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https://github.com/libsdl-org/SDL.git
synced 2026-04-20 14:25:40 +00:00
Made texture size and format public in the API
Also added refcount to textures so they can be retained by application code.
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@@ -63,14 +63,12 @@ quit(int rc)
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static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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{
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float sprite_w, sprite_h;
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int i;
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SDL_Rect viewport;
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SDL_FRect *position, *velocity;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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SDL_GetTextureSize(sprite, &sprite_w, &sprite_h);
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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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@@ -81,12 +79,12 @@ static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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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 >= (viewport.w - sprite_w))) {
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if ((position->x < 0) || (position->x >= (viewport.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 >= (viewport.h - sprite_h))) {
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if ((position->y < 0) || (position->y >= (viewport.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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@@ -108,7 +106,6 @@ int main(int argc, char *argv[])
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SDL_Renderer *renderer;
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SDL_Texture *sprite;
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int window_w, window_h;
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float sprite_w, sprite_h;
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SDL_Event event;
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/* Initialize test framework */
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@@ -178,7 +175,6 @@ int main(int argc, char *argv[])
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/* Allocate memory for the sprite info */
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SDL_GetWindowSize(window, &window_w, &window_h);
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SDL_GetTextureSize(sprite, &sprite_w, &sprite_h);
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positions = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*positions));
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velocities = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*velocities));
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if (!positions || !velocities) {
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@@ -186,10 +182,10 @@ int main(int argc, char *argv[])
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quit(2);
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}
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = (float)(SDL_rand(window_w - (int)sprite_w));
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positions[i].y = (float)(SDL_rand(window_h - (int)sprite_h));
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positions[i].w = sprite_w;
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positions[i].h = sprite_h;
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positions[i].x = (float)SDL_rand(window_w - sprite->w);
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positions[i].y = (float)SDL_rand(window_h - 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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