Bits-And-Pieces/SDL2-Bits-And-Pieces/Experiment-04/SDL2-Experiment-04.c

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// SDL Experiment 04, Barra Ó Catháin.
// ===================================
#include <SDL2/SDL.h>
#include <SDL2/SDL_timer.h>
#include <stdbool.h>
#include <stdint.h>
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
const int32_t diameter = (radius * 2);
int32_t x = (radius - 1);
int32_t y = 0;
int32_t tx = 1;
int32_t ty = 1;
int32_t error = (tx - diameter);
while (x >= y)
{
// Each of the following renders an octant of the circle
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
if (error <= 0)
{
++y;
error += ty;
ty += 2;
}
if (error > 0)
{
--x;
tx += 2;
error += (tx - diameter);
}
}
}
// Get the largest radius for a circle that can fit in the width and height of a rectangle:
static inline int getRadius(int width, int height)
{
return (width/2 < height/2) ? width/2 : height/2;
}
int main(int argc, char ** argv)
{
SDL_Event event;
bool quit = false;
int width = 0, height = 0;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
long positionX = 320, positionY = 320, velocityX = 0, velocityY = 0;
bool accelLeft = false, accelRight = false, accelUp = false, accelDown = false;
// Initialize the SDL library, video, sound, and input:
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
printf("SDL Initialization Error: %s\n", SDL_GetError());
}
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 640, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
while (!quit)
{
// Check if the user wants to quit:
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
{
quit = true;
break;
}
// Begin accelerating in the direction that is pressed:
case SDL_KEYDOWN:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
accelLeft = true;
break;
}
case SDLK_RIGHT:
{
accelRight = true;
break;
}
case SDLK_UP:
{
accelUp = true;
break;
}
case SDLK_DOWN:
{
accelDown = true;
break;
}
default:
{
break;
}
}
break;
}
// Stop accelerating in the direction that is released:
case SDL_KEYUP:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
accelLeft = false;
break;
}
case SDLK_RIGHT:
{
accelRight = false;
break;
}
case SDLK_UP:
{
accelUp = false;
break;
}
case SDLK_DOWN:
{
accelDown = false;
break;
}
default:
{
break;
}
}
break;
}
default:
{
break;
}
}
}
// Accelerate:
if(accelLeft)
{
velocityX -= 2;
}
if(accelRight)
{
velocityX += 2;
}
if(accelUp)
{
velocityY -= 2;
}
if(accelDown)
{
velocityY += 2;
}
// Limit velocity:
if(velocityX > 10)
{
velocityX = 10;
}
if(velocityX < -10)
{
velocityX = -10;
}
// Deccelerate:
if(velocityX != 0)
{
velocityX = (velocityX < 0) ? velocityX + 1 : velocityX - 1;
}
if(positionY < 640)
{
velocityY += 1;
}
if(positionY >= 640 && velocityY !=0 && !accelUp)
{
velocityY *= -1;
velocityY += 1;
}
// Move the position:
if(velocityX != 0)
{
positionX += velocityX;
if(positionX < 0)
{
positionX = 640;
}
if(positionX > 640)
{
positionX = 0;
}
}
if(velocityY != 0)
{
positionY += velocityY;
if(positionY < 0)
{
positionY = 0;
}
if(positionY > 640)
{
positionY = 640;
}
}
// Store the window's current width and height:
SDL_GetWindowSize(window, &width, &height);
// Set the colour to black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);
// Set the colour to yellow:
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
// Draw a circle around the position pointer:
DrawCircle(renderer, positionX, positionY, 15);
// Present the rendered graphics:
SDL_RenderPresent(renderer);
// Delay enough so that we run at 144 frames:
SDL_Delay(1000 / 60);
}
return 0;
}
// ===========================================================================================
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-04.c -lm"
// End: