diff 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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line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/test/testspriteminimal.c	Wed Oct 28 06:04:07 2009 +0000
@@ -0,0 +1,165 @@
+/* Simple program:  Move N sprites around on the screen as fast as possible */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+
+#include "SDL_events.h"
+#include "SDL_video.h"
+
+#define WINDOW_WIDTH    640
+#define WINDOW_HEIGHT   480
+#define NUM_SPRITES     100
+#define MAX_SPEED       1
+
+static SDL_TextureID sprite;
+static SDL_Rect positions[NUM_SPRITES];
+static SDL_Rect velocities[NUM_SPRITES];
+static int sprite_w, sprite_h;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void
+quit(int rc)
+{
+    exit(rc);
+}
+
+int
+LoadSprite(char *file)
+{
+    SDL_Surface *temp;
+
+    /* Load the sprite image */
+    temp = SDL_LoadBMP(file);
+    if (temp == NULL) {
+        fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
+        return (-1);
+    }
+    sprite_w = temp->w;
+    sprite_h = temp->h;
+
+    /* Set transparent pixel as the pixel at (0,0) */
+    if (temp->format->palette) {
+        SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
+    } else {
+        switch (temp->format->BitsPerPixel) {
+        case 15:
+            SDL_SetColorKey(temp, SDL_TRUE,
+                            (*(Uint16 *) temp->pixels) & 0x00007FFF);
+            break;
+        case 16:
+            SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
+            break;
+        case 24:
+            SDL_SetColorKey(temp, SDL_TRUE,
+                            (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
+            break;
+        case 32:
+            SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
+            break;
+        }
+    }
+
+    /* Create textures from the image */
+    sprite = SDL_CreateTextureFromSurface(0, temp);
+    if (!sprite) {
+        SDL_SetColorKey(temp, 0, 0);
+        sprite = SDL_CreateTextureFromSurface(0, temp);
+    }
+    if (!sprite) {
+        fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
+        SDL_FreeSurface(temp);
+        return (-1);
+    }
+    SDL_FreeSurface(temp);
+
+    /* We're ready to roll. :) */
+    return (0);
+}
+
+void
+MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
+{
+    int i;
+    int window_w = WINDOW_WIDTH;
+    int window_h = WINDOW_HEIGHT;
+    SDL_Rect *position, *velocity;
+
+    /* Draw a gray background */
+    SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
+    SDL_RenderFill(NULL);
+
+    /* Move the sprite, bounce at the wall, and draw */
+    for (i = 0; i < NUM_SPRITES; ++i) {
+        position = &positions[i];
+        velocity = &velocities[i];
+        position->x += velocity->x;
+        if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
+            velocity->x = -velocity->x;
+            position->x += velocity->x;
+        }
+        position->y += velocity->y;
+        if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
+            velocity->y = -velocity->y;
+            position->y += velocity->y;
+        }
+
+        /* Blit the sprite onto the screen */
+        SDL_RenderCopy(sprite, NULL, position);
+    }
+
+    /* Update the screen! */
+    SDL_RenderPresent();
+}
+
+int
+main(int argc, char *argv[])
+{
+    SDL_WindowID window;
+    int i, done;
+    SDL_Event event;
+
+    window = SDL_CreateWindow("Happy Smileys",
+                              SDL_WINDOWPOS_UNDEFINED,
+                              SDL_WINDOWPOS_UNDEFINED,
+                              WINDOW_WIDTH, WINDOW_HEIGHT,
+                              SDL_WINDOW_SHOWN);
+    if (!window) {
+        quit(2);
+    }
+
+    if (LoadSprite("icon.bmp") < 0) {
+        quit(2);
+    }
+
+    /* Initialize the sprite positions */
+    srand(time(NULL));
+    for (i = 0; i < NUM_SPRITES; ++i) {
+        positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
+        positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
+        positions[i].w = sprite_w;
+        positions[i].h = sprite_h;
+        velocities[i].x = 0;
+        velocities[i].y = 0;
+        while (!velocities[i].x && !velocities[i].y) {
+            velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
+            velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
+        }
+    }
+
+    /* Main render loop */
+    done = 0;
+    while (!done) {
+        /* Check for events */
+        while (SDL_PollEvent(&event)) {
+            if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
+                done = 1;
+            }
+        }
+        MoveSprites(window, sprite);
+    }
+
+    quit(0);
+}
+
+/* vi: set ts=4 sw=4 expandtab: */