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			147 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			147 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely.
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*/
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/* Simple program:  Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include "SDL.h"
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#include "testutils.h"
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#define WINDOW_WIDTH  640
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#define WINDOW_HEIGHT 480
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#define NUM_SPRITES   100
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#define MAX_SPEED     1
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static SDL_Texture *sprite;
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static SDL_Rect positions[NUM_SPRITES];
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static SDL_Rect velocities[NUM_SPRITES];
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static int sprite_w, sprite_h;
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SDL_Renderer *renderer;
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int done;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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    SDL_Quit();
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    exit(rc);
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}
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void MoveSprites()
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{
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    int i;
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    int window_w = WINDOW_WIDTH;
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    int window_h = WINDOW_HEIGHT;
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    SDL_Rect *position, *velocity;
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    /* Draw a gray background */
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    SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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    SDL_RenderClear(renderer);
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    /* Move the sprite, bounce at the wall, and draw */
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    for (i = 0; i < NUM_SPRITES; ++i) {
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        position = &positions[i];
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        velocity = &velocities[i];
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        position->x += velocity->x;
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        if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
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            velocity->x = -velocity->x;
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            position->x += velocity->x;
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        }
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        position->y += velocity->y;
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        if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
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            velocity->y = -velocity->y;
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            position->y += velocity->y;
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        }
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        /* Blit the sprite onto the screen */
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        SDL_RenderCopy(renderer, sprite, NULL, position);
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    }
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    /* Update the screen! */
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    SDL_RenderPresent(renderer);
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}
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void loop()
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{
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    SDL_Event event;
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    /* Check for events */
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    while (SDL_PollEvent(&event)) {
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        if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
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            done = 1;
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        }
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    }
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    MoveSprites();
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#ifdef __EMSCRIPTEN__
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    if (done) {
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        emscripten_cancel_main_loop();
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    }
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#endif
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}
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int main(int argc, char *argv[])
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{
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    SDL_Window *window;
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    int i;
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    /* Enable standard application logging */
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    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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    if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) {
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        quit(2);
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    }
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    sprite = LoadTexture(renderer, "icon.bmp", SDL_TRUE, &sprite_w, &sprite_h);
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    if (sprite == NULL) {
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        quit(2);
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    }
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    /* Initialize the sprite positions */
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    srand((unsigned int)time(NULL));
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    for (i = 0; i < NUM_SPRITES; ++i) {
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        positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
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        positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
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        positions[i].w = sprite_w;
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        positions[i].h = sprite_h;
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        velocities[i].x = 0;
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        velocities[i].y = 0;
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        while (!velocities[i].x && !velocities[i].y) {
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            velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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            velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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        }
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    }
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    /* Main render loop */
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    done = 0;
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#ifdef __EMSCRIPTEN__
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    emscripten_set_main_loop(loop, 0, 1);
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#else
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    while (!done) {
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        loop();
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    }
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#endif
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    quit(0);
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    return 0; /* to prevent compiler warning */
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}
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/* vi: set ts=4 sw=4 expandtab: */
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