Mercurial > sdl-ios-xcode
view test/testsprite2.c @ 4416:06be4b33029d SDL-1.3
Closing obsolete SDL-1.3 named branch
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 28 Feb 2010 00:21:37 -0500 |
parents | 0b1070f2f94d |
children |
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/* Simple program: Move N sprites around on the screen as fast as possible */ #include <stdlib.h> #include <time.h> #include "SDL.h" #define NUM_WINDOWS 4 #define WINDOW_W 640 #define WINDOW_H 480 #define NUM_SPRITES 100 #define MAX_SPEED 1 #define BACKGROUND 0x00FFFFFF static int num_windows; static int num_sprites; static SDL_WindowID *windows; static SDL_TextureID *sprites; static SDL_Rect *positions; static SDL_Rect *velocities; 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) { if (windows) { SDL_free(windows); } if (sprites) { SDL_free(sprites); } if (positions) { SDL_free(positions); } if (velocities) { SDL_free(velocities); } SDL_Quit(); exit(rc); } int LoadSprite(char *file) { int i; 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_SRCCOLORKEY, *(Uint8 *) temp->pixels); } /* Create textures from the image */ for (i = 0; i < num_windows; ++i) { SDL_SelectRenderer(windows[i]); sprites[i] = SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp); if (!sprites[i]) { 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, n; int window_w, window_h; SDL_Rect area, *position, *velocity; SDL_SelectRenderer(window); /* Query the sizes */ SDL_GetWindowSize(window, &window_w, &window_h); /* Move the sprite, bounce at the wall, and draw */ n = 0; for (i = 0; i < num_sprites; ++i) { position = &positions[i]; SDL_RenderFill(position, BACKGROUND); } 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_w))) { velocity->y = -velocity->y; position->y += velocity->y; } /* Blit the sprite onto the screen */ SDL_RenderCopy(sprite, NULL, position, SDL_TextureBlendMode_Mask, SDL_TextureScaleMode_None); } /* Update the screen! */ SDL_RenderPresent(); } int main(int argc, char *argv[]) { int window_w, window_h; Uint32 window_flags = SDL_WINDOW_SHOWN; SDL_DisplayMode *mode, fullscreen_mode; int i, done; SDL_Event event; Uint32 then, now, frames; /* Initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); return (1); } num_windows = NUM_WINDOWS; num_sprites = NUM_SPRITES; window_w = WINDOW_W; window_h = WINDOW_H; while (argc > 1) { if (strcmp(argv[argc - 1], "-width") == 0) { window_w = atoi(argv[argc]); --argc; } else if (strcmp(argv[argc - 1], "-height") == 0) { window_h = atoi(argv[argc]); --argc; } else if (strcmp(argv[argc - 1], "-fullscreen") == 0) { num_windows = 1; window_flags |= SDL_WINDOW_FULLSCREEN; --argc; } else if (isdigit(argv[argc][0])) { num_sprites = atoi(argv[argc]); } else { fprintf(stderr, "Usage: %s [-width] [-height] [numsprites]\n", argv[0]); quit(1); } } if (window_flags & SDL_WINDOW_FULLSCREEN) { SDL_zero(fullscreen_mode); fullscreen_mode.w = window_w; fullscreen_mode.h = window_h; SDL_SetFullscreenDisplayMode(&fullscreen_mode); } /* Create the windows, initialize the renderers, and load the textures */ windows = (SDL_WindowID *) SDL_malloc(num_windows * sizeof(*windows)); sprites = (SDL_TextureID *) SDL_malloc(num_windows * sizeof(*sprites)); if (!windows || !sprites) { fprintf(stderr, "Out of memory!\n"); quit(2); } for (i = 0; i < num_windows; ++i) { char title[32]; SDL_snprintf(title, sizeof(title), "testsprite %d", i + 1); windows[i] = SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, window_w, window_h, window_flags); if (!windows[i]) { fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError()); quit(2); } if (SDL_CreateRenderer(windows[i], -1, 0) < 0) { fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError()); quit(2); } SDL_RenderFill(NULL, BACKGROUND); } if (LoadSprite("icon.bmp") < 0) { quit(2); } /* Allocate memory for the sprite info */ positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); if (!positions || !velocities) { fprintf(stderr, "Out of memory!\n"); quit(2); } srand(time(NULL)); for (i = 0; i < num_sprites; ++i) { positions[i].x = rand() % (window_w - sprite_w); positions[i].y = rand() % (window_h - 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; } } /* Loop, blitting sprites and waiting for a keystroke */ frames = 0; then = SDL_GetTicks(); done = 0; while (!done) { /* Check for events */ ++frames; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_EXPOSED: SDL_SelectRenderer(event.window.windowID); SDL_RenderFill(NULL, BACKGROUND); break; case SDL_WINDOWEVENT_CLOSE: done = 1; break; } break; case SDL_KEYDOWN: /* Any keypress quits the app... */ case SDL_QUIT: done = 1; break; default: break; } } for (i = 0; i < num_windows; ++i) { MoveSprites(windows[i], sprites[i]); } } /* Print out some timing information */ now = SDL_GetTicks(); if (now > then) { printf("%2.2f frames per second\n", ((double) frames * 1000) / (now - then)); } quit(0); } /* vi: set ts=4 sw=4 expandtab: */