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https://github.com/libsdl-org/SDL.git
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153 lines
3.9 KiB
C
153 lines
3.9 KiB
C
/*
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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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 <time.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include "testutils.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_FRect positions[NUM_SPRITES];
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static SDL_FRect velocities[NUM_SPRITES];
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static int sprite_w, sprite_h;
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static SDL_Renderer *renderer;
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static int done;
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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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SDL_Quit();
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/* Let 'main()' return normally */
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if (rc != 0) {
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exit(rc);
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}
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}
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static void MoveSprites(void)
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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_FRect *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_RenderTexture(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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static void loop(void)
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{
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SDL_Event event;
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT || event.type == SDL_EVENT_KEY_DOWN) {
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done = 1;
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}
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}
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MoveSprites();
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#ifdef __EMSCRIPTEN__
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if (done) {
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emscripten_cancel_main_loop();
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}
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#endif
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}
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int main(int argc, char *argv[])
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{
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SDL_Window *window;
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int i;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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if (argc > 1) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "USAGE: %s\n", argv[0]);
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quit(1);
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}
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if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) {
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quit(2);
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}
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sprite = LoadTexture(renderer, "icon.bmp", SDL_TRUE, &sprite_w, &sprite_h);
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if (sprite == NULL) {
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quit(2);
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}
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/* Initialize the sprite positions */
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srand((unsigned int)time(NULL));
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = (float)(rand() % (WINDOW_WIDTH - sprite_w));
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positions[i].y = (float)(rand() % (WINDOW_HEIGHT - sprite_h));
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positions[i].w = (float)sprite_w;
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positions[i].h = (float)sprite_h;
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velocities[i].x = 0.0f;
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velocities[i].y = 0.0f;
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while (!velocities[i].x && !velocities[i].y) {
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velocities[i].x = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
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velocities[i].y = (float)((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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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done) {
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loop();
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}
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#endif
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quit(0);
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return 0; /* to prevent compiler warning */
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}
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