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author Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:28:05 +0100
committer Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:53:49 +0100
commitcf6dc7d370407914020f3e623719f09c8668c692 (patch)
tree46b3416d091b4c09b50fba7ffcbd310aed032cc8 /3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c
parent64135e73f973d9b95beb0c60b65feb34fbfec64a (diff)
Placed SDL2 source since we need it on some platforms (nw)
Diffstat (limited to '3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c')
-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c177
1 files changed, 177 insertions, 0 deletions
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c
new file mode 100644
index 00000000000..ce661d95875
--- /dev/null
+++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c
@@ -0,0 +1,177 @@
+/*
+ * 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 MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
+#define HAPPY_FACE_SIZE 32 /* width and height of happyface (pixels) */
+
+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()
+{
+ 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);
+ }
+}
+
+void
+render(SDL_Renderer *renderer)
+{
+
+ int i;
+ SDL_Rect srcRect;
+ SDL_Rect dstRect;
+
+ /* 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;
+
+ /* 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 * 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(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;
+ Uint32 startFrame;
+ Uint32 endFrame;
+ Uint32 delay;
+ int done;
+
+ /* initialize SDL */
+ if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+ fatalError("Could not initialize SDL");
+ }
+ window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
+ SDL_WINDOW_OPENGL |
+ SDL_WINDOW_BORDERLESS);
+
+ renderer = SDL_CreateRenderer(window, -1, 0);
+
+ initializeTexture(renderer);
+ initializeHappyFaces();
+
+ /* main loop */
+ done = 0;
+ while (!done) {
+ startFrame = SDL_GetTicks();
+ SDL_Event event;
+ while (SDL_PollEvent(&event)) {
+ if (event.type == SDL_QUIT) {
+ done = 1;
+ }
+ }
+ render(renderer);
+ endFrame = SDL_GetTicks();
+
+ /* 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);
+ }
+
+ /* cleanup */
+ SDL_DestroyTexture(texture);
+ /* shutdown SDL */
+ SDL_Quit();
+
+ return 0;
+
+}