test/testsprite2.c
author Sam Lantinga <slouken@libsdl.org>
Tue, 01 Feb 2011 19:19:43 -0800
changeset 5147 ad50b3db78bd
parent 5140 e743b9c3f6d6
child 5158 b3ccd1947786
permissions -rw-r--r--
The rendering functions take a context so it's clear what window they're drawing to. This also potentially opens to the door to multi-threaded rendering in the future.
slouken@1895
     1
/* Simple program:  Move N sprites around on the screen as fast as possible */
slouken@1895
     2
slouken@1895
     3
#include <stdlib.h>
slouken@1907
     4
#include <stdio.h>
slouken@1895
     5
#include <time.h>
slouken@1895
     6
slouken@1914
     7
#include "common.h"
slouken@1895
     8
slouken@5147
     9
#define NUM_SPRITES    100
slouken@5147
    10
#define MAX_SPEED     1
slouken@1895
    11
slouken@1914
    12
static CommonState *state;
slouken@1895
    13
static int num_sprites;
slouken@3685
    14
static SDL_Texture **sprites;
slouken@1985
    15
static SDL_bool cycle_color;
slouken@1985
    16
static SDL_bool cycle_alpha;
slouken@1985
    17
static int cycle_direction = 1;
slouken@1985
    18
static int current_alpha = 0;
slouken@1985
    19
static int current_color = 0;
slouken@1895
    20
static SDL_Rect *positions;
slouken@1895
    21
static SDL_Rect *velocities;
slouken@1895
    22
static int sprite_w, sprite_h;
slouken@5140
    23
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
slouken@1895
    24
slouken@1895
    25
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
slouken@1895
    26
static void
slouken@1895
    27
quit(int rc)
slouken@1895
    28
{
slouken@1895
    29
    if (sprites) {
slouken@1895
    30
        SDL_free(sprites);
slouken@1895
    31
    }
slouken@1895
    32
    if (positions) {
slouken@1895
    33
        SDL_free(positions);
slouken@1895
    34
    }
slouken@1895
    35
    if (velocities) {
slouken@1895
    36
        SDL_free(velocities);
slouken@1895
    37
    }
slouken@1914
    38
    CommonQuit(state);
slouken@1895
    39
    exit(rc);
slouken@1895
    40
}
slouken@1895
    41
slouken@1895
    42
int
slouken@1895
    43
LoadSprite(char *file)
slouken@1895
    44
{
slouken@1895
    45
    int i;
slouken@1895
    46
    SDL_Surface *temp;
slouken@1895
    47
slouken@1895
    48
    /* Load the sprite image */
slouken@1895
    49
    temp = SDL_LoadBMP(file);
slouken@1895
    50
    if (temp == NULL) {
slouken@1895
    51
        fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
slouken@1895
    52
        return (-1);
slouken@1895
    53
    }
slouken@1895
    54
    sprite_w = temp->w;
slouken@1895
    55
    sprite_h = temp->h;
slouken@1895
    56
slouken@1895
    57
    /* Set transparent pixel as the pixel at (0,0) */
slouken@1895
    58
    if (temp->format->palette) {
slouken@3560
    59
        SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
lestat@3183
    60
    } else {
lestat@3183
    61
        switch (temp->format->BitsPerPixel) {
lestat@3183
    62
        case 15:
slouken@3560
    63
            SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
lestat@3183
    64
            break;
lestat@3183
    65
        case 16:
slouken@3560
    66
            SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
lestat@3183
    67
            break;
lestat@3183
    68
        case 24:
slouken@3560
    69
            SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
lestat@3183
    70
            break;
lestat@3183
    71
        case 32:
slouken@3560
    72
            SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
lestat@3183
    73
            break;
lestat@3183
    74
        }
slouken@1895
    75
    }
slouken@1895
    76
slouken@1895
    77
    /* Create textures from the image */
slouken@1914
    78
    for (i = 0; i < state->num_windows; ++i) {
slouken@5147
    79
        SDL_Renderer *renderer = state->renderers[i];
slouken@5147
    80
        sprites[i] = SDL_CreateTextureFromSurface(renderer, 0, temp);
slouken@1895
    81
        if (!sprites[i]) {
slouken@5147
    82
            SDL_SetColorKey(temp, 0, 0);
slouken@5147
    83
            sprites[i] = SDL_CreateTextureFromSurface(renderer, 0, temp);
slouken@5147
    84
        }
slouken@3285
    85
        if (!sprites[i]) {
slouken@1895
    86
            fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
slouken@1895
    87
            SDL_FreeSurface(temp);
slouken@1895
    88
            return (-1);
slouken@1895
    89
        }
slouken@1985
    90
        SDL_SetTextureBlendMode(sprites[i], blendMode);
slouken@1895
    91
    }
slouken@1895
    92
    SDL_FreeSurface(temp);
slouken@1895
    93
slouken@1895
    94
    /* We're ready to roll. :) */
slouken@1895
    95
    return (0);
slouken@1895
    96
}
slouken@1895
    97
slouken@1895
    98
void
slouken@5147
    99
MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
slouken@1895
   100
{
slouken@1895
   101
    int i, n;
slouken@1895
   102
    int window_w, window_h;
slouken@3265
   103
    SDL_Rect temp;
slouken@2783
   104
    SDL_Rect *position, *velocity;
slouken@1895
   105
slouken@1895
   106
    /* Query the sizes */
slouken@1895
   107
    SDL_GetWindowSize(window, &window_w, &window_h);
slouken@1895
   108
slouken@1985
   109
    /* Cycle the color and alpha, if desired */
slouken@1985
   110
    if (cycle_color) {
slouken@1985
   111
        current_color += cycle_direction;
slouken@1985
   112
        if (current_color < 0) {
slouken@1985
   113
            current_color = 0;
slouken@1985
   114
            cycle_direction = -cycle_direction;
slouken@1985
   115
        }
slouken@1985
   116
        if (current_color > 255) {
slouken@1985
   117
            current_color = 255;
slouken@1985
   118
            cycle_direction = -cycle_direction;
slouken@1985
   119
        }
slouken@1985
   120
        SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
slouken@1985
   121
                               (Uint8) current_color);
slouken@1985
   122
    }
slouken@1985
   123
    if (cycle_alpha) {
slouken@1985
   124
        current_alpha += cycle_direction;
slouken@1985
   125
        if (current_alpha < 0) {
slouken@1985
   126
            current_alpha = 0;
slouken@1985
   127
            cycle_direction = -cycle_direction;
slouken@1985
   128
        }
slouken@1985
   129
        if (current_alpha > 255) {
slouken@1985
   130
            current_alpha = 255;
slouken@1985
   131
            cycle_direction = -cycle_direction;
slouken@1985
   132
        }
slouken@1985
   133
        SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
slouken@1985
   134
    }
slouken@1985
   135
slouken@3264
   136
    /* Draw a gray background */
slouken@5147
   137
    SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
slouken@5147
   138
    SDL_RenderClear(renderer);
slouken@3264
   139
slouken@3265
   140
    /* Test points */
slouken@5147
   141
    SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
slouken@5147
   142
    SDL_RenderDrawPoint(renderer, 0, 0);
slouken@5147
   143
    SDL_RenderDrawPoint(renderer, window_w-1, 0);
slouken@5147
   144
    SDL_RenderDrawPoint(renderer, 0, window_h-1);
slouken@5147
   145
    SDL_RenderDrawPoint(renderer, window_w-1, window_h-1);
slouken@3264
   146
slouken@3265
   147
    /* Test horizontal and vertical lines */
slouken@5147
   148
    SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
slouken@5147
   149
    SDL_RenderDrawLine(renderer, 1, 0, window_w-2, 0);
slouken@5147
   150
    SDL_RenderDrawLine(renderer, 1, window_h-1, window_w-2, window_h-1);
slouken@5147
   151
    SDL_RenderDrawLine(renderer, 0, 1, 0, window_h-2);
slouken@5147
   152
    SDL_RenderDrawLine(renderer, window_w-1, 1, window_w-1, window_h-2);
slouken@3265
   153
slouken@3266
   154
    /* Test fill and copy */
slouken@5147
   155
    SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
slouken@3266
   156
    temp.x = 1;
slouken@3266
   157
    temp.y = 1;
slouken@3266
   158
    temp.w = sprite_w;
slouken@3266
   159
    temp.h = sprite_h;
slouken@5147
   160
    SDL_RenderFillRect(renderer, &temp);
slouken@5147
   161
    SDL_RenderCopy(renderer, sprite, NULL, &temp);
slouken@3265
   162
    temp.x = window_w-sprite_w-1;
slouken@3265
   163
    temp.y = 1;
slouken@3265
   164
    temp.w = sprite_w;
slouken@3265
   165
    temp.h = sprite_h;
slouken@5147
   166
    SDL_RenderFillRect(renderer, &temp);
slouken@5147
   167
    SDL_RenderCopy(renderer, sprite, NULL, &temp);
slouken@3265
   168
    temp.x = 1;
slouken@3265
