annotate test/testspriteminimal.c @ 4446:8b03a20b320f

Much improved multi-display support for iPad. Fixes most issues and limitations, I think.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 02 May 2010 05:08:12 -0400
parents 64ce267332c6
children d2247eb39fab
rev   line source
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64a60c5d502e Automatically initialize the video system and create a renderer to simplify use.
Sam Lantinga <slouken@libsdl.org>
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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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64ce267332c6 Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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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,
64a60c5d502e Automatically initialize the video system and create a renderer to simplify use.
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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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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: */