Mercurial > sdl-ios-xcode
annotate Xcode-iPhoneOS/Demos/src/accelerometer.c @ 4968:379361d5e425
Jcw87 to Sam
The project files for VS 2005 are still outdated/messed up. I have a patch that will bring the VS 2005 project files up to date with the VS 2008 project files, add the x64 platform to the VS 2005 project files, fix a few issues with x64 in VS 2008, and a few other misc changes that don't really change the output at all.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 09 Jan 2011 08:35:18 -0800 |
parents | e431b888ac6c |
children | 78db79f5a4e2 |
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1 /* |
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2 * accelerometer.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 MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ |
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12 #define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */ |
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13 #define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */ |
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14 #define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */ |
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15 |
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16 /* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */ |
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17 #ifndef SDL_IPHONE_MAX_GFORCE |
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18 #define SDL_IPHONE_MAX_GFORCE 5.0f |
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19 #endif |
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20 |
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21 static SDL_Joystick *accelerometer; /* used for controlling the ship */ |
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22 |
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23 static struct |
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24 { |
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25 float x, y; /* position of ship */ |
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26 float vx, vy; /* velocity of ship (in pixels per millesecond) */ |
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27 SDL_Rect rect; /* (drawn) position and size of ship */ |
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28 } shipData; |
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29 |
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30 static SDL_Texture *ship = 0; /* texture for spaceship */ |
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31 static SDL_Texture *space = 0; /* texture for space (background */ |
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32 |
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33 void |
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34 render(void) |
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35 { |
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36 |
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37 |
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38 /* get joystick (accelerometer) axis values and normalize them */ |
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39 float ax = SDL_JoystickGetAxis(accelerometer, 0); |
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40 float ay = -SDL_JoystickGetAxis(accelerometer, 1); |
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41 |
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42 /* ship screen constraints */ |
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43 Uint32 minx = 0.0f; |
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44 Uint32 maxx = SCREEN_WIDTH - shipData.rect.w; |
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45 Uint32 miny = 0.0f; |
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46 Uint32 maxy = SCREEN_HEIGHT - shipData.rect.h; |
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47 |
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48 #define SINT16_MAX ((float)(0x7FFF)) |
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49 |
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50 /* update velocity from accelerometer |
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51 the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between |
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52 SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer |
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53 */ |
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54 shipData.vx += |
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55 ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * |
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56 MILLESECONDS_PER_FRAME; |
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57 shipData.vy += |
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58 ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * |
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59 MILLESECONDS_PER_FRAME; |
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60 |
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61 float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy); |
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62 |
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63 if (speed > 0) { |
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64 /* compensate for friction */ |
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65 float dirx = shipData.vx / speed; /* normalized x velocity */ |
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66 float diry = shipData.vy / speed; /* normalized y velocity */ |
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67 |
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68 /* update velocity due to friction */ |
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69 if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) { |
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70 /* apply friction */ |
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71 shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME; |
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72 shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME; |
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73 } else { |
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74 /* applying friction would MORE than stop the ship, so just stop the ship */ |
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75 shipData.vx = 0.0f; |
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76 shipData.vy = 0.0f; |
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77 } |
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78 } |
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79 |
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80 /* update ship location */ |
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81 shipData.x += shipData.vx * MILLESECONDS_PER_FRAME; |
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82 shipData.y += shipData.vy * MILLESECONDS_PER_FRAME; |
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83 |
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84 if (shipData.x > maxx) { |
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85 shipData.x = maxx; |
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86 shipData.vx = -shipData.vx * DAMPING; |
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87 } else if (shipData.x < minx) { |
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88 shipData.x = minx; |
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89 shipData.vx = -shipData.vx * DAMPING; |
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90 } |
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91 if (shipData.y > maxy) { |
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92 shipData.y = maxy; |
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93 shipData.vy = -shipData.vy * DAMPING; |
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94 } else if (shipData.y < miny) { |
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95 shipData.y = miny; |
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96 shipData.vy = -shipData.vy * DAMPING; |
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97 } |
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98 |
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99 /* draw the background */ |
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100 SDL_RenderCopy(space, NULL, NULL); |
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101 |
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102 /* draw the ship */ |
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103 shipData.rect.x = shipData.x; |
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104 shipData.rect.y = shipData.y; |
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105 |
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106 SDL_RenderCopy(ship, NULL, &shipData.rect); |
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107 |
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108 /* update screen */ |
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109 SDL_RenderPresent(); |
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110 |
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111 } |
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112 |
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113 void |
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114 initializeTextures() |
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115 { |
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116 |
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117 SDL_Surface *bmp_surface; |
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118 SDL_Surface *bmp_surface_rgba; |
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119 int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */ |
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120 Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */ |
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121 int bpp; /* bits per pixel for desired format */ |
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122 |
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123 /* load the ship */ |
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124 bmp_surface = SDL_LoadBMP("ship.bmp"); |
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125 if (bmp_surface == NULL) { |
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126 fatalError("could not ship.bmp"); |
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127 } |
