diff --git a/Xcode-iOS/Demos/src/accelerometer.c b/Xcode-iOS/Demos/src/accelerometer.c index 3b7985faa..9ff61aece 100644 --- a/Xcode-iOS/Demos/src/accelerometer.c +++ b/Xcode-iOS/Demos/src/accelerometer.c @@ -34,6 +34,7 @@ void render(SDL_Renderer *renderer, int w, int h) { + float speed; /* get joystick (accelerometer) axis values and normalize them */ float ax = SDL_JoystickGetAxis(accelerometer, 0); @@ -58,7 +59,7 @@ render(SDL_Renderer *renderer, int w, int h) ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * MILLESECONDS_PER_FRAME; - float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy); + speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy); if (speed > 0) { /* compensate for friction */ @@ -207,8 +208,8 @@ main(int argc, char *argv[]) done = 0; /* enter main loop */ while (!done) { - startFrame = SDL_GetTicks(); SDL_Event event; + startFrame = SDL_GetTicks(); while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = 1; diff --git a/Xcode-iOS/Demos/src/happy.c b/Xcode-iOS/Demos/src/happy.c index ce661d958..c8a7ec33e 100644 --- a/Xcode-iOS/Demos/src/happy.c +++ b/Xcode-iOS/Demos/src/happy.c @@ -147,8 +147,8 @@ main(int argc, char *argv[]) /* main loop */ done = 0; while (!done) { - startFrame = SDL_GetTicks(); SDL_Event event; + startFrame = SDL_GetTicks(); while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { done = 1; diff --git a/Xcode-iOS/Demos/src/mixer.c b/Xcode-iOS/Demos/src/mixer.c index a2cc74d8e..8c21ba8d5 100644 --- a/Xcode-iOS/Demos/src/mixer.c +++ b/Xcode-iOS/Demos/src/mixer.c @@ -278,6 +278,7 @@ main(int argc, char *argv[]) Uint32 startFrame; /* holds when frame started processing */ Uint32 endFrame; /* holds when frame ended processing */ Uint32 delay; /* calculated delay, how long should we wait before next frame? */ + int i; if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { fatalError("could not initialize SDL"); @@ -342,7 +343,6 @@ main(int argc, char *argv[]) } /* cleanup code, let's free up those sound buffers */ - int i; for (i = 0; i < NUM_DRUMS; i++) { SDL_free(drums[i].buffer); } diff --git a/Xcode-iOS/Demos/src/touch.c b/Xcode-iOS/Demos/src/touch.c index c81dcbc22..fc5fd4685 100644 --- a/Xcode-iOS/Demos/src/touch.c +++ b/Xcode-iOS/Demos/src/touch.c @@ -26,15 +26,17 @@ drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy) float dx_prime = dx / iterations; /* x-shift per iteration */ float dy_prime = dy / iterations; /* y-shift per iteration */ SDL_Rect dstRect; /* rect to draw brush sprite into */ + float x; + float y; + int i; dstRect.w = BRUSH_SIZE; dstRect.h = BRUSH_SIZE; /* setup x and y for the location of the first sprite */ - float x = startx - BRUSH_SIZE / 2.0f; - float y = starty - BRUSH_SIZE / 2.0f; + x = startx - BRUSH_SIZE / 2.0f; + y = starty - BRUSH_SIZE / 2.0f; - int i; /* draw a series of blots to form the line */ for (i = 0; i < iterations; i++) { dstRect.x = x;