Mercurial > sdl-ios-xcode
view Xcode-iPhoneOS/Demos/src/happy.c @ 5127:b6c7a6b07ebf
Updated main.c for API changes
Kees Bakker to sdl
The main.c for the template is still targeting SDL1.2. Here
is the patch to make it work for SDL1.3 (I'm hoping
the mailing lists accepts attachments.)
In this patch I have also changed the shell script that
assembles the Template. Since there is now only one lib
target (same name for "device" and "simulator" version)
I copy the simulator library to the destination with
the name libSDLSimulator.a. This is not a satisfactory
solution, because both libraries are included in the project
while only one is needed (depending on the selected
environment). However, I'm not fluent with Xcode to
say what a better solution would be.
Kind regards,
Kees Bakker
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 28 Jan 2011 10:37:36 -0800 |
parents | 64ce267332c6 |
children | 78db79f5a4e2 |
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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_Texture *texture = 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, &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 = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); if (texture == 0) { fatalError("could not create texture"); } SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); /* free up allocated memory */ SDL_FreeSurface(bmp_surface_rgba); SDL_FreeSurface(bmp_surface); } int main(int argc, char *argv[]) { SDL_Window *window; Uint32 startFrame; Uint32 endFrame; Uint32 delay; int done; /* initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { fatalError("Could not initialize SDL"); } window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS); SDL_CreateRenderer(window, -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); /* shutdown SDL */ SDL_Quit(); return 0; }