| /* |
| * 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 == NULL) { |
| 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; |
| |
| } |