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testsprite2.c

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240 lines (212 loc) · 6.47 KB
 
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/* Simple program: Move N sprites around on the screen as fast as possible */
#include <stdlib.h>
#include <time.h>
#include "SDL.h"
#define NUM_WINDOWS 2
#define WINDOW_W 640
#define WINDOW_H 480
#define NUM_SPRITES 100
#define MAX_SPEED 1
static int num_windows;
static int num_sprites;
static SDL_WindowID *windows;
static SDL_TextureID *sprites;
static SDL_Rect *positions;
static SDL_Rect *velocities;
static int sprite_w, sprite_h;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
if (windows) {
SDL_free(windows);
}
if (sprites) {
SDL_free(sprites);
}
if (positions) {
SDL_free(positions);
}
if (velocities) {
SDL_free(velocities);
}
SDL_Quit();
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) {
SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels);
}
/* Create textures from the image */
for (i = 0; i < num_windows; ++i) {
SDL_SelectRenderer(windows[i]);
sprites[i] =
SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp);
if (!sprites[i]) {
fprintf(stderr, "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_WindowID window, SDL_TextureID sprite)
{
int i, n;
int window_w, window_h;
SDL_Rect area, *position, *velocity;
SDL_SelectRenderer(window);
SDL_RenderFill(NULL, 0);
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
/* Move the sprite, bounce at the wall, and draw */
n = 0;
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_w))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
/* Blit the sprite onto the screen */
SDL_RenderCopy(sprite, NULL, position, SDL_TextureBlendMode_Mask,
SDL_TextureScaleMode_None);
}
/* Update the screen! */
SDL_RenderPresent();
}
int
main(int argc, char *argv[])
{
int window_w, window_h;
int i, done;
SDL_Event event;
Uint32 then, now, frames;
/* Initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
return (1);
}
num_windows = NUM_WINDOWS;
num_sprites = NUM_SPRITES;
window_w = WINDOW_W;
window_h = WINDOW_H;
while (argc > 1) {
--argc;
if (strcmp(argv[argc - 1], "-width") == 0) {
window_w = atoi(argv[argc]);
--argc;
} else if (strcmp(argv[argc - 1], "-height") == 0) {
window_h = atoi(argv[argc]);
--argc;
} else if (isdigit(argv[argc][0])) {
num_sprites = atoi(argv[argc]);
} else {
fprintf(stderr,
"Usage: %s [-width] [-height] [numsprites]\n", argv[0]);
quit(1);
}
}
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/* Set the desktop mode, we don't care what it is */
if (SDL_SetDisplayMode(NULL) < 0) {
fprintf(stderr, "Couldn't set display mode: %s\n", SDL_GetError());
quit(2);
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}
/* Create the windows, initialize the renderers, and load the textures */
windows = (SDL_WindowID *) SDL_malloc(num_windows * sizeof(*windows));
sprites = (SDL_TextureID *) SDL_malloc(num_windows * sizeof(*sprites));
if (!windows || !sprites) {
fprintf(stderr, "Out of memory!\n");
quit(2);
}
for (i = 0; i < num_windows; ++i) {
char title[32];
SDL_snprintf(title, sizeof(title), "testsprite %d", i + 1);
windows[i] =
SDL_CreateWindow(title, -1, -1, window_w, window_h,
SDL_WINDOW_SHOWN);
if (!windows[i]) {
fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
quit(2);
}
if (SDL_CreateRenderer(windows[i], -1, 0) < 0) {
fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
quit(2);
}
}
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);
}
srand(time(NULL));
for (i = 0; i < num_sprites; ++i) {
positions[i].x = rand() % (window_w - sprite_w);
positions[i].y = rand() % (window_h - 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;
}
}
/* Loop, blitting sprites and waiting for a keystroke */
frames = 0;
then = SDL_GetTicks();
done = 0;
while (!done) {
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
/* Any keypress quits the app... */
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
for (i = 0; i < num_windows; ++i) {
MoveSprites(windows[i], sprites[i]);
}
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
printf("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
}
quit(0);
}
/* vi: set ts=4 sw=4 expandtab: */