Mercurial > sdl-ios-xcode
annotate Xcode-iPhoneOS/Demos/src/touch.c @ 3487:24d13328c44a
Eric Wing to Sam, hfutrell
This one is quite puzzling. I found a partial workaround, but I don't fully understand the reasons yet.
First, the console is complaining about not finding a nib for MainWindow.
I tried removing the entry for this in the info.plist, and the message went away, but it didn't really change anything.
Second, I stepped through this with the debugger and broke up some lines. It seems that the basic act of calling
view = [SDL_uikitopenglview alloc];
or even
view = [SDL_uikitview alloc]
will crash the program. The debugger messages plus the stack trace make me think it's not finding the SDL_uikitview classes for some reason. But I don't understand why this would be.
view = [UIView alloc] will not crash the program.
For kicks, I added a new definition of a class called SDL_object which subclasses NSObject in the same files as SDL_uikitopenglview and then call
view = [SDL_object alloc];
This does not crash the program.
So, then I modified SDL_object to subclass UIView. No crash.
Next, I made SDL_object subclass UIView<UITextFieldDelegate> . This crashes.
So it is the act of conforming to the UITextFieldDelegate protocol that is crashing things.
I don't understand why it would crash on alloc though. I'm guessing either a delegate needs to be set somewhere or one of the required methods needs to be implemented. But in the former case, I would not expect a crash, but a silent message to nil and something else doesn't work. And in the latter case, I would expect a compiler warning and an exception thrown instead of a crash.
Anyway, my temporary workaround is to change the interface declaration for SDL_uikitview to look like:
#if SDL_IPHONE_KEYBOARD
@interface SDL_uikitview : UIView<UITextFieldDelegate> {
#else
@interface SDL_uikitview : UIView {
#endif
And then disable the keyboard support in the SDL_config_iphoneos.h file.
/* enable iPhone keyboard support */
#define SDL_IPHONE_KEYBOARD 0
-Eric
On Nov 23, 2009, at 1:43 AM, Sam Lantinga wrote:
> I ran into a blocking startup crash with the Happy demo on iPhone OS 3.1.2 on my new iPhone:
>
> #0 0x323fea14 in _class_isInitialized
> #1 0x323fea68 in _class_initialize
> #2 0x32403e92 in prepareForMethodLookup
> #3 0x32401244 in lookUpMethod
> #4 0x323fea10 in _class_lookupMethodAndLoadCache
> #5 0x323fe746 in objc_msgSend_uncached
> #6 0x323feb26 in _class_initialize
> #7 0x323fea58 in _class_initialize
> #8 0x32403e92 in prepareForMethodLookup
> #9 0x32401244 in lookUpMethod
> #10 0x323fea10 in _class_lookupMethodAndLoadCache
> #11 0x323fe746 in objc_msgSend_uncached
> #12 0x000554dc in UIKit_GL_CreateContext at SDL_uikitopengles.m:103
> #13 0x0004f89e in SDL_GL_CreateContext at SDL_video.c:3155
> #14 0x000579e8 in GLES_CreateRenderer at SDL_renderer_gles.c:282
> #15 0x0004d7b8 in SDL_CreateRenderer at SDL_video.c:1509
> #16 0x00002bc2 in SDL_main at happy.c:156
> #17 0x000571b2 in -[SDLUIKitDelegate postFinishLaunch] at
> SDL_uikitappdelegate.m:77
> #18 0x313f9ef2 in __NSFireDelayedPerform
> #19 0x32567bb2 in CFRunLoopRunSpecific
> #20 0x3256735c in CFRunLoopRunInMode
> #21 0x32912cbe in GSEventRunModal
> #22 0x32912d6a in GSEventRun
> #23 0x32b6276e in -[UIApplication _run]
> #24 0x32b61472 in UIApplicationMain
> #25 0x00057088 in main at SDL_uikitappdelegate.m:50
>
> Any ideas?
>
> See ya!
