Added testnative to the Makefile and fixed building on Mac OS X

This commit is contained in:
Sam Lantinga 2012-01-07 16:57:09 -05:00
parent d0375e624c
commit e9cad496a6
3 changed files with 35 additions and 26 deletions

View file

@ -48,7 +48,7 @@ quit(int rc)
}
SDL_Texture *
LoadSprite(SDL_Window * window, char *file)
LoadSprite(SDL_Renderer *renderer, char *file)
{
SDL_Surface *temp;
SDL_Texture *sprite;
@ -66,8 +66,7 @@ LoadSprite(SDL_Window * window, char *file)
}
/* Create textures from the image */
SDL_SelectRenderer(window);
sprite = SDL_CreateTextureFromSurface(0, temp);
sprite = SDL_CreateTextureFromSurface(renderer, temp);
if (!sprite) {
fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
@ -80,43 +79,42 @@ LoadSprite(SDL_Window * window, char *file)
}
void
MoveSprites(SDL_Window * window, SDL_Texture * sprite)
MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
{
int i, n;
int window_w, window_h;
int sprite_w, sprite_h;
int i;
SDL_Rect viewport;
SDL_Rect *position, *velocity;
SDL_SelectRenderer(window);
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
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 */
n = 0;
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
for (i = 0; i < NUM_SPRITES; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
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 >= (window_h - sprite_h))) {
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(sprite, NULL, position);
SDL_RenderCopy(renderer, sprite, NULL, position);
}
/* Update the screen! */
SDL_RenderPresent();
SDL_RenderPresent(renderer);
}
int
@ -125,12 +123,13 @@ main(int argc, char *argv[])
int i, done;
const char *driver;
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *sprite;
int window_w, window_h;
int sprite_w, sprite_h;
SDL_Event event;
if (SDL_VideoInit(NULL, 0) < 0) {
if (SDL_VideoInit(NULL) < 0) {
fprintf(stderr, "Couldn't initialize SDL video: %s\n",
SDL_GetError());
exit(1);
@ -163,17 +162,17 @@ main(int argc, char *argv[])
SDL_SetWindowTitle(window, "SDL Native Window Test");
/* Create the renderer */
if (SDL_CreateRenderer(window, -1, 0) < 0) {
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer) {
fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
quit(5);
}
/* Clear the window, load the sprite and go! */
SDL_SelectRenderer(window);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
sprite = LoadSprite(window, "icon.bmp");
sprite = LoadSprite(renderer, "icon.bmp");
if (!sprite) {
quit(6);
}
@ -210,9 +209,8 @@ main(int argc, char *argv[])
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(event.window.windowID);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
break;
}
break;
@ -223,7 +221,7 @@ main(int argc, char *argv[])
break;
}
}
MoveSprites(window, sprite);
MoveSprites(renderer, sprite);
}
quit(0);