annotate XCodeiPhoneOS/Demos/src/accelerometer.c @ 3008:786a48f8309c

First shot at autogenerated audio resamplers. Don't check in a new SDL_audiotypecvt.c yet, though.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 09 Jan 2009 15:41:45 +0000
parents 9dde605c7540
children
rev   line source
2765
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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 } ship;
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29
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30 static SDL_TextureID shipID = 0; /* texture for spaceship */
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31 static SDL_TextureID spaceID = 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 - ship.rect.w;
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45 Uint32 miny = 0.0f;
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46 Uint32 maxy = SCREEN_HEIGHT - ship.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 ship.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 ship.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(ship.vx * ship.vx + ship.vy * ship.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 = ship.vx / speed; /* normalized x velocity */
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66 float diry = ship.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 ship.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME;
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72 ship.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 ship.vx = 0.0f;
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76 ship.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 ship.x += ship.vx * MILLESECONDS_PER_FRAME;
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82 ship.y += ship.vy * MILLESECONDS_PER_FRAME;
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83
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84 if (ship.x > maxx) {
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85 ship.x = maxx;
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86 ship.vx = -ship.vx * DAMPING;
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87 } else if (ship.x < minx) {
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88 ship.x = minx;
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89 ship.vx = -ship.vx * DAMPING;
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90 }
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91 if (ship.y > maxy) {
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92 ship.y = maxy;
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93 ship.vy = -ship.vy * DAMPING;
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94 } else if (ship.y < miny) {
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95 ship.y = miny;
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96 ship.vy = -ship.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(spaceID, NULL, NULL);
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101
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102 /* draw the ship */
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103 ship.rect.x = ship.x;
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104 ship.rect.y = ship.y;
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105
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106 SDL_RenderCopy(shipID, NULL, &ship.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 shipID = SDL_CreateTextureFromSurface(format, bmp_surface_rgba);
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145 if (shipID == 0) {
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146 fatalError("could not create ship texture");
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147 }
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148 SDL_SetTextureBlendMode(shipID, 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 ship.rect.w = bmp_surface->w;
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152 ship.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 spaceID = SDL_CreateTextureFromSurface(format, bmp_surface);
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164 if (spaceID == 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_WindowID windowID; /* ID of 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 windowID = 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(windowID, 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 ship.x = (SCREEN_WIDTH - ship.rect.w) / 2;
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215 ship.y = (SCREEN_HEIGHT - ship.rect.h) / 2;
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216 ship.vx = 0.0f;
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217 ship.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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243 SDL_DestroyTexture(shipID);
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244 SDL_DestroyTexture(spaceID);
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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 }