Mercurial > sdl-ios-xcode
annotate test/nds-test-progs/sprite2/source/testsprite2.c @ 3566:07c8339c95c6
Fixed bug #905
Give the foreign window message proc more control over Windows events.
This may need to be adjusted when we add the capability for the app to specify whether it wants SDL to handle input for the window or not.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 15 Dec 2009 09:20:10 +0000 |
parents | 9dde605c7540 |
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rev | line source |
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1 /* Simple program: Move N sprites around on the screen as fast as possible */ |
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2 |
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3 #include <stdlib.h> |
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4 #include <stdio.h> |
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5 #include <time.h> |
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6 #include <nds.h> |
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7 #include <fat.h> |
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8 #include "common.h" |
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9 |
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10 #define NUM_SPRITES 10 |
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11 #define MAX_SPEED 1 |
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12 |
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13 static CommonState *state; |
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14 static int num_sprites; |
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15 static SDL_TextureID *sprites; |
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16 static SDL_bool cycle_color; |
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17 static SDL_bool cycle_alpha; |
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18 static int cycle_direction = 1; |
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19 static int current_alpha = 0; |
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20 static int current_color = 0; |
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21 static SDL_Rect *positions; |
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22 static SDL_Rect *velocities; |
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23 static int sprite_w, sprite_h; |
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24 static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK; |
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25 static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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26 |
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27 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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28 static void |
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29 quit(int rc) |
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30 { |
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31 if (sprites) { |
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32 SDL_free(sprites); |
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33 } |
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34 if (positions) { |
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35 SDL_free(positions); |
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36 } |
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37 if (velocities) { |
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38 SDL_free(velocities); |
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39 } |
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40 CommonQuit(state); |
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41 exit(rc); |
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42 } |
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43 |
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44 int |
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45 LoadSprite(char *file) |
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46 { |
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47 int i; |
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48 SDL_Surface *temp; |
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49 |
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50 /* Load the sprite image */ |
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51 temp = SDL_LoadBMP(file); |
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52 if (temp == NULL) { |
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53 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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54 return (-1); |
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55 } |
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56 sprite_w = temp->w; |
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57 sprite_h = temp->h; |
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58 |
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59 /* Set transparent pixel as the pixel at (0,0) */ |
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60 if (temp->format->palette) { |
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61 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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62 } |
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63 |
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64 /* Create textures from the image */ |
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65 for (i = 0; i < state->num_windows; ++i) { |
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66 SDL_SelectRenderer(state->windows[i]); |
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67 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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68 if (!sprites[i]) { |
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69 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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70 SDL_FreeSurface(temp); |
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71 return (-1); |
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72 } |
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73 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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74 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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75 } |
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76 SDL_FreeSurface(temp); |
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77 |
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78 /* We're ready to roll. :) */ |
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79 return (0); |
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80 } |
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81 |
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82 int |
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83 LoadSprite2(const u8 * ptr, int size) |
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84 { |
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85 int i; |
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86 SDL_Rect r = { 0, 0, 32, 32 }; |
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87 for (i = 0; i < state->num_windows; ++i) { |
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88 SDL_SelectRenderer(state->windows[i]); |
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89 sprites[i] = SDL_CreateTexture(SDL_PIXELFORMAT_ABGR1555, |
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90 SDL_TEXTUREACCESS_STATIC, r.w, r.h); |
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91 if (!sprites[i]) { |
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92 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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93 return -1; |
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94 } |
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95 SDL_UpdateTexture(sprites[i], &r, ptr, r.w * 2); |
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96 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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97 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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98 } |
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99 return 0; |
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100 } |
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101 |
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102 void |
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103 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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104 { |
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105 int i, n; |
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106 int window_w, window_h; |
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107 SDL_Rect area, *position, *velocity; |
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108 |
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109 SDL_SelectRenderer(window); |
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110 |
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111 /* Query the sizes */ |
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112 SDL_GetWindowSize(window, &window_w, &window_h); |
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113 |
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114 /* Cycle the color and alpha, if desired */ |
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115 if (cycle_color) { |
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116 current_color += cycle_direction; |
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117 if (current_color < 0) { |
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118 current_color = 0; |
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119 cycle_direction = -cycle_direction; |
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120 } |
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121 if (current_color > 255) { |
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122 current_color = 255; |
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123 cycle_direction = -cycle_direction; |
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124 } |
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125 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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126 (Uint8) current_color); |
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127 } |
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128 if (cycle_alpha) { |
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129 current_alpha += cycle_direction; |
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130 if (current_alpha < 0) { |
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131 current_alpha = 0; |
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132 cycle_direction = -cycle_direction; |
