mirror of
https://github.com/love2d/love-android.git
synced 2026-08-20 12:40:28 +02:00
Bumped SDL2 to the latest development version.
This commit is contained in:
@@ -21,6 +21,7 @@ TARGETS = \
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testgesture$(EXE) \
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testgl2$(EXE) \
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testgles$(EXE) \
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testgles2$(EXE) \
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testhaptic$(EXE) \
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testrumble$(EXE) \
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testthread$(EXE) \
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@@ -49,11 +50,13 @@ TARGETS = \
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teststreaming$(EXE) \
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testtimer$(EXE) \
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testver$(EXE) \
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testviewport$(EXE) \
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testwm2$(EXE) \
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torturethread$(EXE) \
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testrendercopyex$(EXE) \
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testmessage$(EXE) \
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controllermap$(EXE) \
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all: Makefile $(TARGETS)
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Makefile: $(srcdir)/Makefile.in
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@@ -125,11 +128,14 @@ testgesture$(EXE): $(srcdir)/testgesture.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@
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testgl2$(EXE): $(srcdir)/testgl2.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLLIB@ @MATHLIB@
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@
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testgles$(EXE): $(srcdir)/testgles.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLESLIB@ @MATHLIB@
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testgles2$(EXE): $(srcdir)/testgles2.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@
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testhaptic$(EXE): $(srcdir)/testhaptic.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
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@@ -218,6 +224,9 @@ testtimer$(EXE): $(srcdir)/testtimer.c
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testver$(EXE): $(srcdir)/testver.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
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testviewport$(EXE): $(srcdir)/testviewport.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
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testwm2$(EXE): $(srcdir)/testwm2.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
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@@ -230,6 +239,10 @@ testrendercopyex$(EXE): $(srcdir)/testrendercopyex.c
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testmessage$(EXE): $(srcdir)/testmessage.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
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controllermap$(EXE): $(srcdir)/controllermap.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
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clean:
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rm -f $(TARGETS)
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@@ -25,3 +25,6 @@ These are test programs for the SDL library:
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testver Check the version and dynamic loading and endianness
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testwm2 Test window manager -- title, icon, events
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torturethread Simple test for thread creation/destruction
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controllermap Useful to generate Game Controller API compatible maps
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Binary file not shown.
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After Width: | Height: | Size: 3.7 KiB |
Binary file not shown.
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After Width: | Height: | Size: 3.7 KiB |
Vendored
+40
-1
@@ -586,6 +586,7 @@ ac_subst_vars='LTLIBOBJS
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LIBOBJS
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SDL_TTF_LIB
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XLIB
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GLES2LIB
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GLESLIB
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GLLIB
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CPP
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@@ -2902,7 +2903,7 @@ case "$host" in
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MATHLIB=""
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SYS_GL_LIBS="-lopengl32"
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;;
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*-*-beos* | *-*-haiku*)
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*-*-haiku*)
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EXE=""
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MATHLIB=""
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SYS_GL_LIBS="-lGL"
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@@ -3860,12 +3861,49 @@ rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
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{ $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles" >&5
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$as_echo "$have_opengles" >&6; }
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{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for OpenGL ES2 support" >&5
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$as_echo_n "checking for OpenGL ES2 support... " >&6; }
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have_opengles2=no
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cat confdefs.h - <<_ACEOF >conftest.$ac_ext
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/* end confdefs.h. */
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#if defined (__IPHONEOS__)
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#else
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#endif
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int
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main ()
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{
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;
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return 0;
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}
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_ACEOF
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if ac_fn_c_try_compile "$LINENO"; then :
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have_opengles2=yes
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fi
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rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
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{ $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles2" >&5
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$as_echo "$have_opengles2" >&6; }
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GLLIB=""
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GLESLIB=""
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GLES2LIB=""
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if test x$have_opengles = xyes; then
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CFLAGS="$CFLAGS -DHAVE_OPENGLES"
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GLESLIB="$XPATH -lGLESv1_CM"
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fi
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if test x$have_opengles2 = xyes; then
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CFLAGS="$CFLAGS -DHAVE_OPENGLES2"
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#GLES2LIB="$XPATH -lGLESv2"
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fi
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if test x$have_opengl = xyes; then
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CFLAGS="$CFLAGS -DHAVE_OPENGL"
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GLLIB="$XPATH $SYS_GL_LIBS"
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@@ -3875,6 +3913,7 @@ fi
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{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for TTF_Init in -lSDL2_ttf" >&5
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$as_echo_n "checking for TTF_Init in -lSDL2_ttf... " >&6; }
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if ${ac_cv_lib_SDL2_ttf_TTF_Init+:} false; then :
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@@ -15,7 +15,7 @@ AC_C_CONST
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dnl We only care about this for building testnative at the moment, so these
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dnl values shouldn't be considered absolute truth.
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dnl (BeOS, for example, sets none of these.)
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dnl (Haiku, for example, sets none of these.)
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ISUNIX="false"
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ISWINDOWS="false"
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ISMACOSX="false"
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@@ -28,7 +28,7 @@ case "$host" in
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MATHLIB=""
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SYS_GL_LIBS="-lopengl32"
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;;
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*-*-beos* | *-*-haiku*)
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*-*-haiku*)
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EXE=""
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MATHLIB=""
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SYS_GL_LIBS="-lGL"
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@@ -135,12 +135,34 @@ have_opengles=yes
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])
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AC_MSG_RESULT($have_opengles)
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dnl Check for OpenGL ES2
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AC_MSG_CHECKING(for OpenGL ES2 support)
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have_opengles2=no
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AC_TRY_COMPILE([
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#if defined (__IPHONEOS__)
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#else
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#endif
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],[
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],[
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have_opengles2=yes
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])
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AC_MSG_RESULT($have_opengles2)
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GLLIB=""
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GLESLIB=""
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GLES2LIB=""
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if test x$have_opengles = xyes; then
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CFLAGS="$CFLAGS -DHAVE_OPENGLES"
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GLESLIB="$XPATH -lGLESv1_CM"
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fi
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if test x$have_opengles2 = xyes; then
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CFLAGS="$CFLAGS -DHAVE_OPENGLES2"
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#GLES2LIB="$XPATH -lGLESv2"
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fi
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if test x$have_opengl = xyes; then
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CFLAGS="$CFLAGS -DHAVE_OPENGL"
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GLLIB="$XPATH $SYS_GL_LIBS"
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@@ -148,6 +170,7 @@ fi
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AC_SUBST(GLLIB)
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AC_SUBST(GLESLIB)
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AC_SUBST(GLES2LIB)
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AC_SUBST(XLIB)
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dnl Check for SDL_ttf
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Binary file not shown.
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After Width: | Height: | Size: 160 KiB |
@@ -0,0 +1,443 @@
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/*
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Game controller mapping generator */
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/* Gabriel Jacobo <gabomdq@gmail.com> */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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#ifndef SDL_JOYSTICK_DISABLED
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#ifdef __IPHONEOS__
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 480
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#else
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#define SCREEN_WIDTH 512
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#define SCREEN_HEIGHT 317
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#endif
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#define MAP_WIDTH 512
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#define MAP_HEIGHT 317
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#define MARKER_BUTTON 1
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#define MARKER_AXIS 2
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typedef struct MappingStep
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{
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int x, y;
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double angle;
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int marker;
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char *field;
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int axis, button, hat, hat_value;
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char mapping[4096];
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}MappingStep;
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SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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{
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SDL_Surface *temp;
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SDL_Texture *texture;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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return NULL;
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}
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/* Set transparent pixel as the pixel at (0,0) */
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if (transparent) {
