diff options
author | 2016-11-16 16:26:13 +0100 | |
---|---|---|
committer | 2016-11-16 16:28:01 +0100 | |
commit | 47a05778bff9388fc6c479461dd3804c79d7b539 (patch) | |
tree | bb3d4dc8df676b8aa478339b3fd0cd305dc4ac4d /3rdparty/SDL2/Xcode-iOS/Demos/src | |
parent | e61b392edfbfe5b9d70908c087632da915a3abd8 (diff) |
Updated SDL2 to 2.0.5 (nw)
Diffstat (limited to '3rdparty/SDL2/Xcode-iOS/Demos/src')
-rw-r--r-- | 3rdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c | 45 | ||||
-rw-r--r-- | 3rdparty/SDL2/Xcode-iOS/Demos/src/common.c | 20 | ||||
-rw-r--r-- | 3rdparty/SDL2/Xcode-iOS/Demos/src/common.h | 4 | ||||
-rw-r--r-- | 3rdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c | 71 | ||||
-rw-r--r-- | 3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c | 73 | ||||
-rw-r--r-- | 3rdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c | 19 | ||||
-rw-r--r-- | 3rdparty/SDL2/Xcode-iOS/Demos/src/mixer.c | 47 | ||||
-rw-r--r-- | 3rdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c | 91 | ||||
-rw-r--r-- | 3rdparty/SDL2/Xcode-iOS/Demos/src/touch.c | 16 |
9 files changed, 203 insertions, 183 deletions
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c index 3b7985faa09..e15de3ed4ec 100644 --- a/3rdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c +++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c @@ -8,7 +8,6 @@ #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 */ @@ -31,9 +30,10 @@ static SDL_Texture *ship = 0; /* texture for spaceship */ static SDL_Texture *space = 0; /* texture for space (background */ void -render(SDL_Renderer *renderer, int w, int h) +render(SDL_Renderer *renderer, int w, int h, double deltaTime) { - + double deltaMilliseconds = deltaTime * 1000; + float speed; /* get joystick (accelerometer) axis values and normalize them */ float ax = SDL_JoystickGetAxis(accelerometer, 0); @@ -53,12 +53,12 @@ render(SDL_Renderer *renderer, int w, int h) */ shipData.vx += ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * - MILLESECONDS_PER_FRAME; + deltaMilliseconds; shipData.vy += ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * - MILLESECONDS_PER_FRAME; + deltaMilliseconds; - float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy); + speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy); if (speed > 0) { /* compensate for friction */ @@ -66,10 +66,10 @@ render(SDL_Renderer *renderer, int w, int h) float diry = shipData.vy / speed; /* normalized y velocity */ /* update velocity due to friction */ - if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) { + if (speed - FRICTION * deltaMilliseconds > 0) { /* apply friction */ - shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME; - shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME; + shipData.vx -= dirx * FRICTION * deltaMilliseconds; + shipData.vy -= diry * FRICTION * deltaMilliseconds; } else { /* applying friction would MORE than stop the ship, so just stop the ship */ shipData.vx = 0.0f; @@ -78,8 +78,8 @@ render(SDL_Renderer *renderer, int w, int h) } /* update ship location */ - shipData.x += shipData.vx * MILLESECONDS_PER_FRAME; - shipData.y += shipData.vy * MILLESECONDS_PER_FRAME; + shipData.x += shipData.vx * deltaMilliseconds; + shipData.y += shipData.vy * deltaMilliseconds; if (shipData.x > maxx) { shipData.x = maxx; @@ -160,9 +160,6 @@ main(int argc, char *argv[]) SDL_Window *window; /* main window */ SDL_Renderer *renderer; - Uint32 startFrame; /* time frame began to process */ - Uint32 endFrame; /* time frame ended processing */ - Sint32 delay; /* time to pause waiting to draw next frame */ int done; /* should we clean up and exit? */ int w, h; @@ -172,12 +169,11 @@ main(int argc, char *argv[]) } /* create main window and renderer */ - window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, - SDL_WINDOW_OPENGL | - SDL_WINDOW_FULLSCREEN); + window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI); renderer = SDL_CreateRenderer(window, 0, 0); SDL_GetWindowSize(window, &w, &h); + SDL_RenderSetLogicalSize(renderer, w, h); /* print out some info about joysticks and try to open accelerometer for use */ printf("There are %d joysticks available\n", SDL_NumJoysticks()); @@ -207,24 +203,15 @@ main(int argc, char *argv[]) done = 0; /* enter main loop */ while (!done) { - startFrame = SDL_GetTicks(); + double deltaTime = updateDeltaTime(); SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = 1; } } - render(renderer, w, h); - 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); + render(renderer, w, h, deltaTime); + SDL_Delay(1); } /* delete textures */ diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/common.