annotate test/testkeys.c @ 2359:b70b96e615d2 gsoc2008_iphone

These files are the OpenGL ES render driver. You should be able to use them on any platform that supports OpenGL ES -- not just iPhone. The driver is based off the OpenGL render driver. There are a few differences between OpenGL and OpenGL ES that present difficulties for this driver: - OpenGL ES does NOT support many pixel formats (for example, no GL_BGR). Also, when using texture functions format and internalFormat must be the same -- this means 32 bit packed formats like SDL_PIXELFORMAT_BGR888 cannot be automatically converted to GL_RGB (which is 24bpp). - OpenGL ES doesn't have GL_PACK_ROW_LENGTH, which means data must be reformatted before uploading changes to dirty rects. This change has been added. - OpenGL ES doesn't support paletted textures, though there is an extension. I'm looking into this. Some other notable differences: - OpenGL ES has an extension called GL_OES_draw_texture which allows for quicker 2D sprite-type drawing. I use this in GL_RenderCopy when it is available. The iPhone supports the extension, but the iPhone Simulator does not (presently). - No glBegin() / glEnd() and no GL_QUADS! I'm using glDrawArrays with GL_TRIANGLE_STRIP instead!
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Thu, 17 Jul 2008 23:31:42 +0000
parents 1a8bab15a45d
children 25d4feb7c127
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2 /* Print out all the scancodes we have, just to verify them */
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4 #include <stdio.h>
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5 #include <ctype.h>
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6 #include <stdlib.h>
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7 #include <string.h>
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9 #include "SDL.h"
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11 int
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12 main(int argc, char *argv[])
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13 {
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14 SDL_scancode scancode;
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16 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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17 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
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18 exit(1);
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19 }
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20 for (scancode = 0; scancode < SDL_NUM_SCANCODES; ++scancode) {
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21 printf("Scancode #%d, \"%s\"\n", scancode,
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22 SDL_GetScancodeName(scancode));
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23 }
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24 SDL_Quit();
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25 return (0);
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26 }