annotate test/testspriteminimal.c @ 5083:25d4feb7c127

Renamed SDL_keysym to SDL_KeySym Renamed SDL_scancode to SDL_ScanCode Added #defines to SDL_compat.h
author krogoway
date Mon, 24 Jan 2011 13:47:35 -0600
parents d2247eb39fab
children ad50b3db78bd
rev   line source
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64a60c5d502e 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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d2247eb39fab Need to include SDL_main.h ... eh, just include everything. :)
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7 #include "SDL.h"
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8
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9 #define WINDOW_WIDTH 640
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10 #define WINDOW_HEIGHT 480
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11 #define NUM_SPRITES 100
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12 #define MAX_SPEED 1
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13
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14 static SDL_Texture *sprite;
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15 static SDL_Rect positions[NUM_SPRITES];
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16 static SDL_Rect velocities[NUM_SPRITES];
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17 static int sprite_w, sprite_h;
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18
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19 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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20 static void
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21 quit(int rc)
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22 {
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23 exit(rc);
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24 }
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25
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26 int
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27 LoadSprite(char *file)
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28 {
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29 SDL_Surface *temp;
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30
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31 /* Load the sprite image */
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32 temp = SDL_LoadBMP(file);
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33 if (temp == NULL) {
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34 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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35 return (-1);
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36 }
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37 sprite_w = temp->w;
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38 sprite_h = temp->h;
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39
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40 /* Set transparent pixel as the pixel at (0,0) */
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41 if (temp->format->palette) {
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42 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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43 } else {
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44 switch (temp->format->BitsPerPixel) {
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45 case 15:
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46 SDL_SetColorKey(temp, SDL_TRUE,
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47 (*(Uint16 *) temp->pixels) & 0x00007FFF);
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48 break;
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49 case 16:
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50 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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51 break;
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52 case 24:
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53 SDL_SetColorKey(temp, SDL_TRUE,
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54 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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55 break;
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56 case 32:
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57 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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58 break;
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59 }
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60 }
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61
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62 /* Create textures from the image */
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63 sprite = SDL_CreateTextureFromSurface(0, temp);
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64 if (!sprite) {
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65 SDL_SetColorKey(temp, 0, 0);
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66 sprite = SDL_CreateTextureFromSurface(0, temp);
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67 }
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68 if (!sprite) {
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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_FreeSurface(temp);
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74
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75 /* We're ready to roll. :) */
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76 return (0);
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77 }
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78
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79 void
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80 MoveSprites(SDL_Window * window, SDL_Texture * sprite)
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81 {
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82 int i;
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83 int window_w = WINDOW_WIDTH;
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84 int window_h = WINDOW_HEIGHT;
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85 SDL_Rect *position, *velocity;
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86
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87 /* Draw a gray background */
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88 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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89 SDL_RenderClear();
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90
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91 /* Move the sprite, bounce at the wall, and draw */
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92 for (i = 0; i < NUM_SPRITES; ++i) {
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93 position = &positions[i];
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94 velocity = &velocities[i];
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95 position->x += velocity->x;
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96 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
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97 velocity->x = -velocity->x;
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98 position->x += velocity->x;
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99 }
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100 position->y += velocity->y;
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101 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
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102 velocity->y = -velocity->y;
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103 position->y += velocity->y;
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104 }
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105
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106 /* Blit the sprite onto the screen */
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107 SDL_RenderCopy(sprite, NULL, position);
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108 }
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109
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110 /* Update the screen! */
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111 SDL_RenderPresent();
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112 }
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113
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114 int
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115 main(int argc, char *argv[])
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116 {
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117 SDL_Window *window;
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118 int i, done;
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119 SDL_Event event;
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120
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121 window = SDL_CreateWindow("Happy Smileys",
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122 SDL_WINDOWPOS_UNDEFINED,
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123 SDL_WINDOWPOS_UNDEFINED,
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124 WINDOW_WIDTH, WINDOW_HEIGHT,
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125 SDL_WINDOW_SHOWN);
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126 if (!window) {
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127 quit(2);
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128 }
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129
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130 if (LoadSprite("icon.bmp") < 0) {
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131 quit(2);
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132 }
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133
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134 /* Initialize the sprite positions */
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135 srand(time(NULL));
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136 for (i = 0; i < NUM_SPRITES; ++i) {
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137 positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
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138 positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
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139 positions[i].w = sprite_w;
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140 positions[i].h = sprite_h;
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141 velocities[i].x = 0;
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142 velocities[i].y = 0;
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143 while (!velocities[i].x && !velocities[i].y) {
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144 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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145 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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146 }
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147 }
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148
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149 /* Main render loop */
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150 done = 0;
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151 while (!done) {
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152 /* Check for events */
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153 while (SDL_PollEvent(&event)) {
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154 if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
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155 done = 1;
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156 }
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157 }
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158 MoveSprites(window, sprite);
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159 }
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160
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161 quit(0);
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162 }
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163
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164 /* vi: set ts=4 sw=4 expandtab: */