comparison test/testspriteminimal.c @ 3417:64a60c5d502e

Automatically initialize the video system and create a renderer to simplify use.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 28 Oct 2009 06:04:07 +0000
parents
children 0267b8b1595c
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3416:3d50171ac879 3417:64a60c5d502e
1 /* Simple program: Move N sprites around on the screen as fast as possible */
2
3 #include <stdlib.h>
4 #include <stdio.h>
5 #include <time.h>
6
7 #include "SDL_events.h"
8 #include "SDL_video.h"
9
10 #define WINDOW_WIDTH 640
11 #define WINDOW_HEIGHT 480
12 #define NUM_SPRITES 100
13 #define MAX_SPEED 1
14
15 static SDL_TextureID sprite;
16 static SDL_Rect positions[NUM_SPRITES];
17 static SDL_Rect velocities[NUM_SPRITES];
18 static int sprite_w, sprite_h;
19
20 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
21 static void
22 quit(int rc)
23 {
24 exit(rc);
25 }
26
27 int
28 LoadSprite(char *file)
29 {
30 SDL_Surface *temp;
31
32 /* Load the sprite image */
33 temp = SDL_LoadBMP(file);
34 if (temp == NULL) {
35 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
36 return (-1);
37 }
38 sprite_w = temp->w;
39 sprite_h = temp->h;
40
41 /* Set transparent pixel as the pixel at (0,0) */
42 if (temp->format->palette) {
43 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
44 } else {
45 switch (temp->format->BitsPerPixel) {
46 case 15:
47 SDL_SetColorKey(temp, SDL_TRUE,
48 (*(Uint16 *) temp->pixels) & 0x00007FFF);
49 break;
50 case 16:
51 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
52 break;
53 case 24:
54 SDL_SetColorKey(temp, SDL_TRUE,
55 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
56 break;
57 case 32:
58 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
59 break;
60 }
61 }
62
63 /* Create textures from the image */
64 sprite = SDL_CreateTextureFromSurface(0, temp);
65 if (!sprite) {
66 SDL_SetColorKey(temp, 0, 0);
67 sprite = SDL_CreateTextureFromSurface(0, temp);
68 }
69 if (!sprite) {
70 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
71 SDL_FreeSurface(temp);
72 return (-1);
73 }
74 SDL_FreeSurface(temp);
75
76 /* We're ready to roll. :) */
77 return (0);
78 }
79
80 void
81 MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
82 {
83 int i;
84 int window_w = WINDOW_WIDTH;
85 int window_h = WINDOW_HEIGHT;
86 SDL_Rect *position, *velocity;
87
88 /* Draw a gray background */
89 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
90 SDL_RenderFill(NULL);
91
92 /* Move the sprite, bounce at the wall, and draw */
93 for (i = 0; i < NUM_SPRITES; ++i) {
94 position = &positions[i];
95 velocity = &velocities[i];
96 position->x += velocity->x;
97 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
98 velocity->x = -velocity->x;
99 position->x += velocity->x;
100 }
101 position->y += velocity->y;
102 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
103 velocity->y = -velocity->y;
104 position->y += velocity->y;
105 }
106
107 /* Blit the sprite onto the screen */
108 SDL_RenderCopy(sprite, NULL, position);
109 }
110
111 /* Update the screen! */
112 SDL_RenderPresent();
113 }
114
115 int
116 main(int argc, char *argv[])
117 {
118 SDL_WindowID window;
119 int i, done;
120 SDL_Event event;
121
122 window = SDL_CreateWindow("Happy Smileys",
123 SDL_WINDOWPOS_UNDEFINED,
124 SDL_WINDOWPOS_UNDEFINED,
125 WINDOW_WIDTH, WINDOW_HEIGHT,
126 SDL_WINDOW_SHOWN);
127 if (!window) {
128 quit(2);
129 }
130
131 if (LoadSprite("icon.bmp") < 0) {
132 quit(2);
133 }
134
135 /* Initialize the sprite positions */
136 srand(time(NULL));
137 for (i = 0; i < NUM_SPRITES; ++i) {
138 positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
139 positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
140 positions[i].w = sprite_w;
141 positions[i].h = sprite_h;
142 velocities[i].x = 0;
143 velocities[i].y = 0;
144 while (!velocities[i].x && !velocities[i].y) {
145 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
146 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
147 }
148 }
149
150 /* Main render loop */
151 done = 0;
152 while (!done) {
153 /* Check for events */
154 while (SDL_PollEvent(&event)) {
155 if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
156 done = 1;
157 }
158 }
159 MoveSprites(window, sprite);
160 }
161
162 quit(0);
163 }
164
165 /* vi: set ts=4 sw=4 expandtab: */