view test/testspriteminimal.c @ 4451:033c455bbe99

Refactored automated rwops tests so read and write directories can be more easily customized. The refactored tests were written in recognition that Mac and iPhone current working directories are usually not going to work. Resource directories are in bundles and write directories are restricted to certain areas. In theory, other platforms may have this problem too, hence the refactoring. Also updated the Xcode iPhone project to use 3.2 as the Base SDK, but 3.1 as the Deployment SDK (for iPhone/iPad compatibility.)
author Eric Wing <ewing . public |-at-| gmail . com>
date Sun, 09 May 2010 06:58:30 -0700
parents 64ce267332c6
children d2247eb39fab
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/* 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_Texture *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_Window * window, SDL_Texture * 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_RenderClear();

    /* 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_Window *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: */