   169
    temp.y = window_h-sprite_h-1;
slouken@3265
   170
    temp.w = sprite_w;
slouken@3265
   171
    temp.h = sprite_h;
slouken@5147
   172
    SDL_RenderFillRect(renderer, &temp);
slouken@5147
   173
    SDL_RenderCopy(renderer, sprite, NULL, &temp);
slouken@3265
   174
    temp.x = window_w-sprite_w-1;
slouken@3265
   175
    temp.y = window_h-sprite_h-1;
slouken@3265
   176
    temp.w = sprite_w;
slouken@3265
   177
    temp.h = sprite_h;
slouken@5147
   178
    SDL_RenderFillRect(renderer, &temp);
slouken@5147
   179
    SDL_RenderCopy(renderer, sprite, NULL, &temp);
slouken@3265
   180
slouken@3265
   181
    /* Test diagonal lines */
slouken@5147
   182
    SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
slouken@5147
   183
    SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
slouken@3596
   184
                       window_w-sprite_w-2, window_h-sprite_h-2);
slouken@5147
   185
    SDL_RenderDrawLine(renderer, window_w-sprite_w-2, sprite_h,
slouken@3596
   186
                       sprite_w, window_h-sprite_h-2);
slouken@3265
   187
slouken@1895
   188
    /* Move the sprite, bounce at the wall, and draw */
slouken@1895
   189
    n = 0;
slouken@1895
   190
    for (i = 0; i < num_sprites; ++i) {
slouken@1895
   191
        position = &positions[i];
slouken@1895
   192
        velocity = &velocities[i];
slouken@1895
   193
        position->x += velocity->x;
slouken@1895
   194
        if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
slouken@1895
   195
            velocity->x = -velocity->x;
slouken@1895
   196
            position->x += velocity->x;
slouken@1895
   197
        }
slouken@1895
   198
        position->y += velocity->y;
slouken@2834
   199
        if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
slouken@1895
   200
            velocity->y = -velocity->y;
slouken@1895
   201
            position->y += velocity->y;
slouken@1895
   202
        }
slouken@1895
   203
slouken@1895
   204
        /* Blit the sprite onto the screen */
slouken@5147
   205
        SDL_RenderCopy(renderer, sprite, NULL, position);
slouken@1895
   206
    }
slouken@1895
   207
slouken@1895
   208
    /* Update the screen! */
slouken@5147
   209
    SDL_RenderPresent(renderer);
slouken@1895
   210
}
slouken@1895
   211
slouken@1895
   212
int
slouken@1895
   213
main(int argc, char *argv[])
slouken@1895
   214
{
slouken@1895
   215
    int i, done;
slouken@1895
   216
    SDL_Event event;
slouken@1895
   217
    Uint32 then, now, frames;
slouken@1895
   218
slouken@1914
   219
    /* Initialize parameters */
slouken@1914
   220
    num_sprites = NUM_SPRITES;
slouken@1914
   221
slouken@1914
   222
    /* Initialize test framework */
slouken@1914
   223
    state = CommonCreateState(argv, SDL_INIT_VIDEO);
slouken@1914
   224
    if (!state) {
slouken@1914
   225
        return 1;
slouken@1895
   226
    }
slouken@1914
   227
    for (i = 1; i < argc;) {
slouken@1914
   228
        int consumed;
slouken@1895
   229
slouken@1914
   230
        consumed = CommonArg(state, i);
slouken@1915
   231
        if (consumed == 0) {
slouken@1916
   232
            consumed = -1;
slouken@1916
   233
            if (SDL_strcasecmp(argv[i], "--blend") == 0) {
slouken@1916
   234
                if (argv[i + 1]) {
slouken@1916
   235
                    if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
slouken@2884
   236
                        blendMode = SDL_BLENDMODE_NONE;
slouken@1916
   237
                        consumed = 2;
slouken@1916
   238
                    } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
slouken@2884
   239
                        blendMode = SDL_BLENDMODE_BLEND;
slouken@1916
   240
                        consumed = 2;
slouken@1916
   241
                    } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
slouken@2884
   242
                        blendMode = SDL_BLENDMODE_ADD;
slouken@1916
   243
                        consumed = 2;
slouken@1916
   244
                    }
slouken@1916
   245
                }
slouken@1985
   246
            } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
slouken@1985
   247
                cycle_color = SDL_TRUE;
slouken@1985
   248
                consumed = 1;
