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April 13, 2019 10:32
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/* | |
Copyright (C) 1997-2017 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: Create a native window and attach an SDL renderer */ | |
#include <stdio.h> | |
#include <stdlib.h> /* for srand() */ | |
#include <time.h> /* for time() */ | |
#ifdef __EMSCRIPTEN__ | |
#include <emscripten/emscripten.h> | |
#endif | |
#include "testnative.h" | |
#define WINDOW_W 640 | |
#define WINDOW_H 480 | |
#define NUM_SPRITES 100 | |
#define MAX_SPEED 1 | |
static NativeWindowFactory *factories[] = { | |
#ifdef TEST_NATIVE_WINDOWS | |
&WindowsWindowFactory, | |
#endif | |
#ifdef TEST_NATIVE_X11 | |
&X11WindowFactory, | |
#endif | |
#ifdef TEST_NATIVE_COCOA | |
&CocoaWindowFactory, | |
#endif | |
#ifdef TEST_NATIVE_EMSCRIPTEN | |
&EmscriptenWindowFactory, | |
#endif | |
NULL | |
}; | |
static NativeWindowFactory *factory = NULL; | |
static void *native_window; | |
static SDL_Rect *positions, *velocities; | |
static int done; | |
static SDL_Renderer *renderer, *def_renderer; | |
static SDL_Texture *sprite, *def_sprite; | |
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ | |
static void | |
quit(int rc) | |
{ | |
SDL_VideoQuit(); | |
if (native_window) { | |
factory->DestroyNativeWindow(native_window); | |
} | |
exit(rc); | |
} | |
SDL_Texture * | |
LoadSprite(SDL_Renderer *renderer, char *file) | |
{ | |
SDL_Surface *temp; | |
SDL_Texture *sprite; | |
/* Load the sprite image */ | |
temp = SDL_LoadBMP(file); | |
if (temp == NULL) { | |
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); | |
return 0; | |
} | |
/* Set transparent pixel as the pixel at (0,0) */ | |
if (temp->format->palette) { | |
SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels); | |
} | |
/* Create textures from the image */ | |
sprite = SDL_CreateTextureFromSurface(renderer, temp); | |
if (!sprite) { | |
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); | |
SDL_FreeSurface(temp); | |
return 0; | |
} | |
SDL_FreeSurface(temp); | |
/* We're ready to roll. :) */ | |
return sprite; | |
} | |
void | |
MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite, int off) | |
{ | |
int sprite_w, sprite_h; | |
int i; | |
SDL_Rect viewport; | |
SDL_Rect *position, *velocity; | |
/* Query the sizes */ | |
SDL_RenderGetViewport(renderer, &viewport); | |
SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); | |
/* 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 = off; i < off + NUM_SPRITES; ++i) { | |
position = &positions[i]; | |
velocity = &velocities[i]; | |
position->x += velocity->x; | |
if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) { | |
velocity->x = -velocity->x; | |
position->x += velocity->x; | |
} | |
position->y += velocity->y; | |
if ((position->y < 0) || (position->y >= (viewport.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)) { | |
switch (event.type) { | |
case SDL_WINDOWEVENT: | |
switch (event.window.event) { | |
case SDL_WINDOWEVENT_EXPOSED: | |
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); | |
SDL_RenderClear(renderer); | |
break; | |
} | |
break; | |
case SDL_QUIT: | |
done = 1; | |
break; | |
default: | |
break; | |
} | |
} | |
MoveSprites(renderer, sprite, 0); | |
MoveSprites(def_renderer, def_sprite, NUM_SPRITES); | |
} | |
int | |
main(int argc, char *argv[]) | |
{ | |
int i; | |
const char *driver; | |
SDL_Window *window, *def_window; | |
int window_w, window_h; | |
int sprite_w, sprite_h; | |
/* Enable standard application logging */ | |
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); | |
if (SDL_VideoInit(NULL) < 0) { | |
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s\n", | |
SDL_GetError()); | |
exit(1); | |
} | |
driver = SDL_GetCurrentVideoDriver(); | |
/* Find a native window driver and create a native window */ | |
for (i = 0; factories[i]; ++i) { | |
if (SDL_strcmp(driver, factories[i]->tag) == 0) { | |
factory = factories[i]; | |
break; | |
} | |
} | |
if (!factory) { | |
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver\n", | |
driver); | |
quit(2); | |
} | |
SDL_Log("Creating native window for %s driver\n", driver); | |
native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H); | |
if (!native_window) { | |
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window\n"); | |
quit(3); | |
} | |
window = SDL_CreateWindowFrom(native_window); | |
if (!window) { | |
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s\n", SDL_GetError()); | |
quit(4); | |
} | |
SDL_SetWindowTitle(window, "SDL Native Window Test"); | |
/* Create the renderer */ | |
renderer = SDL_CreateRenderer(window, -1, 0); | |
if (!renderer) { | |
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); | |
quit(5); | |
} | |
/* Clear the window, load the sprite and go! */ | |
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); | |
SDL_RenderClear(renderer); | |
sprite = LoadSprite(renderer, "icon.bmp"); | |
if (!sprite) { | |
quit(6); | |
} | |
// | |
def_window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_W, WINDOW_H, 0); | |
def_renderer = SDL_CreateRenderer(def_window, -1, 0); | |
def_sprite = LoadSprite(def_renderer, "icon.bmp"); | |
// | |
/* Allocate memory for the sprite info */ | |
SDL_GetWindowSize(window, &window_w, &window_h); | |
SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); | |
positions = (SDL_Rect *) SDL_malloc(NUM_SPRITES * 2 * sizeof(SDL_Rect)); | |
velocities = (SDL_Rect *) SDL_malloc(NUM_SPRITES * 2 * sizeof(SDL_Rect)); | |
if (!positions || !velocities) { | |
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); | |
quit(2); | |
} | |
srand(time(NULL)); | |
for (i = 0; i < NUM_SPRITES * 2; ++i) { | |
positions[i].x = rand() % (window_w - sprite_w); | |
positions[i].y = rand() % (window_h - 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: */ |
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