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/common.c index b2d96345669..0a1485ae926 100644 --- a/3rdparty/SDL2/Xcode-iOS/Demos/src/common.c +++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/common.c @@ -32,5 +32,25 @@ void fatalError(const char *string) { printf("%s: %s\n", string, SDL_GetError()); + SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, string, SDL_GetError(), NULL); exit(1); } + +static Uint64 prevTime = 0; + +double +updateDeltaTime() +{ + Uint64 curTime; + double deltaTime; + + if (prevTime == 0) { + prevTime = SDL_GetPerformanceCounter(); + } + + curTime = SDL_GetPerformanceCounter(); + deltaTime = (double) (curTime - prevTime) / (double) SDL_GetPerformanceFrequency(); + prevTime = curTime; + + return deltaTime; +} diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/common.h b/3rdparty/SDL2/Xcode-iOS/Demos/src/common.h index 3e0d94ecf20..96b2c964a0f 100644 --- a/3rdparty/SDL2/Xcode-iOS/Demos/src/common.h +++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/common.h @@ -4,9 +4,7 @@ * use however you want */ -#define SCREEN_WIDTH 320 -#define SCREEN_HEIGHT 480 - extern int randomInt(int min, int max); extern float randomFloat(float min, float max); extern void fatalError(const char *string); +extern double updateDeltaTime(); diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c index a5beada9136..dbbd738113c 100644 --- a/3rdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c +++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c @@ -10,13 +10,13 @@ #include <math.h> #include <time.h> -#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ #define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */ #define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */ #define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */ static GLuint particleTextureID; /* OpenGL particle texture id */ static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */ +static float pointSizeScale; /* used to describe what type of particle a given struct particle is. emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles. @@ -55,7 +55,7 @@ void initializeParticles(void); void initializeTexture(); int nextPowerOfTwo(int x); void drawParticles(); -void stepParticles(void); +void stepParticles(double deltaTime); /* helper function (used in texture loading) returns next power of two greater than or equal to x @@ -71,11 +71,12 @@ nextPowerOfTwo(int x) } /* - steps each active particle by timestep MILLESECONDS_PER_FRAME + steps each active particle by timestep deltaTime */ void -stepParticles(void) +stepParticles(double deltaTime) { + float deltaMilliseconds = deltaTime * 1000; int i; struct particle *slot = particles; struct particle *curr = particles; @@ -93,10 +94,10 @@ stepParticles(void) curr->isActive = 0; /* step velocity, then step position */ - curr->yvel += ACCEL * MILLESECONDS_PER_FRAME; + curr->yvel += ACCEL * deltaMilliseconds; curr->xvel += 0.0f; - curr->y += curr->yvel * MILLESECONDS_PER_FRAME; - curr->x += curr->xvel * MILLESECONDS_PER_FRAME; + curr->y += curr->yvel * deltaMilliseconds; + curr->x += curr->xvel * deltaMilliseconds; /* particle behavior */ if (curr->type == emitter) { @@ -111,29 +112,29 @@ stepParticles(void) sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel); /* if wind resistance is not powerful enough to stop us completely, then apply winde resistance, otherwise just stop us completely */ - if (WIND_RESISTANCE * MILLESECONDS_PER_FRAME < speed) { + if (WIND_RESISTANCE * deltaMilliseconds < speed) { float normx = curr->xvel / speed; float normy = curr->yvel / speed; curr->xvel -= - normx * WIND_RESISTANCE * MILLESECONDS_PER_FRAME; + normx * WIND_RESISTANCE * deltaMilliseconds; curr->yvel -= - normy * WIND_RESISTANCE * MILLESECONDS_PER_FRAME; + normy * WIND_RESISTANCE * deltaMilliseconds; } else { curr->xvel = curr->yvel = 0; /* stop particle */ } - if (curr->color[3] <= MILLESECONDS_PER_FRAME * 0.1275f) { + if (curr->color[3] <= deltaMilliseconds * 0.1275f) { /* if this next step will cause us to fade out completely then just mark for deletion */ curr->isActive = 0; } else { /* otherwise, let's fade a bit more */ - curr->color[3] -= MILLESECONDS_PER_FRAME * 0.1275f; + curr->color[3] -= deltaMilliseconds * 0.1275f; } /* if we're a dust particle, shrink our size */ if (curr->type == dust) - curr->size -= MILLESECONDS_PER_FRAME * 0.010f; + curr->size -= deltaMilliseconds * 0.010f; } @@ -147,7 +148,7 @@ stepParticles(void) /* the number of active particles is computed as the difference between old number of active particles, where slot points, and the new size of the array, where particles points */ - num_active_particles = slot - particles; + num_active_particles = (int) (slot - particles); } /* @@ -206,7 +207,7 @@ explodeEmitter(struct particle *emitter) p->y = emitter->y + emitter->yvel; p->isActive = 1; p->type = dust; - p->size = 15; + p->size = 15 * pointSizeScale; /* inherit emitter's color */ p->color[0] = emitter->color[0]; p->color[1] = emitter->color[1]; @@ -244,7 +245,7 @@ spawnTrailFromEmitter(struct particle *emitter) p->color[3] = (0.7f) * 255; /* set other attributes */ - p->size = 10; + p->size = 10 * pointSizeScale; p->type = trail; p->isActive = 1; @@ -298,7 +299,7 @@ spawnEmitterParticle(GLfloat x, GLfloat y) p->xvel = 0; p->yvel = -sqrt(2 * ACCEL * (screen_h - y)); /* set other attributes */ - p->size = 10; + p->size = 10 * pointSizeScale; p->type = emitter; p->isActive = 1; /* our array has expanded at the end */ @@ -363,7 +364,7 @@ main(int argc, char *argv[]) { SDL_Window *window; /* main window */ SDL_GLContext context; - int w, h; + int drawableW, drawableH; Uint32 startFrame; /* time frame began to process */ Uint32 endFrame; /* time frame ended processing */ Uint32 delay; /* time to pause waiting to draw next frame */ @@ -391,11 +392,19 @@ main(int argc, char *argv[]) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); /* create main window and renderer */ - window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, - SDL_WINDOW_OPENGL | - SDL_WINDOW_BORDERLESS); + window = SDL_CreateWindow(NULL, 0, 0, 320, 480, + SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI); context = SDL_GL_CreateContext(window); + /* The window size and drawable size may be different when highdpi is enabled, + * due to the increased pixel density of the drawable. */ + SDL_GetWindowSize(window, &screen_w, &screen_h); + SDL_GL_GetDrawableSize(window, &drawableW, &drawableH); + + /* In OpenGL, point sizes are always in pixels. We don't want them looking + * tiny on a retina screen. */ + pointSizeScale = (float) drawableH / (float) screen_h; + /* load the particle texture */ initializeTexture(); @@ -412,8 +421,7 @@ main(int argc, char *argv[]) glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - SDL_GetWindowSize(window, &screen_w, &screen_h); - glViewport(0, 0, screen_w, screen_h); + glViewport(0, 0, drawableW, drawableH); glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -436,14 +444,14 @@ main(int argc, char *argv[]) glEnableClientState(GL_POINT_SIZE_ARRAY_OES); } else { /* if extension not available then all particles have size 10 */ - glPointSize(10); + glPointSize(10 * pointSizeScale); } done = 0; /* enter main loop */ while (!done) { - startFrame = SDL_GetTicks(); SDL_Event event; + double deltaTime = updateDeltaTime(); while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = 1; @@ -454,19 +462,10 @@ main(int argc, char *argv[]) spawnEmitterParticle(x, y); } } - stepParticles(); + stepParticles(deltaTime); drawParticles(); SDL_GL_SwapWindow(window); - endFrame = SDL_GetTicks(); - - /* figure out how much time we have left, and then sleep */ - delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); - if (delay > MILLESECONDS_PER_FRAME) { - delay = MILLESECONDS_PER_FRAME; - } - if (delay > 0) { - SDL_Delay(delay); - } + SDL_Delay(1); } /* delete textures */ diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c index ce661d95875..658a65f01bd 