view Xcode-iPhoneOS/Demos/src/happy.c @ 4590:1ad70fb49fcb

Fix so many things that there is little place in this column to list them all but the result is that blending modes just work now for drawing primitives. Fixes involved: 1. Fix handling of alpha channel when SDL_BLENDMODE_NONE is set. 2. Make xrendercolor use floating-point values for color channels and then convert to 16 bit ints. 3. Fix handling of visuals in SDL_x11modes.c so that a 32 bit ARGB visual is used. 4. Fix the background pixel value in SDL_x11window.c so that the window background has an alpha value of 0xFF and not 0.
author Sunny Sachanandani <sunnysachanandani@gmail.com>
date Fri, 09 Jul 2010 21:36:41 +0530
parents 64ce267332c6
children 78db79f5a4e2
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/*
 *	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_Texture *texture = 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, &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 = SDL_CreateTextureFromSurface(format, bmp_surface_rgba);
    if (texture == 0) {
        fatalError("could not create texture");
    }
    SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);

    /* free up allocated memory */
    SDL_FreeSurface(bmp_surface_rgba);
    SDL_FreeSurface(bmp_surface);
}

int
main(int argc, char *argv[])
{

    SDL_Window *window;
    Uint32 startFrame;
    Uint32 endFrame;
    Uint32 delay;
    int done;

    /* initialize SDL */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        fatalError("Could not initialize SDL");
    }
    window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN |
                                SDL_WINDOW_BORDERLESS);

    SDL_CreateRenderer(window, -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);
    /* shutdown SDL */
    SDL_Quit();

    return 0;

}