annotate Xcode-iPhoneOS/Demos/src/rectangles.c @ 4426:1bceff8f008f

Fixed bug #943 Ozkan Sezer 2010-02-06 12:31:06 PST Hi: Here are some small fixes for compiling SDL against mingw-w64. (see http://mingw-w64.sourceforge.net/ . Despite the name, it supports both win32 and win64.) src/audio/windx5/directx.h and src/video/windx5/directx.h (both SDL-1.2 and SDL-1.3.) I get compilation errors about some union not having a member named u1 and alike, because of other system headers being included before this one and them already defining DUMMYUNIONNAME and stuff. This header probably assumes that those stuff are defined in windef.h, but mingw-w64 headers define them in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to the top of the file. src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) : The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric because _beginthreadex returns uintptr_t, not unsigned long which is 32 bits in win64. Changing the return type to uintptr_t fixes it. video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64 uses msvcrt version of _aligned_malloc and _aligned_free and they are defined in intrin.h (similar to VC). Adding proper ifdefs fixes it. (Notes about macros to check: __MINGW32__ is defined for both mingw.org and for mingw-w64 for both win32 and win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__ can't be used to detect mingw-w64: including _mingw.h and then checking for __MINGW64_VERSION_MAJOR does the trick.) SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition and location in order to avoid multiple redefinition warnings. Hope these are useful. Thanks.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Mar 2010 15:02:58 +0000
parents 64ce267332c6
children 78db79f5a4e2
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1 /*
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2 * rectangles.c
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3 * written by Holmes Futrell
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4 * use however you want
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5 */
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6
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7 #include "SDL.h"
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8 #include <time.h>
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9 #include "common.h"
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10
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11 void
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12 render(void)
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13 {
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14
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15 Uint8 r, g, b;
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16 /* Come up with a random rectangle */
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17 SDL_Rect rect;
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18 rect.w = randomInt(64, 128);
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19 rect.h = randomInt(64, 128);
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20 rect.x = randomInt(0, SCREEN_WIDTH);
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21 rect.y = randomInt(0, SCREEN_HEIGHT);
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22
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23 /* Come up with a random color */
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24 r = randomInt(50, 255);
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25 g = randomInt(50, 255);
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26 b = randomInt(50, 255);
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27
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28 /* Fill the rectangle in the color */
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29 SDL_SetRenderDrawColor(r, g, b, 255);
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30 SDL_RenderFill(&rect);
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31
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32 /* update screen */
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33 SDL_RenderPresent();
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34
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35 }
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36
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37 int
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38 main(int argc, char *argv[])
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39 {
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40
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41 SDL_Window *window;
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42 int done;
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43 SDL_Event event;
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44
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45 /* initialize SDL */
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46 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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47 fatalError("Could not initialize SDL");
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48 }
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49
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50 /* seed random number generator */
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51 srand(time(NULL));
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52
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53 /* create window and renderer */
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54 window =
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55 SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
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56 SDL_WINDOW_SHOWN);
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57 if (window == 0) {
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58 fatalError("Could not initialize Window");
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59 }
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60 if (SDL_CreateRenderer(window, -1, 0) != 0) {
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61 fatalError("Could not create renderer");
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62 }
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63
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64 /* Fill screen with black */
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65 SDL_SetRenderDrawColor(0, 0, 0, 255);
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66 SDL_RenderFill(NULL);
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67
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68 /* Enter render loop, waiting for user to quit */
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69 done = 0;
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70 while (!done) {
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71 while (SDL_PollEvent(&event)) {
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72 if (event.type == SDL_QUIT) {
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73 done = 1;
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74 }
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75 }
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76 render();
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77 SDL_Delay(1);
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78 }
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79
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80 /* shutdown SDL */
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81 SDL_Quit();
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82
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83 return 0;
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84 }