     return 0; /* to prevent compiler warning */
    193 }
    194 
    195 /* vi: set ts=4 sw=4 expandtab: */