> --
> -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 24 Nov 2009 08:12:32 +0000 |
parents | 20326ba2bda2 |
children | 64ce267332c6 |
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1 /* |
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2 * touch.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 "math.h" |
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9 #include "common.h" |
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10 |
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11 #define BRUSH_SIZE 32 /* width and height of the brush */ |
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12 #define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */ |
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13 |
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14 static SDL_TextureID brushID = 0; /* texture for the brush */ |
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15 |
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16 /* |
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17 draws a line from (startx, starty) to (startx + dx, starty + dy) |
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18 this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart |
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19 */ |
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20 void |
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21 drawLine(float startx, float starty, float dx, float dy) |
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22 { |
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23 |
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24 float distance = sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */ |
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25 int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */ |
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26 float dx_prime = dx / iterations; /* x-shift per iteration */ |
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27 float dy_prime = dy / iterations; /* y-shift per iteration */ |
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28 SDL_Rect dstRect; /* rect to draw brush sprite into */ |
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29 |
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30 dstRect.w = BRUSH_SIZE; |
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31 dstRect.h = BRUSH_SIZE; |
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32 |
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33 /* setup x and y for the location of the first sprite */ |
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34 float x = startx - BRUSH_SIZE / 2.0f; |
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35 float y = starty - BRUSH_SIZE / 2.0f; |
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36 |
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37 int i; |
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38 /* draw a series of blots to form the line */ |
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39 for (i = 0; i < iterations; i++) { |
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40 dstRect.x = x; |
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41 dstRect.y = y; |
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42 /* shift x and y for next sprite location */ |
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43 x += dx_prime; |
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44 y += dy_prime; |
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45 /* draw brush blot */ |
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46 SDL_RenderCopy(brushID, NULL, &dstRect); |
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47 } |
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48 } |
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49 |
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50 /* |
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51 loads the brush texture |
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52 */ |
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53 void |
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54 initializeTexture() |
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55 { |
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56 SDL_Surface *bmp_surface; |
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57 bmp_surface = SDL_LoadBMP("stroke.bmp"); |
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58 if (bmp_surface == NULL) { |
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59 fatalError("could not load stroke.bmp"); |
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60 } |
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61 brushID = |
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62 SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, bmp_surface); |
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63 SDL_FreeSurface(bmp_surface); |
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64 if (brushID == 0) { |
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65 fatalError("could not create brush texture"); |
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66 } |
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67 /* additive blending -- laying strokes on top of eachother makes them brighter */ |
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68 SDL_SetTextureBlendMode(brushID, SDL_BLENDMODE_ADD); |
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69 /* set brush color (red) */ |
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70 SDL_SetTextureColorMod(brushID, 255, 100, 100); |
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71 } |
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72 |
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73 int |
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74 main(int argc, char *argv[]) |
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75 { |
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76 |
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77 int x, y, dx, dy; /* mouse location */ |
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78 Uint8 state; /* mouse (touch) state */ |
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79 SDL_Event event; |
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80 SDL_WindowID windowID; /* main window */ |
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81 int done; /* does user want to quit? */ |
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82 |
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83 /* initialize SDL */ |
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84 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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85 fatalError("Could not initialize SDL"); |
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86 } |
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87 |
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88 /* create main window and renderer */ |
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89 windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, |
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90 SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | |
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91 SDL_WINDOW_BORDERLESS); |
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92 SDL_CreateRenderer(windowID, 0, 0); |
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93 |
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94 /*load brush texture */ |
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95 initializeTexture(); |
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96 |
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97 /* fill canvass initially with all black */ |
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98 SDL_SetRenderDrawColor(0, 0, 0, 255); |
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99 SDL_RenderFill(NULL); |
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100 SDL_RenderPresent(); |
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101 |
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102 done = 0; |
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103 while (!done && SDL_WaitEvent(&event)) { |
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104 switch (event.type) { |
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105 case SDL_QUIT: |
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106 done = 1; |
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107 break; |
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108 case SDL_MOUSEMOTION: |
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109 SDL_SelectMouse(event.motion.which); /* select 'mouse' (touch) that moved */ |
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110 state = SDL_GetMouseState(&x, &y); /* get its location */ |
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111 SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */ |
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112 if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */ |
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113 drawLine(x - dx, y - dy, dx, dy); /* draw line segment */ |
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114 SDL_RenderPresent(); |
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115 } |
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116 break; |
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117 } |
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118 } |
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119 |
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120 /* cleanup */ |
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121 SDL_DestroyTexture(brushID); |
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122 SDL_Quit(); |
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123 |
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124 return 0; |
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125 } |