/[pcsx2_0.9.7]/trunk/3rdparty/SDL-1.3.0-5387/test/testspriteminimal.c
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Contents of /trunk/3rdparty/SDL-1.3.0-5387/test/testspriteminimal.c

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Revision 401 - (show annotations) (download)
Fri Feb 25 17:31:09 2011 UTC (9 years, 9 months ago) by william
File MIME type: text/plain
File size: 4521 byte(s)
Auto Commited Import of: pcsx2-0.9.7-DEBUG (upstream: v0.9.7.4358 local: v0.9.7.313-latest) in ./trunk
1 /* Simple program: Move N sprites around on the screen as fast as possible */
2
3 #include <stdlib.h>
4 #include <stdio.h>
5 #include <time.h>
6
7 #include "SDL.h"
8
9 #define WINDOW_WIDTH 640
10 #define WINDOW_HEIGHT 480
11 #define NUM_SPRITES 100
12 #define MAX_SPEED 1
13
14 static SDL_Texture *sprite;
15 static SDL_Rect positions[NUM_SPRITES];
16 static SDL_Rect velocities[NUM_SPRITES];
17 static int sprite_w, sprite_h;
18
19 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
20 static void
21 quit(int rc)
22 {
23 exit(rc);
24 }
25
26 int
27 LoadSprite(char *file, SDL_Renderer *renderer)
28 {
29 SDL_Surface *temp;
30
31 /* Load the sprite image */
32 temp = SDL_LoadBMP(file);
33 if (temp == NULL) {
34 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
35 return (-1);
36 }
37 sprite_w = temp->w;
38 sprite_h = temp->h;
39
40 /* Set transparent pixel as the pixel at (0,0) */
41 if (temp->format->palette) {
42 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
43 } else {
44 switch (temp->format->BitsPerPixel) {
45 case 15:
46 SDL_SetColorKey(temp, SDL_TRUE,
47 (*(Uint16 *) temp->pixels) & 0x00007FFF);
48 break;
49 case 16:
50 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
51 break;
52 case 24:
53 SDL_SetColorKey(temp, SDL_TRUE,
54 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
55 break;
56 case 32:
57 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
58 break;
59 }
60 }
61
62 /* Create textures from the image */
63 sprite = SDL_CreateTextureFromSurface(renderer, temp);
64 if (!sprite) {
65 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
66 SDL_FreeSurface(temp);
67 return (-1);
68 }
69 SDL_FreeSurface(temp);
70
71 /* We're ready to roll. :) */
72 return (0);
73 }
74
75 void
76 MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
77 {
78 int i;
79 int window_w = WINDOW_WIDTH;
80 int window_h = WINDOW_HEIGHT;
81 SDL_Rect *position, *velocity;
82
83 /* Draw a gray background */
84 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
85 SDL_RenderClear(renderer);
86
87 /* Move the sprite, bounce at the wall, and draw */
88 for (i = 0; i < NUM_SPRITES; ++i) {
89 position = &positions[i];
90 velocity = &velocities[i];
91 position->x += velocity->x;
92 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
93 velocity->x = -velocity->x;
94 position->x += velocity->x;
95 }
96 position->y += velocity->y;
97 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
98 velocity->y = -velocity->y;
99 position->y += velocity->y;
100 }
101
102 /* Blit the sprite onto the screen */
103 SDL_RenderCopy(renderer, sprite, NULL, position);
104 }
105
106 /* Update the screen! */
107 SDL_RenderPresent(renderer);
108 }
109
110 int
111 main(int argc, char *argv[])
112 {
113 SDL_Window *window;
114 SDL_Renderer *renderer;
115 int i, done;
116 SDL_Event event;
117
118 window = SDL_CreateWindow("Happy Smileys",
119 SDL_WINDOWPOS_UNDEFINED,
120 SDL_WINDOWPOS_UNDEFINED,
121 WINDOW_WIDTH, WINDOW_HEIGHT,
122 SDL_WINDOW_SHOWN);
123 if (!window) {
124 quit(2);
125 }
126
127 renderer = SDL_CreateRenderer(window, -1, 0);
128 if (!renderer) {
129 quit(2);
130 }
131
132 if (LoadSprite("icon.bmp", renderer) < 0) {
133 quit(2);
134 }
135
136 /* Initialize the sprite positions */
137 srand(time(NULL));
138 for (i = 0; i < NUM_SPRITES; ++i) {
139 positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
140 positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
141 positions[i].w = sprite_w;
142 positions[i].h = sprite_h;
143 velocities[i].x = 0;
144 velocities[i].y = 0;
145 while (!velocities[i].x && !velocities[i].y) {
146 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
147 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
148 }
149 }
150
151 /* Main render loop */
152 done = 0;
153 while (!done) {
154 /* Check for events */
155 while (SDL_PollEvent(&event)) {
156 if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
157 done = 1;
158 }
159 }
160 MoveSprites(window, renderer, sprite);
161 }
162
163 quit(0);
164 }
165
166 /* vi: set ts=4 sw=4 expandtab: */

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