Mercurial > sdl-ios-xcode
view XCodeiPhoneOS/Demos/src/accelerometer.c @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | f55c87ae336b |
children |
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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; }