Mercurial > sdl-ios-xcode
diff Xcode-iPhoneOS/Demos/src/happy.c @ 3277:20326ba2bda2
This name inconsistency has been bugging me for a while...
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 19 Sep 2009 07:32:36 +0000 |
parents | |
children | 64ce267332c6 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Xcode-iPhoneOS/Demos/src/happy.c Sat Sep 19 07:32:36 2009 +0000 @@ -0,0 +1,191 @@ +/* + * happy.c + * written by Holmes Futrell + * use however you want + */ + +#include "SDL.h" +#include "common.h" + +#define NUM_HAPPY_FACES 100 /* number of faces to draw */ +#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ +#define HAPPY_FACE_SIZE 32 /* width and height of happyface (pixels) */ + +static SDL_TextureID texture_id = 0; /* reference to texture holding happyface */ + +static struct +{ + float x, y; /* position of happyface */ + float xvel, yvel; /* velocity of happyface */ +} faces[NUM_HAPPY_FACES]; + +/* + Sets initial positions and velocities of happyfaces + units of velocity are pixels per millesecond +*/ +void +initializeHappyFaces() +{ + int i; + for (i = 0; i < NUM_HAPPY_FACES; i++) { + faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE); + faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE); + faces[i].xvel = randomFloat(-0.1f, 0.1f); + faces[i].yvel = randomFloat(-0.1f, 0.1f); + } +} + +void +render(void) +{ + + int i; + SDL_Rect srcRect; + SDL_Rect dstRect; + + /* setup boundaries for happyface bouncing */ + Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE; + Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE; + Uint16 minx = 0; + Uint16 miny = 0; + + /* setup rects for drawing */ + srcRect.x = 0; + srcRect.y = 0; + srcRect.w = HAPPY_FACE_SIZE; + srcRect.h = HAPPY_FACE_SIZE; + dstRect.w = HAPPY_FACE_SIZE; + dstRect.h = HAPPY_FACE_SIZE; + + /* fill background in with black */ + SDL_SetRenderDrawColor(0, 0, 0, 255); + SDL_RenderFill(NULL); + + /* + loop through all the happy faces: + - update position + - update velocity (if boundary is hit) + - draw + */ + for (i = 0; i < NUM_HAPPY_FACES; i++) { + faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME; + faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME; + if (faces[i].x > maxx) { + faces[i].x = maxx; + faces[i].xvel = -faces[i].xvel; + } else if (faces[i].y > maxy) { + faces[i].y = maxy; + faces[i].yvel = -faces[i].yvel; + } + if (faces[i].x < minx) { + faces[i].x = minx; + faces[i].xvel = -faces[i].xvel; + } else if (faces[i].y < miny) { + faces[i].y = miny; + faces[i].yvel = -faces[i].yvel; + } + dstRect.x = faces[i].x; + dstRect.y = faces[i].y; + SDL_RenderCopy(texture_id, &srcRect, &dstRect); + } + /* update screen */ + SDL_RenderPresent(); + +} + +/* + loads the happyface graphic into a texture +*/ +void +initializeTexture() +{ + SDL_Surface *bmp_surface; + SDL_Surface *bmp_surface_rgba; + int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */ + Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */ + int bpp; /* bits per pixel for desired format */ + /* load the bmp */ + bmp_surface = SDL_LoadBMP("icon.bmp"); + if (bmp_surface == NULL) { + fatalError("could not load bmp"); + } + /* set white to transparent on the happyface */ + SDL_SetColorKey(bmp_surface, 1, + SDL_MapRGB(bmp_surface->format, 255, 255, 255)); + SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); + /* + create a new RGBA surface and blit the bmp to it + this is an extra step, but it seems to be necessary + is this a bug? + */ + bmp_surface_rgba = + SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, + Gmask, Bmask, Amask); + SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL); + + /* convert RGBA surface to texture */ + texture_id = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); + if (texture_id == 0) { + fatalError("could not create texture"); + } + SDL_SetTextureBlendMode(texture_id, SDL_BLENDMODE_BLEND); + + /* free up allocated memory */ + SDL_FreeSurface(bmp_surface_rgba); + SDL_FreeSurface(bmp_surface); +} + +int +main(int argc, char *argv[]) +{ + + SDL_WindowID windowID; + Uint32 startFrame; + Uint32 endFrame; + Uint32 delay; + int done; + + /* initialize SDL */ + if (SDL_Init(SDL_INIT_VIDEO) < 0) { + fatalError("Could not initialize SDL"); + } + windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, + SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | + SDL_WINDOW_BORDERLESS); + + SDL_CreateRenderer(windowID, -1, 0); + + initializeTexture(); + initializeHappyFaces(); + + /* main loop */ + done = 0; + while (!done) { + startFrame = SDL_GetTicks(); + SDL_Event event; + while (SDL_PollEvent(&event)) { + if (event.type == SDL_QUIT) { + done = 1; + } + } + render(); + endFrame = SDL_GetTicks(); + + /* figure out how much time we have left, and then sleep */ + delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); + if (delay < 0) { + delay = 0; + } else if (delay > MILLESECONDS_PER_FRAME) { + delay = MILLESECONDS_PER_FRAME; + } + SDL_Delay(delay); + } + + /* cleanup */ + SDL_DestroyTexture(texture_id); + /* shutdown SDL */ + SDL_Quit(); + + return 0; + +}