Update SDL to 2.0.7

This commit is contained in:
Alex Szpakowski
2017-10-28 22:36:09 -03:00
parent 7d27167be2
commit 4a2fd6d703
1400 changed files with 52242 additions and 127752 deletions
@@ -5,7 +5,7 @@
*/
#include "SDL.h"
#include "math.h"
#include <math.h>
#include "common.h"
#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */
+1 -1
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@@ -39,7 +39,7 @@ fatalError(const char *string)
static Uint64 prevTime = 0;
double
updateDeltaTime()
updateDeltaTime(void)
{
Uint64 curTime;
double deltaTime;
+1 -1
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@@ -7,4 +7,4 @@
extern int randomInt(int min, int max);
extern float randomFloat(float min, float max);
extern void fatalError(const char *string);
extern double updateDeltaTime();
extern double updateDeltaTime(void);
@@ -365,9 +365,6 @@ main(int argc, char *argv[])
SDL_Window *window; /* main window */
SDL_GLContext context;
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 */
int done; /* should we clean up and exit? */
/* initialize SDL */
+94 -110
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@@ -7,20 +7,21 @@
#include "SDL.h"
#include "common.h"
#define TEST_INPUT_RECT
#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 */
static SDL_Texture *texture; /* texture where we'll hold our font */
#define MAX_CHARS 1024
/* function declarations */
void cleanup(void);
void drawBlank(int x, int y);
static SDL_Texture *texture; /* texture where we'll hold our font */
static SDL_Renderer *renderer;
static int numChars = 0; /* number of characters we've typed so far */
static SDL_bool lastCharWasColon = 0; /* we use this to detect sequences such as :) */
static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
static int glyphs[MAX_CHARS];
/* this structure maps a scancode to an index in our bitmap font.
it also contains data about under which modifiers the mapping is valid
(for example, we don't want shift + 1 to produce the character '1',
@@ -107,7 +108,7 @@ fontMapping map[TABLE_SIZE] = {
If there is no entry for the key, -1 is returned
*/
int
keyToIndex(SDL_Keysym key)
keyToGlyphIndex(SDL_Keysym key)
{
int i, index = -1;
for (i = 0; i < TABLE_SIZE; i++) {
@@ -141,60 +142,27 @@ getPositionForCharNumber(int n, int *x, int *y)
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) +
y_padding;
#ifdef TEST_INPUT_RECT
*y = renderH - GLYPH_SIZE_SCREEN;
#else
*y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + y_padding;
#endif
}
void
drawIndex(int index)
drawGlyph(int glyph, int positionIndex)
{
int x, y;
getPositionForCharNumber(numChars, &x, &y);
SDL_Rect srcRect =
{ GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
getPositionForCharNumber(positionIndex, &x, &y);
SDL_Rect srcRect = { GLYPH_SIZE_IMAGE * glyph, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
drawBlank(x, y);
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
}
/* draws the cursor icon at the current end position of the text */
void
drawCursor(void)
{
drawIndex(29); /* cursor is at index 29 in the bitmap font */
}
/* paints over a glyph sized region with the background color
in effect it erases the area
*/
void
drawBlank(int x, int y)
{
SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
SDL_RenderFillRect(renderer, &rect);
}
/* moves backwards one character, erasing the last one put down */
void
backspace(void)
{
int x, y;
if (numChars > 0) {
getPositionForCharNumber(numChars, &x, &y);
drawBlank(x, y);
numChars--;
getPositionForCharNumber(numChars, &x, &y);
drawBlank(x, y);
drawCursor();
}
}
/* this function loads our font into an SDL_Texture and returns the SDL_Texture */
SDL_Texture*
loadFont(void)
{
SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
if (!surface) {
@@ -214,8 +182,7 @@ loadFont(void)
Bmask, Amask);
SDL_BlitSurface(surface, NULL, converted, NULL);
/* create our texture */
texture =
SDL_CreateTextureFromSurface(renderer, converted);
texture = SDL_CreateTextureFromSurface(renderer, converted);
if (texture == 0) {
printf("texture creation failed: %s\n", SDL_GetError());
} else {
@@ -228,90 +195,107 @@ loadFont(void)
}
}
void
draw()
{
SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
