Mercurial > sdl-ios-xcode
annotate test/testnative.c @ 3318:f085091f74cd
Fixed bug #766
Mason Wheeler 2009-07-06 14:29:47 PDT
This adds some missing error reporting for SDL_SelectRenderer, and cleans up the logic a little bit.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 26 Sep 2009 10:22:35 +0000 |
parents | 4cf533f434d8 |
children | 0267b8b1595c |
rev | line source |
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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: */ |