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Holmes Futrell
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Jul 18, 2008
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/* | |||
* happy.c | |||
* written by Holmes Futrell | |||
* use however you want | |||
*/ | |||
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#include "SDL.h" | |||
#include "common.h" | |||
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#define NUM_HAPPY_FACES 100 /* number of faces to draw */ | |||
#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ | |||
#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 { | |||
float x, y; /* position of happyface */ | |||
float xvel, yvel; /* velocity of happyface */ | |||
} faces[NUM_HAPPY_FACES]; | |||
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/* | |||
Sets initial positions and velocities of happyfaces | |||
units of velocity are pixels per millesecond | |||
*/ | |||
void initializeHappyFaces() { | |||
int i; | |||
for (i=0; i<NUM_HAPPY_FACES; i++) { | |||
faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE); | |||
faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE); | |||
faces[i].xvel = randomFloat(-0.1f, 0.1f); | |||
faces[i].yvel = randomFloat(-0.1f, 0.1f); | |||
} | |||
} | |||
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void render(void) { | |||
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int i; | |||
SDL_Rect srcRect; | |||
SDL_Rect dstRect; | |||
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/* setup boundaries for happyface bouncing */ | |||
Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE; | |||
Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE; | |||
Uint16 minx = 0; | |||
Uint16 miny = 0; | |||
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/* 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; | |||
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/* fill background in with black */ | |||
SDL_RenderFill(0, 0, 0, 255, NULL); | |||
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/* | |||
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 * MILLESECONDS_PER_FRAME; | |||
faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME; | |||
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(texture_id, &srcRect, &dstRect); | |||
} | |||
/* update screen */ | |||
SDL_RenderPresent(); | |||
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} | |||
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/* | |||
loads the happyface graphic into a texture | |||
*/ | |||
void initializeTexture() { | |||
SDL_Surface *bmp_surface; | |||
SDL_Surface *bmp_surface_rgba; | |||
int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */ | |||
Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */ | |||
int bpp; /* bits per pixel for desired format */ | |||
/* 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)); | |||
SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); | |||
/* | |||
create a new RGBA surface and blit the bmp to it | |||
this is an extra step, but it seems to be necessary | |||
is this a bug? | |||
*/ | |||
bmp_surface_rgba = SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, Gmask, Bmask, Amask); | |||
SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL); | |||
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/* convert RGBA surface to texture */ | |||
texture_id = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); | |||
if (texture_id == 0) { | |||
fatalError("could not create texture"); | |||
} | |||
SDL_SetTextureBlendMode(texture_id, SDL_TEXTUREBLENDMODE_BLEND); | |||
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/* free up allocated memory */ | |||
SDL_FreeSurface(bmp_surface_rgba); | |||
SDL_FreeSurface(bmp_surface); | |||
} | |||
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int main(int argc, char *argv[]) { | |||
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SDL_WindowID windowID; | |||
Uint32 startFrame; | |||
Uint32 endFrame; | |||
Uint32 delay; | |||
int done; | |||
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/* initialize SDL */ | |||
if (SDL_Init(SDL_INIT_VIDEO) < 0) { | |||
fatalError("Could not initialize SDL"); | |||
} | |||
windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,\ | |||
SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN|SDL_WINDOW_BORDERLESS); | |||
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SDL_CreateRenderer(windowID, -1, 0); | |||
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initializeTexture(); | |||
initializeHappyFaces(); | |||
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/* main loop */ | |||
done = 0; | |||
while(!done) { | |||
startFrame = SDL_GetTicks(); | |||
SDL_Event event; | |||
while (SDL_PollEvent(&event)) { | |||
if (event.type == SDL_QUIT) { | |||
done = 1; | |||
} | |||
} | |||
render(); | |||
endFrame = SDL_GetTicks(); | |||
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/* figure out how much time we have left, and then sleep */ | |||
delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); | |||
if (delay < 0) { | |||
delay = 0; | |||
} else if (delay > MILLESECONDS_PER_FRAME) { | |||
delay = MILLESECONDS_PER_FRAME; | |||
} | |||
SDL_Delay(delay); | |||
} | |||
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/* cleanup */ | |||
SDL_DestroyTexture(texture_id); | |||
/* shutdown SDL */ | |||
SDL_Quit(); | |||
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return 0; | |||
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} |