whatever: converted to SDL2

This commit is contained in:
Logen Kain 2016-11-12 18:03:17 -07:00
parent 32a27b2d68
commit 85f2956c67
5 changed files with 237 additions and 58 deletions

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@ -11,7 +11,7 @@ CC = clang
COMPILER_FLAGS = -Wall
#LINKER_FLAGS specifies the libraries we're linking against
LINKER_FLAGS = -lSDL
LINKER_FLAGS = -lSDL2
#OBJ_NAME specifies the name of our executable
OBJ_NAME= whatever

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@ -0,0 +1,32 @@
PREFIX=/usr
#OBJS specifies which files to compile as part of the project
OBJS = whatever.c
#CC specifies which compiler to use
CC = clang
#COMPILER_FLAGS specifies the additional compilation options we're using
# -w suppress all warnings
COMPILER_FLAGS = -Wall
#LINKER_FLAGS specifies the libraries we're linking against
LINKER_FLAGS = -lSDL
#OBJ_NAME specifies the name of our executable
OBJ_NAME= whatever
#This is the target that compiles our executable
all : $(OBJS)
$(CC) $(OBJS) $(COMPILER_FLAGS) $(LINKER_FLAGS) -o $(OBJ_NAME)
install :
mkdir -p ${PREFIX}/share/${OBJ_NAME}
cp ${OBJ_NAME} ${PREFIX}/share/${OBJ_NAME}/
ln -si ${PREFIX}/share/${OBJ_NAME}/${OBJ_NAME} ${PREFIX}/bin/${OBJ_NAME}
uninstall :
rm ${PREFIX}/bin/${OBJ_NAME}
rm ${PREFIX}/share/${OBJ_NAME}/${OBJ_NAME}
rm -r ${PREFIX}/share/${OBJ_NAME}
clean :
rm ${OBJ_NAME}

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@ -1,4 +1,4 @@
#include "SDL/SDL.h"
#include "SDL2/SDL.h"
//Write a function that moves an image based on which arrow keys are pressed.
//something like
@ -10,80 +10,86 @@
int main ( int argc, char *argv[] )
{
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) != 0){
if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
printf("Unable to init SDL!: %s\n", SDL_GetError());
return 1;
}
/* set the title bar */
SDL_WM_SetCaption("SDL Test", "SDL Test");
/* init surfaces */
SDL_Surface* screen;
SDL_Window* screen; //No longer need to do this part I suppose
SDL_Renderer* renderer;
SDL_Surface* temp;
SDL_Surface* bg;
SDL_Surface* top_image;
SDL_Rect src, dest;
SDL_Texture* top_image;
const char background_imagefile[] = "sdl_logo.bmp";
SDL_Surface* background_surface;
SDL_Texture* background_texture;
SDL_Rect top_image_dest = { 0 };
SDL_Event event = { 0 };
int screen_width = 1024, screen_height = 768;
int top_image_width = 0, top_image_height = 0;
/* create window of size 640x480 in hi-color (16-bit) mode*/
screen = SDL_SetVideoMode(640, 480, 16, 0);
/* create window of size 640x480 and set title bar*/
screen = SDL_CreateWindow("SDL TEST",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
screen_width, screen_height,
0);
if (screen == NULL){
printf("Unable to set video mode: %s\n", SDL_GetError());
return 1;
}
renderer = SDL_CreateRenderer(screen, -1, 0);
if (renderer == NULL){
printf("Unable to create renderer: %s\n", SDL_GetError());
}
atexit(SDL_Quit);
/* load bitmap to temp surface */
temp = SDL_LoadBMP("sdl_logo.bmp");
/* load bitmap to surface */
background_surface = SDL_LoadBMP(background_imagefile);
if (temp == NULL){
if (background_surface == NULL){
printf("Unable to find image!!: %s\n", SDL_GetError());
return 1;
}
/* convert bitmap to display format */
bg = SDL_DisplayFormat(temp);
if (bg == NULL){
printf("Unable to format image!: %s\n", SDL_GetError());
else{
/* convert bitmap to texture */
background_texture = SDL_CreateTextureFromSurface(renderer, background_surface);
SDL_FreeSurface(background_surface); // No longer need the surface
background_surface = NULL;
if(background_texture == NULL) {
printf("Failed to create texture from background surface: %s\n", SDL_GetError());
return 1;
}
}
/* free the temp surface
* What we are doing above, with temp is simply
* making everything easier to deal with
* then freeing the extra memory space.
* i.e: We could have just as easily done
* SDL_DisplayFormat(SDL_LoadBMP("sdl_logo.bmp"));*/
SDL_FreeSurface(temp);
/* load top_image image to practice blit on top of surface*/
temp = SDL_LoadBMP("dinowheel.bmp");
if (temp == NULL){
printf("Unable to load top_image: %s/n", SDL_GetError());
return 1;
}
else{
top_image = SDL_CreateTextureFromSurface(renderer, temp);
SDL_FreeSurface(temp);
temp = NULL;
/* Get height and width of top_image */
SDL_QueryTexture(top_image, NULL, NULL, &top_image_width, &top_image_height);
top_image = SDL_DisplayFormat(temp);
if (top_image == NULL){
printf("Unable to format top_image: %s/n", SDL_GetError());
return 1;
if(top_image == NULL) {
printf("Failed to create texture from top_image: %s\n", SDL_GetError());
return 1;
}
}
SDL_FreeSurface(temp);
src.x = 0;
src.y = 0;
src.w = top_image->w; /* copy entire image */
src.h = top_image->h;
/* Could also do "dest = src" if they were to start at the same spot */
dest.x = 25;
dest.y = 25;
dest.w = top_image->w;
dest.h = top_image->h;
SDL_Event event;
int gameover = 0;
/* message pump */
@ -112,25 +118,30 @@ int main ( int argc, char *argv[] )
break;
}
}
/* draw the background */
SDL_BlitSurface(bg, NULL, screen, NULL);
/* render the background */
SDL_RenderCopy(renderer, background_texture, NULL, NULL);
/* Blit top_image to the screen */
SDL_BlitSurface(top_image, &src, screen, &dest);
/* Render entire top_image to center of screen */
top_image_dest.x = (screen_width / 2) - (top_image_width / 2);
top_image_dest.y = (screen_width / 2) - (top_image_height / 2);
top_image_dest.w = top_image_width;
top_image_dest.h = top_image_height;
SDL_RenderCopy(renderer, top_image, NULL, &top_image_dest);
/* update the screen */
SDL_UpdateRect(screen, 0, 0, 0, 0);
}
/* free the background surface */
SDL_FreeSurface(bg);
/* free top_image */
SDL_FreeSurface(top_image);
/* Render here */
SDL_RenderPresent(renderer);
}
/* cleanup SDL */
if (renderer) SDL_DestroyRenderer(renderer);
if (screen) SDL_DestroyWindow(screen);
if (background_texture) SDL_DestroyTexture(background_texture);
if (top_image) SDL_DestroyTexture(top_image);
SDL_Quit();
return 0;
}

