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- /*
- * happy.c
- * written by Holmes Futrell
- * use however you want
- */
- #include "SDL.h"
- #include "common.h"
- #define NUM_HAPPY_FACES 100 /* number of faces to draw */
- #define HAPPY_FACE_SIZE 32 /* width and height of happyface */
- static SDL_Texture *texture = 0; /* reference to texture holding happyface */
- static struct
- {
- float x, y; /* position of happyface */
- float xvel, yvel; /* velocity of happyface */
- } faces[NUM_HAPPY_FACES];
- /*
- Sets initial positions and velocities of happyfaces
- units of velocity are pixels per millesecond
- */
- void
- initializeHappyFaces(SDL_Renderer *renderer)
- {
- int i;
- int w;
- int h;
- SDL_RenderGetLogicalSize(renderer, &w, &h);
- for (i = 0; i < NUM_HAPPY_FACES; i++) {
- faces[i].x = randomFloat(0.0f, w - HAPPY_FACE_SIZE);
- faces[i].y = randomFloat(0.0f, h - HAPPY_FACE_SIZE);
- faces[i].xvel = randomFloat(-60.0f, 60.0f);
- faces[i].yvel = randomFloat(-60.0f, 60.0f);
- }
- }
- void
- render(SDL_Renderer *renderer, double deltaTime)
- {
- int i;
- SDL_Rect srcRect;
- SDL_Rect dstRect;
- int w;
- int h;
- SDL_RenderGetLogicalSize(renderer, &w, &h);
- /* setup boundaries for happyface bouncing */
- int maxx = w - HAPPY_FACE_SIZE;
- int maxy = h - HAPPY_FACE_SIZE;
- int minx = 0;
- int miny = 0;
- /* setup rects for drawing */
- srcRect.x = 0;
- srcRect.y = 0;
- srcRect.w = HAPPY_FACE_SIZE;
- srcRect.h = HAPPY_FACE_SIZE;
- dstRect.w = HAPPY_FACE_SIZE;
- dstRect.h = HAPPY_FACE_SIZE;
- /* fill background in with black */
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- SDL_RenderClear(renderer);
- /*
- loop through all the happy faces:
- - update position
- - update velocity (if boundary is hit)
- - draw
- */
- for (i = 0; i < NUM_HAPPY_FACES; i++) {
- faces[i].x += faces[i].xvel * deltaTime;
- faces[i].y += faces[i].yvel * deltaTime;
- if (faces[i].x > maxx) {
- faces[i].x = maxx;
- faces[i].xvel = -faces[i].xvel;
- } else if (faces[i].y > maxy) {
- faces[i].y = maxy;
- faces[i].yvel = -faces[i].yvel;
- }
- if (faces[i].x < minx) {
- faces[i].x = minx;
- faces[i].xvel = -faces[i].xvel;
- } else if (faces[i].y < miny) {
- faces[i].y = miny;
- faces[i].yvel = -faces[i].yvel;
- }
- dstRect.x = faces[i].x;
- dstRect.y = faces[i].y;
- SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
- }
- /* update screen */
- SDL_RenderPresent(renderer);
- }
- /*
- loads the happyface graphic into a texture
- */
- void
- initializeTexture(SDL_Renderer *renderer)
- {
- SDL_Surface *bmp_surface;
- /* load the bmp */
- bmp_surface = SDL_LoadBMP("icon.bmp");
- if (bmp_surface == NULL) {
- fatalError("could not load bmp");
- }
- /* set white to transparent on the happyface */
- SDL_SetColorKey(bmp_surface, 1,
- SDL_MapRGB(bmp_surface->format, 255, 255, 255));
- /* convert RGBA surface to texture */
- texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
- if (texture == 0) {
- fatalError("could not create texture");
- }
- SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
- /* free up allocated memory */
- SDL_FreeSurface(bmp_surface);
- }
- int
- main(int argc, char *argv[])
- {
- SDL_Window *window;
- SDL_Renderer *renderer;
- int done;
- int width;
- int height;
- /* initialize SDL */
- if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- fatalError("Could not initialize SDL");
- }
- /* The specified window size doesn't matter - except for its aspect ratio,
- * which determines whether the window is in portrait or landscape on iOS
- * (if SDL_WINDOW_RESIZABLE isn't specified). */
- window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
- renderer = SDL_CreateRenderer(window, -1, 0);
- SDL_GetWindowSize(window, &width, &height);
- SDL_RenderSetLogicalSize(renderer, width, height);
- initializeTexture(renderer);
- initializeHappyFaces(renderer);
- /* main loop */
- done = 0;
- while (!done) {
- SDL_Event event;
- double deltaTime = updateDeltaTime();
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_QUIT) {
- done = 1;
- }
- }
- render(renderer, deltaTime);
- SDL_Delay(1);
- }
- /* cleanup */
- SDL_DestroyTexture(texture);
- /* shutdown SDL */
- SDL_Quit();
- return 0;
- }
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