Mercurial > sdl-ios-xcode
view Xcode-iPhoneOS/Demos/src/happy.c @ 3356:81b3f9d45dea
Fixed bug #830
Added pre-build step to generate required headers
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 08 Oct 2009 09:32:07 +0000 |
parents | 20326ba2bda2 |
children | 64ce267332c6 |
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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_SetRenderDrawColor(0, 0, 0, 255); SDL_RenderFill(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_BLENDMODE_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; }