Improve Android pause/resume behavior.
|
After Width: | Height: | Size: 18 KiB |
|
After Width: | Height: | Size: 2.4 KiB |
@@ -0,0 +1,30 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>en</string>
|
||||
<key>CFBundleDisplayName</key>
|
||||
<string>${PRODUCT_NAME}</string>
|
||||
<key>CFBundleExecutable</key>
|
||||
<string>${EXECUTABLE_NAME}</string>
|
||||
<key>CFBundleIconFile</key>
|
||||
<string></string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>${PRODUCT_NAME}</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1.0</string>
|
||||
<key>NSMainNibFile</key>
|
||||
<string></string>
|
||||
<key>UISupportedInterfaceOrientations</key>
|
||||
<array/>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -0,0 +1,43 @@
|
||||
==============================================================================
|
||||
About the iPhone OS Demo Applications
|
||||
==============================================================================
|
||||
|
||||
Demos.xcodeproj contains several targets for iPhone oriented SDL demos. These demos are written strictly using SDL 1.3 calls. All the demos except for Fireworks (which requires OpenGL ES) should work on platforms other than iPhone OS, though you'll need to write your own compile script. To run them on your favorite platform, you may wish to set the macros SCREEN_WIDTH and SCREEN_HEIGHT, located in common.h.
|
||||
|
||||
Common files:
|
||||
|
||||
common.c and common.h contain code common to all demo applications. This includes macros about the screen dimensions (in pixels), simple error handling, and functions for generating random numbers.
|
||||
|
||||
Rectangles (rectangles.c):
|
||||
|
||||
Draws randomly sized and colored rectangles all over the screen by using SDL_RenderFill. This is the simplest of all the demos.
|
||||
|
||||
Happy (happy.c):
|
||||
|
||||
Loads the classic happy-face bitmap and draws a large number of happy faces bouncing around the screen. Shows how you can load a bitmap into an SDL_Texture.
|
||||
|
||||
Accelerometer (accelerometer.c):
|
||||
|
||||
Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen. Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_iphoneos.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone.
|
||||
|
||||
Touch (touch.c):
|
||||
|
||||
Acts as a finger-paint type program. Demonstrates how you can use SDL mouse input to accept touch input from the iPhone. If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_iphoneos.h) then the program will accept multiple finger inputs simultaneously.
|
||||
|
||||
Mixer (mixer.c):
|
||||
|
||||
Displays several rectangular buttons which can be used as a virtual drumkit. Demonstrates how you can play .wav sounds in SDL and how you can use SDL_MixAudioFormat to build a software mixer that can play multiple sounds at once.
|
||||
|
||||
Keyboard (keyboard.c):
|
||||
|
||||
Loads a bitmap font and let's the user type words, numbers, and symbols using the iPhone's virtual keyboard. The iPhone's onscreen keyboard visibility is toggled when the user taps the screen. If the user types ':)' a happy face is displayed. Demonstrates how to use functions added to the iPhone implementation of SDL to toggle keyboard onscreen visibility.
|
||||
|
||||
Fireworks (fireworks.c):
|
||||
|
||||
Displays a fireworks show. When you tap the iPhone's screen, fireworks fly from the bottom of the screen and explode at the point that you tapped. Demonstrates how you can use SDL on iPhone to build an OpenGL ES based application. Shows you how you can use SDL_LoadBMP to load a bmp image and convert it to an OpenGL ES texture. Of lesser importance, shows how you can use OpenGL ES point sprites to build an efficient particle system.
|
||||
|
||||
==============================================================================
|
||||
Building and Running the demos
|
||||
==============================================================================
|
||||
|
||||
Before building the demos you must first build SDL as a static library for BOTH the iPhone Simulator and the iPhone itself. See the iPhone SDL main README file for directions on how to do this. Once this is done, simply launch XCode, select the target you'd like to build, select the active SDK (simulator or device), and then build and go.
