Xcode-iPhoneOS/Demos/src/happy.c
author Ryan C. Gordon <icculus@icculus.org>
Sun, 10 Jan 2010 05:06:03 +0000
changeset 3623 9a73fecd9181
parent 3277 20326ba2bda2
child 3685 64ce267332c6
permissions -rw-r--r--
Reverted r5460 ... this was merged from 1.2, but was later reverted there.
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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/*
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 *	happy.c
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 *	written by Holmes Futrell
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 *	use however you want
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 */
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#include "SDL.h"
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#include "common.h"
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#define NUM_HAPPY_FACES 100     /* number of faces to draw */
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#define MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */
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#define HAPPY_FACE_SIZE 32      /* width and height of happyface (pixels) */
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static SDL_TextureID texture_id = 0;    /* reference to texture holding happyface */
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static struct
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{
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    float x, y;                 /* position of happyface */
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    float xvel, yvel;           /* velocity of happyface */
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} faces[NUM_HAPPY_FACES];
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/*
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	Sets initial positions and velocities of happyfaces
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	units of velocity are pixels per millesecond
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*/
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void
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initializeHappyFaces()
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{
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    int i;
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    for (i = 0; i < NUM_HAPPY_FACES; i++) {
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        faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE);
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        faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE);
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        faces[i].xvel = randomFloat(-0.1f, 0.1f);
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        faces[i].yvel = randomFloat(-0.1f, 0.1f);
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    }
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}
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void
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render(void)
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{
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    int i;
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    SDL_Rect srcRect;
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    SDL_Rect dstRect;
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    /* setup boundaries for happyface bouncing */
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    Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE;
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    Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE;
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    Uint16 minx = 0;
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    Uint16 miny = 0;
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    /* setup rects for drawing */
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    srcRect.x = 0;
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    srcRect.y = 0;
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    srcRect.w = HAPPY_FACE_SIZE;
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    srcRect.h = HAPPY_FACE_SIZE;
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    dstRect.w = HAPPY_FACE_SIZE;
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    dstRect.h = HAPPY_FACE_SIZE;
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    /* fill background in with black */
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    SDL_SetRenderDrawColor(0, 0, 0, 255);
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    SDL_RenderFill(NULL);
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    /*
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       loop through all the happy faces:
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       - update position
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       - update velocity (if boundary is hit)
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       - draw
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     */
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    for (i = 0; i < NUM_HAPPY_FACES; i++) {
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        faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME;
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        faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME;
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        if (faces[i].x > maxx) {
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            faces[i].x = maxx;
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            faces[i].xvel = -faces[i].xvel;
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        } else if (faces[i].y > maxy) {
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            faces[i].y = maxy;
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            faces[i].yvel = -faces[i].yvel;
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        }
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        if (faces[i].x < minx) {
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            faces[i].x = minx;
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            faces[i].xvel = -faces[i].xvel;
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        } else if (faces[i].y < miny) {
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            faces[i].y = miny;
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            faces[i].yvel = -faces[i].yvel;
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        }
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        dstRect.x = faces[i].x;
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        dstRect.y = faces[i].y;
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        SDL_RenderCopy(texture_id, &srcRect, &dstRect);
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    }
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    /* update screen */
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    SDL_RenderPresent();
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}
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/*
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	loads the happyface graphic into a texture
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*/
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void
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initializeTexture()
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{
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    SDL_Surface *bmp_surface;
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    SDL_Surface *bmp_surface_rgba;
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    int format = SDL_PIXELFORMAT_ABGR8888;      /* desired texture format */
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    Uint32 Rmask, Gmask, Bmask, Amask;  /* masks for desired format */
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    int bpp;                    /* bits per pixel for desired format */
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    /* load the bmp */
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    bmp_surface = SDL_LoadBMP("icon.bmp");
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    if (bmp_surface == NULL) {
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        fatalError("could not load bmp");
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    }
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    /* set white to transparent on the happyface */
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    SDL_SetColorKey(bmp_surface, 1,
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                    SDL_MapRGB(bmp_surface->format, 255, 255, 255));
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    SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
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    /*
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       create a new RGBA surface and blit the bmp to it
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       this is an extra step, but it seems to be necessary
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       is this a bug?
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     */
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    bmp_surface_rgba =
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        SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
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                             Gmask, Bmask, Amask);
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    SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL);
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    /* convert RGBA surface to texture */
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    texture_id = SDL_CreateTextureFromSurface(format, bmp_surface_rgba);
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    if (texture_id == 0) {
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        fatalError("could not create texture");
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    }
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    SDL_SetTextureBlendMode(texture_id, SDL_BLENDMODE_BLEND);
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    /* free up allocated memory */
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    SDL_FreeSurface(bmp_surface_rgba);
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    SDL_FreeSurface(bmp_surface);
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}
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int
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main(int argc, char *argv[])
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{
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    SDL_WindowID windowID;
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    Uint32 startFrame;
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    Uint32 endFrame;
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    Uint32 delay;
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    int done;
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    /* initialize SDL */
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    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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        fatalError("Could not initialize SDL");
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    }
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    windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
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                                SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN |
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                                SDL_WINDOW_BORDERLESS);
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    SDL_CreateRenderer(windowID, -1, 0);
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    initializeTexture();
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    initializeHappyFaces();
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    /* main loop */
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    done = 0;
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    while (!done) {
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        startFrame = SDL_GetTicks();
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        SDL_Event event;
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        while (SDL_PollEvent(&event)) {
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            if (event.type == SDL_QUIT) {
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                done = 1;
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            }
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        }
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        render();
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        endFrame = SDL_GetTicks();
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        /* figure out how much time we have left, and then sleep */
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        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
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        if (delay < 0) {
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            delay = 0;
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        } else if (delay > MILLESECONDS_PER_FRAME) {
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            delay = MILLESECONDS_PER_FRAME;
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        }
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        SDL_Delay(delay);
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    }
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    /* cleanup */
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    SDL_DestroyTexture(texture_id);
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    /* shutdown SDL */
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    SDL_Quit();
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    return 0;
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}