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if (temp->format->palette) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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break;
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}
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}
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}
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/* Create textures from the image */
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return NULL;
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return texture;
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}
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static void
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DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
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{
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const SDL_Rect area = { x, y, w, h };
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SDL_RenderFillRect(r, &area);
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}
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static SDL_bool
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WatchJoystick(SDL_Joystick * joystick)
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{
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SDL_Window *window = NULL;
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SDL_Renderer *screen = NULL;
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SDL_Texture *target, *background, *button, *axis, *marker;
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const char *name = NULL;
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SDL_bool retval = SDL_FALSE;
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SDL_bool done = SDL_FALSE, next=SDL_FALSE;
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SDL_Event event;
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SDL_Rect dst;
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int s, _s;
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Uint8 alpha=200, alpha_step = -1;
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Uint32 alpha_ticks;
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char mapping[4096], temp[4096];
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MappingStep *step;
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MappingStep steps[] = {
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{342, 132, 0.0, MARKER_BUTTON, "x", -1, -1, -1, -1, ""},
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{387, 167, 0.0, MARKER_BUTTON, "a", -1, -1, -1, -1, ""},
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{431, 132, 0.0, MARKER_BUTTON, "b", -1, -1, -1, -1, ""},
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{389, 101, 0.0, MARKER_BUTTON, "y", -1, -1, -1, -1, ""},
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{174, 132, 0.0, MARKER_BUTTON, "back", -1, -1, -1, -1, ""},
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{233, 132, 0.0, MARKER_BUTTON, "guide", -1, -1, -1, -1, ""},
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{289, 132, 0.0, MARKER_BUTTON, "start", -1, -1, -1, -1, ""},
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{116, 217, 0.0, MARKER_BUTTON, "dpleft", -1, -1, -1, -1, ""},
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{154, 249, 0.0, MARKER_BUTTON, "dpdown", -1, -1, -1, -1, ""},
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{186, 217, 0.0, MARKER_BUTTON, "dpright", -1, -1, -1, -1, ""},
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{154, 188, 0.0, MARKER_BUTTON, "dpup", -1, -1, -1, -1, ""},
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{77, 40, 0.0, MARKER_BUTTON, "leftshoulder", -1, -1, -1, -1, ""},
|
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{91, 0, 0.0, MARKER_BUTTON, "lefttrigger", -1, -1, -1, -1, ""},
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{396, 36, 0.0, MARKER_BUTTON, "rightshoulder", -1, -1, -1, -1, ""},
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{375, 0, 0.0, MARKER_BUTTON, "righttrigger", -1, -1, -1, -1, ""},
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{75, 154, 0.0, MARKER_BUTTON, "leftstick", -1, -1, -1, -1, ""},
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{305, 230, 0.0, MARKER_BUTTON, "rightstick", -1, -1, -1, -1, ""},
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{75, 154, 0.0, MARKER_AXIS, "leftx", -1, -1, -1, -1, ""},
|
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{75, 154, 90.0, MARKER_AXIS, "lefty", -1, -1, -1, -1, ""},
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{305, 230, 0.0, MARKER_AXIS, "rightx", -1, -1, -1, -1, ""},
|
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{305, 230, 90.0, MARKER_AXIS, "righty", -1, -1, -1, -1, ""},
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};
|
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/* Create a window to display joystick axis position */
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window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED,
|
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
|
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SCREEN_HEIGHT, 0);
|
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if (window == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
|
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return SDL_FALSE;
|
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}
|
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|
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screen = SDL_CreateRenderer(window, -1, 0);
|
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if (screen == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
|
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return SDL_FALSE;
|
||||
}
|
||||
|
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target = SDL_CreateTexture(screen, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, MAP_WIDTH, MAP_HEIGHT);
|
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background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
|
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button = LoadTexture(screen, "button.bmp", SDL_TRUE);
|
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axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
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SDL_RaiseWindow(window);
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/* Print info about the joystick we are watching */
|
||||
name = SDL_JoystickName(joystick);
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SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick),
|
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name ? name : "Unknown Joystick");
|
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SDL_Log("Joystick has %d axes, %d hats, %d balls, and %d buttons\n",
|
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SDL_JoystickNumAxes(joystick), SDL_JoystickNumHats(joystick),
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SDL_JoystickNumBalls(joystick), SDL_JoystickNumButtons(joystick));
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||||
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SDL_Log("\n\n\
|
||||
====================================================================================\n\
|
||||
Press the buttons on your controller when indicated\n\
|
||||
(Your controller may look different than the picture)\n\
|
||||
If you want to correct a mistake, press backspace or the back button on your device\n\
|
||||
To skip a button, press SPACE or click/touch the screen\n\
|
||||
To exit, press ESC\n\
|
||||
====================================================================================\n");
|
||||
|
||||
/* Initialize mapping with GUID and name */
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), temp, SDL_arraysize(temp));
|
||||
SDL_snprintf(mapping, SDL_arraysize(mapping), "%s,%s,platform:%s,",
|
||||
temp, name ? name : "Unknown Joystick", SDL_GetPlatform());
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||||
|
||||
/* Loop, getting joystick events! */
|
||||
for(s=0; s<SDL_arraysize(steps) && !done;) {
|
||||
/* blank screen, set up for drawing this frame. */
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||||
step = &steps[s];
|
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SDL_strlcpy(step->mapping, mapping, SDL_arraysize(step->mapping));
|
||||
step->axis = -1;
|
||||
step->button = -1;
|
||||
step->hat = -1;
|
||||
step->hat_value = -1;
|
||||
SDL_SetClipboardText("TESTING TESTING 123");
|
||||
|
||||
switch(step->marker) {
|
||||
case MARKER_AXIS:
|
||||
marker = axis;
|
||||
break;
|
||||
case MARKER_BUTTON:
|
||||
marker = button;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
dst.x = step->x;
|
||||
dst.y = step->y;
|
||||
SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h);
|
||||
next=SDL_FALSE;
|
||||
|
||||
while (!done && !next) {
|
||||
if (SDL_GetTicks() - alpha_ticks > 5) {
|
||||
alpha_ticks = SDL_GetTicks();
|
||||
alpha += alpha_step;
|
||||
if (alpha == 255) {
|
||||
alpha_step = -1;
|
||||
}
|
||||
if (alpha < 128) {
|
||||
alpha_step = 1;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetRenderTarget(screen, target);
|
||||
SDL_RenderCopy(screen, background, NULL, NULL);
|
||||
SDL_SetTextureAlphaMod(marker, alpha);
|
||||
SDL_SetTextureColorMod(marker, 10, 255, 21);
|
||||
SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
|
||||
SDL_SetRenderTarget(screen, NULL);
|
||||
SDL_RenderCopy(screen, target, NULL, NULL);
|
||||
SDL_RenderPresent(screen);
|
||||
|
||||
if (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_JOYAXISMOTION:
|
||||
if (event.jaxis.value > 20000 || event.jaxis.value < -20000) {
|
||||
for (_s = 0; _s < s; _s++) {
|
||||
if (steps[_s].axis == event.jaxis.axis) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (_s == s) {
|
||||
step->axis = event.jaxis.axis;
|
||||
SDL_strlcat(mapping, step->field, SDL_arraysize(mapping));
|
||||
SDL_snprintf(temp, SDL_arraysize(temp), ":a%u,", event.jaxis.axis);
|
||||
SDL_strlcat(mapping, temp, SDL_arraysize(mapping));
|
||||
s++;
|
||||
next=SDL_TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
case SDL_JOYHATMOTION:
|
||||
for (_s = 0; _s < s; _s++) {
|
||||
if (steps[_s].hat == event.jhat.hat && steps[_s].hat_value == event.jhat.value) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (_s == s) {
|
||||
step->hat = event.jhat.hat;
|
||||
step->hat_value = event.jhat.value;
|
||||
SDL_strlcat(mapping, step->field, SDL_arraysize(mapping));
|
||||
SDL_snprintf(temp, SDL_arraysize(temp), ":h%u.%u,", event.jhat.hat, event.jhat.value );
|
||||
SDL_strlcat(mapping, temp, SDL_arraysize(mapping));
|
||||
s++;
|
||||
next=SDL_TRUE;
|
||||
}
|
||||
break;
|
||||
case SDL_JOYBALLMOTION:
|
||||
break;
|
||||
case SDL_JOYBUTTONUP:
|
||||
for (_s = 0; _s < s; _s++) {
|
||||
if (steps[_s].button == event.jbutton.button) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (_s == s) {
|
||||
step->button = event.jbutton.button;
|
||||
SDL_strlcat(mapping, step->field, SDL_arraysize(mapping));
|
||||
SDL_snprintf(temp, SDL_arraysize(temp), ":b%u,", event.jbutton.button);
|
||||
SDL_strlcat(mapping, temp, SDL_arraysize(mapping));
|
||||
s++;
|
||||
next=SDL_TRUE;
|
||||
}
|
||||
break;
|
||||
case SDL_FINGERDOWN:
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
/* Skip this step */
|
||||
s++;
|
||||
next=SDL_TRUE;
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if (event.key.keysym.sym == SDLK_BACKSPACE || event.key.keysym.sym == SDLK_AC_BACK) {
|
||||
/* Undo! */
|
||||
if (s > 0) {
|
||||
SDL_strlcpy(mapping, step->mapping, SDL_arraysize(step->mapping));
|
||||
s--;
|
||||
next = SDL_TRUE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (event.key.keysym.sym == SDLK_SPACE) {
|
||||
/* Skip this step */
|
||||
s++;
|
||||
next=SDL_TRUE;
|
||||
break;
|
||||
}
|
||||
|
||||
if ((event.key.keysym.sym != SDLK_ESCAPE)) {
|
||||
break;
|
||||
}
|
||||
/* Fall through to signal quit */
|
||||
case SDL_QUIT:
|
||||
done = SDL_TRUE;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (s == SDL_arraysize(steps) ) {
|
||||
SDL_Log("Mapping:\n\n%s\n\n", mapping);
|
||||
/* Print to stdout as well so the user can cat the output somewhere */
|
||||
printf("%s\n", mapping);
|
||||
}
|
||||
|
||||
while(SDL_PollEvent(&event)) {};
|
||||
|
||||
SDL_DestroyRenderer(screen);
|
||||
SDL_DestroyWindow(window);
|
||||
return retval;
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
const char *name;
|
||||
int i;
|
||||
SDL_Joystick *joystick;
|
||||
|
||||
/* Enable standard application logging */
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
|
||||
/* Initialize SDL (Note: video is required to start event loop) */
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
|
||||
exit(1);
|
||||
}
|
||||
|
||||
/* Print information about the joysticks */
|
||||
SDL_Log("There are %d joysticks attached\n", SDL_NumJoysticks());
|
||||
for (i = 0; i < SDL_NumJoysticks(); ++i) {
|
||||
name = SDL_JoystickNameForIndex(i);
|
||||
SDL_Log("Joystick %d: %s\n", i, name ? name : "Unknown Joystick");
|
||||
joystick = SDL_JoystickOpen(i);
|
||||
if (joystick == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_JoystickOpen(%d) failed: %s\n", i,
|
||||
SDL_GetError());
|
||||
} else {
|
||||
char guid[64];
|
||||
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick),
|
||||
guid, sizeof (guid));
|
||||
SDL_Log(" axes: %d\n", SDL_JoystickNumAxes(joystick));
|
||||
SDL_Log(" balls: %d\n", SDL_JoystickNumBalls(joystick));
|
||||
SDL_Log(" hats: %d\n", SDL_JoystickNumHats(joystick));
|
||||
SDL_Log(" buttons: %d\n", SDL_JoystickNumButtons(joystick));
|
||||
SDL_Log("instance id: %d\n", SDL_JoystickInstanceID(joystick));
|
||||
SDL_Log(" guid: %s\n", guid);
|
||||
SDL_JoystickClose(joystick);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef ANDROID
|
||||
if (SDL_NumJoysticks() > 0) {
|
||||
#else
|
||||
if (argv[1]) {
|
||||
#endif
|
||||
SDL_bool reportederror = SDL_FALSE;
|
||||
SDL_bool keepGoing = SDL_TRUE;
|
||||
SDL_Event event;
|
||||
int device;
|
||||
#ifdef ANDROID
|
||||
device = 0;
|
||||
#else
|
||||
device = atoi(argv[1]);
|
||||
#endif
|
||||
joystick = SDL_JoystickOpen(device);
|
||||
|
||||
while ( keepGoing ) {
|
||||
if (joystick == NULL) {
|
||||
if ( !reportederror ) {
|
||||
SDL_Log("Couldn't open joystick %d: %s\n", device, SDL_GetError());
|
||||
keepGoing = SDL_FALSE;
|
||||
reportederror = SDL_TRUE;
|
||||
}
|
||||
} else {
|
||||
reportederror = SDL_FALSE;
|
||||
keepGoing = WatchJoystick(joystick);
|
||||
SDL_JoystickClose(joystick);
|
||||
}
|
||||
|
||||
joystick = NULL;
|
||||
if (keepGoing) {
|
||||
SDL_Log("Waiting for attach\n");
|
||||
}
|
||||
while (keepGoing) {
|
||||
SDL_WaitEvent(&event);
|
||||
if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
|
||||
|| (event.type == SDL_MOUSEBUTTONDOWN)) {
|
||||
keepGoing = SDL_FALSE;
|
||||
} else if (event.type == SDL_JOYDEVICEADDED) {
|
||||
joystick = SDL_JoystickOpen(device);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
SDL_Log("\n\nUsage: ./controllermap number\nFor example: ./controllermap 0\nOr: ./controllermap 0 >> gamecontrollerdb.txt");
|
||||
}
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,110 +1,110 @@
|
||||
/*
|
||||
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely.