slouken@1985
   249
            } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
slouken@1985
   250
                cycle_alpha = SDL_TRUE;
slouken@1985
   251
                consumed = 1;
slouken@1916
   252
            } else if (SDL_isdigit(*argv[i])) {
slouken@1916
   253
                num_sprites = SDL_atoi(argv[i]);
slouken@1916
   254
                consumed = 1;
slouken@1916
   255
            }
slouken@1915
   256
        }
slouken@1914
   257
        if (consumed < 0) {
slouken@1917
   258
            fprintf(stderr,
slouken@5140
   259
                    "Usage: %s %s [--blend none|blend|add] [--cyclecolor] [--cyclealpha]\n",
slouken@1916
   260
                    argv[0], CommonUsage(state));
slouken@1895
   261
            quit(1);
slouken@1895
   262
        }
slouken@1914
   263
        i += consumed;
slouken@1895
   264
    }
slouken@1914
   265
    if (!CommonInit(state)) {
slouken@1914
   266
        quit(2);
slouken@1895
   267
    }
slouken@1895
   268
slouken@1895
   269
    /* Create the windows, initialize the renderers, and load the textures */
slouken@1914
   270
    sprites =
slouken@3685
   271
        (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
slouken@1914
   272
    if (!sprites) {
slouken@1895
   273
        fprintf(stderr, "Out of memory!\n");
slouken@1895
   274
        quit(2);
slouken@1895
   275
    }
slouken@1914
   276
    for (i = 0; i < state->num_windows; ++i) {
slouken@5147
   277
        SDL_Renderer *renderer = state->renderers[i];
slouken@5147
   278
        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
slouken@5147
   279
        SDL_RenderClear(renderer);
slouken@1895
   280
    }
slouken@1895
   281
    if (LoadSprite("icon.bmp") < 0) {
slouken@1895
   282
        quit(2);
slouken@1895
   283
    }
slouken@1895
   284
slouken@1895
   285
    /* Allocate memory for the sprite info */
slouken@1895
   286
    positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
slouken@1895
   287
    velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
slouken@1895
   288
    if (!positions || !velocities) {
slouken@1895
   289
        fprintf(stderr, "Out of memory!\n");
slouken@1895
   290
        quit(2);
slouken@1895
   291
    }
aschiffler@4884
   292
    srand((unsigned int)time(NULL));
slouken@1895
   293
    for (i = 0; i < num_sprites; ++i) {
slouken@1914
   294
        positions[i].x = rand() % (state->window_w - sprite_w);
slouken@1914
   295
        positions[i].y = rand() % (state->window_h - sprite_h);
slouken@1895
   296
        positions[i].w = sprite_w;
slouken@1895
   297
        positions[i].h = sprite_h;
slouken@1895
   298
        velocities[i].x = 0;
slouken@1895
   299
        velocities[i].y = 0;
slouken@1895
   300
        while (!velocities[i].x && !velocities[i].y) {
slouken@1895
   301
            velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
slouken@1895
   302
            velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
slouken@1895
   303
        }
slouken@1895
   304
    }
slouken@1895
   305
slouken@1915
   306
    /* Main render loop */
slouken@1895
   307
    frames = 0;
slouken@1895
   308
    then = SDL_GetTicks();
slouken@1895
   309
    done = 0;
slouken@1895
   310
    while (!done) {
slouken@1895
   311
        /* Check for events */
slouken@1895
   312
        ++frames;
slouken@1895
   313
        while (SDL_PollEvent(&event)) {
slouken@1914
   314
            CommonEvent(state, &event, &done);
slouken@1895
   315
        }
slouken@1914
   316
        for (i = 0; i < state->num_windows; ++i) {
slouken@5147
   317
            MoveSprites(state->windows[i], state->renderers[i], sprites[i]);
slouken@1895
   318
        }
slouken@1895
   319
    }
slouken@1895
   320
slouken@1895
   321
    /* Print out some timing information */
slouken@1895
   322
    now = SDL_GetTicks();
slouken@1895
   323
    if (now > then) {
slouken@2786
   324
        double fps = ((double) frames * 1000) / (now - then);
slouken@2783
   325
        printf("%2.2f frames per second\n", fps);
slouken@1895
   326
    }
slouken@1895
   327
    quit(0);
slouken@5147
   328
    return 0;
slouken@1895
   329
}
slouken@1895
   330
slouken@1895
   331
/* vi: set ts=4 sw=4 expandtab: */