|
||||
|
After Width: | Height: | Size: 44 KiB |
|
After Width: | Height: | Size: 578 B |
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 450 KiB |
|
After Width: | Height: | Size: 3.1 KiB |
@@ -0,0 +1,36 @@
|
||||
/*
|
||||
* common.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "common.h"
|
||||
#include "SDL.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
/*
|
||||
Produces a random int x, min <= x <= max
|
||||
following a uniform distribution
|
||||
*/
|
||||
int
|
||||
randomInt(int min, int max)
|
||||
{
|
||||
return min + rand() % (max - min + 1);
|
||||
}
|
||||
|
||||
/*
|
||||
Produces a random float x, min <= x <= max
|
||||
following a uniform distribution
|
||||
*/
|
||||
float
|
||||
randomFloat(float min, float max)
|
||||
{
|
||||
return rand() / (float) RAND_MAX *(max - min) + min;
|
||||
}
|
||||
|
||||
void
|
||||
fatalError(const char *string)
|
||||
{
|
||||
printf("%s: %s\n", string, SDL_GetError());
|
||||
exit(1);
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
/*
|
||||
* common.h
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#define SCREEN_WIDTH 320
|
||||
#define SCREEN_HEIGHT 480
|
||||
|
||||
extern int randomInt(int min, int max);
|
||||
extern float randomFloat(float min, float max);
|
||||
extern void fatalError(const char *string);
|
||||
@@ -0,0 +1,177 @@
|
||||
/*
|
||||
* happy.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include "common.h"
|
||||
|
||||
#define NUM_HAPPY_FACES 100 /* number of faces to draw */
|
||||
#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
|
||||
#define HAPPY_FACE_SIZE 32 /* width and height of happyface (pixels) */
|
||||
|
||||
static SDL_Texture *texture = 0; /* reference to texture holding happyface */
|
||||
|
||||
static struct
|
||||
{
|
||||
float x, y; /* position of happyface */
|
||||
float xvel, yvel; /* velocity of happyface */
|
||||
} faces[NUM_HAPPY_FACES];
|
||||
|
||||
/*
|
||||
Sets initial positions and velocities of happyfaces
|
||||
units of velocity are pixels per millesecond
|
||||
*/
|
||||
void
|
||||
initializeHappyFaces()
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < NUM_HAPPY_FACES; i++) {
|
||||
faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE);
|
||||
faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE);
|
||||
faces[i].xvel = randomFloat(-0.1f, 0.1f);
|
||||
faces[i].yvel = randomFloat(-0.1f, 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
render(SDL_Renderer *renderer)
|
||||
{
|
||||
|
||||
int i;
|
||||
SDL_Rect srcRect;
|
||||
SDL_Rect dstRect;
|
||||
|
||||
/* setup boundaries for happyface bouncing */
|
||||
Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE;
|
||||
Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE;
|
||||
Uint16 minx = 0;
|
||||
Uint16 miny = 0;
|
||||
|
||||
/* setup rects for drawing */
|
||||
srcRect.x = 0;
|
||||
srcRect.y = 0;
|
||||
srcRect.w = HAPPY_FACE_SIZE;
|
||||
srcRect.h = HAPPY_FACE_SIZE;
|
||||
dstRect.w = HAPPY_FACE_SIZE;
|
||||
dstRect.h = HAPPY_FACE_SIZE;
|
||||
|
||||
/* fill background in with black */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/*
|
||||
loop through all the happy faces:
|
||||
- update position
|
||||
- update velocity (if boundary is hit)
|
||||
- draw
|
||||
*/
|
||||
for (i = 0; i < NUM_HAPPY_FACES; i++) {
|
||||
faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME;
|
||||
faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME;
|
||||
if (faces[i].x > maxx) {
|
||||
faces[i].x = maxx;
|
||||
faces[i].xvel = -faces[i].xvel;
|
||||
} else if (faces[i].y > maxy) {
|
||||
faces[i].y = maxy;
|
||||
faces[i].yvel = -faces[i].yvel;
|
||||
}
|
||||
if (faces[i].x < minx) {
|
||||
faces[i].x = minx;
|
||||
faces[i].xvel = -faces[i].xvel;
|
||||
} else if (faces[i].y < miny) {
|
||||
faces[i].y = miny;
|
||||
faces[i].yvel = -faces[i].yvel;
|
||||
}
|
||||
dstRect.x = faces[i].x;
|
||||
dstRect.y = faces[i].y;
|
||||
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
|
||||
}
|
||||
/* update screen */
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
loads the happyface graphic into a texture
|