|
||||
|
||||
This file is created by : Nitin Jain (nitin.j4@samsung.com)
|
||||
*/
|
||||
|
||||
/* Sample program: Draw a Chess Board by using SDL_CreateSoftwareRenderer API */
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "SDL.h"
|
||||
|
||||
void
|
||||
DrawChessBoard(SDL_Renderer * renderer)
|
||||
{
|
||||
int row = 0,coloum = 0,x = 0;
|
||||
SDL_Rect rect, darea;
|
||||
|
||||
/* Get the Size of drawing surface */
|
||||
SDL_RenderGetViewport(renderer, &darea);
|
||||
|
||||
for(row; row < 8; row++)
|
||||
{
|
||||
coloum = row%2;
|
||||
x = x + coloum;
|
||||
for(coloum; coloum < 4+(row%2); coloum++)
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
||||
|
||||
rect.w = darea.w/8;
|
||||
rect.h = darea.h/8;
|
||||
rect.x = x * rect.w;
|
||||
rect.y = row * rect.h;
|
||||
x = x + 2;
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
x=0;
|
||||
}
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
SDL_Window *window;
|
||||
SDL_Surface *surface;
|
||||
SDL_Renderer *renderer;
|
||||
|
||||
/*
|
||||
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely.
|
||||
|
||||
This file is created by : Nitin Jain (nitin.j4@samsung.com)
|
||||
*/
|
||||
|
||||
/* Sample program: Draw a Chess Board by using SDL_CreateSoftwareRenderer API */
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "SDL.h"
|
||||
|
||||
void
|
||||
DrawChessBoard(SDL_Renderer * renderer)
|
||||
{
|
||||
int row = 0,coloum = 0,x = 0;
|
||||
SDL_Rect rect, darea;
|
||||
|
||||
/* Get the Size of drawing surface */
|
||||
SDL_RenderGetViewport(renderer, &darea);
|
||||
|
||||
for(row; row < 8; row++)
|
||||
{
|
||||
coloum = row%2;
|
||||
x = x + coloum;
|
||||
for(coloum; coloum < 4+(row%2); coloum++)
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
|
||||
|
||||
rect.w = darea.w/8;
|
||||
rect.h = darea.h/8;
|
||||
rect.x = x * rect.w;
|
||||
rect.y = row * rect.h;
|
||||
x = x + 2;
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
x=0;
|
||||
}
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
SDL_Window *window;
|
||||
SDL_Surface *surface;
|
||||
SDL_Renderer *renderer;
|
||||
|
||||
/* Enable standard application logging */
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
|
||||
/* Initialize SDL */
|
||||
if(SDL_Init(SDL_INIT_VIDEO) != 0)
|
||||
{
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/* Create window and renderer for given surface */
|
||||
window = SDL_CreateWindow("Chess Board", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
|
||||
if(!window)
|
||||
{
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n",SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
surface = SDL_GetWindowSurface(window);
|
||||
renderer = SDL_CreateSoftwareRenderer(surface);
|
||||
if(!renderer)
|
||||
{
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Render creation for surface fail : %s\n",SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
/* Clear the rendering surface with the specified color */
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
|
||||
/* Draw the Image on rendering surface */
|
||||
while(1)
|
||||
{
|
||||
SDL_Event e;
|
||||
if (SDL_PollEvent(&e)) {
|
||||
if (e.type == SDL_QUIT)
|
||||
break;
|
||||
|
||||
if(e.key.keysym.sym == SDLK_ESCAPE)
|
||||
break;
|
||||
}
|
||||
|
||||
DrawChessBoard(renderer);
|
||||
|
||||
/* Got everything on rendering surface,
|
||||
now Update the drawing image on window screen */
|
||||
SDL_UpdateWindowSurface(window);
|
||||
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
|
||||
/* Initialize SDL */
|
||||
if(SDL_Init(SDL_INIT_VIDEO) != 0)
|
||||
{
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/* Create window and renderer for given surface */
|
||||
window = SDL_CreateWindow("Chess Board", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
|
||||
if(!window)
|
||||
{
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n",SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
surface = SDL_GetWindowSurface(window);
|
||||
renderer = SDL_CreateSoftwareRenderer(surface);
|
||||
if(!renderer)
|
||||
{
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Render creation for surface fail : %s\n",SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
/* Clear the rendering surface with the specified color */
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
|
||||
/* Draw the Image on rendering surface */
|
||||
while(1)
|
||||
{
|
||||
SDL_Event e;
|
||||
if (SDL_PollEvent(&e)) {
|
||||
if (e.type == SDL_QUIT)
|
||||
break;
|
||||
|
||||
if(e.key.keysym.sym == SDLK_ESCAPE)
|
||||
break;
|
||||
}
|
||||
|
||||
DrawChessBoard(renderer);
|
||||
|
||||
/* Got everything on rendering surface,
|
||||
now Update the drawing image on window screen */
|
||||
SDL_UpdateWindowSurface(window);
|
||||
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -31,8 +31,6 @@
|
||||
#define MAX_NUM_AXES 6
|
||||
#define MAX_NUM_HATS 2
|
||||
|
||||
static SDL_bool s_ForceQuit = SDL_FALSE;
|
||||
|
||||
static void
|
||||
DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
|
||||
{
|
||||
@@ -85,7 +83,7 @@ ControllerButtonName(const SDL_GameControllerButton button)
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
SDL_bool
|
||||
WatchGameController(SDL_GameController * gamecontroller)
|
||||
{
|
||||
const char *name = SDL_GameControllerName(gamecontroller);
|
||||
@@ -94,7 +92,8 @@ WatchGameController(SDL_GameController * gamecontroller)
|
||||
char *title = (char *)SDL_malloc(titlelen);
|
||||
SDL_Window *window = NULL;
|
||||
SDL_Renderer *screen = NULL;
|
||||
int done = 0;
|
||||
SDL_bool retval = SDL_FALSE;
|
||||
SDL_bool done = SDL_FALSE;
|
||||
SDL_Event event;
|
||||
int i;
|
||||
|
||||
@@ -108,14 +107,14 @@ WatchGameController(SDL_GameController * gamecontroller)
|
||||
SCREEN_HEIGHT, 0);
|
||||
if (window == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
|
||||
return;
|
||||
return SDL_FALSE;
|
||||
}
|
||||
|
||||
screen = SDL_CreateRenderer(window, -1, 0);
|
||||
if (screen == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
|
||||
SDL_DestroyWindow(window);
|
||||
return;
|
||||
return SDL_FALSE;
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
|
||||
@@ -157,8 +156,7 @@ WatchGameController(SDL_GameController * gamecontroller)
|
||||
}
|
||||
/* Fall through to signal quit */
|
||||
case SDL_QUIT:
|
||||
done = 1;
|
||||
s_ForceQuit = SDL_TRUE;
|
||||
done = SDL_TRUE;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -200,12 +198,15 @@ WatchGameController(SDL_GameController * gamecontroller)
|
||||
|
||||
SDL_RenderPresent(screen);
|
||||
|
||||
if ( !done )
|
||||
done = SDL_GameControllerGetAttached( gamecontroller ) == 0;
|
||||
if (!SDL_GameControllerGetAttached(gamecontroller)) {
|
||||
done = SDL_TRUE;
|
||||
retval = SDL_TRUE; /* keep going, wait for reattach. */
|
||||
}
|
||||
}
|
||||
|
||||
SDL_DestroyRenderer(screen);
|
||||
SDL_DestroyWindow(window);
|
||||
return retval;
|
||||
}
|
||||
|
||||
int
|
||||
@@ -225,6 +226,8 @@ main(int argc, char *argv[])
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
|
||||
|
||||
/* Print information about the controller */
|
||||
for (i = 0; i < SDL_NumJoysticks(); ++i) {
|
||||
@@ -248,6 +251,9 @@ main(int argc, char *argv[])
|
||||
SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
|
||||
|
||||
if (argv[1]) {
|
||||
SDL_bool reportederror = SDL_FALSE;
|
||||
SDL_bool keepGoing = SDL_TRUE;
|
||||
SDL_Event event;
|
||||
int device = atoi(argv[1]);
|
||||
if (device >= SDL_NumJoysticks()) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
|
||||
@@ -257,12 +263,36 @@ main(int argc, char *argv[])
|
||||
guid, sizeof (guid));
|
||||
SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
