mirror of https://github.com/encounter/SDL.git
iOS: Fixed compiling demos on C89 compilers.
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831597f714
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@ -34,6 +34,7 @@ void
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render(SDL_Renderer *renderer, int w, int h)
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{
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float speed;
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/* get joystick (accelerometer) axis values and normalize them */
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float ax = SDL_JoystickGetAxis(accelerometer, 0);
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@ -58,7 +59,7 @@ render(SDL_Renderer *renderer, int w, int h)
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ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
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MILLESECONDS_PER_FRAME;
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float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
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speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
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if (speed > 0) {
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/* compensate for friction */
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@ -207,8 +208,8 @@ main(int argc, char *argv[])
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done = 0;
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/* enter main loop */
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while (!done) {
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startFrame = SDL_GetTicks();
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SDL_Event event;
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startFrame = SDL_GetTicks();
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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done = 1;
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@ -147,8 +147,8 @@ main(int argc, char *argv[])
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/* main loop */
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done = 0;
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while (!done) {
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startFrame = SDL_GetTicks();
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SDL_Event event;
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startFrame = SDL_GetTicks();
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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done = 1;
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@ -278,6 +278,7 @@ main(int argc, char *argv[])
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Uint32 startFrame; /* holds when frame started processing */
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Uint32 endFrame; /* holds when frame ended processing */
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Uint32 delay; /* calculated delay, how long should we wait before next frame? */
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int i;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
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fatalError("could not initialize SDL");
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@ -342,7 +343,6 @@ main(int argc, char *argv[])
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}
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/* cleanup code, let's free up those sound buffers */
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int i;
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for (i = 0; i < NUM_DRUMS; i++) {
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SDL_free(drums[i].buffer);
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}
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@ -26,15 +26,17 @@ drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
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float dx_prime = dx / iterations; /* x-shift per iteration */
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float dy_prime = dy / iterations; /* y-shift per iteration */
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SDL_Rect dstRect; /* rect to draw brush sprite into */
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float x;
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float y;
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int i;
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dstRect.w = BRUSH_SIZE;
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dstRect.h = BRUSH_SIZE;
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/* setup x and y for the location of the first sprite */
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float x = startx - BRUSH_SIZE / 2.0f;
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float y = starty - BRUSH_SIZE / 2.0f;
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x = startx - BRUSH_SIZE / 2.0f;
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y = starty - BRUSH_SIZE / 2.0f;
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int i;
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/* draw a series of blots to form the line */
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for (i = 0; i < iterations; i++) {
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dstRect.x = x;
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