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128 /* set blue to transparent on the ship */ |
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129 SDL_SetColorKey(bmp_surface, 1, |
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130 SDL_MapRGB(bmp_surface->format, 0, 0, 255)); |
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131 SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); |
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132 /* |
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133 create a new RGBA surface and blit the bmp to it |
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134 this is an extra step, but it seems to be necessary for the color key to work |
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135 |
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136 does the fact that this is necessary indicate a bug in SDL? |
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137 */ |
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138 bmp_surface_rgba = |
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139 SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, |
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140 Gmask, Bmask, Amask); |
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141 SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL); |
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142 |
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143 /* create ship texture from surface */ |
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144 ship = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); |
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145 if (ship == 0) { |
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146 fatalError("could not create ship texture"); |
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147 } |
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148 SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND); |
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149 |
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150 /* set the width and height of the ship from the surface dimensions */ |
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151 shipData.rect.w = bmp_surface->w; |
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152 shipData.rect.h = bmp_surface->h; |
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153 |
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154 SDL_FreeSurface(bmp_surface_rgba); |
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155 SDL_FreeSurface(bmp_surface); |
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156 |
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157 /* load the space background */ |
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158 bmp_surface = SDL_LoadBMP("space.bmp"); |
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159 if (bmp_surface == NULL) { |
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160 fatalError("could not load space.bmp"); |
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161 } |
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162 /* create space texture from surface */ |
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163 space = SDL_CreateTextureFromSurface(format, bmp_surface); |
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164 if (space == 0) { |
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165 fatalError("could not create space texture"); |
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166 } |
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167 SDL_FreeSurface(bmp_surface); |
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168 |
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169 } |
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170 |
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171 |
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172 |
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173 int |
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174 main(int argc, char *argv[]) |
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175 { |
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176 |
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177 SDL_Window *window; /* main window */ |
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178 Uint32 startFrame; /* time frame began to process */ |
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179 Uint32 endFrame; /* time frame ended processing */ |
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180 Uint32 delay; /* time to pause waiting to draw next frame */ |
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181 int done; /* should we clean up and exit? */ |
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182 |
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183 /* initialize SDL */ |
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184 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { |
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185 fatalError("Could not initialize SDL"); |
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186 } |
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187 |
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188 /* create main window and renderer */ |
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189 window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, |
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190 SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | |
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191 SDL_WINDOW_BORDERLESS); |
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192 SDL_CreateRenderer(window, 0, 0); |
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193 |
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194 /* print out some info about joysticks and try to open accelerometer for use */ |
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195 printf("There are %d joysticks available\n", SDL_NumJoysticks()); |
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196 printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0)); |
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197 accelerometer = SDL_JoystickOpen(0); |
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198 if (accelerometer == NULL) { |
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199 fatalError("Could not open joystick (accelerometer)"); |
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200 } |
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201 printf("joystick number of axis = %d\n", |
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202 SDL_JoystickNumAxes(accelerometer)); |
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203 printf("joystick number of hats = %d\n", |
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204 SDL_JoystickNumHats(accelerometer)); |
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205 printf("joystick number of balls = %d\n", |
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206 SDL_JoystickNumBalls(accelerometer)); |
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207 printf("joystick number of buttons = %d\n", |
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208 SDL_JoystickNumButtons(accelerometer)); |
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209 |
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210 /* load graphics */ |
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211 initializeTextures(); |
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212 |
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213 /* setup ship */ |
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214 shipData.x = (SCREEN_WIDTH - shipData.rect.w) / 2; |
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215 shipData.y = (SCREEN_HEIGHT - shipData.rect.h) / 2; |
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216 shipData.vx = 0.0f; |
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217 shipData.vy = 0.0f; |
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218 |
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219 done = 0; |
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220 /* enter main loop */ |
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221 while (!done) { |
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222 startFrame = SDL_GetTicks(); |
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223 SDL_Event event; |
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224 while (SDL_PollEvent(&event)) { |
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225 if (event.type == SDL_QUIT) { |
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226 done = 1; |
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227 } |
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228 } |
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229 render(); |
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230 endFrame = SDL_GetTicks(); |
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231 |
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232 /* figure out how much time we have left, and then sleep */ |
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233 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); |
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234 if (delay < 0) { |
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235 delay = 0; |
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236 } else if (delay > MILLESECONDS_PER_FRAME) { |
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237 delay = MILLESECONDS_PER_FRAME; |
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238 } |
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239 SDL_Delay(delay); |
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240 } |
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241 |
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242 /* delete textures */ |
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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243 SDL_DestroyTexture(ship); |
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244 SDL_DestroyTexture(space); |
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245 |
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246 /* shutdown SDL */ |
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247 SDL_Quit(); |
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248 |
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249 return 0; |
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250 |
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251 } |