Mercurial > sdl-ios-xcode
annotate test/testnative.c @ 3474:1edb86163d62
Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later.
If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 07:22:59 +0000 |
parents | 4cf533f434d8 |
children | 0267b8b1595c |
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1 /* Simple program: Create a native window and attach an SDL renderer */ |
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2 |
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3 #include "testnative.h" |
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4 |
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5 #define WINDOW_W 640 |
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6 #define WINDOW_H 480 |
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7 #define NUM_SPRITES 100 |
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8 #define MAX_SPEED 1 |
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9 |
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10 static NativeWindowFactory *factories[] = { |
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11 #ifdef TEST_NATIVE_WIN32 |
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12 &Win32WindowFactory, |
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13 #endif |
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14 #ifdef TEST_NATIVE_X11 |
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15 &X11WindowFactory, |
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16 #endif |
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17 #ifdef TEST_NATIVE_COCOA |
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18 &CocoaWindowFactory, |
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19 #endif |
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20 NULL |
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21 }; |
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22 static NativeWindowFactory *factory = NULL; |
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23 static void *native_window; |
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24 static SDL_Rect *positions, *velocities; |
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25 |
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26 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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27 static void |
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28 quit(int rc) |
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29 { |
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30 SDL_VideoQuit(); |
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31 if (native_window) { |
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32 factory->DestroyNativeWindow(native_window); |
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33 } |
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34 exit(rc); |
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35 } |
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36 |
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37 SDL_TextureID |
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38 LoadSprite(SDL_WindowID window, char *file) |
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39 { |
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40 SDL_Surface *temp; |
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41 SDL_TextureID sprite; |
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42 |
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43 /* Load the sprite image */ |
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44 temp = SDL_LoadBMP(file); |
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45 if (temp == NULL) { |
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46 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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47 return 0; |
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48 } |
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49 |
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50 /* Set transparent pixel as the pixel at (0,0) */ |
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51 if (temp->format->palette) { |
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52 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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53 } |
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54 |
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55 /* Create textures from the image */ |
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56 SDL_SelectRenderer(window); |
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57 sprite = SDL_CreateTextureFromSurface(0, temp); |
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58 if (!sprite) { |
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59 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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60 SDL_FreeSurface(temp); |
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61 return 0; |
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62 } |
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63 SDL_FreeSurface(temp); |
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64 |
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65 /* We're ready to roll. :) */ |
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66 return sprite; |
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67 } |
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68 |
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69 void |
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70 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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71 { |
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72 int i, n; |
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73 int window_w, window_h; |
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74 int sprite_w, sprite_h; |
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75 SDL_Rect *position, *velocity; |
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76 |
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77 SDL_SelectRenderer(window); |
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78 |
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79 /* Query the sizes */ |
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80 SDL_GetWindowSize(window, &window_w, &window_h); |
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81 SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); |
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82 |
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83 /* Move the sprite, bounce at the wall, and draw */ |
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84 n = 0; |
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85 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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86 SDL_RenderFill(NULL); |
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87 for (i = 0; i < NUM_SPRITES; ++i) { |
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88 position = &positions[i]; |
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89 velocity = &velocities[i]; |
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90 position->x += velocity->x; |
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91 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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92 velocity->x = -velocity->x; |
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93 position->x += velocity->x; |
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94 } |
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95 position->y += velocity->y; |
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96 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { |
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97 velocity->y = -velocity->y; |
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98 position->y += velocity->y; |
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99 } |
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100 |
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101 /* Blit the sprite onto the screen */ |
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102 SDL_RenderCopy(sprite, NULL, position); |
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103 } |
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104 |
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105 /* Update the screen! */ |
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106 SDL_RenderPresent(); |
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107 } |
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108 |
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109 int |
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110 main(int argc, char *argv[]) |
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111 { |
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112 int i, done; |
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113 const char *driver; |
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114 SDL_WindowID window; |
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115 SDL_TextureID sprite; |
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116 int window_w, window_h; |
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117 int sprite_w, sprite_h; |
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118 SDL_Event event; |
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119 |
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120 if (SDL_VideoInit(NULL, 0) < 0) { |
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121 fprintf(stderr, "Couldn't initialize SDL video: %s\n", |
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122 SDL_GetError()); |
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123 exit(1); |
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124 } |
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125 driver = SDL_GetCurrentVideoDriver(); |
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126 |
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127 /* Find a native window driver and create a native window */ |
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128 for (i = 0; factories[i]; ++i) { |
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129 if (SDL_strcmp(driver, factories[i]->tag) == 0) { |
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130 factory = factories[i]; |
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131 break; |
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132 } |
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133 } |
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134 if (!factory) { |
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135 fprintf(stderr, "Couldn't find native window code for %s driver\n", |
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136 driver); |
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137 quit(2); |
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138 } |
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139 printf("Creating native window for %s driver\n", driver); |
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140 native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H); |
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141 if (!native_window) { |
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142 fprintf(stderr, "Couldn't create native window\n"); |
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143 quit(3); |
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144 } |
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145 window = SDL_CreateWindowFrom(native_window); |
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146 if (!window) { |
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147 fprintf(stderr, "Couldn't create SDL window: %s\n", SDL_GetError()); |
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148 quit(4); |
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149 } |
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150 SDL_SetWindowTitle(window, "SDL Native Window Test"); |
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151 |
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152 /* Create the renderer */ |
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153 if (SDL_CreateRenderer(window, -1, 0) < 0) { |
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154 fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError()); |
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155 quit(5); |
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156 } |
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157 |
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158 /* Clear the window, load the sprite and go! */ |
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159 SDL_SelectRenderer(window); |
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160 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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161 SDL_RenderFill(NULL); |
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162 |
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163 sprite = LoadSprite(window, "icon.bmp"); |
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164 if (!sprite) { |
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165 quit(6); |
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166 } |
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167 |
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168 /* Allocate memory for the sprite info */ |
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169 SDL_GetWindowSize(window, &window_w, &window_h); |
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170 SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); |
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171 positions = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect)); |
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172 velocities = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect)); |
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173 if (!positions || !velocities) { |
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174 fprintf(stderr, "Out of memory!\n"); |
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175 quit(2); |
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176 } |
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177 srand(time(NULL)); |
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178 for (i = 0; i < NUM_SPRITES; ++i) { |
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179 positions[i].x = rand() % (window_w - sprite_w); |
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180 positions[i].y = rand() % (window_h - sprite_h); |
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181 positions[i].w = sprite_w; |
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182 positions[i].h = sprite_h; |
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183 velocities[i].x = 0; |
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184 velocities[i].y = 0; |
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185 while (!velocities[i].x && !velocities[i].y) { |
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186 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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187 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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188 } |
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189 } |
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190 |
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191 /* Main render loop */ |
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192 done = 0; |
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193 while (!done) { |
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194 /* Check for events */ |
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195 while (SDL_PollEvent(&event)) { |
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196 switch (event.type) { |
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197 case SDL_WINDOWEVENT: |
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198 switch (event.window.event) { |
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199 case SDL_WINDOWEVENT_EXPOSED: |
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200 SDL_SelectRenderer(event.window.windowID); |
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201 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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202 SDL_RenderFill(NULL); |
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203 break; |
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204 } |
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205 break; |
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206 case SDL_QUIT: |
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207 done = 1; |
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208 break; |
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209 default: |
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210 break; |
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211 } |
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212 } |
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213 MoveSprites(window, sprite); |
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214 } |
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215 |
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216 quit(0); |
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217 } |
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218 |
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219 /* vi: set ts=4 sw=4 expandtab: */ |