Mercurial > sdl-ios-xcode
view test/testspriteminimal.c @ 4593:3892fe2f6537
Fixed so many things. See the changelog listed below.
1. Use SDL_X11_HAVE_XRENDER to check for RENDER at runtime.
2. Added lots of comments.
3. Added checks and lots of calls to SDL_SetError().
4. Fixed X11_CreateTexture() so that the pixmap and image created
are for the format specified by the user and not the window
format. This is only for the RENDER case.
5. The above change required that functions to convert SDL
pixel format enums to Visuals and XRenderPictFormats be added.
6. Fixed lots of 'style' issues.
author | Sunny Sachanandani <sunnysachanandani@gmail.com> |
---|---|
date | Sat, 17 Jul 2010 15:38:24 +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: */