||||
*/
|
||||
void
|
||||
initializeTexture(SDL_Renderer *renderer)
|
||||
{
|
||||
SDL_Surface *bmp_surface;
|
||||
/* load the bmp */
|
||||
bmp_surface = SDL_LoadBMP("icon.bmp");
|
||||
if (bmp_surface == NULL) {
|
||||
fatalError("could not load bmp");
|
||||
}
|
||||
/* set white to transparent on the happyface */
|
||||
SDL_SetColorKey(bmp_surface, 1,
|
||||
SDL_MapRGB(bmp_surface->format, 255, 255, 255));
|
||||
|
||||
/* convert RGBA surface to texture */
|
||||
texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
|
||||
if (texture == 0) {
|
||||
fatalError("could not create texture");
|
||||
}
|
||||
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
|
||||
|
||||
/* free up allocated memory */
|
||||
SDL_FreeSurface(bmp_surface);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
Uint32 startFrame;
|
||||
Uint32 endFrame;
|
||||
Uint32 delay;
|
||||
int done;
|
||||
|
||||
/* initialize SDL */
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
fatalError("Could not initialize SDL");
|
||||
}
|
||||
window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
|
||||
SDL_WINDOW_OPENGL |
|
||||
SDL_WINDOW_BORDERLESS);
|
||||
|
||||
renderer = SDL_CreateRenderer(window, -1, 0);
|
||||
|
||||
initializeTexture(renderer);
|
||||
initializeHappyFaces();
|
||||
|
||||
/* main loop */
|
||||
done = 0;
|
||||
while (!done) {
|
||||
startFrame = SDL_GetTicks();
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
done = 1;
|
||||
}
|
||||
}
|
||||
render(renderer);
|
||||
endFrame = SDL_GetTicks();
|
||||
|
||||
/* figure out how much time we have left, and then sleep */
|
||||
delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
|
||||
if (delay < 0) {
|
||||
delay = 0;
|
||||
} else if (delay > MILLESECONDS_PER_FRAME) {
|
||||
delay = MILLESECONDS_PER_FRAME;
|
||||
}
|
||||
SDL_Delay(delay);
|
||||
}
|
||||
|
||||
/* cleanup */
|
||||
SDL_DestroyTexture(texture);
|
||||
/* shutdown SDL */
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
@@ -0,0 +1,81 @@
|
||||
/*
|
||||
* rectangles.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include <time.h>
|
||||
#include "common.h"
|
||||
|
||||
void
|
||||
render(SDL_Renderer *renderer)
|
||||
{
|
||||
|
||||
Uint8 r, g, b;
|
||||
/* Come up with a random rectangle */
|
||||
SDL_Rect rect;
|
||||
rect.w = randomInt(64, 128);
|
||||
rect.h = randomInt(64, 128);
|
||||
rect.x = randomInt(0, SCREEN_WIDTH);
|
||||
rect.y = randomInt(0, SCREEN_HEIGHT);
|
||||
|
||||
/* Come up with a random color */
|
||||
r = randomInt(50, 255);
|
||||
g = randomInt(50, 255);
|
||||
b = randomInt(50, 255);
|
||||
|
||||
/* Fill the rectangle in the color */
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
/* update screen */
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
if (SDL_Init(SDL_INIT_VIDEO/* | SDL_INIT_AUDIO */) < 0)
|
||||
{
|
||||
printf("Unable to initialize SDL");
|
||||
}
|
||||
|
||||
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
int landscape = 1;
|
||||
int modes = SDL_GetNumDisplayModes(0);
|
||||
int sx = 0, sy = 0;
|
||||
for (int i = 0; i < modes; i++)
|
||||
{
|
||||
SDL_DisplayMode mode;
|
||||
SDL_GetDisplayMode(0, i, &mode);
|
||||
if (landscape ? mode.w > sx : mode.h > sy)
|
||||
{
|
||||
sx = mode.w;
|
||||
sy = mode.h;
|
||||
}
|
||||
}
|
||||
|
||||
printf("picked: %d %d\n", sx, sy);
|
||||
|
||||
SDL_Window *_sdl_window = NULL;
|
||||
SDL_GLContext _sdl_context = NULL;
|
||||
|
||||
_sdl_window = SDL_CreateWindow("fred",
|
||||
0, 0,
|
||||
sx, sy,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
|
||||
|
||||
SDL_SetHint("SDL_HINT_ORIENTATIONS", "LandscapeLeft LandscapeRight");
|
||||
|
||||
int ax = 0, ay = 0;
|
||||
SDL_GetWindowSize(_sdl_window, &ax, &ay);
|
||||
|
||||
printf("given: %d %d\n", ax, ay);
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,125 @@
|
||||
/*
|
||||
* touch.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include "math.h"
|
||||
#include "common.h"
|
||||
|
||||
#define BRUSH_SIZE 32 /* width and height of the brush */
|
||||
#define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */
|
||||
|
||||
