| /* Simple program: Move N sprites around on the screen as fast as possible */ |
| |
| #include <stdlib.h> |
| #include <stdio.h> |
| #include <time.h> |
| |
| #include "common.h" |
| |
| #define NUM_SPRITES 100 |
| #define MAX_SPEED 1 |
| |
| static CommonState *state; |
| static int num_sprites; |
| static SDL_TextureID *sprites; |
| 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; |
| static SDL_Rect *positions; |
| static SDL_Rect *velocities; |
| static int sprite_w, sprite_h; |
| static SDL_TextureBlendMode blendMode = SDL_TEXTUREBLENDMODE_MASK; |
| static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; |
| |
| /* 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); |
| } |
| CommonQuit(state); |
| 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 < state->num_windows; ++i) { |
| SDL_SelectRenderer(state->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_SetTextureBlendMode(sprites[i], blendMode); |
| SDL_SetTextureScaleMode(sprites[i], scaleMode); |
| } |
| 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); |
| |
| /* 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); |
| } |
| |
| /* Move the sprite, bounce at the wall, and draw */ |
| n = 0; |
| SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
| 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); |
| } |
| |
| /* Update the screen! */ |
| SDL_RenderPresent(); |
| } |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| int i, done; |
| SDL_Event event; |
| Uint32 then, now, frames; |
| |
| /* Initialize parameters */ |
| num_sprites = NUM_SPRITES; |
| |
| /* Initialize test framework */ |
| state = CommonCreateState(argv, SDL_INIT_VIDEO); |
| if (!state) { |
| return 1; |
| } |
| for (i = 1; i < argc;) { |
| int consumed; |
| |
| consumed = CommonArg(state, i); |
| if (consumed == 0) { |
| consumed = -1; |
| if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
| if (argv[i + 1]) { |
| if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
| blendMode = SDL_TEXTUREBLENDMODE_NONE; |
| consumed = 2; |
| } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
| blendMode = SDL_TEXTUREBLENDMODE_MASK; |
| consumed = 2; |
| } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
| blendMode = SDL_TEXTUREBLENDMODE_BLEND; |
| consumed = 2; |
| } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
| blendMode = SDL_TEXTUREBLENDMODE_ADD; |
| consumed = 2; |
| } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
| blendMode = SDL_TEXTUREBLENDMODE_MOD; |
| consumed = 2; |
| } |
| } |
| } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
| if (argv[i + 1]) { |
| if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
| scaleMode = SDL_TEXTURESCALEMODE_NONE; |
| consumed = 2; |
| } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
| scaleMode = SDL_TEXTURESCALEMODE_FAST; |
| consumed = 2; |
| } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
| scaleMode = SDL_TEXTURESCALEMODE_SLOW; |
| consumed = 2; |
| } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
| scaleMode = SDL_TEXTURESCALEMODE_BEST; |
| consumed = 2; |
| } |
| } |
| } 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; |
| } else if (SDL_isdigit(*argv[i])) { |
| num_sprites = SDL_atoi(argv[i]); |
| consumed = 1; |
| } |
| } |
| if (consumed < 0) { |
| fprintf(stderr, |
| "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", |
| argv[0], CommonUsage(state)); |
| quit(1); |
| } |
| i += consumed; |
| } |
| if (!CommonInit(state)) { |
| quit(2); |
| } |
| |
| /* Create the windows, initialize the renderers, and load the textures */ |
| sprites = |
| (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
| if (!sprites) { |
| fprintf(stderr, "Out of memory!\n"); |
| quit(2); |
| } |
| for (i = 0; i < state->num_windows; ++i) { |
| SDL_SelectRenderer(state->windows[i]); |
| SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
| } |
| 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)); |
| if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
| sprite_w += sprite_w / 2; |
| sprite_h += sprite_h / 2; |
| } |
| for (i = 0; i < num_sprites; ++i) { |
| positions[i].x = rand() % (state->window_w - sprite_w); |
| positions[i].y = rand() % (state->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; |
| } |
| } |
| |
| /* Main render loop */ |
| frames = 0; |
| then = SDL_GetTicks(); |
| done = 0; |
| while (!done) { |
| /* Check for events */ |
| ++frames; |
| while (SDL_PollEvent(&event)) { |
| CommonEvent(state, &event, &done); |
| switch (event.type) { |
| case SDL_WINDOWEVENT: |
| switch (event.window.event) { |
| case SDL_WINDOWEVENT_EXPOSED: |
| SDL_SelectRenderer(event.window.windowID); |
| SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
| break; |
| } |
| break; |
| default: |
| break; |
| } |
| } |
| for (i = 0; i < state->num_windows; ++i) { |
| MoveSprites(state->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: */ |