view test/testspriteminimal.c @ 3468:789b97008d8a

My first OpenGL shader! Momma will be so proud! This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque. The OpenGL renderer on Mac OS X now passes all the automated render tests! :)
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 05:29:31 +0000
parents 64a60c5d502e
children 0267b8b1595c
line wrap: on
line source

/* 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_TextureID 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_WindowID window, SDL_TextureID 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_RenderFill(NULL);

    /* 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_WindowID 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);
}

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