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: */