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From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
191 lines
5.2 KiB
C
191 lines
5.2 KiB
C
/*
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* happy.c
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* written by Holmes Futrell
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* use however you want
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*/
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#include "SDL.h"
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#include "common.h"
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#define NUM_HAPPY_FACES 100 /* number of faces to draw */
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#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
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#define HAPPY_FACE_SIZE 32 /* width and height of happyface (pixels) */
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static SDL_TextureID texture_id = 0; /* reference to texture holding happyface */
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static struct
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{
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float x, y; /* position of happyface */
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float xvel, yvel; /* velocity of happyface */
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} faces[NUM_HAPPY_FACES];
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/*
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Sets initial positions and velocities of happyfaces
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units of velocity are pixels per millesecond
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*/
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void
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initializeHappyFaces()
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{
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int i;
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for (i = 0; i < NUM_HAPPY_FACES; i++) {
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faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE);
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faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE);
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faces[i].xvel = randomFloat(-0.1f, 0.1f);
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faces[i].yvel = randomFloat(-0.1f, 0.1f);
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}
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}
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void
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render(void)
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{
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int i;
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SDL_Rect srcRect;
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SDL_Rect dstRect;
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/* setup boundaries for happyface bouncing */
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Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE;
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Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE;
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Uint16 minx = 0;
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Uint16 miny = 0;
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/* setup rects for drawing */
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srcRect.x = 0;
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srcRect.y = 0;
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srcRect.w = HAPPY_FACE_SIZE;
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srcRect.h = HAPPY_FACE_SIZE;
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dstRect.w = HAPPY_FACE_SIZE;
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dstRect.h = HAPPY_FACE_SIZE;
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/* fill background in with black */
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SDL_RenderFill(0, 0, 0, 255, NULL);
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/*
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loop through all the happy faces:
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- update position
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- update velocity (if boundary is hit)
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- draw
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*/
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for (i = 0; i < NUM_HAPPY_FACES; i++) {
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faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME;
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faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME;
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if (faces[i].x > maxx) {
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faces[i].x = maxx;
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faces[i].xvel = -faces[i].xvel;
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} else if (faces[i].y > maxy) {
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faces[i].y = maxy;
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faces[i].yvel = -faces[i].yvel;
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}
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if (faces[i].x < minx) {
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faces[i].x = minx;
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faces[i].xvel = -faces[i].xvel;
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} else if (faces[i].y < miny) {
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faces[i].y = miny;
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faces[i].yvel = -faces[i].yvel;
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}
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dstRect.x = faces[i].x;
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dstRect.y = faces[i].y;
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SDL_RenderCopy(texture_id, &srcRect, &dstRect);
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}
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/* update screen */
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SDL_RenderPresent();
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}
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/*
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loads the happyface graphic into a texture
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*/
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void
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initializeTexture()
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{
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SDL_Surface *bmp_surface;
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SDL_Surface *bmp_surface_rgba;
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int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
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Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
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int bpp; /* bits per pixel for desired format */
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/* load the bmp */
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bmp_surface = SDL_LoadBMP("icon.bmp");
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if (bmp_surface == NULL) {
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fatalError("could not load bmp");
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}
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/* set white to transparent on the happyface */
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SDL_SetColorKey(bmp_surface, 1,
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SDL_MapRGB(bmp_surface->format, 255, 255, 255));
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SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
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/*
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create a new RGBA surface and blit the bmp to it
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this is an extra step, but it seems to be necessary
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is this a bug?
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*/
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bmp_surface_rgba =
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SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
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Gmask, Bmask, Amask);
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SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL);
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/* convert RGBA surface to texture */
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texture_id = SDL_CreateTextureFromSurface(format, bmp_surface_rgba);
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if (texture_id == 0) {
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fatalError("could not create texture");
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}
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SDL_SetTextureBlendMode(texture_id, SDL_BLENDMODE_BLEND);
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/* free up allocated memory */
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SDL_FreeSurface(bmp_surface_rgba);
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SDL_FreeSurface(bmp_surface);
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}
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int
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main(int argc, char *argv[])
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{
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SDL_WindowID windowID;
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Uint32 startFrame;
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Uint32 endFrame;
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Uint32 delay;
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int done;
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/* initialize SDL */
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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fatalError("Could not initialize SDL");
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}
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windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
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SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN |
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SDL_WINDOW_BORDERLESS);
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SDL_CreateRenderer(windowID, -1, 0);
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initializeTexture();
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initializeHappyFaces();
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/* main loop */
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done = 0;
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while (!done) {
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startFrame = SDL_GetTicks();
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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done = 1;
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}
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}
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render();
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endFrame = SDL_GetTicks();
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/* figure out how much time we have left, and then sleep */
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delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
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if (delay < 0) {
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delay = 0;
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} else if (delay > MILLESECONDS_PER_FRAME) {
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delay = MILLESECONDS_PER_FRAME;
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}
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SDL_Delay(delay);
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}
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/* cleanup */
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SDL_DestroyTexture(texture_id);
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/* shutdown SDL */
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SDL_Quit();
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return 0;
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}
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