Mercurial > sdl-ios-xcode
view Xcode-iPhoneOS/Demos/src/touch.c @ 3415:1756b9569141
Adam Strzelecki to SDL
Actually after my patch commited in r4928 MinGW configure seems to generate broken Makefile due MSYS bash bug. (Attaching cure/patch below)
The problem is that:
TEST=`echo 'one\\
two\\
three\\'`
echo "$TEST"
Should echo:
one\
two\
three\
Does it on Linux, Mac.. all UNIX but not on MSYS (MinGW) which outputs:
one\two\three\
(new lines removed, probably it doesn't like backslashes)
Probably this bug should be submitted to MSYS team, but not waiting till MSYS gets it fixed (they have very slow release cycles) here goes simple cure...
My patch simply replaces single quoted SED rules where we needed newlien injection with double quoted ones.
Tested on Mac, Linux & MinGW. Please review it ASAP coz this may be showstopper for everybody compiling with MinGW.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 28 Oct 2009 04:27:50 +0000 |
parents | 20326ba2bda2 |
children | 64ce267332c6 |
line wrap: on
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/* * touch.c * written by Holmes Futrell * use however you want */ #include "SDL.h" #include "math.h" #include "common.h" #define BRUSH_SIZE 32 /* width and height of the brush */ #define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */ static SDL_TextureID brushID = 0; /* texture for the brush */ /* draws a line from (startx, starty) to (startx + dx, starty + dy) this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart */ void drawLine(float startx, float starty, float dx, float dy) { float distance = sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */ int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */ float dx_prime = dx / iterations; /* x-shift per iteration */ float dy_prime = dy / iterations; /* y-shift per iteration */ SDL_Rect dstRect; /* rect to draw brush sprite into */ dstRect.w = BRUSH_SIZE; dstRect.h = BRUSH_SIZE; /* setup x and y for the location of the first sprite */ float x = startx - BRUSH_SIZE / 2.0f; float y = starty - BRUSH_SIZE / 2.0f; int i; /* draw a series of blots to form the line */ for (i = 0; i < iterations; i++) { dstRect.x = x; dstRect.y = y; /* shift x and y for next sprite location */ x += dx_prime; y += dy_prime; /* draw brush blot */ SDL_RenderCopy(brushID, NULL, &dstRect); } } /* loads the brush texture */ void initializeTexture() { SDL_Surface *bmp_surface; bmp_surface = SDL_LoadBMP("stroke.bmp"); if (bmp_surface == NULL) { fatalError("could not load stroke.bmp"); } brushID = SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, bmp_surface); SDL_FreeSurface(bmp_surface); if (brushID == 0) { fatalError("could not create brush texture"); } /* additive blending -- laying strokes on top of eachother makes them brighter */ SDL_SetTextureBlendMode(brushID, SDL_BLENDMODE_ADD); /* set brush color (red) */ SDL_SetTextureColorMod(brushID, 255, 100, 100); } int main(int argc, char *argv[]) { int x, y, dx, dy; /* mouse location */ Uint8 state; /* mouse (touch) state */ SDL_Event event; SDL_WindowID windowID; /* main window */ int done; /* does user want to quit? */ /* initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { fatalError("Could not initialize SDL"); } /* create main window and renderer */ windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS); SDL_CreateRenderer(windowID, 0, 0); /*load brush texture */ initializeTexture(); /* fill canvass initially with all black */ SDL_SetRenderDrawColor(0, 0, 0, 255); SDL_RenderFill(NULL); SDL_RenderPresent(); done = 0; while (!done && SDL_WaitEvent(&event)) { switch (event.type) { case SDL_QUIT: done = 1; break; case SDL_MOUSEMOTION: SDL_SelectMouse(event.motion.which); /* select 'mouse' (touch) that moved */ state = SDL_GetMouseState(&x, &y); /* get its location */ SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */ if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */ drawLine(x - dx, y - dy, dx, dy); /* draw line segment */ SDL_RenderPresent(); } break; } } /* cleanup */ SDL_DestroyTexture(brushID); SDL_Quit(); return 0; }