|
||||
gamecontroller = SDL_GameControllerOpen(device);
|
||||
if (gamecontroller == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open joystick %d: %s\n", device, SDL_GetError());
|
||||
retcode = 1;
|
||||
} else {
|
||||
WatchGameController(gamecontroller);
|
||||
SDL_GameControllerClose(gamecontroller);
|
||||
while (keepGoing) {
|
||||
if (gamecontroller == NULL) {
|
||||
if (!reportederror) {
|
||||
if (gamecontroller == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
|
||||
retcode = 1;
|
||||
}
|
||||
keepGoing = SDL_FALSE;
|
||||
reportederror = SDL_TRUE;
|
||||
}
|
||||
} else {
|
||||
reportederror = SDL_FALSE;
|
||||
keepGoing = WatchGameController(gamecontroller);
|
||||
SDL_GameControllerClose(gamecontroller);
|
||||
}
|
||||
|
||||
gamecontroller = NULL;
|
||||
if (keepGoing) {
|
||||
SDL_Log("Waiting for attach\n");
|
||||
}
|
||||
while (keepGoing) {
|
||||
SDL_WaitEvent(&event);
|
||||
if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
|
||||
|| (event.type == SDL_MOUSEBUTTONDOWN)) {
|
||||
keepGoing = SDL_FALSE;
|
||||
} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
|
||||
gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -205,7 +205,7 @@ int main(int argc, char* argv[])
|
||||
SDL_Surface *screen;
|
||||
SDL_Event event;
|
||||
SDL_bool quitting = SDL_FALSE;
|
||||
SDL_RWops *src;
|
||||
SDL_RWops *stream;
|
||||
|
||||
/* Enable standard application logging */
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
@@ -241,14 +241,14 @@ int main(int argc, char* argv[])
|
||||
SDL_RecordGesture(-1);
|
||||
break;
|
||||
case SDLK_s:
|
||||
src = SDL_RWFromFile("gestureSave","w");
|
||||
SDL_Log("Wrote %i templates",SDL_SaveAllDollarTemplates(src));
|
||||
SDL_RWclose(src);
|
||||
stream = SDL_RWFromFile("gestureSave", "w");
|
||||
SDL_Log("Wrote %i templates", SDL_SaveAllDollarTemplates(stream));
|
||||
SDL_RWclose(stream);
|
||||
break;
|
||||
case SDLK_l:
|
||||
src = SDL_RWFromFile("gestureSave","r");
|
||||
SDL_Log("Loaded: %i",SDL_LoadDollarTemplates(-1,src));
|
||||
SDL_RWclose(src);
|
||||
stream = SDL_RWFromFile("gestureSave", "r");
|
||||
SDL_Log("Loaded: %i", SDL_LoadDollarTemplates(-1, stream));
|
||||
SDL_RWclose(stream);
|
||||
break;
|
||||
case SDLK_ESCAPE:
|
||||
quitting = SDL_TRUE;
|
||||
|
||||
+141
-97
@@ -24,11 +24,48 @@
|
||||
|
||||
#include "SDL_opengl.h"
|
||||
|
||||
typedef struct GL_Context
|
||||
{
|
||||
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
|
||||
#include "../src/render/opengl/SDL_glfuncs.h"
|
||||
#undef SDL_PROC
|
||||
} GL_Context;
|
||||
|
||||
|
||||
/* Undefine this if you want a flat cube instead of a rainbow cube */
|
||||
#define SHADED_CUBE
|
||||
|
||||
static SDLTest_CommonState *state;
|
||||
static SDL_GLContext context;
|
||||
static GL_Context ctx;
|
||||
|
||||
static int LoadContext(GL_Context * data)
|
||||
{
|
||||
#if SDL_VIDEO_DRIVER_UIKIT
|
||||
#define __SDL_NOGETPROCADDR__
|
||||
#elif SDL_VIDEO_DRIVER_ANDROID
|
||||
#define __SDL_NOGETPROCADDR__
|
||||
#elif SDL_VIDEO_DRIVER_PANDORA
|
||||
#define __SDL_NOGETPROCADDR__
|
||||
#endif
|
||||
|
||||
#if defined __SDL_NOGETPROCADDR__
|
||||
#define SDL_PROC(ret,func,params) data->func=func;
|
||||
#else
|
||||
#define SDL_PROC(ret,func,params) \
|
||||
do { \
|
||||
data->func = SDL_GL_GetProcAddress(#func); \
|
||||
if ( ! data->func ) { \
|
||||
return SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
|
||||
} \
|
||||
} while ( 0 );
|
||||
#endif /* _SDL_NOGETPROCADDR_ */
|
||||
|
||||
#include "../src/render/opengl/SDL_glfuncs.h"
|
||||
#undef SDL_PROC
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
||||
static void
|
||||
@@ -67,107 +104,107 @@ Render()
|
||||
};
|
||||
|
||||
/* Do our drawing, too. */
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
ctx.glBegin(GL_QUADS);
|
||||
|
||||
#ifdef SHADED_CUBE
|
||||
glColor3fv(color[0]);
|
||||
glVertex3fv(cube[0]);
|
||||
glColor3fv(color[1]);
|
||||
glVertex3fv(cube[1]);
|
||||
glColor3fv(color[2]);
|
||||
glVertex3fv(cube[2]);
|
||||
glColor3fv(color[3]);
|
||||
glVertex3fv(cube[3]);
|
||||
ctx.glColor3fv(color[0]);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glColor3fv(color[1]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
ctx.glColor3fv(color[2]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
ctx.glColor3fv(color[3]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
|
||||
glColor3fv(color[3]);
|
||||
glVertex3fv(cube[3]);
|
||||
glColor3fv(color[4]);
|
||||
glVertex3fv(cube[4]);
|
||||
glColor3fv(color[7]);
|
||||
glVertex3fv(cube[7]);
|
||||
glColor3fv(color[2]);
|
||||
glVertex3fv(cube[2]);
|
||||
ctx.glColor3fv(color[3]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
ctx.glColor3fv(color[4]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
ctx.glColor3fv(color[7]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
ctx.glColor3fv(color[2]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
|
||||
glColor3fv(color[0]);
|
||||
glVertex3fv(cube[0]);
|
||||
glColor3fv(color[5]);
|
||||
glVertex3fv(cube[5]);
|
||||
glColor3fv(color[6]);
|
||||
glVertex3fv(cube[6]);
|
||||
glColor3fv(color[1]);
|
||||
glVertex3fv(cube[1]);
|
||||
ctx.glColor3fv(color[0]);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glColor3fv(color[5]);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glColor3fv(color[6]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
ctx.glColor3fv(color[1]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
|
||||
glColor3fv(color[5]);
|
||||
glVertex3fv(cube[5]);
|
||||
glColor3fv(color[4]);
|
||||
glVertex3fv(cube[4]);
|
||||
glColor3fv(color[7]);
|
||||
glVertex3fv(cube[7]);
|
||||
glColor3fv(color[6]);
|
||||
glVertex3fv(cube[6]);
|
||||
ctx.glColor3fv(color[5]);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glColor3fv(color[4]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
ctx.glColor3fv(color[7]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
ctx.glColor3fv(color[6]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
|
||||
glColor3fv(color[5]);
|
||||
glVertex3fv(cube[5]);
|
||||
glColor3fv(color[0]);
|
||||
glVertex3fv(cube[0]);
|
||||
glColor3fv(color[3]);
|
||||
glVertex3fv(cube[3]);
|
||||
glColor3fv(color[4]);
|
||||
glVertex3fv(cube[4]);
|
||||
ctx.glColor3fv(color[5]);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glColor3fv(color[0]);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glColor3fv(color[3]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
ctx.glColor3fv(color[4]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
|
||||
glColor3fv(color[6]);
|
||||
glVertex3fv(cube[6]);
|
||||
glColor3fv(color[1]);
|
||||
glVertex3fv(cube[1]);
|
||||
glColor3fv(color[2]);
|
||||
glVertex3fv(cube[2]);
|
||||
glColor3fv(color[7]);
|
||||
glVertex3fv(cube[7]);
|
||||
ctx.glColor3fv(color[6]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
ctx.glColor3fv(color[1]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
ctx.glColor3fv(color[2]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
ctx.glColor3fv(color[7]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
#else /* flat cube */
|
||||
glColor3f(1.0, 0.0, 0.0);
|
||||
glVertex3fv(cube[0]);
|
||||
glVertex3fv(cube[1]);
|
||||
glVertex3fv(cube[2]);
|
||||
glVertex3fv(cube[3]);
|
||||
ctx.glColor3f(1.0, 0.0, 0.0);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
|
||||
glColor3f(0.0, 1.0, 0.0);
|
||||
glVertex3fv(cube[3]);
|
||||
glVertex3fv(cube[4]);
|
||||
glVertex3fv(cube[7]);
|
||||
glVertex3fv(cube[2]);
|
||||
ctx.glColor3f(0.0, 1.0, 0.0);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
|
||||
glColor3f(0.0, 0.0, 1.0);
|
||||
glVertex3fv(cube[0]);
|
||||
glVertex3fv(cube[5]);
