Mercurial > sdl-ios-xcode
view test/testspriteminimal.c @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | b3ccd1947786 |
children |
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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.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_Renderer *renderer) { 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(renderer, 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_Renderer * renderer, 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(renderer, 0xA0, 0xA0, 0xA0, 0xFF); SDL_RenderClear(renderer); /* 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(renderer, sprite, NULL, position); } /* Update the screen! */ SDL_RenderPresent(renderer); } int main(int argc, char *argv[]) { SDL_Window *window; SDL_Renderer *renderer; 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); } renderer = SDL_CreateRenderer(window, -1, 0); if (!renderer) { quit(2); } if (LoadSprite("icon.bmp", renderer) < 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, renderer, sprite); } quit(0); } /* vi: set ts=4 sw=4 expandtab: */