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- /*
- Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely.
- */
- /* Simple program: Move N sprites around on the screen as fast as possible */
- #include <stdlib.h>
- #include <stdio.h>
- #include <time.h>
- #ifdef __EMSCRIPTEN__
- #include <emscripten/emscripten.h>
- #endif
- #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;
- SDL_Renderer *renderer;
- int done;
- /* 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) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", 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) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "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_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);
- }
- void loop()
- {
- SDL_Event event;
- /* Check for events */
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
- done = 1;
- }
- }
- MoveSprites(renderer, sprite);
- #ifdef __EMSCRIPTEN__
- if (done) {
- emscripten_cancel_main_loop();
- }
- #endif
- }
- int
- main(int argc, char *argv[])
- {
- SDL_Window *window;
- int i;
- /* Enable standard application logging */
- SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
- if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) {
- 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;
- #ifdef __EMSCRIPTEN__
- emscripten_set_main_loop(loop, 0, 1);
- #else
- while (!done) {
- loop();
- }
- #endif
- quit(0);
- return 0; /* to prevent compiler warning */
- }
- /* vi: set ts=4 sw=4 expandtab: */
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