SDL  2.0
testnative.c File Reference
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "testnative.h"
+ Include dependency graph for testnative.c:

Go to the source code of this file.

Macros

#define WINDOW_W   640
#define WINDOW_H   480
#define NUM_SPRITES   100
#define MAX_SPEED   1

Functions

static void quit (int rc)
SDL_TextureLoadSprite (SDL_Renderer *renderer, char *file)
void MoveSprites (SDL_Renderer *renderer, SDL_Texture *sprite)
int main (int argc, char *argv[])

Variables

static NativeWindowFactoryfactories []
static NativeWindowFactoryfactory = NULL
static voidnative_window
static SDL_Rectpositions
static SDL_Rectvelocities

Macro Definition Documentation

#define MAX_SPEED   1

Definition at line 23 of file testnative.c.

Referenced by main().

#define NUM_SPRITES   100

Definition at line 22 of file testnative.c.

Referenced by main(), and MoveSprites().

#define WINDOW_H   480

Definition at line 21 of file testnative.c.

Referenced by main().

#define WINDOW_W   640

Definition at line 20 of file testnative.c.

Referenced by main().

Function Documentation

SDL_Texture* LoadSprite ( SDL_Renderer renderer,
char *  file 
)

Definition at line 53 of file testnative.c.

References SDL_Surface::format, NULL, SDL_PixelFormat::palette, SDL_Surface::pixels, SDL_CreateTextureFromSurface, SDL_FreeSurface, SDL_GetError, SDL_LoadBMP, SDL_LOG_CATEGORY_APPLICATION, SDL_LogError, SDL_SetColorKey, and sprite.

Referenced by main().

{
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", file, SDL_GetError());
return 0;
}
/* Set transparent pixel as the pixel at (0,0) */
if (temp->format->palette) {
SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
}
/* 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());
return 0;
}
/* We're ready to roll. :) */
return sprite;
}
int main ( int  argc,
char *  argv[] 
)

Definition at line 123 of file testnative.c.

References NativeWindowFactory::CreateNativeWindow, done, SDL_WindowEvent::event, SDL_Rect::h, i, LoadSprite(), MAX_SPEED, MoveSprites(), NULL, NUM_SPRITES, quit(), renderer, SDL_CreateRenderer, SDL_CreateWindowFrom, SDL_GetCurrentVideoDriver, SDL_GetError, SDL_GetWindowSize, SDL_Log, SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, SDL_LogError, SDL_LogSetPriority, SDL_malloc, SDL_PollEvent, SDL_QueryTexture, SDL_QUIT, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_SetWindowTitle, SDL_strcmp, SDL_VideoInit, SDL_WINDOWEVENT, SDL_WINDOWEVENT_EXPOSED, sprite, sprite_h, sprite_w, SDL_Event::type, SDL_Rect::w, SDL_Event::window, WINDOW_H, window_h, WINDOW_W, window_w, SDL_Rect::x, and SDL_Rect::y.

{
int i, done;
const char *driver;
/* Enable standard application logging */
if (SDL_VideoInit(NULL) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s\n",
exit(1);
}
/* Find a native window driver and create a native window */
for (i = 0; factories[i]; ++i) {
if (SDL_strcmp(driver, factories[i]->tag) == 0) {
break;
}
}
if (!factory) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver\n",
driver);
quit(2);
}
SDL_Log("Creating native window for %s driver\n", driver);
if (!native_window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window\n");
quit(3);
}
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s\n", SDL_GetError());
quit(4);
}
SDL_SetWindowTitle(window, "SDL Native Window Test");
/* Create the renderer */
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
quit(5);
}
/* Clear the window, load the sprite and go! */
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
sprite = LoadSprite(renderer, "icon.bmp");
if (!sprite) {
quit(6);
}
/* Allocate memory for the sprite info */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
if (!positions || !velocities) {
quit(2);
}
srand(time(NULL));
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = rand() % (window_w - sprite_w);
positions[i].y = rand() % (window_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;
while (!done) {
/* Check for events */
while (SDL_PollEvent(&event)) {
switch (event.type) {
switch (event.window.event) {
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
break;
}
break;
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
MoveSprites(renderer, sprite);
}
quit(0);
return 0; /* to prevent compiler warning */
}
void MoveSprites ( SDL_Renderer renderer,
SDL_Texture sprite 
)

Definition at line 84 of file testnative.c.

References SDL_Rect::h, i, NULL, NUM_SPRITES, SDL_QueryTexture, SDL_RenderClear, SDL_RenderCopy, SDL_RenderGetViewport, SDL_RenderPresent, SDL_SetRenderDrawColor, sprite_h, sprite_w, viewport, SDL_Rect::w, SDL_Rect::x, and SDL_Rect::y.

Referenced by loop(), and main().

{
int i;
SDL_Rect *position, *velocity;
/* Query the sizes */
SDL_RenderGetViewport(renderer, &viewport);
SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
/* 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 >= (viewport.w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (viewport.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);
}
static void quit ( int  rc)
static

Variable Documentation

NativeWindowFactory* factories[]
static
Initial value:
{
}

Definition at line 25 of file testnative.c.

NativeWindowFactory* factory = NULL
static

Definition at line 37 of file testnative.c.

Definition at line 38 of file testnative.c.

SDL_Rect* positions
static

Definition at line 39 of file testnative.c.

SDL_Rect * velocities
static

Definition at line 39 of file testnative.c.