Mercurial > sdl-ios-xcode
annotate test/testspriteminimal.c @ 4706:12c9d4532b49
Testing out pthread support in android. Appears to work.
author | Paul Hunkin <paul@bieh.net> |
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date | Fri, 18 Jun 2010 00:02:13 +1200 |
parents | 64ce267332c6 |
children | d2247eb39fab |
rev | line source |
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Automatically initialize the video system and create a renderer to simplify use.
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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 |
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7 #include "SDL_events.h" |
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8 #include "SDL_video.h" |
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9 |
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10 #define WINDOW_WIDTH 640 |
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11 #define WINDOW_HEIGHT 480 |
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12 #define NUM_SPRITES 100 |
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13 #define MAX_SPEED 1 |
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14 |
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15 static SDL_Texture *sprite; |
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16 static SDL_Rect positions[NUM_SPRITES]; |
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17 static SDL_Rect velocities[NUM_SPRITES]; |
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18 static int sprite_w, sprite_h; |
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19 |
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20 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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21 static void |
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22 quit(int rc) |
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23 { |
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24 exit(rc); |
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25 } |
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26 |
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27 int |
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28 LoadSprite(char *file) |
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29 { |
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30 SDL_Surface *temp; |
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31 |
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32 /* Load the sprite image */ |
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33 temp = SDL_LoadBMP(file); |
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34 if (temp == NULL) { |
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35 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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36 return (-1); |
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37 } |
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38 sprite_w = temp->w; |
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39 sprite_h = temp->h; |
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40 |
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41 /* Set transparent pixel as the pixel at (0,0) */ |
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42 if (temp->format->palette) { |
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43 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); |
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44 } else { |
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45 switch (temp->format->BitsPerPixel) { |
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46 case 15: |
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47 SDL_SetColorKey(temp, SDL_TRUE, |
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48 (*(Uint16 *) temp->pixels) & 0x00007FFF); |
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49 break; |
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50 case 16: |
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51 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); |
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52 break; |
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53 case 24: |
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54 SDL_SetColorKey(temp, SDL_TRUE, |
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55 (*(Uint32 *) temp->pixels) & 0x00FFFFFF); |
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56 break; |
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57 case 32: |
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58 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); |
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59 break; |
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60 } |
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61 } |
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62 |
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63 /* Create textures from the image */ |
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64 sprite = SDL_CreateTextureFromSurface(0, temp); |
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65 if (!sprite) { |
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66 SDL_SetColorKey(temp, 0, 0); |
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67 sprite = SDL_CreateTextureFromSurface(0, temp); |
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68 } |
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69 if (!sprite) { |
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70 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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71 SDL_FreeSurface(temp); |
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72 return (-1); |
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73 } |
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74 SDL_FreeSurface(temp); |
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75 |
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76 /* We're ready to roll. :) */ |
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77 return (0); |
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78 } |
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79 |
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80 void |
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81 MoveSprites(SDL_Window * window, SDL_Texture * sprite) |
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82 { |
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83 int i; |
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84 int window_w = WINDOW_WIDTH; |
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85 int window_h = WINDOW_HEIGHT; |
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86 SDL_Rect *position, *velocity; |
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87 |
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88 /* Draw a gray background */ |
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89 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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90 SDL_RenderClear(); |
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91 |
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92 /* Move the sprite, bounce at the wall, and draw */ |
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93 for (i = 0; i < NUM_SPRITES; ++i) { |
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94 position = &positions[i]; |
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95 velocity = &velocities[i]; |
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96 position->x += velocity->x; |
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97 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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98 velocity->x = -velocity->x; |
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99 position->x += velocity->x; |
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100 } |
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101 position->y += velocity->y; |
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102 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { |
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103 velocity->y = -velocity->y; |
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104 position->y += velocity->y; |
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105 } |
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106 |
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107 /* Blit the sprite onto the screen */ |
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108 SDL_RenderCopy(sprite, NULL, position); |
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109 } |
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110 |
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111 /* Update the screen! */ |
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112 SDL_RenderPresent(); |
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113 } |
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114 |
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115 int |
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116 main(int argc, char *argv[]) |
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117 { |
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
Sam Lantinga <slouken@libsdl.org>
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118 SDL_Window *window; |
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119 int i, done; |
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120 SDL_Event event; |
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121 |
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122 window = SDL_CreateWindow("Happy Smileys", |
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123 SDL_WINDOWPOS_UNDEFINED, |
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124 SDL_WINDOWPOS_UNDEFINED, |
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125 WINDOW_WIDTH, WINDOW_HEIGHT, |
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126 SDL_WINDOW_SHOWN); |
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127 if (!window) { |
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128 quit(2); |
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129 } |
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130 |
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131 if (LoadSprite("icon.bmp") < 0) { |
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132 quit(2); |
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133 } |
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134 |
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135 /* Initialize the sprite positions */ |
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136 srand(time(NULL)); |
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137 for (i = 0; i < NUM_SPRITES; ++i) { |
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138 positions[i].x = rand() % (WINDOW_WIDTH - sprite_w); |
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139 positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h); |
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140 positions[i].w = sprite_w; |
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141 positions[i].h = sprite_h; |
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142 velocities[i].x = 0; |
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143 velocities[i].y = 0; |
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144 while (!velocities[i].x && !velocities[i].y) { |
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145 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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146 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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147 } |
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148 } |
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149 |
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150 /* Main render loop */ |
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151 done = 0; |
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152 while (!done) { |
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153 /* Check for events */ |
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154 while (SDL_PollEvent(&event)) { |
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155 if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) { |
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156 done = 1; |
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157 } |
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158 } |
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159 MoveSprites(window, sprite); |
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160 } |
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161 |
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162 quit(0); |
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163 } |
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164 |
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165 /* vi: set ts=4 sw=4 expandtab: */ |