Mercurial > sdl-ios-xcode
view test/testspriteminimal.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 | 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: */