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kc3-lang/SDL/Xcode-iOS/Demos/src/happy.c

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  • Author : Sam Lantinga
    Date : 2020-11-06 13:03:07
    Hash : 1bd4b7fd
    Message : Updated iOS tests and demos for latest SDL linking requirements

  • Xcode-iOS/Demos/src/happy.c
  • /*
     *  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 HAPPY_FACE_SIZE 32      /* width and height of happyface */
    
    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(SDL_Renderer *renderer)
    {
        int i;
        int w;
        int h;
        SDL_RenderGetLogicalSize(renderer, &w, &h);
    
        for (i = 0; i < NUM_HAPPY_FACES; i++) {
            faces[i].x = randomFloat(0.0f, w - HAPPY_FACE_SIZE);
            faces[i].y = randomFloat(0.0f, h - HAPPY_FACE_SIZE);
            faces[i].xvel = randomFloat(-60.0f, 60.0f);
            faces[i].yvel = randomFloat(-60.0f, 60.0f);
        }
    }
    
    void
    render(SDL_Renderer *renderer, double deltaTime)
    {
        int i;
        SDL_Rect srcRect;
        SDL_Rect dstRect;
        int w;
        int h;
    
        SDL_RenderGetLogicalSize(renderer, &w, &h);
    
        /* setup boundaries for happyface bouncing */
        int maxx = w - HAPPY_FACE_SIZE;
        int maxy = h - HAPPY_FACE_SIZE;
        int minx = 0;
        int 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 * deltaTime;
            faces[i].y += faces[i].yvel * deltaTime;
            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;
        int done;
        int width;
        int height;
    
        /* initialize SDL */
        if (SDL_Init(SDL_INIT_VIDEO) < 0) {
            fatalError("Could not initialize SDL");
        }
    
        /* The specified window size doesn't matter - except for its aspect ratio,
         * which determines whether the window is in portrait or landscape on iOS
         * (if SDL_WINDOW_RESIZABLE isn't specified). */
        window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
    
        renderer = SDL_CreateRenderer(window, -1, 0);
    
        SDL_GetWindowSize(window, &width, &height);
        SDL_RenderSetLogicalSize(renderer, width, height);
    
        initializeTexture(renderer);
        initializeHappyFaces(renderer);
    
    
        /* main loop */
        done = 0;
        while (!done) {
            SDL_Event event;
            double deltaTime = updateDeltaTime();
    
            while (SDL_PollEvent(&event)) {
                if (event.type == SDL_QUIT) {
                    done = 1;
                }
            }
    
            render(renderer, deltaTime);
            SDL_Delay(1);
        }
    
        /* cleanup */
        SDL_DestroyTexture(texture);
        /* shutdown SDL */
        SDL_Quit();
    
        return 0;
    
    }