/* Copyright (C) 1997-2022 Sam Lantinga 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 #include #ifdef __EMSCRIPTEN__ #include #endif #include "SDL.h" #include "testutils.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) { SDL_Quit(); exit(rc); } void MoveSprites() { 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(); #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); } sprite = LoadTexture(renderer, "icon.bmp", SDL_TRUE, &sprite_w, &sprite_h); if (sprite == NULL) { quit(2); } /* Initialize the sprite positions */ srand((unsigned int)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: */