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+/*
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+ Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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+
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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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+
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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: Test surface blitting. */
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+
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+#include <SDL3/SDL.h>
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+#include <SDL3/SDL_main.h>
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+
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+#ifdef SDL_PLATFORM_EMSCRIPTEN
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+#include <emscripten/emscripten.h>
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+#endif
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+
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+#include "icon.h"
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+
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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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+
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+static SDL_Surface *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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+
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+SDL_Window *window;
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+SDL_Surface *window_surf;
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+static int done;
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+
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+static SDL_Surface *CreateSurface(unsigned char *data, unsigned int len, int *w, int *h) {
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+ SDL_Surface *surface = NULL;
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+ SDL_IOStream *src = SDL_IOFromConstMem(data, len);
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+ if (src) {
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+ surface = SDL_LoadBMP_IO(src, SDL_TRUE);
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+ if (surface) {
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+ /* Treat white as transparent */
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+ SDL_SetSurfaceColorKey(surface, SDL_TRUE, SDL_MapSurfaceRGB(surface, 255, 255, 255));
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+
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+ *w = surface->w;
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+ *h = surface->h;
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+ }
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+ }
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+ return surface;
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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_Rect *position, *velocity;
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+ Uint32 background = SDL_MapSurfaceRGB(window_surf, 0xA0, 0xA0, 0xA0);
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+ SDL_FillSurfaceRect(window_surf, NULL, background);
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+
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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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+
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+ /* Blit the sprite onto the screen */
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+ SDL_BlitSurface(sprite, NULL, window_surf, position);
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+ }
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+
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+ /* Update the screen! */
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+ SDL_UpdateWindowSurface(window);
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+}
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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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+
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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 SDL_PLATFORM_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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+
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+int main(int argc, char *argv[])
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+{
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+ int return_code = -1;
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+ int i;
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+
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+ /* Enable standard application logging */
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+ SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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+
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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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+ return_code = 1;
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+ goto quit;
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+ }
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+
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+ if ((window = SDL_CreateWindow("testspritesurface", WINDOW_WIDTH, WINDOW_HEIGHT, 0)) == NULL) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window (%s)", SDL_GetError());
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+ return_code = 2;
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+ goto quit;
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+ }
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+
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+ if ((window_surf = SDL_GetWindowSurface(window)) == NULL) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't acquire window surface (%s)", SDL_GetError());
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+ return_code = 3;
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+ goto quit;
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+ }
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+
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+ sprite = CreateSurface(icon_bmp, icon_bmp_len, &sprite_w, &sprite_h);
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+
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+ if (!sprite) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create surface (%s)", SDL_GetError());
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+ return_code = 4;
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+ goto quit;
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+ }
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+
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+ /* Initialize the sprite positions */
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+ for (i = 0; i < NUM_SPRITES; ++i) {
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+ positions[i].x = SDL_rand(WINDOW_WIDTH - sprite_w);
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+ positions[i].y = SDL_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 = 0.0f;
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+ velocities[i].y = 0.0f;
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+ while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
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+ velocities[i].x = (SDL_rand(MAX_SPEED * 2 + 1)) - MAX_SPEED;
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+ velocities[i].y = (SDL_rand(MAX_SPEED * 2 + 1)) - MAX_SPEED;
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+ }
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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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+
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+#ifdef SDL_PLATFORM_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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+ return_code = 0;
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+quit:
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+ if (sprite) {
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+ SDL_DestroySurface(sprite);
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+ sprite = NULL;
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+ }
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+ if (window_surf) {
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+ SDL_DestroyWindowSurface(window);
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+ window_surf = NULL;
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+ }
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+ if (window) {
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+ SDL_DestroyWindow(window);
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+ window = NULL;
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+ }
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+ SDL_Quit();
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+ return return_code;
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+}
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