| /* |
| Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely. |
| */ |
| /* Simple program: Move N sprites around on the screen as fast as possible */ |
| |
| #include <stdlib.h> |
| #include <stdio.h> |
| #include <time.h> |
| |
| #ifdef __EMSCRIPTEN__ |
| #include <emscripten/emscripten.h> |
| #endif |
| |
| #include "SDL.h" |
| #include "testutils.h" |
| |
| #define WINDOW_WIDTH 640 |
| #define WINDOW_HEIGHT 480 |
| #define NUM_SPRITES 100 |
| #define MAX_SPEED 1 |
| |
| static SDL_Texture *sprite; |
| static SDL_Rect positions[NUM_SPRITES]; |
| static SDL_Rect velocities[NUM_SPRITES]; |
| static int sprite_w, sprite_h; |
| |
| SDL_Renderer *renderer; |
| int done; |
| |
| /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
| static void |
| quit(int rc) |
| { |
| SDL_Quit(); |
| exit(rc); |
| } |
| |
| void |
| MoveSprites() |
| { |
| int i; |
| int window_w = WINDOW_WIDTH; |
| int window_h = WINDOW_HEIGHT; |
| SDL_Rect *position, *velocity; |
| |
| /* Draw a gray background */ |
| SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); |
| SDL_RenderClear(renderer); |
| |
| /* Move the sprite, bounce at the wall, and draw */ |
| for (i = 0; i < NUM_SPRITES; ++i) { |
| position = &positions[i]; |
| velocity = &velocities[i]; |
| position->x += velocity->x; |
| if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
| velocity->x = -velocity->x; |
| position->x += velocity->x; |
| } |
| position->y += velocity->y; |
| if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { |
| velocity->y = -velocity->y; |
| position->y += velocity->y; |
| } |
| |
| /* Blit the sprite onto the screen */ |
| SDL_RenderCopy(renderer, sprite, NULL, position); |
| } |
| |
| /* Update the screen! */ |
| SDL_RenderPresent(renderer); |
| } |
| |
| void loop() |
| { |
| SDL_Event event; |
| |
| /* Check for events */ |
| while (SDL_PollEvent(&event)) { |
| if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) { |
| done = 1; |
| } |
| } |
| MoveSprites(); |
| #ifdef __EMSCRIPTEN__ |
| if (done) { |
| emscripten_cancel_main_loop(); |
| } |
| #endif |
| } |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| SDL_Window *window; |
| int i; |
| |
| |
| /* Enable standard application logging */ |
| SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
| |
| if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) { |
| quit(2); |
| } |
| |
| sprite = LoadTexture(renderer, "icon.bmp", SDL_TRUE, &sprite_w, &sprite_h); |
| |
| if (sprite == NULL) { |
| quit(2); |
| } |
| |
| /* Initialize the sprite positions */ |
| srand(time(NULL)); |
| for (i = 0; i < NUM_SPRITES; ++i) { |
| positions[i].x = rand() % (WINDOW_WIDTH - sprite_w); |
| positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h); |
| positions[i].w = sprite_w; |
| positions[i].h = sprite_h; |
| velocities[i].x = 0; |
| velocities[i].y = 0; |
| while (!velocities[i].x && !velocities[i].y) { |
| velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
| velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
| } |
| } |
| |
| /* Main render loop */ |
| done = 0; |
| |
| #ifdef __EMSCRIPTEN__ |
| emscripten_set_main_loop(loop, 0, 1); |
| #else |
| while (!done) { |
| loop(); |
| } |
| #endif |
| quit(0); |
| |
| return 0; /* to prevent compiler warning */ |
| } |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |