This repository has been archived by the owner on Feb 11, 2021. It is now read-only.
/
testsprite2.c
329 lines (299 loc) · 10 KB
1
2
3
/* Simple program: Move N sprites around on the screen as fast as possible */
#include <stdlib.h>
4
#include <stdio.h>
5
6
#include <time.h>
7
#include "common.h"
8
9
10
#define NUM_SPRITES 100
#define MAX_SPEED 1
11
12
static CommonState *state;
13
static int num_sprites;
14
static SDL_Texture **sprites;
15
16
17
18
19
static SDL_bool cycle_color;
static SDL_bool cycle_alpha;
static int cycle_direction = 1;
static int current_alpha = 0;
static int current_color = 0;
20
21
22
static SDL_Rect *positions;
static SDL_Rect *velocities;
static int sprite_w, sprite_h;
23
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
24
25
26
27
28
29
30
31
32
33
34
35
36
37
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
if (sprites) {
SDL_free(sprites);
}
if (positions) {
SDL_free(positions);
}
if (velocities) {
SDL_free(velocities);
}
38
CommonQuit(state);
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
exit(rc);
}
int
LoadSprite(char *file)
{
int i;
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) {
59
SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
60
61
62
} else {
switch (temp->format->BitsPerPixel) {
case 15:
63
SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
64
65
break;
case 16:
66
SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
67
68
break;
case 24:
69
SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
70
71
break;
case 32:
72
SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
73
74
break;
}
75
76
77
}
/* Create textures from the image */
78
for (i = 0; i < state->num_windows; ++i) {
79
SDL_Renderer *renderer = state->renderers[i];
80
sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
81
82
83
84
85
if (!sprites[i]) {
fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
return (-1);
}
86
SDL_SetTextureBlendMode(sprites[i], blendMode);
87
88
89
90
91
92
93
94
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return (0);
}
void
95
MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
96
97
{
int i, n;
98
SDL_Rect viewport, temp;
99
SDL_Rect *position, *velocity;
100
101
/* Query the sizes */
102
SDL_RenderGetViewport(renderer, &viewport);
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
/* Cycle the color and alpha, if desired */
if (cycle_color) {
current_color += cycle_direction;
if (current_color < 0) {
current_color = 0;
cycle_direction = -cycle_direction;
}
if (current_color > 255) {
current_color = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
(Uint8) current_color);
}
if (cycle_alpha) {
current_alpha += cycle_direction;
if (current_alpha < 0) {
current_alpha = 0;
cycle_direction = -cycle_direction;
}
if (current_alpha > 255) {
current_alpha = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
}
131
/* Draw a gray background */
132
133
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
134
135
/* Test points */
136
137
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, 0, 0);
138
139
140
SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
141
142
/* Test horizontal and vertical lines */
143
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
144
145
146
147
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
148
149
/* Test fill and copy */
150
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
151
temp.x = 1;
152
153
154
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
155
156
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
157
temp.x = viewport.w-sprite_w-1;
158
temp.y = 1;
159
160
temp.w = sprite_w;
temp.h = sprite_h;
161
162
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
163
temp.x = 1;
164
temp.y = viewport.h-sprite_h-1;
165
166
temp.w = sprite_w;
temp.h = sprite_h;
167
168
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
169
170
temp.x = viewport.w-sprite_w-1;
temp.y = viewport.h-sprite_h-1;
171
172
temp.w = sprite_w;
temp.h = sprite_h;
173
174
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
175
176
/* Test diagonal lines */
177
178
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
179
180
181
viewport.w-sprite_w-2, viewport.h-sprite_h-2);
SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
sprite_w, viewport.h-sprite_h-2);
182
183
184
/* Move the sprite, bounce at the wall, and draw */
n = 0;
185
186
187
188
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
189
if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
190
191
192
193
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
194
if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
195
196
197
198
199
velocity->y = -velocity->y;
position->y += velocity->y;
}
/* Blit the sprite onto the screen */
200
SDL_RenderCopy(renderer, sprite, NULL, position);
201
202
203
}
/* Update the screen! */
204
SDL_RenderPresent(renderer);
205
206
207
208
209
210
211
212
213
}
int
main(int argc, char *argv[])
{
int i, done;
SDL_Event event;
Uint32 then, now, frames;
214
215
216
217
218
219
220
/* Initialize parameters */
num_sprites = NUM_SPRITES;
/* Initialize test framework */
state = CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
return 1;
221
}
222
223
for (i = 1; i < argc;) {
int consumed;
224
225
226
consumed = CommonArg(state, i);
if (consumed == 0) {
227
228
229
230
consumed = -1;
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
231
blendMode = SDL_BLENDMODE_NONE;
232
233
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
234
blendMode = SDL_BLENDMODE_BLEND;
235
236
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
237
blendMode = SDL_BLENDMODE_ADD;
238
consumed = 2;
239
240
241
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
blendMode = SDL_BLENDMODE_MOD;
consumed = 2;
242
243
}
}
244
245
246
247
248
249
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
cycle_color = SDL_TRUE;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
cycle_alpha = SDL_TRUE;
consumed = 1;
250
251
252
253
} else if (SDL_isdigit(*argv[i])) {
num_sprites = SDL_atoi(argv[i]);
consumed = 1;
}
254
}
255
if (consumed < 0) {
256
fprintf(stderr,
257
"Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha]\n",
258
argv[0], CommonUsage(state));
259
260
quit(1);
}
261
i += consumed;
262
}
263
264
if (!CommonInit(state)) {
quit(2);
265
266
267
}
/* Create the windows, initialize the renderers, and load the textures */
268
sprites =
269
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
270
if (!sprites) {
271
272
273
fprintf(stderr, "Out of memory!\n");
quit(2);
}
274
for (i = 0; i < state->num_windows; ++i) {
275
276
277
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
278
279
280
281
282
283
284
285
286
287
288
289
}
if (LoadSprite("icon.bmp") < 0) {
quit(2);
}
/* Allocate memory for the sprite info */
positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
if (!positions || !velocities) {
fprintf(stderr, "Out of memory!\n");
quit(2);
}
290
srand((unsigned int)time(NULL));
291
for (i = 0; i < num_sprites; ++i) {
292
293
positions[i].x = rand() % (state->window_w - sprite_w);
positions[i].y = rand() % (state->window_h - sprite_h);
294
295
296
297
298
299
300
301
302
303
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;
}
}
304
/* Main render loop */
305
306
307
308
309
310
311
frames = 0;
then = SDL_GetTicks();
done = 0;
while (!done) {
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
312
CommonEvent(state, &event, &done);
313
}
314
for (i = 0; i < state->num_windows; ++i) {
315
MoveSprites(state->renderers[i], sprites[i]);
316
317
318
319
320
321
}
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
322
double fps = ((double) frames * 1000) / (now - then);
323
printf("%2.2f frames per second\n", fps);
324
325
}
quit(0);
326
return 0;
327
328
329
}
/* vi: set ts=4 sw=4 expandtab: */