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https://github.com/Ryujinx/SDL.git
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0e45984fa0
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
195 lines
5 KiB
C
195 lines
5 KiB
C
/*
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Copyright (C) 1997-2015 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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#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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exit(rc);
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}
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int
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LoadSprite(char *file, SDL_Renderer *renderer)
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{
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SDL_Surface *temp;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError());
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return (-1);
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}
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sprite_w = temp->w;
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sprite_h = temp->h;
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/* Set transparent pixel as the pixel at (0,0) */
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if (temp->format->palette) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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break;
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}
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}
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/* Create textures from the image */
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sprite = SDL_CreateTextureFromSurface(renderer, temp);
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if (!sprite) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return (-1);
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return (0);
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}
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void
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MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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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(renderer, sprite);
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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
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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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if (LoadSprite("icon.bmp", renderer) < 0) {
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quit(2);
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}
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/* Initialize the sprite positions */
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srand(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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