|
||||
glVertex3fv(cube[6]);
|
||||
glVertex3fv(cube[1]);
|
||||
ctx.glColor3f(0.0, 0.0, 1.0);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
|
||||
glColor3f(0.0, 1.0, 1.0);
|
||||
glVertex3fv(cube[5]);
|
||||
glVertex3fv(cube[4]);
|
||||
glVertex3fv(cube[7]);
|
||||
glVertex3fv(cube[6]);
|
||||
ctx.glColor3f(0.0, 1.0, 1.0);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
|
||||
glColor3f(1.0, 1.0, 0.0);
|
||||
glVertex3fv(cube[5]);
|
||||
glVertex3fv(cube[0]);
|
||||
glVertex3fv(cube[3]);
|
||||
glVertex3fv(cube[4]);
|
||||
ctx.glColor3f(1.0, 1.0, 0.0);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
|
||||
glColor3f(1.0, 0.0, 1.0);
|
||||
glVertex3fv(cube[6]);
|
||||
glVertex3fv(cube[1]);
|
||||
glVertex3fv(cube[2]);
|
||||
glVertex3fv(cube[7]);
|
||||
ctx.glColor3f(1.0, 0.0, 1.0);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
#endif /* SHADED_CUBE */
|
||||
|
||||
glEnd();
|
||||
ctx.glEnd();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glRotatef(5.0, 1.0, 1.0, 1.0);
|
||||
ctx.glMatrixMode(GL_MODELVIEW);
|
||||
ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
int
|
||||
@@ -242,6 +279,13 @@ main(int argc, char *argv[])
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
|
||||
quit(2);
|
||||
}
|
||||
|
||||
/* Important: call this *after* creating the context */
|
||||
if (LoadContext(&ctx) < 0) {
|
||||
SDL_Log("Could not load GL functions\n");
|
||||
quit(2);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
|
||||
/* try late-swap-tearing first. If not supported, try normal vsync. */
|
||||
@@ -260,10 +304,10 @@ main(int argc, char *argv[])
|
||||
SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
|
||||
SDL_Log("Draw Size : %d,%d\n", dw, dh);
|
||||
SDL_Log("\n");
|
||||
SDL_Log("Vendor : %s\n", glGetString(GL_VENDOR));
|
||||
SDL_Log("Renderer : %s\n", glGetString(GL_RENDERER));
|
||||
SDL_Log("Version : %s\n", glGetString(GL_VERSION));
|
||||
SDL_Log("Extensions : %s\n", glGetString(GL_EXTENSIONS));
|
||||
SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
|
||||
SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER));
|
||||
SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION));
|
||||
SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
|
||||
SDL_Log("\n");
|
||||
|
||||
status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
|
||||
@@ -319,14 +363,14 @@ main(int argc, char *argv[])
|
||||
}
|
||||
|
||||
/* Set rendering settings */
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
ctx.glMatrixMode(GL_PROJECTION);
|
||||
ctx.glLoadIdentity();
|
||||
ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
|
||||
ctx.glMatrixMode(GL_MODELVIEW);
|
||||
ctx.glLoadIdentity();
|
||||
ctx.glEnable(GL_DEPTH_TEST);
|
||||
ctx.glDepthFunc(GL_LESS);
|
||||
ctx.glShadeModel(GL_SMOOTH);
|
||||
|
||||
/* Main render loop */
|
||||
frames = 0;
|
||||
@@ -344,7 +388,7 @@ main(int argc, char *argv[])
|
||||
continue;
|
||||
SDL_GL_MakeCurrent(state->windows[i], context);
|
||||
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
|
||||
glViewport(0, 0, w, h);
|
||||
ctx.glViewport(0, 0, w, h);
|
||||
Render();
|
||||
SDL_GL_SwapWindow(state->windows[i]);
|
||||
}
|
||||
|
||||
@@ -335,7 +335,9 @@ main(int argc, char *argv[])
|
||||
SDL_Log("%2.2f frames per second\n",
|
||||
((double) frames * 1000) / (now - then));
|
||||
}
|
||||
#if !defined(__ANDROID__)
|
||||
quit(0);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,693 @@
|
||||
/*
|
||||
Copyright (r) 1997-2011 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely.
|
||||
*/
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "SDL_test_common.h"
|
||||
|
||||
#if defined(__IPHONEOS__) || defined(__ANDROID__)
|
||||
#define HAVE_OPENGLES2
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_OPENGLES2
|
||||
|
||||
#include "SDL_opengles2.h"
|
||||
|
||||
typedef struct GLES2_Context
|
||||
{
|
||||
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
|
||||
#include "../src/render/opengles2/SDL_gles2funcs.h"
|
||||
#undef SDL_PROC
|
||||
} GLES2_Context;
|
||||
|
||||
|
||||
static SDLTest_CommonState *state;
|
||||
static SDL_GLContext *context = NULL;
|
||||
static int depth = 16;
|
||||
static GLES2_Context ctx;
|
||||
|
||||
static int LoadContext(GLES2_Context * data)
|
||||
{
|
||||
#if SDL_VIDEO_DRIVER_UIKIT
|
||||
#define __SDL_NOGETPROCADDR__
|
||||
#elif SDL_VIDEO_DRIVER_ANDROID
|
||||
#define __SDL_NOGETPROCADDR__
|
||||
#elif SDL_VIDEO_DRIVER_PANDORA
|
||||
#define __SDL_NOGETPROCADDR__
|
||||
#endif
|
||||
|
||||
#if defined __SDL_NOGETPROCADDR__
|
||||
#define SDL_PROC(ret,func,params) data->func=func;
|
||||
#else
|
||||
#define SDL_PROC(ret,func,params) \
|
||||
do { \
|
||||
data->func = SDL_GL_GetProcAddress(#func); \
|
||||
if ( ! data->func ) { \
|
||||
return SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
|
||||
} \
|
||||
} while ( 0 );
|
||||
#endif /* _SDL_NOGETPROCADDR_ */
|
||||
|
||||
#include "../src/render/opengles2/SDL_gles2funcs.h"
|
||||
#undef SDL_PROC
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
||||
static void
|
||||
quit(int rc)
|
||||
{
|
||||
int i;
|
||||
|
||||
if (context != NULL) {
|
||||
for (i = 0; i < state->num_windows; i++) {
|
||||
if (context[i]) {
|
||||
SDL_GL_DeleteContext(context[i]);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_free(context);
|
||||
}
|
||||
|
||||
SDLTest_CommonQuit(state);
|
||||
exit(rc);
|
||||
}
|
||||
|
||||
#define GL_CHECK(x) \
|
||||
x; \
|
||||
{ \
|
||||
GLenum glError = ctx.glGetError(); \
|
||||
if(glError != GL_NO_ERROR) { \
|
||||
SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
|
||||
quit(1); \
|
||||
} \
|
||||
}
|
||||
|
||||
/*
|
||||
* Simulates desktop's glRotatef. The matrix is returned in column-major
|
||||
* order.
|
||||
*/
|
||||
static void
|
||||
rotate_matrix(double angle, double x, double y, double z, float *r)
|
||||
{
|
||||
double radians, c, s, c1, u[3], length;
|
||||
int i, j;
|
||||
|
||||
radians = (angle * M_PI) / 180.0;
|
||||
|
||||
c = cos(radians);
|
||||
s = sin(radians);
|
||||
|
||||
c1 = 1.0 - cos(radians);
|
||||
|
||||
length = sqrt(x * x + y * y + z * z);
|
||||
|
||||
u[0] = x / length;
|
||||
u[1] = y / length;
|
||||
u[2] = z / length;
|
||||
|
||||
for (i = 0; i < 16; i++) {
|
||||
r[i] = 0.0;
|
||||
}
|
||||
|
||||
r[15] = 1.0;
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
|
||||
r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
|
||||
}
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
for (j = 0; j < 3; j++) {
|
||||
r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Simulates gluPerspectiveMatrix
|
||||
*/
|
||||
static void
|
||||
perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r)
|
||||
{
|
||||
int i;
|
||||
double f;
|
||||
|
||||
f = 1.0/tan(fovy * 0.5);
|
||||
|
||||
for (i = 0; i < 16; i++) {
|
||||
r[i] = 0.0;
|
||||
}
|
||||
|
||||
r[0] = f / aspect;
|
||||
r[5] = f;
|
||||
r[10] = (znear + zfar) / (znear - zfar);
|
||||
r[11] = -1.0;
|
||||
r[14] = (2.0 * znear * zfar) / (znear - zfar);
|
||||
r[15] = 0.0;
|
||||
}
|
||||
|
||||
/*
|
||||
* Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
|
||||
* major. In-place multiplication is supported.
|
||||
*/
|
||||
static void
|
||||
multiply_matrix(float *lhs, float *rhs, float *r)
|
||||
{
|
||||
int i, j, k;
|
||||
float tmp[16];
|
||||
|
||||
for (i = 0; i < 4; i++) {
|
||||
for (j = 0; j < 4; j++) {
|
||||
tmp[j * 4 + i] = 0.0;
|
||||
|
||||
for (k = 0; k < 4; k++) {
|
||||
tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < 16; i++) {
|
||||
r[i] = tmp[i];
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Create shader, load in source, compile, dump debug as necessary.
