view test/testspriteminimal.c @ 4425:a3e71b957215

Fixed bug #961 Kalle Olavi Niemitalo 2010-02-28 09:15:50 PST It seems the SDLK_LMETA and SDLK_RMETA constants have been removed from SDL 1.3. I grepped for them in the SDL source tree and these were the only hits: ./include/SDL_compat.h:230:#define SDLK_LSUPER SDLK_LMETA ./include/SDL_compat.h:231:#define SDLK_RSUPER SDLK_RMETA ./src/video/bwindow/SDL_BWin.h:194: keymap[0x66] = SDLK_LMETA; ./src/video/bwindow/SDL_BWin.h:195: keymap[0x67] = SDLK_RMETA; I don't know how compatible SDL 1.3 is supposed to be with applications designed for SDL 1.2. However, as you can see, SDL itself is still trying to use the removed constants, and that is clearly a bug. Because SDL_compat.h defines KMOD_LMETA as KMOD_LGUI, I suppose it should also define SDLK_LMETA as SDLK_LGUI, and SDLK_RMETA likewise.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 09 Mar 2010 06:07:48 +0000
parents 64ce267332c6
children d2247eb39fab
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_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);
}

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