Mercurial > sdl-ios-xcode
view test/testsprite2.c @ 5266:595814f561f7
There is only one width and height for the window. If those are changed during the course of a fullscreen mode change, then they'll stay that size when returning to windowed mode.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 11 Feb 2011 20:49:13 -0800 |
parents | d976b67150c5 |
children |
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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 "common.h" #define NUM_SPRITES 100 #define MAX_SPEED 1 static CommonState *state; static int num_sprites; static SDL_Texture **sprites; static SDL_bool cycle_color; static SDL_bool cycle_alpha; static int cycle_direction = 1; static int current_alpha = 0; static int current_color = 0; static SDL_Rect *positions; static SDL_Rect *velocities; static int sprite_w, sprite_h; static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { if (sprites) { SDL_free(sprites); } if (positions) { SDL_free(positions); } if (velocities) { SDL_free(velocities); } CommonQuit(state); 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, 1, *(Uint8 *) temp->pixels); } else { switch (temp->format->BitsPerPixel) { case 15: SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF); break; case 16: SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels); break; case 24: SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF); break; case 32: SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels); break; } } /* Create textures from the image */ for (i = 0; i < state->num_windows; ++i) { SDL_Renderer *renderer = state->renderers[i]; sprites[i] = SDL_CreateTextureFromSurface(renderer, temp); if (!sprites[i]) { fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); SDL_FreeSurface(temp); return (-1); } SDL_SetTextureBlendMode(sprites[i], blendMode); } SDL_FreeSurface(temp); /* We're ready to roll. :) */ return (0); } void MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite) { int i, n; int window_w, window_h; SDL_Rect temp; SDL_Rect *position, *velocity; /* Query the sizes */ SDL_GetWindowSize(window, &window_w, &window_h); /* Cycle the color and alpha, if desired */ if (cycle_color) { current_color += cycle_direction; if (current_color < 0) { current_color = 0; cycle_direction = -cycle_direction; } if (current_color > 255) { current_color = 255; cycle_direction = -cycle_direction; } SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, (Uint8) current_color); } if (cycle_alpha) { current_alpha += cycle_direction; if (current_alpha < 0) { current_alpha = 0; cycle_direction = -cycle_direction; } if (current_alpha > 255) { current_alpha = 255; cycle_direction = -cycle_direction; } SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); } /* Draw a gray background */ SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); SDL_RenderClear(renderer); /* Test points */ SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF); SDL_RenderDrawPoint(renderer, 0, 0); SDL_RenderDrawPoint(renderer, window_w-1, 0); SDL_RenderDrawPoint(renderer, 0, window_h-1); SDL_RenderDrawPoint(renderer, window_w-1, window_h-1); /* Test horizontal and vertical lines */ SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); SDL_RenderDrawLine(renderer, 1, 0, window_w-2, 0); SDL_RenderDrawLine(renderer, 1, window_h-1, window_w-2, window_h-1); SDL_RenderDrawLine(renderer, 0, 1, 0, window_h-2); SDL_RenderDrawLine(renderer, window_w-1, 1, window_w-1, window_h-2); /* Test fill and copy */ SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); temp.x = 1; temp.y = 1; temp.w = sprite_w; temp.h = sprite_h; SDL_RenderFillRect(renderer, &temp); SDL_RenderCopy(renderer, sprite, NULL, &temp); temp.x = window_w-sprite_w-1; temp.y = 1; temp.w = sprite_w; temp.h = sprite_h; SDL_RenderFillRect(renderer, &temp); SDL_RenderCopy(renderer, sprite, NULL, &temp); temp.x = 1; temp.y = window_h-sprite_h-1; temp.w = sprite_w; temp.h = sprite_h; SDL_RenderFillRect(renderer, &temp); SDL_RenderCopy(renderer, sprite, NULL, &temp); temp.x = window_w-sprite_w-1; temp.y = window_h-sprite_h-1; temp.w = sprite_w; temp.h = sprite_h; SDL_RenderFillRect(renderer, &temp); SDL_RenderCopy(renderer, sprite, NULL, &temp); /* Test diagonal lines */ SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); SDL_RenderDrawLine(renderer, sprite_w, sprite_h, window_w-sprite_w-2, window_h-sprite_h-2); SDL_RenderDrawLine(renderer, window_w-sprite_w-2, sprite_h, sprite_w, window_h-sprite_h-2); /* Move the sprite, bounce at the wall, and draw */ n = 0; 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(renderer, sprite, NULL, position); } /* Update the screen! */ SDL_RenderPresent(renderer); } int main(int argc, char *argv[]) { int i, done; SDL_Event event; Uint32 then, now, frames; /* Initialize parameters */ num_sprites = NUM_SPRITES; /* Initialize test framework */ state = CommonCreateState(argv, SDL_INIT_VIDEO); if (!state) { return 1; } for (i = 1; i < argc;) { int consumed; consumed = CommonArg(state, i); if (consumed == 0) { consumed = -1; if (SDL_strcasecmp(argv[i], "--blend") == 0) { if (argv[i + 1]) { if (SDL_strcasecmp(argv[i + 1], "none") == 0) { blendMode = SDL_BLENDMODE_NONE; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { blendMode = SDL_BLENDMODE_BLEND; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { blendMode = SDL_BLENDMODE_ADD; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { blendMode = SDL_BLENDMODE_MOD; consumed = 2; } } } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { cycle_color = SDL_TRUE; consumed = 1; } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { cycle_alpha = SDL_TRUE; consumed = 1; } else if (SDL_isdigit(*argv[i])) { num_sprites = SDL_atoi(argv[i]); consumed = 1; } } if (consumed < 0) { fprintf(stderr, "Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha]\n", argv[0], CommonUsage(state)); quit(1); } i += consumed; } if (!CommonInit(state)) { quit(2); } /* Create the windows, initialize the renderers, and load the textures */ sprites = (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites)); if (!sprites) { fprintf(stderr, "Out of memory!\n"); quit(2); } for (i = 0; i < state->num_windows; ++i) { SDL_Renderer *renderer = state->renderers[i]; SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); SDL_RenderClear(renderer); } 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((unsigned int)time(NULL)); for (i = 0; i < num_sprites; ++i) { positions[i].x = rand() % (state->window_w - sprite_w); positions[i].y = rand() % (state->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; } } /* Main render loop */ frames = 0; then = SDL_GetTicks(); done = 0; while (!done) { /* Check for events */ ++frames; while (SDL_PollEvent(&event)) { CommonEvent(state, &event, &done); } for (i = 0; i < state->num_windows; ++i) { MoveSprites(state->windows[i], state->renderers[i], sprites[i]); } } /* Print out some timing information */ now = SDL_GetTicks(); if (now > then) { double fps = ((double) frames * 1000) / (now - then); printf("%2.2f frames per second\n", fps); } quit(0); return 0; } /* vi: set ts=4 sw=4 expandtab: */