Mercurial > sdl-ios-xcode
view XCodeiPhoneOS/Demos/src/happy.c @ 2860:6ce28e5287e9
Date: Sun, 07 Dec 2008 13:35:23 +0100
From: Couriersud
Subject: SDL: Mouse last_x, last_y into SDL_Mouse
the attached diff moves the static vars last_x and last_y into
SDL_Mouse. These, as far as I understand it, should be tied to the
individual mouse.
The patch also makes the code check for out of window conditions of
mouse->x,y when relative movements are passed to MouseSendMotion.
Also attached is the latest DirectFB code (dfb20081208) supporting
multiple mice and keyboards. This works quite well with sdlmame now. It
however needs more testing with different directfb configurations.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 08 Dec 2008 00:52:12 +0000 |
parents | f55c87ae336b |
children | 9dde605c7540 |
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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_TextureID texture_id = 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_RenderFill(0, 0, 0, 255, 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_id, &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_id = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); if (texture_id == 0) { fatalError("could not create texture"); } SDL_SetTextureBlendMode(texture_id, SDL_TEXTUREBLENDMODE_BLEND); /* free up allocated memory */ SDL_FreeSurface(bmp_surface_rgba); SDL_FreeSurface(bmp_surface); } int main(int argc, char *argv[]) { SDL_WindowID windowID; Uint32 startFrame; Uint32 endFrame; Uint32 delay; int done; /* initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { fatalError("Could not initialize SDL"); } windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS); SDL_CreateRenderer(windowID, -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_id); /* shutdown SDL */ SDL_Quit(); return 0; }