Mercurial > sdl-ios-xcode
view Xcode-iPhoneOS/Demos/src/accelerometer.c @ 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 | e431b888ac6c |
children | 78db79f5a4e2 |
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/* * accelerometer.c * written by Holmes Futrell * use however you want */ #include "SDL.h" #include "math.h" #include "common.h" #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ #define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */ #define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */ #define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */ /* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */ #ifndef SDL_IPHONE_MAX_GFORCE #define SDL_IPHONE_MAX_GFORCE 5.0f #endif static SDL_Joystick *accelerometer; /* used for controlling the ship */ static struct { float x, y; /* position of ship */ float vx, vy; /* velocity of ship (in pixels per millesecond) */ SDL_Rect rect; /* (drawn) position and size of ship */ } shipData; static SDL_Texture *ship = 0; /* texture for spaceship */ static SDL_Texture *space = 0; /* texture for space (background */ void render(void) { /* get joystick (accelerometer) axis values and normalize them */ float ax = SDL_JoystickGetAxis(accelerometer, 0); float ay = -SDL_JoystickGetAxis(accelerometer, 1); /* ship screen constraints */ Uint32 minx = 0.0f; Uint32 maxx = SCREEN_WIDTH - shipData.rect.w; Uint32 miny = 0.0f; Uint32 maxy = SCREEN_HEIGHT - shipData.rect.h; #define SINT16_MAX ((float)(0x7FFF)) /* update velocity from accelerometer the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer */ shipData.vx += ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME; shipData.vy += ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME; float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy); if (speed > 0) { /* compensate for friction */ float dirx = shipData.vx / speed; /* normalized x velocity */ float diry = shipData.vy / speed; /* normalized y velocity */ /* update velocity due to friction */ if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) { /* apply friction */ shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME; shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME; } else { /* applying friction would MORE than stop the ship, so just stop the ship */ shipData.vx = 0.0f; shipData.vy = 0.0f; } } /* update ship location */ shipData.x += shipData.vx * MILLESECONDS_PER_FRAME; shipData.y += shipData.vy * MILLESECONDS_PER_FRAME; if (shipData.x > maxx) { shipData.x = maxx; shipData.vx = -shipData.vx * DAMPING; } else if (shipData.x < minx) { shipData.x = minx; shipData.vx = -shipData.vx * DAMPING; } if (shipData.y > maxy) { shipData.y = maxy; shipData.vy = -shipData.vy * DAMPING; } else if (shipData.y < miny) { shipData.y = miny; shipData.vy = -shipData.vy * DAMPING; } /* draw the background */ SDL_RenderCopy(space, NULL, NULL); /* draw the ship */ shipData.rect.x = shipData.x; shipData.rect.y = shipData.y; SDL_RenderCopy(ship, NULL, &shipData.rect); /* update screen */ SDL_RenderPresent(); } void initializeTextures() { SDL_Surface *bmp_surface; SDL_Surface *bmp_surface_rgba; int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */ Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */ int bpp; /* bits per pixel for desired format */ /* load the ship */ bmp_surface = SDL_LoadBMP("ship.bmp"); if (bmp_surface == NULL) { fatalError("could not ship.bmp"); } /* set blue to transparent on the ship */ SDL_SetColorKey(bmp_surface, 1, SDL_MapRGB(bmp_surface->format, 0, 0, 255)); SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); /* create a new RGBA surface and blit the bmp to it this is an extra step, but it seems to be necessary for the color key to work does the fact that this is necessary indicate a bug in SDL? */ bmp_surface_rgba = SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, Gmask, Bmask, Amask); SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL); /* create ship texture from surface */ ship = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); if (ship == 0) { fatalError("could not create ship texture"); } SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND); /* set the width and height of the ship from the surface dimensions */ shipData.rect.w = bmp_surface->w; shipData.rect.h = bmp_surface->h; SDL_FreeSurface(bmp_surface_rgba); SDL_FreeSurface(bmp_surface); /* load the space background */ bmp_surface = SDL_LoadBMP("space.bmp"); if (bmp_surface == NULL) { fatalError("could not load space.bmp"); } /* create space texture from surface */ space = SDL_CreateTextureFromSurface(format, bmp_surface); if (space == 0) { fatalError("could not create space texture"); } SDL_FreeSurface(bmp_surface); } int main(int argc, char *argv[]) { SDL_Window *window; /* main window */ Uint32 startFrame; /* time frame began to process */ Uint32 endFrame; /* time frame ended processing */ Uint32 delay; /* time to pause waiting to draw next frame */ int done; /* should we clean up and exit? */ /* initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { fatalError("Could not initialize SDL"); } /* create main window and renderer */ window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS); SDL_CreateRenderer(window, 0, 0); /* print out some info about joysticks and try to open accelerometer for use */ printf("There are %d joysticks available\n", SDL_NumJoysticks()); printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0)); accelerometer = SDL_JoystickOpen(0); if (accelerometer == NULL) { fatalError("Could not open joystick (accelerometer)"); } printf("joystick number of axis = %d\n", SDL_JoystickNumAxes(accelerometer)); printf("joystick number of hats = %d\n", SDL_JoystickNumHats(accelerometer)); printf("joystick number of balls = %d\n", SDL_JoystickNumBalls(accelerometer)); printf("joystick number of buttons = %d\n", SDL_JoystickNumButtons(accelerometer)); /* load graphics */ initializeTextures(); /* setup ship */ shipData.x = (SCREEN_WIDTH - shipData.rect.w) / 2; shipData.y = (SCREEN_HEIGHT - shipData.rect.h) / 2; shipData.vx = 0.0f; shipData.vy = 0.0f; done = 0; /* enter main loop */ while (!done) { startFrame = SDL_GetTicks(); SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = 1; } } render(); endFrame = SDL_GetTicks(); /* figure out how much time we have left, and then sleep */ delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); if (delay < 0) { delay = 0; } else if (delay > MILLESECONDS_PER_FRAME) { delay = MILLESECONDS_PER_FRAME; } SDL_Delay(delay); } /* delete textures */ SDL_DestroyTexture(ship); SDL_DestroyTexture(space); /* shutdown SDL */ SDL_Quit(); return 0; }