view test/testspriteminimal.c @ 4495:dbbfdb9ea716

Simplified clipboard API for sanity's sake. A complete clipboard implementation would support multiple formats that could be queried at runtime, events for when the clipboard contents changed, support for HTML, images, etc. We're not going that crazy, at least for now. :)
author Sam Lantinga <slouken@libsdl.org>
date Wed, 07 Jul 2010 23:54:03 -0700
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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