mirror of
https://github.com/joel16/SDL2.git
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0a027f75d0
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403835
376 lines
12 KiB
C
376 lines
12 KiB
C
/* Simple program: Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#include "common.h"
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static CommonState *state;
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static int num_sprites;
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static SDL_TextureID *sprites;
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static SDL_bool cycle_color;
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static SDL_bool cycle_alpha;
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static int cycle_direction = 1;
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static int current_alpha = 0;
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static int current_color = 0;
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static SDL_Rect *positions;
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static SDL_Rect *velocities;
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static int sprite_w, sprite_h;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK;
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static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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if (sprites) {
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SDL_free(sprites);
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}
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if (positions) {
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SDL_free(positions);
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}
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if (velocities) {
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SDL_free(velocities);
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}
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CommonQuit(state);
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exit(rc);
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}
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int
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LoadSprite(char *file)
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{
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int i;
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SDL_Surface *temp;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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return (-1);
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}
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sprite_w = temp->w;
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sprite_h = temp->h;
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/* Set transparent pixel as the pixel at (0,0) */
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if (temp->format->palette) {
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SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_SRCCOLORKEY,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_SRCCOLORKEY,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint32 *) temp->pixels);
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break;
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}
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}
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/* Create textures from the image */
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for (i = 0; i < state->num_windows; ++i) {
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SDL_SelectRenderer(state->windows[i]);
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sprites[i] = SDL_CreateTextureFromSurface(0, temp);
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if (!sprites[i]) {
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SDL_SetColorKey(temp, 0, 0);
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sprites[i] = SDL_CreateTextureFromSurface(0, temp);
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}
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if (!sprites[i]) {
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fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return (-1);
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}
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SDL_SetTextureBlendMode(sprites[i], blendMode);
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SDL_SetTextureScaleMode(sprites[i], scaleMode);
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return (0);
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}
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void
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MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
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{
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int i, n;
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int window_w, window_h;
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SDL_Rect temp;
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SDL_Rect *position, *velocity;
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SDL_SelectRenderer(window);
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/* Query the sizes */
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SDL_GetWindowSize(window, &window_w, &window_h);
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/* Cycle the color and alpha, if desired */
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if (cycle_color) {
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current_color += cycle_direction;
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if (current_color < 0) {
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current_color = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_color > 255) {
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current_color = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
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(Uint8) current_color);
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}
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if (cycle_alpha) {
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current_alpha += cycle_direction;
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if (current_alpha < 0) {
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current_alpha = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_alpha > 255) {
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current_alpha = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
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}
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/* Draw a gray background */
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderFill(NULL);
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/* Test points */
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SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderPoint(0, 0);
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SDL_RenderPoint(window_w-1, 0);
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SDL_RenderPoint(0, window_h-1);
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SDL_RenderPoint(window_w-1, window_h-1);
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/* Test horizontal and vertical lines */
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SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderLine(1, 0, window_w-2, 0);
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SDL_RenderLine(1, window_h-1, window_w-2, window_h-1);
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SDL_RenderLine(0, 1, 0, window_h-2);
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SDL_RenderLine(window_w-1, 1, window_w-1, window_h-2);
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/* Test fill and copy */
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SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF);
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temp.x = 1;
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temp.y = 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFill(&temp);
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SDL_RenderCopy(sprite, NULL, &temp);
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temp.x = window_w-sprite_w-1;
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temp.y = 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFill(&temp);
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SDL_RenderCopy(sprite, NULL, &temp);
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temp.x = 1;
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temp.y = window_h-sprite_h-1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFill(&temp);
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SDL_RenderCopy(sprite, NULL, &temp);
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temp.x = window_w-sprite_w-1;
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temp.y = window_h-sprite_h-1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFill(&temp);
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SDL_RenderCopy(sprite, NULL, &temp);
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/* Test diagonal lines */
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SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderLine(sprite_w, sprite_h,
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window_w-sprite_w-2, window_h-sprite_h-2);
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SDL_RenderLine(window_w-sprite_w-2, sprite_h,
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sprite_w, window_h-sprite_h-2);
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/* Move the sprite, bounce at the wall, and draw */
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n = 0;
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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velocity = &velocities[i];
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position->x += velocity->x;
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if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
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velocity->x = -velocity->x;
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position->x += velocity->x;
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}
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position->y += velocity->y;