100644 --- a/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c +++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c @@ -8,8 +8,7 @@ #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) */ +#define HAPPY_FACE_SIZE 32 /* width and height of happyface */ static SDL_Texture *texture = 0; /* reference to texture holding happyface */ @@ -24,30 +23,37 @@ static struct units of velocity are pixels per millesecond */ void -initializeHappyFaces() +initializeHappyFaces(SDL_Renderer *renderer) { int i; + int w; + int h; + SDL_RenderGetLogicalSize(renderer, &w, &h); + 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); + faces[i].x = randomFloat(0.0f, w - HAPPY_FACE_SIZE); + faces[i].y = randomFloat(0.0f, h - HAPPY_FACE_SIZE); + faces[i].xvel = randomFloat(-60.0f, 60.0f); + faces[i].yvel = randomFloat(-60.0f, 60.0f); } } void -render(SDL_Renderer *renderer) +render(SDL_Renderer *renderer, double deltaTime) { - int i; SDL_Rect srcRect; SDL_Rect dstRect; + int w; + int h; + + SDL_RenderGetLogicalSize(renderer, &w, &h); /* 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; + int maxx = w - HAPPY_FACE_SIZE; + int maxy = h - HAPPY_FACE_SIZE; + int minx = 0; + int miny = 0; /* setup rects for drawing */ srcRect.x = 0; @@ -68,8 +74,8 @@ render(SDL_Renderer *renderer) - 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; + faces[i].x += faces[i].xvel * deltaTime; + faces[i].y += faces[i].yvel * deltaTime; if (faces[i].x > maxx) { faces[i].x = maxx; faces[i].xvel = -faces[i].xvel; @@ -123,48 +129,45 @@ initializeTexture(SDL_Renderer *renderer) int main(int argc, char *argv[]) { - SDL_Window *window; SDL_Renderer *renderer; - Uint32 startFrame; - Uint32 endFrame; - Uint32 delay; int done; + int width; + int height; /* 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_BORDERLESS); + + /* The specified window size doesn't matter - except for its aspect ratio, + * which determines whether the window is in portrait or landscape on iOS + * (if SDL_WINDOW_RESIZABLE isn't specified). */ + window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI); renderer = SDL_CreateRenderer(window, -1, 0); + SDL_GetWindowSize(window, &width, &height); + SDL_RenderSetLogicalSize(renderer, width, height); + initializeTexture(renderer); - initializeHappyFaces(); + initializeHappyFaces(renderer); + /* main loop */ done = 0; while (!done) { - startFrame = SDL_GetTicks(); SDL_Event event; + double deltaTime = updateDeltaTime(); + while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = 1; } } - render(renderer); - 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); + + render(renderer, deltaTime); + SDL_Delay(1); } /* cleanup */ diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c index 4fb45b94ae1..1932ad4a96b 100644 --- a/3rdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c +++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c @@ -4,8 +4,8 @@ * use however you want */ -#import "SDL.h" -#import "common.h" +#include "SDL.h" +#include "common.h" #define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */ #define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */ @@ -132,10 +132,13 @@ keyToIndex(SDL_Keysym key) void getPositionForCharNumber(int n, int *x, int *y) { + int renderW, renderH; + SDL_RenderGetLogicalSize(renderer, &renderW, &renderH); + int x_padding = 16; /* padding space on left and right side of screen */ int y_padding = 32; /* padding space at top of screen */ /* figure out the number of characters that can fit horizontally across the screen */ - int max_x_chars = (SCREEN_WIDTH - 2 * x_padding) / GLYPH_SIZE_SCREEN; + int max_x_chars = (renderW - 2 * x_padding) / GLYPH_SIZE_SCREEN; int line_separation = 5; /* pixels between each line */ *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding; *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + @@ -228,21 +231,25 @@ loadFont(void) int main(int argc, char *argv[]) { - int index; /* index of last key we pushed in the bitmap font */ SDL_Window *window; SDL_Event event; /* last event received */ SDL_Keymod mod; /* key modifiers of last key we pushed */ SDL_Scancode scancode; /* scancode of last key we pushed */ + int width; + int height; if (SDL_Init(SDL_INIT_VIDEO) < 