Mercurial > sdl-ios-xcode
view Xcode-iPhoneOS/Demos/src/accelerometer.c @ 3487:24d13328c44a
Eric Wing to Sam, hfutrell
This one is quite puzzling. I found a partial workaround, but I don't fully understand the reasons yet.
First, the console is complaining about not finding a nib for MainWindow.
I tried removing the entry for this in the info.plist, and the message went away, but it didn't really change anything.
Second, I stepped through this with the debugger and broke up some lines. It seems that the basic act of calling
view = [SDL_uikitopenglview alloc];
or even
view = [SDL_uikitview alloc]
will crash the program. The debugger messages plus the stack trace make me think it's not finding the SDL_uikitview classes for some reason. But I don't understand why this would be.
view = [UIView alloc] will not crash the program.
For kicks, I added a new definition of a class called SDL_object which subclasses NSObject in the same files as SDL_uikitopenglview and then call
view = [SDL_object alloc];
This does not crash the program.
So, then I modified SDL_object to subclass UIView. No crash.
Next, I made SDL_object subclass UIView<UITextFieldDelegate> . This crashes.
So it is the act of conforming to the UITextFieldDelegate protocol that is crashing things.
I don't understand why it would crash on alloc though. I'm guessing either a delegate needs to be set somewhere or one of the required methods needs to be implemented. But in the former case, I would not expect a crash, but a silent message to nil and something else doesn't work. And in the latter case, I would expect a compiler warning and an exception thrown instead of a crash.
Anyway, my temporary workaround is to change the interface declaration for SDL_uikitview to look like:
#if SDL_IPHONE_KEYBOARD
@interface SDL_uikitview : UIView<UITextFieldDelegate> {
#else
@interface SDL_uikitview : UIView {
#endif
And then disable the keyboard support in the SDL_config_iphoneos.h file.
/* enable iPhone keyboard support */
#define SDL_IPHONE_KEYBOARD 0
-Eric
On Nov 23, 2009, at 1:43 AM, Sam Lantinga wrote:
> I ran into a blocking startup crash with the Happy demo on iPhone OS 3.1.2 on my new iPhone:
>
> #0 0x323fea14 in _class_isInitialized
> #1 0x323fea68 in _class_initialize
> #2 0x32403e92 in prepareForMethodLookup
> #3 0x32401244 in lookUpMethod
> #4 0x323fea10 in _class_lookupMethodAndLoadCache
> #5 0x323fe746 in objc_msgSend_uncached
> #6 0x323feb26 in _class_initialize
> #7 0x323fea58 in _class_initialize
> #8 0x32403e92 in prepareForMethodLookup
> #9 0x32401244 in lookUpMethod
> #10 0x323fea10 in _class_lookupMethodAndLoadCache
> #11 0x323fe746 in objc_msgSend_uncached
> #12 0x000554dc in UIKit_GL_CreateContext at SDL_uikitopengles.m:103
> #13 0x0004f89e in SDL_GL_CreateContext at SDL_video.c:3155
> #14 0x000579e8 in GLES_CreateRenderer at SDL_renderer_gles.c:282
> #15 0x0004d7b8 in SDL_CreateRenderer at SDL_video.c:1509
> #16 0x00002bc2 in SDL_main at happy.c:156
> #17 0x000571b2 in -[SDLUIKitDelegate postFinishLaunch] at
> SDL_uikitappdelegate.m:77
> #18 0x313f9ef2 in __NSFireDelayedPerform
> #19 0x32567bb2 in CFRunLoopRunSpecific
> #20 0x3256735c in CFRunLoopRunInMode
> #21 0x32912cbe in GSEventRunModal
> #22 0x32912d6a in GSEventRun
> #23 0x32b6276e in -[UIApplication _run]
> #24 0x32b61472 in UIApplicationMain
> #25 0x00057088 in main at SDL_uikitappdelegate.m:50
>
> Any ideas?
>
> See ya!
> --
> -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Nov 2009 08:12:32 +0000 |
parents | 20326ba2bda2 |
children | 64ce267332c6 |
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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 */ } ship; static SDL_TextureID shipID = 0; /* texture for spaceship */ static SDL_TextureID spaceID = 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 - ship.rect.w; Uint32 miny = 0.0f; Uint32 maxy = SCREEN_HEIGHT - ship.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 */ ship.vx += ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME; ship.vy += ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME; float speed = sqrt(ship.vx * ship.vx + ship.vy * ship.vy); if (speed > 0) { /* compensate for friction */ float dirx = ship.vx / speed; /* normalized x velocity */ float diry = ship.vy / speed; /* normalized y velocity */ /* update velocity due to friction */ if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) { /* apply friction */ ship.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME; ship.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME; } else { /* applying friction would MORE than stop the ship, so just stop the ship */ ship.vx = 0.0f; ship.vy = 0.0f; } } /* update ship location */ ship.x += ship.vx * MILLESECONDS_PER_FRAME; ship.y += ship.vy * MILLESECONDS_PER_FRAME; if (ship.x > maxx) { ship.x = maxx; ship.vx = -ship.vx * DAMPING; } else if (ship.x < minx) { ship.x = minx; ship.vx = -ship.vx * DAMPING; } if (ship.y > maxy) { ship.y = maxy; ship.vy = -ship.vy * DAMPING; } else if (ship.y < miny) { ship.y = miny; ship.vy = -ship.vy * DAMPING; } /* draw the background */ SDL_RenderCopy(spaceID, NULL, NULL); /* draw the ship */ ship.rect.x = ship.x; ship.rect.y = ship.y; SDL_RenderCopy(shipID, NULL, &ship.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 */ shipID = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); if (shipID == 0) { fatalError("could not create ship texture"); } SDL_SetTextureBlendMode(shipID, SDL_BLENDMODE_BLEND); /* set the width and height of the ship from the surface dimensions */ ship.rect.w = bmp_surface->w; ship.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 */ spaceID = SDL_CreateTextureFromSurface(format, bmp_surface); if (spaceID == 0) { fatalError("could not create space texture"); } SDL_FreeSurface(bmp_surface); } int main(int argc, char *argv[]) { SDL_WindowID windowID; /* ID of 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 */ windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS); SDL_CreateRenderer(windowID, 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 */ ship.x = (SCREEN_WIDTH - ship.rect.w) / 2; ship.y = (SCREEN_HEIGHT - ship.rect.h) / 2; ship.vx = 0.0f; ship.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(shipID); SDL_DestroyTexture(spaceID); /* shutdown SDL */ SDL_Quit(); return 0; }