static SDL_Texture *brush = 0; /* texture for the brush */
|
||||
|
||||
/*
|
||||
draws a line from (startx, starty) to (startx + dx, starty + dy)
|
||||
this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart
|
||||
*/
|
||||
void
|
||||
drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
|
||||
{
|
||||
|
||||
float distance = sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */
|
||||
int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */
|
||||
float dx_prime = dx / iterations; /* x-shift per iteration */
|
||||
float dy_prime = dy / iterations; /* y-shift per iteration */
|
||||
SDL_Rect dstRect; /* rect to draw brush sprite into */
|
||||
|
||||
dstRect.w = BRUSH_SIZE;
|
||||
dstRect.h = BRUSH_SIZE;
|
||||
|
||||
/* setup x and y for the location of the first sprite */
|
||||
float x = startx - BRUSH_SIZE / 2.0f;
|
||||
float y = starty - BRUSH_SIZE / 2.0f;
|
||||
|
||||
int i;
|
||||
/* draw a series of blots to form the line */
|
||||
for (i = 0; i < iterations; i++) {
|
||||
dstRect.x = x;
|
||||
dstRect.y = y;
|
||||
/* shift x and y for next sprite location */
|
||||
x += dx_prime;
|
||||
y += dy_prime;
|
||||
/* draw brush blot */
|
||||
SDL_RenderCopy(renderer, brush, NULL, &dstRect);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
loads the brush texture
|
||||
*/
|
||||
void
|
||||
initializeTexture(SDL_Renderer *renderer)
|
||||
{
|
||||
SDL_Surface *bmp_surface;
|
||||
bmp_surface = SDL_LoadBMP("stroke.bmp");
|
||||
if (bmp_surface == NULL) {
|
||||
fatalError("could not load stroke.bmp");
|
||||
}
|
||||
brush =
|
||||
SDL_CreateTextureFromSurface(renderer, bmp_surface);
|
||||
SDL_FreeSurface(bmp_surface);
|
||||
if (brush == 0) {
|
||||
fatalError("could not create brush texture");
|
||||
}
|
||||
/* additive blending -- laying strokes on top of eachother makes them brighter */
|
||||
SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD);
|
||||
/* set brush color (red) */
|
||||
SDL_SetTextureColorMod(brush, 255, 100, 100);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
|
||||
int x, y, dx, dy; /* mouse location */
|
||||
Uint8 state; /* mouse (touch) state */
|
||||
SDL_Event event;
|
||||
SDL_Window *window; /* main window */
|
||||
SDL_Renderer *renderer;
|
||||
int done; /* does user want to quit? */
|
||||
|
||||
/* initialize SDL */
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
fatalError("Could not initialize SDL");
|
||||
}
|
||||
|
||||
/* create main window and renderer */
|
||||
window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
|
||||
SDL_WINDOW_OPENGL |
|
||||
SDL_WINDOW_BORDERLESS);
|
||||
renderer = SDL_CreateRenderer(window, 0, 0);
|
||||
|
||||
/* load brush texture */
|
||||
initializeTexture(renderer);
|
||||
|
||||
/* fill canvass initially with all black */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
done = 0;
|
||||
while (!done && SDL_WaitEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_QUIT:
|
||||
done = 1;
|
||||
break;
|
||||
case SDL_MOUSEMOTION:
|
||||
state = SDL_GetMouseState(&x, &y); /* get its location */
|
||||
SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */
|
||||
if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */
|
||||
drawLine(renderer, x - dx, y - dy, dx, dy); /* draw line segment */
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* cleanup */
|
||||
SDL_DestroyTexture(brush);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
After Width: | Height: | Size: 18 KiB |
|
After Width: | Height: | Size: 2.4 KiB |
@@ -0,0 +1,28 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>en</string>
|
||||
<key>CFBundleDisplayName</key>
|
||||
<string>${PRODUCT_NAME}</string>
|
||||
<key>CFBundleExecutable</key>
|
||||
<string>${EXECUTABLE_NAME}</string>
|
||||
<key>CFBundleIconFile</key>
|
||||
<string>Icon</string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>${PRODUCT_NAME}</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1.0</string>
|
||||
<key>LSRequiresIPhoneOS</key>
|
||||
<false/>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -0,0 +1,10 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>Description</key>