0) { printf("Error initializing SDL: %s", SDL_GetError()); } /* create window */ - window = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0); + window = SDL_CreateWindow("iPhone keyboard test", 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI); /* create renderer */ renderer = SDL_CreateRenderer(window, -1, 0); + SDL_GetWindowSize(window, &width, &height); + SDL_RenderSetLogicalSize(renderer, width, height); + /* load up our font */ loadFont(); @@ -253,7 +260,7 @@ main(int argc, char *argv[]) int done = 0; /* loop till we get SDL_Quit */ - while (SDL_WaitEvent(&event)) { + while (!done && SDL_WaitEvent(&event)) { switch (event.type) { case SDL_QUIT: done = 1; diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/mixer.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/mixer.c index bd0cfb1dffc..81f0166f85a 100644 --- a/3rdparty/SDL2/Xcode-iOS/Demos/src/mixer.c +++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/mixer.c @@ -4,12 +4,11 @@ * use however you want */ -#import "SDL.h" -#import "common.h" +#include "SDL.h" +#include "common.h" #define NUM_CHANNELS 8 /* max number of sounds we can play at once */ #define NUM_DRUMS 4 /* number of drums in our set */ -#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ static struct { @@ -33,7 +32,7 @@ static struct sound drums[NUM_DRUMS]; void handleMouseButtonDown(SDL_Event * event); void handleMouseButtonUp(SDL_Event * event); int playSound(struct sound *); -void initializeButtons(); +void initializeButtons(SDL_Renderer *); void audioCallback(void *userdata, Uint8 * stream, int len); void loadSound(const char *file, struct sound *s); @@ -52,19 +51,21 @@ struct /* sets up the buttons (color, position, state) */ void -initializeButtons() +initializeButtons(SDL_Renderer *renderer) { - int i; int spacing = 10; /* gap between drum buttons */ SDL_Rect buttonRect; /* keeps track of where to position drum */ SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */ SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */ + int renderW, renderH; + + SDL_RenderGetLogicalSize(renderer, &renderW, &renderH); buttonRect.x = spacing; buttonRect.y = spacing; - buttonRect.w = SCREEN_WIDTH - 2 * spacing; - buttonRect.h = (SCREEN_HEIGHT - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS; + buttonRect.w = renderW - 2 * spacing; + buttonRect.h = (renderH - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS; /* setup each button */ for (i = 0; i < NUM_DRUMS; i++) { @@ -270,23 +271,23 @@ audioCallback(void *userdata, Uint8 * stream, int len) int main(int argc, char *argv[]) { - int done; /* has user tried to quit ? */ SDL_Window *window; /* main window */ SDL_Renderer *renderer; SDL_Event event; - Uint32 startFrame; /* holds when frame started processing */ - Uint32 endFrame; /* holds when frame ended processing */ - Uint32 delay; /* calculated delay, how long should we wait before next frame? */ + int i; + int width; + int height; if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { fatalError("could not initialize SDL"); } - window = - SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, - SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS); + window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI); renderer = SDL_CreateRenderer(window, 0, 0); + SDL_GetWindowSize(window, &width, &height); + SDL_RenderSetLogicalSize(renderer, width, height); + /* initialize the mixer */ SDL_memset(&mixer, 0, sizeof(mixer)); /* setup output format */ @@ -309,12 +310,11 @@ main(int argc, char *argv[]) loadSound("ds_china.wav", &drums[0]); /* setup positions, colors, and state of buttons */ - initializeButtons(); + initializeButtons(renderer); /* enter main loop */ done = 0; while (!done) { - startFrame = SDL_GetTicks(); while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_MOUSEBUTTONDOWN: @@ -329,20 +329,11 @@ main(int argc, char *argv[]) } } render(renderer); /* draw buttons */ - 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); + + SDL_Delay(1); } /* cleanup code, let's free up those sound buffers */ - int i; for (i = 0; i < NUM_DRUMS; i++) { SDL_free(drums[i].buffer); } diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c index 86fce49fe68..10f9f851b3f 