diff options
Diffstat (limited to '3rdparty/SDL2/test/testspriteminimal.c')
-rw-r--r-- | 3rdparty/SDL2/test/testspriteminimal.c | 194 |
1 files changed, 0 insertions, 194 deletions
diff --git a/3rdparty/SDL2/test/testspriteminimal.c b/3rdparty/SDL2/test/testspriteminimal.c deleted file mode 100644 index 05f97309c00..00000000000 --- a/3rdparty/SDL2/test/testspriteminimal.c +++ /dev/null @@ -1,194 +0,0 @@ -/* - Copyright (C) 1997-2016 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" - -#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) -{ - exit(rc); -} - -int -LoadSprite(char *file, SDL_Renderer *renderer) -{ - SDL_Surface *temp; - - /* Load the sprite image */ - temp = SDL_LoadBMP(file); - if (temp == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError()); - return (-1); - } - sprite_w = temp->w; - sprite_h = temp->h; - - /* Set transparent pixel as the pixel at (0,0) */ - if (temp->format->palette) { - SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); - } else { - switch (temp->format->BitsPerPixel) { - case 15: - SDL_SetColorKey(temp, SDL_TRUE, - (*(Uint16 *) temp->pixels) & 0x00007FFF); - break; - case 16: - SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); - break; - case 24: - SDL_SetColorKey(temp, SDL_TRUE, - (*(Uint32 *) temp->pixels) & 0x00FFFFFF); - break; - case 32: - SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); - break; - } - } - - /* 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 (-1); - } - SDL_FreeSurface(temp); - - /* We're ready to roll. :) */ - return (0); -} - -void -MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) -{ - 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(renderer, sprite); -#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); - } - - if (LoadSprite("icon.bmp", renderer) < 0) { - 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: */ |