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if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
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velocity->y = -velocity->y;
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position->y += velocity->y;
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}
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/* Blit the sprite onto the screen */
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SDL_RenderCopy(sprite, NULL, position);
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}
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/* Update the screen! */
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SDL_RenderPresent();
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}
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int
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main(int argc, char *argv[])
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{
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int i, done;
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SDL_Event event;
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Uint32 then, now, frames;
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/* Initialize parameters */
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num_sprites = NUM_SPRITES;
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/* Initialize test framework */
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state = CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return 1;
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}
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for (i = 1; i < argc;) {
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int consumed;
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consumed = CommonArg(state, i);
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if (consumed == 0) {
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consumed = -1;
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if (SDL_strcasecmp(argv[i], "--blend") == 0) {
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if (argv[i + 1]) {
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if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
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blendMode = SDL_BLENDMODE_NONE;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) {
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blendMode = SDL_BLENDMODE_MASK;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
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blendMode = SDL_BLENDMODE_BLEND;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
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blendMode = SDL_BLENDMODE_ADD;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
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blendMode = SDL_BLENDMODE_MOD;
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consumed = 2;
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}
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}
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} else if (SDL_strcasecmp(argv[i], "--scale") == 0) {
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if (argv[i + 1]) {
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if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
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scaleMode = SDL_TEXTURESCALEMODE_NONE;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) {
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scaleMode = SDL_TEXTURESCALEMODE_FAST;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) {
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scaleMode = SDL_TEXTURESCALEMODE_SLOW;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "best") == 0) {
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scaleMode = SDL_TEXTURESCALEMODE_BEST;
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consumed = 2;
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}
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}
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} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
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cycle_color = SDL_TRUE;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
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cycle_alpha = SDL_TRUE;
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consumed = 1;
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} else if (SDL_isdigit(*argv[i])) {
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num_sprites = SDL_atoi(argv[i]);
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consumed = 1;
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}
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}
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if (consumed < 0) {
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fprintf(stderr,
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"Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n",
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argv[0], CommonUsage(state));
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quit(1);
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}
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i += consumed;
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}
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if (!CommonInit(state)) {
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quit(2);
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}
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/* Create the windows, initialize the renderers, and load the textures */
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sprites =
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(SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites));
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if (!sprites) {
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fprintf(stderr, "Out of memory!\n");
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quit(2);
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}
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for (i = 0; i < state->num_windows; ++i) {
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SDL_SelectRenderer(state->windows[i]);
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderFill(NULL);
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}
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if (LoadSprite("icon.bmp") < 0) {
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quit(2);
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}
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/* Allocate memory for the sprite info */
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positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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if (!positions || !velocities) {
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fprintf(stderr, "Out of memory!\n");
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quit(2);
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}
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srand(time(NULL));
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if (scaleMode != SDL_TEXTURESCALEMODE_NONE) {
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sprite_w += sprite_w / 2;
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sprite_h += sprite_h / 2;
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}
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for (i = 0; i < num_sprites; ++i) {
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positions[i].x = rand() % (state->window_w - sprite_w);
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positions[i].y = rand() % (state->window_h - sprite_h);
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positions[i].w = sprite_w;
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positions[i].h = sprite_h;
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velocities[i].x = 0;
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velocities[i].y = 0;
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while (!velocities[i].x && !velocities[i].y) {
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velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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}
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}
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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done = 0;
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while (!done) {
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/* Check for events */
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++frames;
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while (SDL_PollEvent(&event)) {
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CommonEvent(state, &event, &done);
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_EXPOSED:
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SDL_SelectRenderer(event.window.windowID);
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderFill(NULL);
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break;
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}
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break;
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default:
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break;
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}
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}
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for (i = 0; i < state->num_windows; ++i) {
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MoveSprites(state->windows[i], sprites[i]);
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}
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}
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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double fps = ((double) frames * 1000) / (now - then);
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printf("%2.2f frames per second\n", fps);
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}
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quit(0);
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}
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/* vi: set ts=4 sw=4 expandtab: */
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