SDL_RenderClear(renderer);
for (int i = 0; i < numChars; i++) {
drawGlyph(glyphs[i], i);
}
drawGlyph(29, numChars); /* cursor is at index 29 in the bitmap font */
SDL_RenderPresent(renderer);
}
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;
int done;
SDL_Rect textrect;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("Error initializing SDL: %s", SDL_GetError());
}
/* create window */
window = SDL_CreateWindow("iPhone keyboard test", 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
window = SDL_CreateWindow("iOS keyboard test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
/* create renderer */
renderer = SDL_CreateRenderer(window, -1, 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC);
SDL_GetWindowSize(window, &width, &height);
SDL_RenderSetLogicalSize(renderer, width, height);
/* load up our font */
loadFont();
/* Show onscreen keyboard */
#ifdef TEST_INPUT_RECT
textrect.x = 0;
textrect.y = height - GLYPH_SIZE_IMAGE;
textrect.w = width;
textrect.h = GLYPH_SIZE_IMAGE;
SDL_SetTextInputRect(&textrect);
#endif
SDL_StartTextInput();
/* draw the background, we'll just paint over it */
SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
SDL_RenderFillRect(renderer, NULL);
SDL_RenderPresent(renderer);
int done = 0;
/* loop till we get SDL_Quit */
while (!done && SDL_WaitEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
done = 1;
break;
case SDL_KEYDOWN:
index = keyToIndex(event.key.keysym);
scancode = event.key.keysym.scancode;
mod = event.key.keysym.mod;
if (scancode == SDL_SCANCODE_DELETE) {
/* if user hit delete, delete the last character */
backspace();
lastCharWasColon = 0;
} else if (lastCharWasColon && scancode == SDL_SCANCODE_0
&& (mod & KMOD_SHIFT)) {
/* if our last key was a colon and this one is a close paren, the make a hoppy face */
backspace();
drawIndex(32); /* index for happy face */
numChars++;
drawCursor();
lastCharWasColon = 0;
} else if (index != -1) {
/* if we aren't doing a happy face, then just draw the normal character */
drawIndex(index);
numChars++;
drawCursor();
lastCharWasColon =
(event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON
&& (event.key.keysym.mod & KMOD_SHIFT));
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
done = 1;
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
width = event.window.data1;
height = event.window.data2;
SDL_RenderSetLogicalSize(renderer, width, height);
#ifdef TEST_INPUT_RECT
textrect.x = 0;
textrect.y = height - GLYPH_SIZE_IMAGE;
textrect.w = width;
textrect.h = GLYPH_SIZE_IMAGE;
SDL_SetTextInputRect(&textrect);
#endif
}
break;
case SDL_KEYDOWN:
if (event.key.keysym.scancode == SDL_SCANCODE_BACKSPACE) {
if (numChars > 0) {
numChars--;
}
} else if (numChars + 1 < MAX_CHARS) {
int index = keyToGlyphIndex(event.key.keysym);
if (index >= 0) {
glyphs[numChars++] = index;
}
}
break;
case SDL_MOUSEBUTTONUP:
/* mouse up toggles onscreen keyboard visibility */
if (SDL_IsTextInputActive()) {
SDL_StopTextInput();
} else {
SDL_StartTextInput();
}
break;
}
/* check if the key was a colon */
/* draw our updates to the screen */
SDL_RenderPresent(renderer);
break;
case SDL_MOUSEBUTTONUP:
/* mouse up toggles onscreen keyboard visibility */
if (SDL_IsTextInputActive()) {
SDL_StopTextInput();
} else {
SDL_StartTextInput();
}
break;
}
draw();
SDL_Delay(15);
}
cleanup();
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
/* clean up after ourselves like a good kiddy */
void
cleanup(void)
{
SDL_DestroyTexture(texture);
SDL_Quit();
}
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@@ -250,7 +250,7 @@ audioCallback(void *userdata, Uint8 * stream, int len)
/* mix this sound effect with the output */
SDL_MixAudioFormat(stream, mixer.channels[i].position,
mixer.outputSpec.format, copy_amt, 150);
mixer.outputSpec.format, copy_amt, SDL_MIX_MAXVOLUME);
/* update buffer position in sound effect and the number of bytes left */
mixer.channels[i].position += copy_amt;
+1 -1
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@@ -5,7 +5,7 @@
*/
#include "SDL.h"
#include "math.h"
#include <math.h>
#include "common.h"
#define BRUSH_SIZE 32 /* width and height of the brush */