view Xcode-iPhoneOS/Demos/README @ 4426:1bceff8f008f

Fixed bug #943 Ozkan Sezer 2010-02-06 12:31:06 PST Hi: Here are some small fixes for compiling SDL against mingw-w64. (see http://mingw-w64.sourceforge.net/ . Despite the name, it supports both win32 and win64.) src/audio/windx5/directx.h and src/video/windx5/directx.h (both SDL-1.2 and SDL-1.3.) I get compilation errors about some union not having a member named u1 and alike, because of other system headers being included before this one and them already defining DUMMYUNIONNAME and stuff. This header probably assumes that those stuff are defined in windef.h, but mingw-w64 headers define them in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to the top of the file. src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) : The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric because _beginthreadex returns uintptr_t, not unsigned long which is 32 bits in win64. Changing the return type to uintptr_t fixes it. video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64 uses msvcrt version of _aligned_malloc and _aligned_free and they are defined in intrin.h (similar to VC). Adding proper ifdefs fixes it. (Notes about macros to check: __MINGW32__ is defined for both mingw.org and for mingw-w64 for both win32 and win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__ can't be used to detect mingw-w64: including _mingw.h and then checking for __MINGW64_VERSION_MAJOR does the trick.) SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition and location in order to avoid multiple redefinition warnings. Hope these are useful. Thanks.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Mar 2010 15:02:58 +0000
parents 20326ba2bda2
children
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==============================================================================
About the iPhone OS Demo Applications
==============================================================================

DemosiPhoneOS.xcodeproj contains several targets for iPhone oriented SDL demos.  These demos are written strictly using SDL 1.3 calls.  All the demos except for Fireworks (which requires OpenGL ES) should work on platforms other than iPhone OS, though you'll need to write your own compile script.  To run them on your favorite platform, you may wish to set the macros SCREEN_WIDTH and SCREEN_HEIGHT, located in common.h.

Common files:

	common.c and common.h contain code common to all demo applications.  This includes macros about the screen dimensions (in pixels), simple error handling, and functions for generating random numbers.

Rectangles (rectangles.c):

	Draws randomly sized and colored rectangles all over the screen by using SDL_RenderFill.  This is the simplest of all the demos.

Happy (happy.c):

	Loads the classic happy-face bitmap and draws a large number of happy faces bouncing around the screen.  Shows how you can load a bitmap into an SDL_Texture.

Accelerometer (accelerometer.c):

	Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen.  Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_iphoneos.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone. 

Touch (touch.c):

	Acts as a finger-paint type program.  Demonstrates how you can use SDL mouse input to accept touch input from the iPhone.  If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_iphoneos.h) then the program will accept multiple finger inputs simultaneously. 

Mixer (mixer.c):

	Displays several rectangular buttons which can be used as a virtual drumkit.  Demonstrates how you can play .wav sounds in SDL and how you can use SDL_MixAudioFormat to build a software mixer that can play multiple sounds at once.

Keyboard (keyboard.c):

	Loads a bitmap font and let's the user type words, numbers, and symbols using the iPhone's virtual keyboard.  The iPhone's onscreen keyboard visibility is toggled when the user taps the screen.  If the user types ':)' a happy face is displayed.  Demonstrates how to use functions added to the iPhone implementation of SDL to toggle keyboard onscreen visibility.

Fireworks (fireworks.c):

	Displays a fireworks show.  When you tap the iPhone's screen, fireworks fly from the bottom of the screen and explode at the point that you tapped.  Demonstrates how you can use SDL on iPhone to build an OpenGL ES based application. Shows you how you can use SDL_LoadBMP to load a bmp image and convert it to an OpenGL ES texture.  Of lesser importance, shows how you can use OpenGL ES point sprites to build an efficient particle system.

==============================================================================
Building and Running the demos
==============================================================================

Before building the demos you must first build SDL as a static library for BOTH the iPhone Simulator and the iPhone itself.  See the iPhone SDL main README file for directions on how to do this.  Once this is done, simply launch XCode, select the target you'd like to build, select the active SDK (simulator or device), and then build and go.