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133 } |
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134 if (current_alpha > 255) { |
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135 current_alpha = 255; |
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136 cycle_direction = -cycle_direction; |
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137 } |
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138 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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139 } |
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140 |
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141 /* Move the sprite, bounce at the wall, and draw */ |
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142 n = 0; |
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143 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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144 for (i = 0; i < num_sprites; ++i) { |
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145 position = &positions[i]; |
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146 velocity = &velocities[i]; |
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147 position->x += velocity->x; |
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148 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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149 velocity->x = -velocity->x; |
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150 position->x += velocity->x; |
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151 } |
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152 position->y += velocity->y; |
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153 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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154 velocity->y = -velocity->y; |
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155 position->y += velocity->y; |
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156 } |
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157 |
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158 /* Blit the sprite onto the screen */ |
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159 SDL_RenderCopy(sprite, NULL, position); |
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160 } |
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161 |
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162 /* Update the screen! */ |
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163 SDL_RenderPresent(); |
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164 } |
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165 |
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166 int |
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167 main(int argc, char *argv[]) |
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168 { |
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169 int i, done; |
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170 SDL_Event event; |
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171 Uint32 then, now, frames; |
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172 |
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173 consoleDemoInit(); |
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174 puts("Hello world! Initializing FAT..."); |
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175 fatInitDefault(); |
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176 |
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177 /* Initialize parameters */ |
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178 num_sprites = NUM_SPRITES; |
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179 |
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180 /* Initialize test framework */ |
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181 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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182 if (!state) { |
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183 return 1; |
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184 } |
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185 |
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186 if (!CommonInit(state)) { |
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187 quit(2); |
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188 } |
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189 |
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190 /* Create the windows, initialize the renderers, and load the textures */ |
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191 sprites = |
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192 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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193 if (!sprites) { |
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194 fprintf(stderr, "Out of memory!\n"); |
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195 quit(2); |
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196 } |
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197 for (i = 0; i < state->num_windows; ++i) { |
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198 SDL_SelectRenderer(state->windows[i]); |
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199 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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200 } |
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201 if (LoadSprite("icon.bmp") < 0) { |
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202 printf("\nerrored.\n"); |
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203 while (1); |
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204 quit(2); |
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205 } |
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206 |
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207 /* Allocate memory for the sprite info */ |
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208 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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209 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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210 if (!positions || !velocities) { |
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211 fprintf(stderr, "Out of memory!\n"); |
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212 quit(2); |
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213 } |
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214 srand(time(NULL)); |
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215 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
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216 sprite_w += sprite_w / 2; |
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217 sprite_h += sprite_h / 2; |
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218 } |
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219 for (i = 0; i < num_sprites; ++i) { |
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220 positions[i].x = rand() % (state->window_w - sprite_w); |
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221 positions[i].y = rand() % (state->window_h - sprite_h); |
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222 positions[i].w = sprite_w; |
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223 positions[i].h = sprite_h; |
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224 velocities[i].x = 0; |
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225 velocities[i].y = 0; |
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226 while (!velocities[i].x && !velocities[i].y) { |
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227 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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228 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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229 } |
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230 } |
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231 |
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232 /* Main render loop */ |
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233 frames = 0; |
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234 then = SDL_GetTicks(); |
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235 done = 0; |
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236 while (!done) { |
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237 /* Check for events */ |
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238 ++frames; |
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239 while (SDL_PollEvent(&event)) { |
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240 CommonEvent(state, &event, &done); |
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241 switch (event.type) { |
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242 case SDL_WINDOWEVENT: |
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243 switch (event.window.event) { |
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244 case SDL_WINDOWEVENT_EXPOSED: |
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245 SDL_SelectRenderer(event.window.windowID); |
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246 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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247 break; |
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248 } |
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249 break; |
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250 default: |
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251 break; |
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252 } |
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253 } |
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254 for (i = 0; i < state->num_windows; ++i) { |
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255 MoveSprites(state->windows[i], sprites[i]); |
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256 } |
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257 } |
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258 |
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259 /* Print out some timing information */ |
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260 now = SDL_GetTicks(); |
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261 if (now > then) { |
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262 printf("%2.2f frames per second\n", |
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263 ((double) frames * 1000) / (now - then)); |
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264 } |
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265 |
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266 quit(0); |
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267 return 0; |
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268 } |
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269 |
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270 /* vi: set ts=4 sw=4 expandtab: */ |