Atlas - testspriteminimal.c
Home / ext / SDL2 / test Lines: 3 | Size: 5082 bytes [Download] [Show on GitHub] [Search similar files] [Raw] [Raw (proxy)][FILE BEGIN]1/* 2 Copyright (C) 1997-2018 Sam Lantinga <[email protected]> 3 4 This software is provided 'as-is', without any express or implied 5 warranty. In no event will the authors be held liable for any damages 6 arising from the use of this software. 7 8 Permission is granted to anyone to use this software for any purpose, 9 including commercial applications, and to alter it and redistribute it 10 freely. 11*/ 12/* Simple program: Move N sprites around on the screen as fast as possible */ 13 14#include <stdlib.h> 15#include <stdio.h> 16#include <time.h> 17 18#ifdef __EMSCRIPTEN__ 19#include <emscripten/emscripten.h> 20#endif 21 22#include "SDL.h" 23 24#define WINDOW_WIDTH 640 25#define WINDOW_HEIGHT 480 26#define NUM_SPRITES 100 27#define MAX_SPEED 1 28 29static SDL_Texture *sprite; 30static SDL_Rect positions[NUM_SPRITES]; 31static SDL_Rect velocities[NUM_SPRITES]; 32static int sprite_w, sprite_h; 33 34SDL_Renderer *renderer; 35int done; 36 37/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 38static void 39quit(int rc) 40{ 41 exit(rc); 42} 43 44int 45LoadSprite(char *file, SDL_Renderer *renderer) 46{ 47 SDL_Surface *temp; 48 49 /* Load the sprite image */ 50 temp = SDL_LoadBMP(file); 51 if (temp == NULL) { 52 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError()); 53 return (-1); 54 } 55 sprite_w = temp->w; 56 sprite_h = temp->h; 57 58 /* Set transparent pixel as the pixel at (0,0) */ 59 if (temp->format->palette) { 60 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); 61 } else { 62 switch (temp->format->BitsPerPixel) { 63 case 15: 64 SDL_SetColorKey(temp, SDL_TRUE, 65 (*(Uint16 *) temp->pixels) & 0x00007FFF); 66 break; 67 case 16: 68 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); 69 break; 70 case 24: 71 SDL_SetColorKey(temp, SDL_TRUE, 72 (*(Uint32 *) temp->pixels) & 0x00FFFFFF); 73 break; 74 case 32: 75 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); 76 break; 77 } 78 } 79 80 /* Create textures from the image */ 81 sprite = SDL_CreateTextureFromSurface(renderer, temp); 82 if (!sprite) { 83 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); 84 SDL_FreeSurface(temp); 85 return (-1); 86 } 87 SDL_FreeSurface(temp); 88 89 /* We're ready to roll. :) */ 90 return (0); 91} 92 93void 94MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) 95{ 96 int i; 97 int window_w = WINDOW_WIDTH; 98 int window_h = WINDOW_HEIGHT; 99 SDL_Rect *position, *velocity; 100 101 /* Draw a gray background */ 102 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 103 SDL_RenderClear(renderer); 104 105 /* Move the sprite, bounce at the wall, and draw */ 106 for (i = 0; i < NUM_SPRITES; ++i) { 107 position = &positions[i]; 108 velocity = &velocities[i]; 109 position->x += velocity->x; 110 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { 111 velocity->x = -velocity->x; 112 position->x += velocity->x; 113 } 114 position->y += velocity->y; 115 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { 116 velocity->y = -velocity->y; 117 position->y += velocity->y; 118 } 119 120 /* Blit the sprite onto the screen */ 121 SDL_RenderCopy(renderer, sprite, NULL, position); 122 } 123 124 /* Update the screen! */ 125 SDL_RenderPresent(renderer); 126} 127 128void loop() 129{ 130 SDL_Event event; 131 132 /* Check for events */ 133 while (SDL_PollEvent(&event)) { 134 if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) { 135 done = 1; 136 } 137 } 138 MoveSprites(renderer, sprite); 139#ifdef __EMSCRIPTEN__ 140 if (done) { 141 emscripten_cancel_main_loop(); 142 } 143#endif 144} 145 146int 147main(int argc, char *argv[]) 148{ 149 SDL_Window *window; 150 int i; 151 152 153 /* Enable standard application logging */ 154 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); 155 156 if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) { 157 quit(2); 158 } 159 160 if (LoadSprite("icon.bmp", renderer) < 0) { 161 quit(2); 162 } 163 164 /* Initialize the sprite positions */ 165 srand(time(NULL)); 166 for (i = 0; i < NUM_SPRITES; ++i) { 167 positions[i].x = rand() % (WINDOW_WIDTH - sprite_w); 168 positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h); 169 positions[i].w = sprite_w; 170 positions[i].h = sprite_h; 171 velocities[i].x = 0; 172 velocities[i].y = 0; 173 while (!velocities[i].x && !velocities[i].y) { 174 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; 175 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; 176 } 177 } 178 179 /* Main render loop */ 180 done = 0; 181 182#ifdef __EMSCRIPTEN__ 183 emscripten_set_main_loop(loop, 0, 1); 184#else 185 while (!done) { 186 loop(); 187 } 188#endif 189 quit(0); 190 191 return 0; /* to prevent compiler warning */ 192} 193 194/* vi: set ts=4 sw=4 expandtab: */ 195[FILE END](C) 2025 0x4248 (C) 2025 4248 Media and 4248 Systems, All part of 0x4248 See LICENCE files for more information. 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