comparison test/testsprite2.c @ 1706:1577404809f0 SDL-1.3

Added a multi-window version of testsprite using the new API.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 24 Jun 2006 16:51:01 +0000
parents
children 57ce47f033a5
comparison
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1705:fc731a7d83ed 1706:1577404809f0
1 /* Simple program: Move N sprites around on the screen as fast as possible */
2
3 #include <stdio.h>
4 #include <stdlib.h>
5 #include <string.h>
6 #include <ctype.h>
7 #include <math.h>
8 #include <time.h>
9
10 #include "SDL.h"
11
12 #define NUM_WINDOWS 2
13 #define WINDOW_W 640
14 #define WINDOW_H 480
15 #define NUM_SPRITES 100
16 #define MAX_SPEED 1
17
18 static int num_windows;
19 static int num_sprites;
20 static SDL_WindowID *windows;
21 static SDL_TextureID *sprites;
22 static SDL_Rect *positions;
23 static SDL_Rect *velocities;
24 static int sprite_w, sprite_h;
25
26 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
27 static void
28 quit(int rc)
29 {
30 if (windows) {
31 SDL_free(windows);
32 }
33 if (sprites) {
34 SDL_free(sprites);
35 }
36 if (positions) {
37 SDL_free(positions);
38 }
39 if (velocities) {
40 SDL_free(velocities);
41 }
42 SDL_Quit();
43 exit(rc);
44 }
45
46 int
47 LoadSprite(char *file)
48 {
49 int i;
50 SDL_Surface *temp;
51
52 /* Load the sprite image */
53 temp = SDL_LoadBMP(file);
54 if (temp == NULL) {
55 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
56 return (-1);
57 }
58 sprite_w = temp->w;
59 sprite_h = temp->h;
60
61 /* Set transparent pixel as the pixel at (0,0) */
62 if (temp->format->palette) {
63 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels);
64 }
65
66 /* Create textures from the image */
67 for (i = 0; i < num_windows; ++i) {
68 SDL_SelectRenderer(windows[i]);
69 sprites[i] =
70 SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp);
71 if (!sprites[i]) {
72 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
73 SDL_FreeSurface(temp);
74 return (-1);
75 }
76 }
77 SDL_FreeSurface(temp);
78
79 /* We're ready to roll. :) */
80 return (0);
81 }
82
83 void
84 MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
85 {
86 int i, n;
87 int window_w, window_h;
88 SDL_Rect area, *position, *velocity;
89
90 SDL_SelectRenderer(window);
91
92 SDL_RenderFill(NULL, 0);
93
94 /* Query the sizes */
95 SDL_GetWindowSize(window, &window_w, &window_h);
96
97 /* Move the sprite, bounce at the wall, and draw */
98 n = 0;
99 for (i = 0; i < num_sprites; ++i) {
100 position = &positions[i];
101 velocity = &velocities[i];
102 position->x += velocity->x;
103 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
104 velocity->x = -velocity->x;
105 position->x += velocity->x;
106 }
107 position->y += velocity->y;
108 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) {
109 velocity->y = -velocity->y;
110 position->y += velocity->y;
111 }
112
113 /* Blit the sprite onto the screen */
114 SDL_RenderCopy(sprite, NULL, position, SDL_TextureBlendMode_Mask,
115 SDL_TextureScaleMode_None);
116 }
117
118 /* Update the screen! */
119 SDL_RenderPresent();
120 }
121
122 int
123 main(int argc, char *argv[])
124 {
125 const SDL_DisplayMode *current_mode;
126 int window_w, window_h;
127 int i, done;
128 SDL_Event event;
129 Uint32 then, now, frames;
130
131 /* Initialize SDL */
132 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
133 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
134 return (1);
135 }
136
137 num_windows = NUM_WINDOWS;
138 num_sprites = NUM_SPRITES;
139 window_w = WINDOW_W;
140 window_h = WINDOW_H;
141 while (argc > 1) {
142 --argc;
143 if (strcmp(argv[argc - 1], "-width") == 0) {
144 window_w = atoi(argv[argc]);
145 --argc;
146 } else if (strcmp(argv[argc - 1], "-height") == 0) {
147 window_h = atoi(argv[argc]);
148 --argc;
149 } else if (isdigit(argv[argc][0])) {
150 num_sprites = atoi(argv[argc]);
151 } else {
152 fprintf(stderr,
153 "Usage: %s [-width] [-height] [numsprites]\n", argv[0]);
154 quit(1);
155 }
156 }
157
158 /* Initialize the video mode, if necessary */
159 current_mode = SDL_GetCurrentDisplayMode();
160 if (!current_mode->w || !current_mode->h) {
161 SDL_DisplayMode mode;
162
163 /* Let the driver pick something it likes, we don't care */
164 mode.format = 0;
165 mode.w = 0;
166 mode.h = 0;
167 mode.refresh_rate = 0;
168
169 if (SDL_SetDisplayMode(&mode) < 0) {
170 fprintf(stderr, "Couldn't set display mode: %s\n",
171 SDL_GetError());
172 quit(2);
173 }
174 }
175
176 /* Create the windows, initialize the renderers, and load the textures */
177 windows = (SDL_WindowID *) SDL_malloc(num_windows * sizeof(*windows));
178 sprites = (SDL_TextureID *) SDL_malloc(num_windows * sizeof(*sprites));
179 if (!windows || !sprites) {
180 fprintf(stderr, "Out of memory!\n");
181 quit(2);
182 }
183 for (i = 0; i < num_windows; ++i) {
184 char title[32];
185
186 SDL_snprintf(title, sizeof(title), "testsprite %d", i + 1);
187 windows[i] =
188 SDL_CreateWindow(title, -1, -1, window_w, window_h,
189 SDL_WINDOW_SHOWN);
190 if (!windows[i]) {
191 fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
192 quit(2);
193 }
194
195 if (SDL_CreateRenderer(windows[i], -1, 0) < 0) {
196 fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
197 quit(2);
198 }
199 }
200 if (LoadSprite("icon.bmp") < 0) {
201 quit(2);
202 }
203
204 /* Allocate memory for the sprite info */
205 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
206 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
207 if (!positions || !velocities) {
208 fprintf(stderr, "Out of memory!\n");
209 quit(2);
210 }
211 srand(time(NULL));
212 for (i = 0; i < num_sprites; ++i) {
213 positions[i].x = rand() % (window_w - sprite_w);
214 positions[i].y = rand() % (window_h - sprite_h);
215 positions[i].w = sprite_w;
216 positions[i].h = sprite_h;
217 velocities[i].x = 0;
218 velocities[i].y = 0;
219 while (!velocities[i].x && !velocities[i].y) {
220 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
221 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
222 }
223 }
224
225 /* Loop, blitting sprites and waiting for a keystroke */
226 frames = 0;
227 then = SDL_GetTicks();
228 done = 0;
229 while (!done) {
230 /* Check for events */
231 ++frames;
232 while (SDL_PollEvent(&event)) {
233 switch (event.type) {
234 case SDL_KEYDOWN:
235 /* Any keypress quits the app... */
236 case SDL_QUIT:
237 done = 1;
238 break;
239 default:
240 break;
241 }
242 }
243 for (i = 0; i < num_windows; ++i) {
244 MoveSprites(windows[i], sprites[i]);
245 }
246 }
247
248 /* Print out some timing information */
249 now = SDL_GetTicks();
250 if (now > then) {
251 printf("%2.2f frames per second\n",
252 ((double) frames * 1000) / (now - then));
253 }
254 quit(0);
255 }
256
257 /* vi: set ts=4 sw=4 expandtab: */