| /* 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 4 |
| #define WINDOW_W 640 |
| #define WINDOW_H 480 |
| #define NUM_SPRITES 100 |
| #define MAX_SPEED 1 |
| #define BACKGROUND 0x00FFFFFF |
| |
| 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); |
| |
| /* 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]; |
| SDL_RenderFill(position, BACKGROUND); |
| } |
| 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; |
| Uint32 window_flags = SDL_WINDOW_SHOWN; |
| SDL_DisplayMode *mode, fullscreen_mode; |
| 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) { |
| 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 (strcmp(argv[argc - 1], "-fullscreen") == 0) { |
| num_windows = 1; |
| window_flags |= SDL_WINDOW_FULLSCREEN; |
| --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); |
| } |
| } |
| |
| if (window_flags & SDL_WINDOW_FULLSCREEN) { |
| SDL_zero(fullscreen_mode); |
| fullscreen_mode.w = window_w; |
| fullscreen_mode.h = window_h; |
| SDL_SetFullscreenDisplayMode(&fullscreen_mode); |
| } |
| |
| /* 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, SDL_WINDOWPOS_UNDEFINED, |
| SDL_WINDOWPOS_UNDEFINED, window_w, window_h, |
| window_flags); |
| 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); |
| } |
| SDL_RenderFill(NULL, BACKGROUND); |
| } |
| 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_WINDOWEVENT: |
| switch (event.window.event) { |
| case SDL_WINDOWEVENT_EXPOSED: |
| SDL_SelectRenderer(event.window.windowID); |
| SDL_RenderFill(NULL, BACKGROUND); |
| break; |
| case SDL_WINDOWEVENT_CLOSE: |
| done = 1; |
| break; |
| } |
| break; |
| 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: */ |