Mercurial > sdl-ios-xcode
view Xcode-iPhoneOS/Demos/src/happy.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 | 64ce267332c6 |
children | 78db79f5a4e2 |
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/* * happy.c * written by Holmes Futrell * use however you want */ #include "SDL.h" #include "common.h" #define NUM_HAPPY_FACES 100 /* number of faces to draw */ #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ #define HAPPY_FACE_SIZE 32 /* width and height of happyface (pixels) */ static SDL_Texture *texture = 0; /* reference to texture holding happyface */ static struct { float x, y; /* position of happyface */ float xvel, yvel; /* velocity of happyface */ } faces[NUM_HAPPY_FACES]; /* Sets initial positions and velocities of happyfaces units of velocity are pixels per millesecond */ void initializeHappyFaces() { int i; for (i = 0; i < NUM_HAPPY_FACES; i++) { faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE); faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE); faces[i].xvel = randomFloat(-0.1f, 0.1f); faces[i].yvel = randomFloat(-0.1f, 0.1f); } } void render(void) { int i; SDL_Rect srcRect; SDL_Rect dstRect; /* setup boundaries for happyface bouncing */ Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE; Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE; Uint16 minx = 0; Uint16 miny = 0; /* setup rects for drawing */ srcRect.x = 0; srcRect.y = 0; srcRect.w = HAPPY_FACE_SIZE; srcRect.h = HAPPY_FACE_SIZE; dstRect.w = HAPPY_FACE_SIZE; dstRect.h = HAPPY_FACE_SIZE; /* fill background in with black */ SDL_SetRenderDrawColor(0, 0, 0, 255); SDL_RenderFill(NULL); /* loop through all the happy faces: - update position - update velocity (if boundary is hit) - draw */ for (i = 0; i < NUM_HAPPY_FACES; i++) { faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME; faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME; if (faces[i].x > maxx) { faces[i].x = maxx; faces[i].xvel = -faces[i].xvel; } else if (faces[i].y > maxy) { faces[i].y = maxy; faces[i].yvel = -faces[i].yvel; } if (faces[i].x < minx) { faces[i].x = minx; faces[i].xvel = -faces[i].xvel; } else if (faces[i].y < miny) { faces[i].y = miny; faces[i].yvel = -faces[i].yvel; } dstRect.x = faces[i].x; dstRect.y = faces[i].y; SDL_RenderCopy(texture, &srcRect, &dstRect); } /* update screen */ SDL_RenderPresent(); } /* loads the happyface graphic into a texture */ void initializeTexture() { 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 bmp */ bmp_surface = SDL_LoadBMP("icon.bmp"); if (bmp_surface == NULL) { fatalError("could not load bmp"); } /* set white to transparent on the happyface */ SDL_SetColorKey(bmp_surface, 1, SDL_MapRGB(bmp_surface->format, 255, 255, 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 is this a bug? */ 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); /* convert RGBA surface to texture */ texture = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); if (texture == 0) { fatalError("could not create texture"); } SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); /* free up allocated memory */ SDL_FreeSurface(bmp_surface_rgba); SDL_FreeSurface(bmp_surface); } int main(int argc, char *argv[]) { SDL_Window *window; Uint32 startFrame; Uint32 endFrame; Uint32 delay; int done; /* initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { fatalError("Could not initialize SDL"); } window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS); SDL_CreateRenderer(window, -1, 0); initializeTexture(); initializeHappyFaces(); /* main loop */ done = 0; 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); } /* cleanup */ SDL_DestroyTexture(texture); /* shutdown SDL */ SDL_Quit(); return 0; }