1 /*
2   Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
3 
4   This software is provided 'as-is', without any express or implied
5   warranty.  In no event will the authors be held liable for any damages
6   arising from the use of this software.
7 
8   Permission is granted to anyone to use this software for any purpose,
9   including commercial applications, and to alter it and redistribute it
10   freely.
11 */
12 /* Simple program:  Move N sprites around on the screen as fast as possible */
13 
14 #include <stdlib.h>
15 #include <stdio.h>
16 #include <time.h>
17 
18 #ifdef __EMSCRIPTEN__
19 #include <emscripten/emscripten.h>
20 #endif
21 
22 #include "SDL.h"
23 
24 #define WINDOW_WIDTH    640
25 #define WINDOW_HEIGHT   480
26 #define NUM_SPRITES     100
27 #define MAX_SPEED       1
28 
29 static SDL_Texture *sprite;
30 static SDL_Rect positions[NUM_SPRITES];
31 static SDL_Rect velocities[NUM_SPRITES];
32 static int sprite_w, sprite_h;
33 
34 SDL_Renderer *renderer;
35 int done;
36 
37 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
38 static void
quit(int rc)39 quit(int rc)
40 {
41     SDL_Quit();
42     exit(rc);
43 }
44 
45 int
LoadSprite(char * file,SDL_Renderer * renderer)46 LoadSprite(char *file, SDL_Renderer *renderer)
47 {
48     SDL_Surface *temp;
49 
50     /* Load the sprite image */
51     temp = SDL_LoadBMP(file);
52     if (temp == NULL) {
53         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError());
54         return (-1);
55     }
56     sprite_w = temp->w;
57     sprite_h = temp->h;
58 
59     /* Set transparent pixel as the pixel at (0,0) */
60     if (temp->format->palette) {
61         SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
62     } else {
63         switch (temp->format->BitsPerPixel) {
64         case 15:
65             SDL_SetColorKey(temp, SDL_TRUE,
66                             (*(Uint16 *) temp->pixels) & 0x00007FFF);
67             break;
68         case 16:
69             SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
70             break;
71         case 24:
72             SDL_SetColorKey(temp, SDL_TRUE,
73                             (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
74             break;
75         case 32:
76             SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
77             break;
78         }
79     }
80 
81     /* Create textures from the image */
82     sprite = SDL_CreateTextureFromSurface(renderer, temp);
83     if (!sprite) {
84         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
85         SDL_FreeSurface(temp);
86         return (-1);
87     }
88     SDL_FreeSurface(temp);
89 
90     /* We're ready to roll. :) */
91     return (0);
92 }
93 
94 void
MoveSprites(SDL_Renderer * renderer,SDL_Texture * sprite)95 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
96 {
97     int i;
98     int window_w = WINDOW_WIDTH;
99     int window_h = WINDOW_HEIGHT;
100     SDL_Rect *position, *velocity;
101 
102     /* Draw a gray background */
103     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
104     SDL_RenderClear(renderer);
105 
106     /* Move the sprite, bounce at the wall, and draw */
107     for (i = 0; i < NUM_SPRITES; ++i) {
108         position = &positions[i];
109         velocity = &velocities[i];
110         position->x += velocity->x;
111         if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
112             velocity->x = -velocity->x;
113             position->x += velocity->x;
114         }
115         position->y += velocity->y;
116         if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
117             velocity->y = -velocity->y;
118             position->y += velocity->y;
119         }
120 
121         /* Blit the sprite onto the screen */
122         SDL_RenderCopy(renderer, sprite, NULL, position);
123     }
124 
125     /* Update the screen! */
126     SDL_RenderPresent(renderer);
127 }
128 
loop()129 void loop()
130 {
131     SDL_Event event;
132 
133     /* Check for events */
134     while (SDL_PollEvent(&event)) {
135         if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
136             done = 1;
137         }
138     }
139     MoveSprites(renderer, sprite);
140 #ifdef __EMSCRIPTEN__
141     if (done) {
142         emscripten_cancel_main_loop();
143     }
144 #endif
145 }
146 
147 int
main(int argc,char * argv[])148 main(int argc, char *argv[])
149 {
150     SDL_Window *window;
151     int i;
152 
153 
154     /* Enable standard application logging */
155     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
156 
157     if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) {
158         quit(2);
159     }
160 
161     if (LoadSprite("icon.bmp", renderer) < 0) {
162         quit(2);
163     }
164 
165     /* Initialize the sprite positions */
166     srand(time(NULL));
167     for (i = 0; i < NUM_SPRITES; ++i) {
168         positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
169         positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
170         positions[i].w = sprite_w;
171         positions[i].h = sprite_h;
172         velocities[i].x = 0;
173         velocities[i].y = 0;
174         while (!velocities[i].x && !velocities[i].y) {
175             velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
176             velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
177         }
178     }
179 
180     /* Main render loop */
181     done = 0;
182 
183 #ifdef __EMSCRIPTEN__
184     emscripten_set_main_loop(loop, 0, 1);
185 #else
186     while (!done) {
187         loop();
188     }
189 #endif
190     quit(0);
191 
192     return 0; /* to prevent compiler warning */
193 }
194 
195 /* vi: set ts=4 sw=4 expandtab: */
196