comparison test/testsprite2.c @ 3685:64ce267332c6

Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 21 Jan 2010 06:21:52 +0000
parents f638ded38b8a
children dc26c37ad70e
comparison
equal deleted inserted replaced
3684:cc564f08884f 3685:64ce267332c6
9 #define NUM_SPRITES 100 9 #define NUM_SPRITES 100
10 #define MAX_SPEED 1 10 #define MAX_SPEED 1
11 11
12 static CommonState *state; 12 static CommonState *state;
13 static int num_sprites; 13 static int num_sprites;
14 static SDL_TextureID *sprites; 14 static SDL_Texture **sprites;
15 static SDL_bool cycle_color; 15 static SDL_bool cycle_color;
16 static SDL_bool cycle_alpha; 16 static SDL_bool cycle_alpha;
17 static int cycle_direction = 1; 17 static int cycle_direction = 1;
18 static int current_alpha = 0; 18 static int current_alpha = 0;
19 static int current_color = 0; 19 static int current_color = 0;
96 /* We're ready to roll. :) */ 96 /* We're ready to roll. :) */
97 return (0); 97 return (0);
98 } 98 }
99 99
100 void 100 void
101 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) 101 MoveSprites(SDL_Window * window, SDL_Texture * sprite)
102 { 102 {
103 int i, n; 103 int i, n;
104 int window_w, window_h; 104 int window_w, window_h;
105 SDL_Rect temp; 105 SDL_Rect temp;
106 SDL_Rect *position, *velocity; 106 SDL_Rect *position, *velocity;
292 quit(2); 292 quit(2);
293 } 293 }
294 294
295 /* Create the windows, initialize the renderers, and load the textures */ 295 /* Create the windows, initialize the renderers, and load the textures */
296 sprites = 296 sprites =
297 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); 297 (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
298 if (!sprites) { 298 if (!sprites) {
299 fprintf(stderr, "Out of memory!\n"); 299 fprintf(stderr, "Out of memory!\n");
300 quit(2); 300 quit(2);
301 } 301 }
302 for (i = 0; i < state->num_windows; ++i) { 302 for (i = 0; i < state->num_windows; ++i) {
344 CommonEvent(state, &event, &done); 344 CommonEvent(state, &event, &done);
345 switch (event.type) { 345 switch (event.type) {
346 case SDL_WINDOWEVENT: 346 case SDL_WINDOWEVENT:
347 switch (event.window.event) { 347 switch (event.window.event) {
348 case SDL_WINDOWEVENT_EXPOSED: 348 case SDL_WINDOWEVENT_EXPOSED:
349 SDL_SelectRenderer(event.window.windowID); 349 SDL_SelectRenderer(SDL_GetWindowFromID(event.window.windowID));
350 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); 350 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
351 SDL_RenderClear(); 351 SDL_RenderClear();
352 break; 352 break;
353 } 353 }
354 break; 354 break;