136
sdl/whatever/whateverSDL1.c Normal file
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@ -0,0 +1,136 @@
#include "SDL/SDL.h"
//Write a function that moves an image based on which arrow keys are pressed.
//something like
//void move_image(direction, image);
int main ( int argc, char *argv[] )
{
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) != 0){
printf("Unable to init SDL!: %s\n", SDL_GetError());
return 1;
}
/* set the title bar */
SDL_WM_SetCaption("SDL Test", "SDL Test");
/* init surfaces */
SDL_Surface* screen;
SDL_Surface* temp;
SDL_Surface* bg;
SDL_Surface* top_image;
SDL_Rect src, dest;
/* create window of size 640x480 in hi-color (16-bit) mode*/
screen = SDL_SetVideoMode(640, 480, 16, 0);
if (screen == NULL){
printf("Unable to set video mode: %s\n", SDL_GetError());
return 1;
}
atexit(SDL_Quit);
/* load bitmap to temp surface */
temp = SDL_LoadBMP("sdl_logo.bmp");
if (temp == NULL){
printf("Unable to find image!!: %s\n", SDL_GetError());
return 1;
}
/* convert bitmap to display format */
bg = SDL_DisplayFormat(temp);
if (bg == NULL){
printf("Unable to format image!: %s\n", SDL_GetError());
}
/* free the temp surface
* What we are doing above, with temp is simply
* making everything easier to deal with
* then freeing the extra memory space.
* i.e: We could have just as easily done
* SDL_DisplayFormat(SDL_LoadBMP("sdl_logo.bmp"));*/
SDL_FreeSurface(temp);
/* load top_image image to practice blit on top of surface*/
temp = SDL_LoadBMP("dinowheel.bmp");
if (temp == NULL){
printf("Unable to load top_image: %s/n", SDL_GetError());
return 1;
}
top_image = SDL_DisplayFormat(temp);
if (top_image == NULL){
printf("Unable to format top_image: %s/n", SDL_GetError());
return 1;
}
SDL_FreeSurface(temp);
src.x = 0;
src.y = 0;
src.w = top_image->w; /* copy entire image */
src.h = top_image->h;
/* Could also do "dest = src" if they were to start at the same spot */
dest.x = 25;
dest.y = 25;
dest.w = top_image->w;
dest.h = top_image->h;
SDL_Event event;
int gameover = 0;
/* message pump */
while (!gameover)
{
/* look for an event */
if (SDL_PollEvent(&event)) {
/* an event was found */
switch (event.type) {
/* close button clicked */
case SDL_QUIT:
gameover = 1;
break;
/* handle the keyboard */
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
case SDLK_q:
gameover = 1;
break;
case SDLK_w:
printf("You just pressed 'w'\n");
break;
}
break;
}
}
/* draw the background */
SDL_BlitSurface(bg, NULL, screen, NULL);
/* Blit top_image to the screen */
SDL_BlitSurface(top_image, &src, screen, &dest);
/* update the screen */
SDL_UpdateRect(screen, 0, 0, 0, 0);
}
/* free the background surface */
SDL_FreeSurface(bg);
/* free top_image */
SDL_FreeSurface(top_image);
/* cleanup SDL */
SDL_Quit();
return 0;
}