Mercurial > sdl-ios-xcode
view test/testspriteminimal.c @ 4578:cb338fa6535c
Xrender uses 16 bit color per channel. Fixed the color handling in X11_RenderFillRects to match this. Xrender just works now for filling rectangles :D .
author | Sunny Sachanandani <sunnysachanandani@gmail.com> |
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date | Mon, 31 May 2010 15:09:36 +0530 |
parents | 64ce267332c6 |
children | d2247eb39fab |
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/* 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); } /* vi: set ts=4 sw=4 expandtab: */