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				https://github.com/thunderbrewhq/thunderbrew
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			167 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			167 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2025 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 <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#include "icon.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_FRect positions[NUM_SPRITES];
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static SDL_FRect velocities[NUM_SPRITES];
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static int sprite_w, sprite_h;
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static SDL_Renderer *renderer;
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static int done;
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static SDL_Texture *CreateTexture(SDL_Renderer *r, unsigned char *data, unsigned int len, int *w, int *h)
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{
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    SDL_Texture *texture = NULL;
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    SDL_Surface *surface;
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    SDL_IOStream *src = SDL_IOFromConstMem(data, len);
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    if (src) {
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        surface = SDL_LoadBMP_IO(src, true);
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        if (surface) {
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            /* Treat white as transparent */
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            SDL_SetSurfaceColorKey(surface, true, SDL_MapSurfaceRGB(surface, 255, 255, 255));
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            texture = SDL_CreateTextureFromSurface(r, surface);
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            *w = surface->w;
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            *h = surface->h;
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            SDL_DestroySurface(surface);
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        }
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    }
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    return texture;
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}
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static void MoveSprites(void)
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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_FRect *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_RenderTexture(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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static void loop(void)
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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_EVENT_QUIT ||
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            (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_ESCAPE)) {
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            done = 1;
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        }
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    }
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    MoveSprites();
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#ifdef SDL_PLATFORM_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 = NULL;
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    int return_code = -1;
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    int i;
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    if (argc > 1) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "USAGE: %s", argv[0]);
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        return_code = 1;
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        goto quit;
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    }
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    if (!SDL_CreateWindowAndRenderer("testspriteminimal", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
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        return_code = 2;
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        goto quit;
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    }
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    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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    sprite = CreateTexture(renderer, icon_bmp, icon_bmp_len, &sprite_w, &sprite_h);
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    if (!sprite) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture (%s)", SDL_GetError());
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        return_code = 3;
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        goto quit;
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    }
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    /* Initialize the sprite positions */
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    for (i = 0; i < NUM_SPRITES; ++i) {
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        positions[i].x = (float)SDL_rand(WINDOW_WIDTH - sprite_w);
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        positions[i].y = (float)SDL_rand(WINDOW_HEIGHT - sprite_h);
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        positions[i].w = (float)sprite_w;
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        positions[i].h = (float)sprite_h;
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        velocities[i].x = 0.0f;
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        velocities[i].y = 0.0f;
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        while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
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            velocities[i].x = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
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            velocities[i].y = (float)(SDL_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 SDL_PLATFORM_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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    return_code = 0;
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quit:
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    SDL_DestroyRenderer(renderer);
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    SDL_DestroyWindow(window);
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    SDL_Quit();
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    return return_code;
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}
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