annotate test/testspriteminimal.c @ 5284:96a22141cf86 tip

Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
author Eric Wing <ewing . public |-at-| gmail . com>
date Sat, 12 Feb 2011 21:52:30 -0800
parents b3ccd1947786
children
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, SDL_Renderer *renderer)
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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(renderer, temp);
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64 if (!sprite) {
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65 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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66 SDL_FreeSurface(temp);
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67 return (-1);
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68 }
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69 SDL_FreeSurface(temp);
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70
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71 /* We're ready to roll. :) */
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72 return (0);
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73 }
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74
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75 void
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76 MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
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77 {
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78 int i;
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79 int window_w = WINDOW_WIDTH;
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80 int window_h = WINDOW_HEIGHT;
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81 SDL_Rect *position, *velocity;
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82
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83 /* Draw a gray background */
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84 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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85 SDL_RenderClear(renderer);
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86
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87 /* Move the sprite, bounce at the wall, and draw */
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88 for (i = 0; i < NUM_SPRITES; ++i) {
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89 position = &positions[i];
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90 velocity = &velocities[i];
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91 position->x += velocity->x;
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92 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
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93 velocity->x = -velocity->x;
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94 position->x += velocity->x;
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95 }
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96 position->y += velocity->y;
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97 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
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98 velocity->y = -velocity->y;
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99 position->y += velocity->y;
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100 }
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101
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102 /* Blit the sprite onto the screen */
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103 SDL_RenderCopy(renderer, sprite, NULL, position);
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104 }
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105
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106 /* Update the screen! */
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107 SDL_RenderPresent(renderer);
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108 }
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109
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110 int
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111 main(int argc, char *argv[])
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112 {
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113 SDL_Window *window;
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114 SDL_Renderer *renderer;
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115 int i, done;
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116 SDL_Event event;
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117
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118 window = SDL_CreateWindow("Happy Smileys",
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119 SDL_WINDOWPOS_UNDEFINED,
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120 SDL_WINDOWPOS_UNDEFINED,
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121 WINDOW_WIDTH, WINDOW_HEIGHT,
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122 SDL_WINDOW_SHOWN);
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123 if (!window) {
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124 quit(2);
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125 }
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126
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127 renderer = SDL_CreateRenderer(window, -1, 0);
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128 if (!renderer) {
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129 quit(2);
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130 }
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131
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132 if (LoadSprite("icon.bmp", renderer) < 0) {
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133 quit(2);
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134 }
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135
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136 /* Initialize the sprite positions */
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137 srand(time(NULL));
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138 for (i = 0; i < NUM_SPRITES; ++i) {
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139 positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
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140 positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
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141 positions[i].w = sprite_w;
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142 positions[i].h = sprite_h;
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143 velocities[i].x = 0;
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144 velocities[i].y = 0;
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145 while (!velocities[i].x && !velocities[i].y) {
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146 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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147 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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148 }
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149 }
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150
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151 /* Main render loop */
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152 done = 0;
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153 while (!done) {
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154 /* Check for events */
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155 while (SDL_PollEvent(&event)) {
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156 if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
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157 done = 1;
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158 }
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159 }
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160 MoveSprites(window, renderer, sprite);
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161 }
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162
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163 quit(0);
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164 }
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165
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166 /* vi: set ts=4 sw=4 expandtab: */