|
||||
<string>This project builds an SDL based project for iPhone OS using C or Objective-C. It includes everything you need to get up and running with SDL on iPhone.</string>
|
||||
<key>CFBundleIconFile</key>
|
||||
<string>Icon.png</string>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -0,0 +1,98 @@
|
||||
/*
|
||||
* rectangles.c
|
||||
* written by Holmes Futrell
|
||||
* use however you want
|
||||
*/
|
||||
|
||||
#include "SDL.h"
|
||||
#include <time.h>
|
||||
|
||||
#define SCREEN_WIDTH 320
|
||||
#define SCREEN_HEIGHT 480
|
||||
|
||||
int
|
||||
randomInt(int min, int max)
|
||||
{
|
||||
return min + rand() % (max - min + 1);
|
||||
}
|
||||
|
||||
void
|
||||
render(SDL_Renderer *renderer)
|
||||
{
|
||||
|
||||
Uint8 r, g, b;
|
||||
|
||||
/* Clear the screen */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/* Come up with a random rectangle */
|
||||
SDL_Rect rect;
|
||||
rect.w = randomInt(64, 128);
|
||||
rect.h = randomInt(64, 128);
|
||||
rect.x = randomInt(0, SCREEN_WIDTH);
|
||||
rect.y = randomInt(0, SCREEN_HEIGHT);
|
||||
|
||||
/* Come up with a random color */
|
||||
r = randomInt(50, 255);
|
||||
g = randomInt(50, 255);
|
||||
b = randomInt(50, 255);
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
|
||||
|
||||
/* Fill the rectangle in the color */
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
/* update screen */
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
int done;
|
||||
SDL_Event event;
|
||||
|
||||
/* initialize SDL */
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
printf("Could not initialize SDL\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
/* seed random number generator */
|
||||
srand(time(NULL));
|
||||
|
||||
/* create window and renderer */
|
||||
window =
|
||||
SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
|
||||
SDL_WINDOW_OPENGL);
|
||||
if (!window) {
|
||||
printf("Could not initialize Window\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
renderer = SDL_CreateRenderer(window, -1, 0);
|
||||
if (!renderer) {
|
||||
printf("Could not create renderer\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
/* Enter render loop, waiting for user to quit */
|
||||
done = 0;
|
||||
while (!done) {
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
done = 1;
|
||||
}
|
||||
}
|
||||
render(renderer);
|
||||
SDL_Delay(1);
|
||||
}
|
||||
|
||||
/* shutdown SDL */
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>en</string>
|
||||
<key>CFBundleDisplayName</key>
|
||||
<string>${PRODUCT_NAME}</string>
|
||||
<key>CFBundleExecutable</key>
|
||||
<string>${EXECUTABLE_NAME}</string>
|
||||
<key>CFBundleIconFile</key>
|
||||
<string></string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>${PRODUCT_NAME}</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1.0</string>
|
||||
<key>NSMainNibFile</key>
|
||||
<string></string>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -0,0 +1,22 @@
|
||||
TestiPhoneOS.xcodeproj contains targets to compile many of the SDL test programs for iPhone OS. Most of these test programs work fine, with the following exceptions:
|
||||
|
||||
testalpha:
|
||||
Program crashes. Problem appears to effect Mac OS X as well.
|
||||
|
||||
testthread:
|
||||
SIGTERM kills the process immediately without executing the 'kill' function. The posix standard says this shouldn't happen. Apple seems intent on having iPhone apps exit promptly when the user requests it, so maybe that's why(?)
|
||||
|
||||
testlock:
|
||||
Locks appear to work, but there doesn't appear to be a simple way to send the process SIGINT.
|
||||
|
||||
testpalette:
|
||||
"SDL error: blitting boat: Blit combination not supported." Happens on Mac OS X as well.
|
||||
|
||||
testsprite2:
|
||||
SDL_CreateTextureFromSurface requests an ARGB pixel format, but iPhone's SDL video driver only supports ABGR.
|
||||
|
||||
testwin:
|
||||
Behaves as it does under Mac OS X ... not sure if that is correctly or not.
|
||||
|
||||
threadwin:
|
||||
Works if -threaded is not on. Otherwise it doesn't work, but this is true under Mac OS X as well.
|
||||