test/testspriteminimal.c
author Sam Lantinga <slouken@libsdl.org>
Tue, 01 Feb 2011 19:19:43 -0800
changeset 5147 ad50b3db78bd
parent 4969 d2247eb39fab
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.
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/* Simple program:  Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#include "SDL.h"
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#define WINDOW_WIDTH    640
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#define WINDOW_HEIGHT   480
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#define NUM_SPRITES     100
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#define MAX_SPEED       1
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static SDL_Texture *sprite;
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static SDL_Rect positions[NUM_SPRITES];
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static SDL_Rect velocities[NUM_SPRITES];
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static int sprite_w, sprite_h;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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    exit(rc);
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}
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int
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LoadSprite(char *file, SDL_Renderer *renderer)
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{
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    SDL_Surface *temp;
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    /* Load the sprite image */
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    temp = SDL_LoadBMP(file);
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    if (temp == NULL) {
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        fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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        return (-1);
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    }
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    sprite_w = temp->w;
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    sprite_h = temp->h;
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    /* Set transparent pixel as the pixel at (0,0) */
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    if (temp->format->palette) {
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        SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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    } else {
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        switch (temp->format->BitsPerPixel) {
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        case 15:
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            SDL_SetColorKey(temp, SDL_TRUE,
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                            (*(Uint16 *) temp->pixels) & 0x00007FFF);
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            break;
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        case 16:
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            SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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            break;
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        case 24:
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            SDL_SetColorKey(temp, SDL_TRUE,
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                            (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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            break;
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        case 32:
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            SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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            break;
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        }
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    }
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    /* Create textures from the image */
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    sprite = SDL_CreateTextureFromSurface(renderer, 0, temp);
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    if (!sprite) {
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        SDL_SetColorKey(temp, 0, 0);
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        sprite = SDL_CreateTextureFromSurface(renderer, 0, temp);
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    }
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    if (!sprite) {
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        fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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        SDL_FreeSurface(temp);
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        return (-1);
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    }
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    SDL_FreeSurface(temp);
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    /* We're ready to roll. :) */
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    return (0);
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}
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void
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MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
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{
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    int i;
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    int window_w = WINDOW_WIDTH;
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    int window_h = WINDOW_HEIGHT;
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    SDL_Rect *position, *velocity;
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    /* Draw a gray background */
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    SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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    SDL_RenderClear(renderer);
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    /* Move the sprite, bounce at the wall, and draw */
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    for (i = 0; i < NUM_SPRITES; ++i) {
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        position = &positions[i];
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        velocity = &velocities[i];
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        position->x += velocity->x;
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        if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
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            velocity->x = -velocity->x;
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            position->x += velocity->x;
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        }
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        position->y += velocity->y;
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        if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
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            velocity->y = -velocity->y;
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            position->y += velocity->y;
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        }
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        /* Blit the sprite onto the screen */
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        SDL_RenderCopy(renderer, sprite, NULL, position);
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    }
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    /* Update the screen! */
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    SDL_RenderPresent(renderer);
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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_Window *window;
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    SDL_Renderer *renderer;
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    int i, done;
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    SDL_Event event;
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    window = SDL_CreateWindow("Happy Smileys",
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                              SDL_WINDOWPOS_UNDEFINED,
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                              SDL_WINDOWPOS_UNDEFINED,
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                              WINDOW_WIDTH, WINDOW_HEIGHT,
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                              SDL_WINDOW_SHOWN);
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    if (!window) {
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        quit(2);
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    }
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    renderer = SDL_CreateRenderer(window, -1, 0);
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    if (!renderer) {
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        quit(2);
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    }
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    if (LoadSprite("icon.bmp", renderer) < 0) {
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        quit(2);
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    }
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    /* Initialize the sprite positions */
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    srand(time(NULL));
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    for (i = 0; i < NUM_SPRITES; ++i) {
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        positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
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        positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
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        positions[i].w = sprite_w;
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        positions[i].h = sprite_h;
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        velocities[i].x = 0;
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        velocities[i].y = 0;
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        while (!velocities[i].x && !velocities[i].y) {
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            velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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            velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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        }
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    }
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    /* Main render loop */
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    done = 0;
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    while (!done) {
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        /* Check for events */
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        while (SDL_PollEvent(&event)) {
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            if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
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                done = 1;
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            }
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        }
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        MoveSprites(window, renderer, sprite);
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    }
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    quit(0);
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}
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/* vi: set ts=4 sw=4 expandtab: */