100644 --- a/3rdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c +++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c @@ -11,14 +11,18 @@ void render(SDL_Renderer *renderer) { - Uint8 r, g, b; + int renderW; + int renderH; + + SDL_RenderGetLogicalSize(renderer, &renderW, &renderH); + /* Come up with a random rectangle */ SDL_Rect rect; rect.w = randomInt(64, 128); rect.h = randomInt(64, 128); - rect.x = randomInt(0, SCREEN_WIDTH); - rect.y = randomInt(0, SCREEN_HEIGHT); + rect.x = randomInt(0, renderW); + rect.y = randomInt(0, renderH); /* Come up with a random color */ r = randomInt(50, 255); @@ -31,51 +35,58 @@ render(SDL_Renderer *renderer) /* update screen */ SDL_RenderPresent(renderer); - } int main(int argc, char *argv[]) { - if (SDL_Init(SDL_INIT_VIDEO/* | SDL_INIT_AUDIO */) < 0) - { - printf("Unable to initialize SDL"); + + SDL_Window *window; + SDL_Renderer *renderer; + int done; + SDL_Event event; + int windowW; + int windowH; + + /* initialize SDL */ + if (SDL_Init(SDL_INIT_VIDEO) < 0) { + fatalError("Could not initialize SDL"); + } + + /* seed random number generator */ + srand(time(NULL)); + + /* create window and renderer */ + window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI); + if (window == 0) { + fatalError("Could not initialize Window"); } - - SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - - int landscape = 1; - int modes = SDL_GetNumDisplayModes(0); - int sx = 0, sy = 0; - for (int i = 0; i < modes; i++) - { - SDL_DisplayMode mode; - SDL_GetDisplayMode(0, i, &mode); - if (landscape ? mode.w > sx : mode.h > sy) - { - sx = mode.w; - sy = mode.h; + renderer = SDL_CreateRenderer(window, -1, 0); + if (!renderer) { + fatalError("Could not create renderer"); + } + + SDL_GetWindowSize(window, &windowW, &windowH); + SDL_RenderSetLogicalSize(renderer, windowW, windowH); + + /* Fill screen with black */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); + SDL_RenderClear(renderer); + + /* Enter render loop, waiting for user to quit */ + done = 0; + while (!done) { + while (SDL_PollEvent(&event)) { + if (event.type == SDL_QUIT) { + done = 1; + } } + render(renderer); + SDL_Delay(1); } - - printf("picked: %d %d\n", sx, sy); - - SDL_Window *_sdl_window = NULL; - SDL_GLContext _sdl_context = NULL; - - _sdl_window = SDL_CreateWindow("fred", - 0, 0, - sx, sy, - SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS); - - SDL_SetHint("SDL_HINT_ORIENTATIONS", "LandscapeLeft LandscapeRight"); - - int ax = 0, ay = 0; - SDL_GetWindowSize(_sdl_window, &ax, &ay); - - printf("given: %d %d\n", ax, ay); + + /* shutdown SDL */ + SDL_Quit(); return 0; } diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/touch.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/touch.c index c81dcbc223a..32e6cea1125 100644 --- a/3rdparty/SDL2/Xcode-iOS/Demos/src/touch.c +++ b/3rdparty/SDL2/Xcode-iOS/Demos/src/touch.c @@ -26,15 +26,17 @@ drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy) float dx_prime = dx / iterations; /* x-shift per iteration */ float dy_prime = dy / iterations; /* y-shift per iteration */ SDL_Rect dstRect; /* rect to draw brush sprite into */ + float x; + float y; + int i; dstRect.w = BRUSH_SIZE; dstRect.h = BRUSH_SIZE; /* setup x and y for the location of the first sprite */ - float x = startx - BRUSH_SIZE / 2.0f; - float y = starty - BRUSH_SIZE / 2.0f; + x = startx - BRUSH_SIZE / 2.0f; + y = starty - BRUSH_SIZE / 2.0f; - int i; /* draw a series of blots to form the line */ for (i = 0; i < iterations; i++) { dstRect.x = x; @@ -80,6 +82,7 @@ main(int argc, char *argv[]) SDL_Window *window; /* main window */ SDL_Renderer *renderer; int done; /* does user want to quit? */ + int w, h; /* initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { @@ -87,11 +90,12 @@ main(int argc, char *argv[]) } /* create main window and renderer */ - window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, - SDL_WINDOW_OPENGL | - SDL_WINDOW_BORDERLESS); + window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI); renderer = SDL_CreateRenderer(window, 0, 0); + SDL_GetWindowSize(window, &w, &h); + SDL_RenderSetLogicalSize(renderer, w, h); + /* load brush texture */ initializeTexture(renderer); |