|
||||
*
|
||||
* shader: Pointer to return created shader ID.
|
||||
* source: Passed-in shader source code.
|
||||
* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
|
||||
*/
|
||||
void
|
||||
process_shader(GLuint *shader, const char * source, GLint shader_type)
|
||||
{
|
||||
GLint status = GL_FALSE;
|
||||
const char *shaders[1] = { NULL };
|
||||
|
||||
/* Create shader and load into GL. */
|
||||
*shader = GL_CHECK(ctx.glCreateShader(shader_type));
|
||||
|
||||
shaders[0] = source;
|
||||
|
||||
GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
|
||||
|
||||
/* Clean up shader source. */
|
||||
shaders[0] = NULL;
|
||||
|
||||
/* Try compiling the shader. */
|
||||
GL_CHECK(ctx.glCompileShader(*shader));
|
||||
GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
|
||||
|
||||
// Dump debug info (source and log) if compilation failed.
|
||||
if(status != GL_TRUE) {
|
||||
SDL_Log("Shader compilation failed");
|
||||
quit(-1);
|
||||
}
|
||||
}
|
||||
|
||||
/* 3D data. Vertex range -0.5..0.5 in all axes.
|
||||
* Z -0.5 is near, 0.5 is far. */
|
||||
const float _vertices[] =
|
||||
{
|
||||
/* Front face. */
|
||||
/* Bottom left */
|
||||
-0.5, 0.5, -0.5,
|
||||
0.5, -0.5, -0.5,
|
||||
-0.5, -0.5, -0.5,
|
||||
/* Top right */
|
||||
-0.5, 0.5, -0.5,
|
||||
0.5, 0.5, -0.5,
|
||||
0.5, -0.5, -0.5,
|
||||
/* Left face */
|
||||
/* Bottom left */
|
||||
-0.5, 0.5, 0.5,
|
||||
-0.5, -0.5, -0.5,
|
||||
-0.5, -0.5, 0.5,
|
||||
/* Top right */
|
||||
-0.5, 0.5, 0.5,
|
||||
-0.5, 0.5, -0.5,
|
||||
-0.5, -0.5, -0.5,
|
||||
/* Top face */
|
||||
/* Bottom left */
|
||||
-0.5, 0.5, 0.5,
|
||||
0.5, 0.5, -0.5,
|
||||
-0.5, 0.5, -0.5,
|
||||
/* Top right */
|
||||
-0.5, 0.5, 0.5,
|
||||
0.5, 0.5, 0.5,
|
||||
0.5, 0.5, -0.5,
|
||||
/* Right face */
|
||||
/* Bottom left */
|
||||
0.5, 0.5, -0.5,
|
||||
0.5, -0.5, 0.5,
|
||||
0.5, -0.5, -0.5,
|
||||
/* Top right */
|
||||
0.5, 0.5, -0.5,
|
||||
0.5, 0.5, 0.5,
|
||||
0.5, -0.5, 0.5,
|
||||
/* Back face */
|
||||
/* Bottom left */
|
||||
0.5, 0.5, 0.5,
|
||||
-0.5, -0.5, 0.5,
|
||||
0.5, -0.5, 0.5,
|
||||
/* Top right */
|
||||
0.5, 0.5, 0.5,
|
||||
-0.5, 0.5, 0.5,
|
||||
-0.5, -0.5, 0.5,
|
||||
/* Bottom face */
|
||||
/* Bottom left */
|
||||
-0.5, -0.5, -0.5,
|
||||
0.5, -0.5, 0.5,
|
||||
-0.5, -0.5, 0.5,
|
||||
/* Top right */
|
||||
-0.5, -0.5, -0.5,
|
||||
0.5, -0.5, -0.5,
|
||||
0.5, -0.5, 0.5,
|
||||
};
|
||||
|
||||
const float _colors[] =
|
||||
{
|
||||
/* Front face */
|
||||
/* Bottom left */
|
||||
1.0, 0.0, 0.0, /* red */
|
||||
0.0, 0.0, 1.0, /* blue */
|
||||
0.0, 1.0, 0.0, /* green */
|
||||
/* Top right */
|
||||
1.0, 0.0, 0.0, /* red */
|
||||
1.0, 1.0, 0.0, /* yellow */
|
||||
0.0, 0.0, 1.0, /* blue */
|
||||
/* Left face */
|
||||
/* Bottom left */
|
||||
1.0, 1.0, 1.0, /* white */
|
||||
0.0, 1.0, 0.0, /* green */
|
||||
0.0, 1.0, 1.0, /* cyan */
|
||||
/* Top right */
|
||||
1.0, 1.0, 1.0, /* white */
|
||||
1.0, 0.0, 0.0, /* red */
|
||||
0.0, 1.0, 0.0, /* green */
|
||||
/* Top face */
|
||||
/* Bottom left */
|
||||
1.0, 1.0, 1.0, /* white */
|
||||
1.0, 1.0, 0.0, /* yellow */
|
||||
1.0, 0.0, 0.0, /* red */
|
||||
/* Top right */
|
||||
1.0, 1.0, 1.0, /* white */
|
||||
0.0, 0.0, 0.0, /* black */
|
||||
1.0, 1.0, 0.0, /* yellow */
|
||||
/* Right face */
|
||||
/* Bottom left */
|
||||
1.0, 1.0, 0.0, /* yellow */
|
||||
1.0, 0.0, 1.0, /* magenta */
|
||||
0.0, 0.0, 1.0, /* blue */
|
||||
/* Top right */
|
||||
1.0, 1.0, 0.0, /* yellow */
|
||||
0.0, 0.0, 0.0, /* black */
|
||||
1.0, 0.0, 1.0, /* magenta */
|
||||
/* Back face */
|
||||
/* Bottom left */
|
||||
0.0, 0.0, 0.0, /* black */
|
||||
0.0, 1.0, 1.0, /* cyan */
|
||||
1.0, 0.0, 1.0, /* magenta */
|
||||
/* Top right */
|
||||
0.0, 0.0, 0.0, /* black */
|
||||
1.0, 1.0, 1.0, /* white */
|
||||
0.0, 1.0, 1.0, /* cyan */
|
||||
/* Bottom face */
|
||||
/* Bottom left */
|
||||
0.0, 1.0, 0.0, /* green */
|
||||
1.0, 0.0, 1.0, /* magenta */
|
||||
0.0, 1.0, 1.0, /* cyan */
|
||||
/* Top right */
|
||||
0.0, 1.0, 0.0, /* green */
|
||||
0.0, 0.0, 1.0, /* blue */
|
||||
1.0, 0.0, 1.0, /* magenta */
|
||||
};
|
||||
|
||||
const char* _shader_vert_src =
|
||||
" attribute vec4 av4position; "
|
||||
" attribute vec3 av3color; "
|
||||
" uniform mat4 mvp; "
|
||||
" varying vec3 vv3color; "
|
||||
" void main() { "
|
||||
" vv3color = av3color; "
|
||||
" gl_Position = mvp * av4position; "
|
||||
" } ";
|
||||
|
||||
const char* _shader_frag_src =
|
||||
" precision lowp float; "
|
||||
" varying vec3 vv3color; "
|
||||
" void main() { "
|
||||
" gl_FragColor = vec4(vv3color, 1.0); "
|
||||
" } ";
|
||||
|
||||
typedef struct shader_data
|
||||
{
|
||||
GLuint shader_program, shader_frag, shader_vert;
|
||||
|
||||
GLint attr_position;
|
||||
GLint attr_color, attr_mvp;
|
||||
|
||||
int angle_x, angle_y, angle_z;
|
||||
|
||||
} shader_data;
|
||||
|
||||
static void
|
||||
Render(unsigned int width, unsigned int height, shader_data* data)
|
||||
{
|
||||
float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
|
||||
|
||||
/*
|
||||
* Do some rotation with Euler angles. It is not a fixed axis as
|
||||
* quaterions would be, but the effect is cool.
