Mercurial > sdl-ios-xcode
view Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/main.c @ 5127:b6c7a6b07ebf
Updated main.c for API changes
Kees Bakker to sdl
The main.c for the template is still targeting SDL1.2. Here
is the patch to make it work for SDL1.3 (I'm hoping
the mailing lists accepts attachments.)
In this patch I have also changed the shell script that
assembles the Template. Since there is now only one lib
target (same name for "device" and "simulator" version)
I copy the simulator library to the destination with
the name libSDLSimulator.a. This is not a satisfactory
solution, because both libraries are included in the project
while only one is needed (depending on the selected
environment). However, I'm not fluent with Xcode to
say what a better solution would be.
Kind regards,
Kees Bakker
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 28 Jan 2011 10:37:36 -0800 |
parents | 232e5e00e398 |
children |
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/* Simple program: Create a blank window, wait for keypress, quit. Please see the SDL documentation for details on using the SDL API: /Developer/Documentation/SDL/docs.html */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include "SDL.h" extern void Atlantis_Init (); extern void Atlantis_Reshape (int w, int h); extern void Atlantis_Animate (); extern void Atlantis_Display (); static SDL_Surface *gScreen; static void initAttributes () { // Setup attributes we want for the OpenGL context int value; // Don't set color bit sizes (SDL_GL_RED_SIZE, etc) // Mac OS X will always use 8-8-8-8 ARGB for 32-bit screens and // 5-5-5 RGB for 16-bit screens // Request a 16-bit depth buffer (without this, there is no depth buffer) value = 16; SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value); // Request double-buffered OpenGL // The fact that windows are double-buffered on Mac OS X has no effect // on OpenGL double buffering. value = 1; SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, value); } static void printAttributes () { // Print out attributes of the context we created int nAttr; int i; int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE, SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE }; char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n", "Alpha size: %d bits\n", "Color buffer size: %d bits\n", "Depth bufer size: %d bits\n" }; nAttr = sizeof(attr) / sizeof(int); for (i = 0; i < nAttr; i++) { int value; SDL_GL_GetAttribute (attr[i], &value); printf (desc[i], value); } } static void createSurface (int fullscreen) { Uint32 flags = 0; flags = SDL_OPENGL; if (fullscreen) flags |= SDL_FULLSCREEN; // Create window gScreen = SDL_SetVideoMode (640, 480, 0, flags); if (gScreen == NULL) { fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n", SDL_GetError()); SDL_Quit(); exit(2); } } static void initGL () { Atlantis_Init (); Atlantis_Reshape (gScreen->w, gScreen->h); } static void drawGL () { Atlantis_Animate (); Atlantis_Display (); } static void mainLoop () { SDL_Event event; int done = 0; int fps = 24; int delay = 1000/fps; int thenTicks = -1; int nowTicks; while ( !done ) { /* Check for events */ while ( SDL_PollEvent (&event) ) { switch (event.type) { case SDL_MOUSEMOTION: break; case SDL_MOUSEBUTTONDOWN: break; case SDL_KEYDOWN: /* Any keypress quits the app... */ case SDL_QUIT: done = 1; break; default: break; } } // Draw at 24 hz // This approach is not normally recommended - it is better to // use time-based animation and run as fast as possible drawGL (); SDL_GL_SwapBuffers (); // Time how long each draw-swap-delay cycle takes // and adjust delay to get closer to target framerate if (thenTicks > 0) { nowTicks = SDL_GetTicks (); delay += (1000/fps - (nowTicks-thenTicks)); thenTicks = nowTicks; if (delay < 0) delay = 1000/fps; } else { thenTicks = SDL_GetTicks (); } SDL_Delay (delay); } } int main(int argc, char *argv[]) { // Init SDL video subsystem if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } // Set GL context attributes initAttributes (); // Create GL context createSurface (0); // Get GL context attributes printAttributes (); // Init GL state initGL (); // Draw, get events... mainLoop (); // Cleanup SDL_Quit(); return 0; }