|
||||
*/
|
||||
rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
|
||||
rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
|
||||
|
||||
multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
|
||||
|
||||
rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
|
||||
|
||||
multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
|
||||
|
||||
/* Pull the camera back from the cube */
|
||||
matrix_modelview[14] -= 2.5;
|
||||
|
||||
perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
|
||||
multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
|
||||
|
||||
GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
|
||||
|
||||
data->angle_x += 3;
|
||||
data->angle_y += 2;
|
||||
data->angle_z += 1;
|
||||
|
||||
if(data->angle_x >= 360) data->angle_x -= 360;
|
||||
if(data->angle_x < 0) data->angle_x += 360;
|
||||
if(data->angle_y >= 360) data->angle_y -= 360;
|
||||
if(data->angle_y < 0) data->angle_y += 360;
|
||||
if(data->angle_z >= 360) data->angle_z -= 360;
|
||||
if(data->angle_z < 0) data->angle_z += 360;
|
||||
|
||||
GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
|
||||
GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
int fsaa, accel;
|
||||
int value;
|
||||
int i, done;
|
||||
SDL_DisplayMode mode;
|
||||
SDL_Event event;
|
||||
Uint32 then, now, frames;
|
||||
int status;
|
||||
shader_data *datas, *data;
|
||||
|
||||
/* Initialize parameters */
|
||||
fsaa = 0;
|
||||
accel = 0;
|
||||
|
||||
/* Initialize test framework */
|
||||
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
||||
if (!state) {
|
||||
return 1;
|
||||
}
|
||||
for (i = 1; i < argc;) {
|
||||
int consumed;
|
||||
|
||||
consumed = SDLTest_CommonArg(state, i);
|
||||
if (consumed == 0) {
|
||||
if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
|
||||
++fsaa;
|
||||
consumed = 1;
|
||||
} else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
|
||||
++accel;
|
||||
consumed = 1;
|
||||
} else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
|
||||
i++;
|
||||
if (!argv[i]) {
|
||||
consumed = -1;
|
||||
} else {
|
||||
depth = SDL_atoi(argv[i]);
|
||||
consumed = 1;
|
||||
}
|
||||
} else {
|
||||
consumed = -1;
|
||||
}
|
||||
}
|
||||
if (consumed < 0) {
|
||||
SDL_Log ("Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
|
||||
SDLTest_CommonUsage(state));
|
||||
quit(1);
|
||||
}
|
||||
i += consumed;
|
||||
}
|
||||
|
||||
/* Set OpenGL parameters */
|
||||
state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
|
||||
state->gl_red_size = 5;
|
||||
state->gl_green_size = 5;
|
||||
state->gl_blue_size = 5;
|
||||
state->gl_depth_size = depth;
|
||||
state->gl_major_version = 2;
|
||||
state->gl_minor_version = 0;
|
||||
state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
|
||||
|
||||
if (fsaa) {
|
||||
state->gl_multisamplebuffers=1;
|
||||
state->gl_multisamplesamples=fsaa;
|
||||
}
|
||||
if (accel) {
|
||||
state->gl_accelerated=1;
|
||||
}
|
||||
if (!SDLTest_CommonInit(state)) {
|
||||
quit(2);
|
||||
return 0;
|
||||
}
|
||||
|
||||
context = SDL_calloc(state->num_windows, sizeof(context));
|
||||
if (context == NULL) {
|
||||
SDL_Log("Out of memory!\n");
|
||||
quit(2);
|
||||
}
|
||||
|
||||
/* Create OpenGL ES contexts */
|
||||
for (i = 0; i < state->num_windows; i++) {
|
||||
context[i] = SDL_GL_CreateContext(state->windows[i]);
|
||||
if (!context[i]) {
|
||||
SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
|
||||
quit(2);
|
||||
}
|
||||
}
|
||||
|
||||
/* Important: call this *after* creating the context */
|
||||
if (LoadContext(&ctx) < 0) {
|
||||
SDL_Log("Could not load GLES2 functions\n");
|
||||
quit(2);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
} else {
|
||||
SDL_GL_SetSwapInterval(0);
|
||||
}
|
||||
|
||||
SDL_GetCurrentDisplayMode(0, &mode);
|
||||
SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
|
||||
SDL_Log("\n");
|
||||
SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
|
||||
SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER));
|
||||
SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION));
|
||||
SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
|
||||
SDL_Log("\n");
|
||||
|
||||
status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
|
||||
if (!status) {
|
||||
SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
|
||||
} else {
|
||||
SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
|
||||
SDL_GetError());
|
||||
}
|
||||
status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
|
||||
if (!status) {
|
||||
SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
|
||||
} else {
|
||||
SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
|
||||
SDL_GetError());
|
||||
}
|
||||
status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
|
||||
if (!status) {
|
||||
SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
|
||||
} else {
|
||||
SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
|
||||
SDL_GetError());
|
||||
}
|
||||
status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
|
||||
if (!status) {
|
||||
SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
|
||||
} else {
|
||||
SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
|
||||
SDL_GetError());
|
||||
}
|
||||
if (fsaa) {
|
||||
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
|
||||
if (!status) {
|
||||
SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
|
||||
} else {
|
||||
SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
|
||||
SDL_GetError());
|
||||
}
|
||||
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
|
||||
if (!status) {
|
||||
SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
|
||||
value);
|
||||
} else {
|
||||
SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
|
||||
SDL_GetError());
|
||||
}
|
||||
}
|
||||
if (accel) {
|
||||
status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
|
||||
if (!status) {
|
||||
SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
|
||||
} else {
|
||||
SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
|
||||
SDL_GetError());
|
||||
}
|
||||
}
|
||||
|
||||
datas = SDL_calloc(state->num_windows, sizeof(shader_data));
|
||||
|
||||
/* Set rendering settings for each context */
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
|
||||
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
||||
if (status) {
|
||||
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
||||
|
||||
/* Continue for next window */
|
||||
continue;
|
||||
}
|
||||
ctx.glViewport(0, 0, state->window_w, state->window_h);
|
||||
|
||||
data = &datas[i];
|
||||
data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;
|
||||
|
||||
/* Shader Initialization */
|
||||
process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
|
||||
process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);
|
||||
|
||||
/* Create shader_program (ready to attach shaders) */
|
||||
data->shader_program = GL_CHECK(ctx.glCreateProgram());
|
||||
|
||||
/* Attach shaders and link shader_program */
|
||||
GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
|
||||
GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
|
||||
GL_CHECK(ctx.glLinkProgram(data->shader_program));
|
||||
|
||||
/* Get attribute locations of non-fixed attributes like color and texture coordinates. */
|
||||
data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
|
||||
data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
|
||||
|
||||
/* Get uniform locations */
|
||||
data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
|
||||
|
||||
GL_CHECK(ctx.glUseProgram(data->shader_program));
|
||||
|
||||
/* Enable attributes for position, color and texture coordinates etc. */
|
||||
GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
|
||||
GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
|
||||
|
||||
/* Populate attributes for position, color and texture coordinates etc. */
|
||||
GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
|
||||
GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
|
||||
|
||||
GL_CHECK(ctx.glEnable(GL_CULL_FACE));
|
||||
GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
|
||||
}
|
||||
|
||||
/* Main render loop */
|
||||
frames = 0;
|
||||
then = SDL_GetTicks();
|
||||
done = 0;
|
||||
while (!done) {
|
||||
/* Check for events */
|
||||
++frames;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_WINDOWEVENT:
|
||||
switch (event.window.event) {
|
||||
case SDL_WINDOWEVENT_RESIZED:
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
|
||||
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
||||
if (status) {
|
||||
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
||||
break;
|
||||
}
|
||||
/* Change view port to the new window dimensions */
|
||||
ctx.glViewport(0, 0, event.window.data1, event.window.data2);
|
||||
/* Update window content */
|
||||
Render(event.window.data1, event.window.data2, &datas[i]);
|
||||
SDL_GL_SwapWindow(state->windows[i]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
SDLTest_CommonEvent(state, &event, &done);
|
||||
}
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
||||
if (status) {
|
||||
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
||||
|
||||
/* Continue for next window */
|
||||
continue;
|
||||
}
|
||||
Render(state->window_w, state->window_h, &datas[i]);
|
||||
SDL_GL_SwapWindow(state->windows[i]);
|
||||
}
|
||||
}
|
||||
|
||||
/* Print out some timing information */
|
||||
now = SDL_GetTicks();
|
||||
if (now > then) {
|
||||
SDL_Log("%2.2f frames per second\n",
|
||||
((double) frames * 1000) / (now - then));
|
||||
}
|
||||
#if !defined(__ANDROID__)
|
||||
quit(0);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
#else /* HAVE_OPENGLES2 */
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
SDL_Log("No OpenGL ES support on this system\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
#endif /* HAVE_OPENGLES2 */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
@@ -251,15 +251,18 @@ main(int argc, char *argv[])
|
||||
SDL_bool reportederror = SDL_FALSE;
|
||||
SDL_bool keepGoing = SDL_TRUE;
|
||||
SDL_Event event;
|
||||
int device;
|
||||
#ifdef ANDROID
|
||||
joystick = SDL_JoystickOpen(0);
|
||||
device = 0;
|
||||
#else
|
||||
joystick = SDL_JoystickOpen(atoi(argv[1]));
|
||||
device = atoi(argv[1]);
|
||||
#endif
|
||||
joystick = SDL_JoystickOpen(device);
|
||||
|
||||
while ( keepGoing ) {
|
||||
if (joystick == NULL) {
|
||||
if ( !reportederror ) {
|
||||
SDL_Log("Couldn't open joystick %d: %s\n", atoi(argv[1]), SDL_GetError());
|
||||
SDL_Log("Couldn't open joystick %d: %s\n", device, SDL_GetError());
|
||||
keepGoing = SDL_FALSE;
|
||||
reportederror = SDL_TRUE;
|
||||
}
|
||||
@@ -279,7 +282,7 @@ main(int argc, char *argv[])
|
||||
|| (event.type == SDL_MOUSEBUTTONDOWN)) {
|
||||
keepGoing = SDL_FALSE;
|
||||
} else if (event.type == SDL_JOYDEVICEADDED) {
|
||||
joystick = SDL_JoystickOpen(atoi(argv[1]));
|
||||
joystick = SDL_JoystickOpen(device);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -287,11 +290,7 @@ main(int argc, char *argv[])
|
||||
}
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
|
||||
|
||||
#ifdef ANDROID
|
||||
exit(0);
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
@@ -187,7 +187,7 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
|
||||
}
|
||||
glUseProgramObjectARB(0);
|
||||
|
||||
return (glGetError() == GL_NO_ERROR);
|
||||
return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
|
||||
}
|
||||
|
||||
static void DestroyShaderProgram(ShaderData *data)
|
||||
|
||||
@@ -19,12 +19,11 @@
|
||||
#define SHAPED_WINDOW_Y 150
|
||||
#define SHAPED_WINDOW_DIMENSION 640
|
||||
|
||||
#define TICK_INTERVAL 1000/10
|
||||
|
||||
typedef struct LoadedPicture {
|
||||
SDL_Surface *surface;
|
||||
SDL_Texture *texture;
|
||||
SDL_WindowShapeMode mode;
|
||||
const char* name;
|
||||
} LoadedPicture;
|
||||
|
||||
void render(SDL_Renderer *renderer,SDL_Texture *texture,SDL_Rect texture_dimensions)
|
||||
@@ -39,17 +38,6 @@ void render(SDL_Renderer *renderer,SDL_Texture *texture,SDL_Rect texture_dimensi
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
static Uint32 next_time;
|
||||
|
||||
Uint32 time_left()
|
||||
{
|
||||
Uint32 now = SDL_GetTicks();
|
||||
if(next_time <= now)
|
||||
return 0;
|
||||
else
|
||||
return next_time - now;
|
||||
}
|
||||
|
||||
int main(int argc,char** argv)
|
||||
{
|
||||
Uint8 num_pictures;
|
||||
@@ -87,18 +75,19 @@ int main(int argc,char** argv)
|
||||
pictures[i].surface = NULL;
|
||||
for(i=0;i<num_pictures;i++) {
|
||||
pictures[i].surface = SDL_LoadBMP(argv[i+1]);
|
||||
pictures[i].name = argv[i+1];
|
||||
if(pictures[i].surface == NULL) {
|
||||
j = 0;
|
||||
for(j=0;j<num_pictures;j++)
|
||||
SDL_FreeSurface(pictures[j].surface);
|
||||
SDL_free(pictures);
|
||||
SDL_VideoQuit();
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load surface from named bitmap file.");
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load surface from named bitmap file: %s", argv[i+1]);
|
||||
exit(-3);
|
||||
}
|
||||
|
||||
format = pictures[i].surface->format;
|
||||
if(format->Amask != 0) {
|
||||
if(SDL_ISPIXELFORMAT_ALPHA(format->format)) {
|
||||
pictures[i].mode.mode = ShapeModeBinarizeAlpha;
|
||||
pictures[i].mode.parameters.binarizationCutoff = 255;
|
||||
}
|
||||
@@ -108,7 +97,11 @@ int main(int argc,char** argv)
|
||||
}
|
||||
}
|
||||
|
||||
window = SDL_CreateShapedWindow("SDL_Shape test",SHAPED_WINDOW_X,SHAPED_WINDOW_Y,SHAPED_WINDOW_DIMENSION,SHAPED_WINDOW_DIMENSION,SDL_WINDOW_RESIZABLE);
|
||||
window = SDL_CreateShapedWindow("SDL_Shape test",
|
||||
SHAPED_WINDOW_X, SHAPED_WINDOW_Y,
|
||||
SHAPED_WINDOW_DIMENSION,SHAPED_WINDOW_DIMENSION,
|
||||
0);
|
||||
SDL_SetWindowPosition(window, SHAPED_WINDOW_X, SHAPED_WINDOW_Y);
|
||||
if(window == NULL) {
|
||||
for(i=0;i<num_pictures;i++)
|
||||
SDL_FreeSurface(pictures[i].surface);
|
||||
@@ -157,23 +150,26 @@ int main(int argc,char** argv)
|
||||
texture_dimensions.w = 0;
|
||||
texture_dimensions.x = 0;
|
||||
texture_dimensions.y = 0;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Changing to shaped bmp: %s", pictures[current_picture].name);
|
||||
SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h);
|
||||
SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
|
||||
SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode);
|
||||
next_time = SDL_GetTicks() + TICK_INTERVAL;
|
||||
while(should_exit == 0) {
|
||||
event_pending = SDL_PollEvent(&event);
|
||||
if(event_pending == 1) {
|
||||
if(event.type == SDL_KEYDOWN) {
|
||||
button_down = 1;
|
||||
if(event.key.keysym.sym == SDLK_ESCAPE)
|
||||
if(event.key.keysym.sym == SDLK_ESCAPE) {
|
||||
should_exit = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(button_down && event.type == SDL_KEYUP) {
|
||||
button_down = 0;
|
||||
current_picture += 1;
|
||||
if(current_picture >= num_pictures)
|
||||
current_picture = 0;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Changing to shaped bmp: %s", pictures[current_picture].name);
|
||||
SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h);
|
||||
SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
|
||||
SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode);
|
||||
@@ -183,8 +179,7 @@ int main(int argc,char** argv)
|
||||
event_pending = 0;
|
||||
}
|
||||
render(renderer,pictures[current_picture].texture,texture_dimensions);
|
||||
SDL_Delay(time_left());
|
||||
next_time += TICK_INTERVAL;
|
||||
SDL_Delay(10);
|
||||
}
|
||||
|
||||
/* Free the textures. */
|
||||
|
||||
@@ -248,8 +248,6 @@ main(int argc, char *argv[])
|
||||
return 1;
|
||||
}
|
||||
|
||||
state->window_flags |= SDL_WINDOW_RESIZABLE;
|
||||
|
||||
for (i = 1; i < argc;) {
|
||||
int consumed;
|
||||
|
||||
|
||||
@@ -0,0 +1,184 @@
|
||||
/*
|
||||
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely.
|
||||
*/
|
||||
/* Simple program: Check viewports */
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
|
||||
#include "SDL_test.h"
|
||||
#include "SDL_test_common.h"
|
||||
|
||||
|
||||
static SDLTest_CommonState *state;
|
||||
|
||||
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
||||
static void
|
||||
quit(int rc)
|
||||
{
|
||||
SDLTest_CommonQuit(state);
|
||||
exit(rc);
|
||||
}
|
||||
|
||||
void
|
||||
DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
|
||||
{
|
||||
SDL_Rect rect;
|
||||
|
||||
/* Set the viewport */
|
||||
SDL_RenderSetViewport(renderer, &viewport);
|
||||
|
||||
/* Draw a gray background */
|
||||
SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/* Test inside points */
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
|
||||
SDL_RenderDrawPoint(renderer, viewport.h/2 + 10, viewport.w/2);
|
||||
SDL_RenderDrawPoint(renderer, viewport.h/2 - 10, viewport.w/2);
|
||||
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 10);
|
||||
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 10);
|
||||
|
||||
/* Test horizontal and vertical lines */
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
|
||||
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
|
||||
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
|
||||
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
|
||||
|
||||
/* Test diagonal lines */
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 0, 0,
|
||||
viewport.w-1, viewport.h-1);
|
||||
SDL_RenderDrawLine(renderer, viewport.w-1, 0,
|
||||
0, viewport.h-1);
|
||||
|
||||
/* Test outside points */
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
|
||||
SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
|
||||
SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
|
||||
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - viewport.w);
|
||||
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + viewport.w);
|
||||
|
||||
/* Add a box at the top */
|
||||
rect.w = 8;
|
||||
rect.h = 8;
|
||||
rect.x = (viewport.w - rect.w) / 2;
|
||||
rect.y = 0;
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
int i, j, done;
|
||||
SDL_Event event;
|
||||
Uint32 then, now, frames;
|
||||
SDL_Rect viewport;
|
||||
SDL_bool use_target = SDL_FALSE;
|
||||
|
||||
/* Initialize test framework */
|
||||
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
||||
if (!state) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
for (i = 1; i < argc;) {
|
||||
int consumed;
|
||||
|
||||
consumed = SDLTest_CommonArg(state, i);
|
||||
if (consumed == 0) {
|
||||
consumed = -1;
|
||||
if (SDL_strcasecmp(argv[i], "--target") == 0) {
|
||||
use_target = SDL_TRUE;
|
||||
consumed = 1;
|
||||
}
|
||||
}
|
||||
if (consumed < 0) {
|
||||
SDL_Log("Usage: %s %s [--target]\n",
|
||||
argv[0], SDLTest_CommonUsage(state));
|
||||
quit(1);
|
||||
}
|
||||
i += consumed;
|
||||
}
|
||||
if (!SDLTest_CommonInit(state)) {
|
||||
quit(2);
|
||||
}
|
||||
|
||||
if (use_target) {
|
||||
int w, h;
|
||||
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
SDL_GetWindowSize(state->windows[i], &w, &h);
|
||||
state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
|
||||
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
SDL_Renderer *renderer = state->renderers[i];
|
||||
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
}
|
||||
|
||||
/* Main render loop */
|
||||
frames = 0;
|
||||
then = SDL_GetTicks();
|
||||
done = 0;
|
||||
j = 0;
|
||||
while (!done) {
|
||||
/* Check for events */
|
||||
++frames;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
SDLTest_CommonEvent(state, &event, &done);
|
||||
}
|
||||
|
||||
/* Move a viewport box in steps around the screen */
|
||||
viewport.x = j * 100;
|
||||
viewport.y = viewport.x;
|
||||
viewport.w = 100 + j * 50;
|
||||
viewport.h = 100 + j * 50;
|
||||
j = (j + 1) % 4;
|
||||
SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
|
||||
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
if (state->windows[i] == NULL)
|
||||
continue;
|
||||
|
||||
/* Draw using viewport */
|
||||
DrawOnViewport(state->renderers[i], viewport);
|
||||
|
||||
/* Update the screen! */
|
||||
if (use_target) {
|
||||
SDL_SetRenderTarget(state->renderers[i], NULL);
|
||||
SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
|
||||
SDL_RenderPresent(state->renderers[i]);
|
||||
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
|
||||
} else {
|
||||
SDL_RenderPresent(state->renderers[i]);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_Delay(1000);
|
||||
}
|
||||
|
||||
/* Print out some timing information */
|
||||
now = SDL_GetTicks();
|
||||
if (now > then) {
|
||||
double fps = ((double) frames * 1000) / (now - then);
|
||||
SDL_Log("%2.2f frames per second\n", fps);
|
||||
}
|
||||
quit(0);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
Reference in New Issue
Block a user