--- a/TODO Thu Jan 21 16:11:55 2010 +0000
+++ b/TODO Thu Jan 21 16:12:24 2010 +0000
@@ -53,6 +53,8 @@
* Figure out how to handle OpenGL context lost on Mac OS X (does it happen?)
* Write automated test case for multi-draw APIs
* Make sure you can build SDL without the renderer to slim it down a bunch
+ * Implement assertion code on iPhone
+ * Add __WINDOWS__ in addition to __WIN32__
* Check 1.2 revisions:
3554 - Need to resolve semantics for locking keys on different platforms
--- a/Xcode-iPhoneOS/Demos/src/accelerometer.c Thu Jan 21 16:11:55 2010 +0000
+++ b/Xcode-iPhoneOS/Demos/src/accelerometer.c Thu Jan 21 16:12:24 2010 +0000
@@ -25,7 +25,7 @@
float x, y; /* position of ship */
float vx, vy; /* velocity of ship (in pixels per millesecond) */
SDL_Rect rect; /* (drawn) position and size of ship */
-} ship;
+} shipData;
static SDL_Texture *ship = 0; /* texture for spaceship */
static SDL_Texture *space = 0; /* texture for space (background */
@@ -41,9 +41,9 @@
/* ship screen constraints */
Uint32 minx = 0.0f;
- Uint32 maxx = SCREEN_WIDTH - ship.rect.w;
+ Uint32 maxx = SCREEN_WIDTH - shipData.rect.w;
Uint32 miny = 0.0f;
- Uint32 maxy = SCREEN_HEIGHT - ship.rect.h;
+ Uint32 maxy = SCREEN_HEIGHT - shipData.rect.h;
#define SINT16_MAX ((float)(0x7FFF))
@@ -51,59 +51,59 @@
the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
*/
- ship.vx +=
+ shipData.vx +=
ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
MILLESECONDS_PER_FRAME;
- ship.vy +=
+ shipData.vy +=
ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
MILLESECONDS_PER_FRAME;
- float speed = sqrt(ship.vx * ship.vx + ship.vy * ship.vy);
+ float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
if (speed > 0) {
/* compensate for friction */
- float dirx = ship.vx / speed; /* normalized x velocity */
- float diry = ship.vy / speed; /* normalized y velocity */
+ float dirx = shipData.vx / speed; /* normalized x velocity */
+ float diry = shipData.vy / speed; /* normalized y velocity */
/* update velocity due to friction */
if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) {
/* apply friction */
- ship.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME;
- ship.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME;
+ shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME;
+ shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME;
} else {
/* applying friction would MORE than stop the ship, so just stop the ship */
- ship.vx = 0.0f;
- ship.vy = 0.0f;
+ shipData.vx = 0.0f;
+ shipData.vy = 0.0f;
}
}
/* update ship location */
- ship.x += ship.vx * MILLESECONDS_PER_FRAME;
- ship.y += ship.vy * MILLESECONDS_PER_FRAME;
+ shipData.x += shipData.vx * MILLESECONDS_PER_FRAME;
+ shipData.y += shipData.vy * MILLESECONDS_PER_FRAME;
- if (ship.x > maxx) {
- ship.x = maxx;
- ship.vx = -ship.vx * DAMPING;
- } else if (ship.x < minx) {
- ship.x = minx;
- ship.vx = -ship.vx * DAMPING;
+ if (shipData.x > maxx) {
+ shipData.x = maxx;
+ shipData.vx = -shipData.vx * DAMPING;
+ } else if (shipData.x < minx) {
+ shipData.x = minx;
+ shipData.vx = -shipData.vx * DAMPING;
}
- if (ship.y > maxy) {
- ship.y = maxy;
- ship.vy = -ship.vy * DAMPING;
- } else if (ship.y < miny) {
- ship.y = miny;
- ship.vy = -ship.vy * DAMPING;
+ if (shipData.y > maxy) {
+ shipData.y = maxy;
+ shipData.vy = -shipData.vy * DAMPING;
+ } else if (shipData.y < miny) {
+ shipData.y = miny;
+ shipData.vy = -shipData.vy * DAMPING;
}
/* draw the background */
SDL_RenderCopy(space, NULL, NULL);
/* draw the ship */
- ship.rect.x = ship.x;
- ship.rect.y = ship.y;
+ shipData.rect.x = shipData.x;
+ shipData.rect.y = shipData.y;
- SDL_RenderCopy(ship, NULL, &ship.rect);
+ SDL_RenderCopy(ship, NULL, &shipData.rect);
/* update screen */
SDL_RenderPresent();
@@ -148,8 +148,8 @@
SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
/* set the width and height of the ship from the surface dimensions */
- ship.rect.w = bmp_surface->w;
- ship.rect.h = bmp_surface->h;
+ shipData.rect.w = bmp_surface->w;
+ shipData.rect.h = bmp_surface->h;
SDL_FreeSurface(bmp_surface_rgba);
SDL_FreeSurface(bmp_surface);
@@ -211,10 +211,10 @@
initializeTextures();
/* setup ship */
- ship.x = (SCREEN_WIDTH - ship.rect.w) / 2;
- ship.y = (SCREEN_HEIGHT - ship.rect.h) / 2;
- ship.vx = 0.0f;
- ship.vy = 0.0f;
+ shipData.x = (SCREEN_WIDTH - shipData.rect.w) / 2;
+ shipData.y = (SCREEN_HEIGHT - shipData.rect.h) / 2;
+ shipData.vx = 0.0f;
+ shipData.vy = 0.0f;
done = 0;
/* enter main loop */
--- a/src/SDL_assert.c Thu Jan 21 16:11:55 2010 +0000
+++ b/src/SDL_assert.c Thu Jan 21 16:12:24 2010 +0000
@@ -312,7 +312,7 @@
#ifdef _WINDOWS
state = SDL_PromptAssertion_windows(data);
-#elif __APPLE__
+#elif __MACOSX__
/* This has to be done in an Objective-C (*.m) file, so we call out. */
extern SDL_assert_state SDL_PromptAssertion_cocoa(const SDL_assert_data *);
state = SDL_PromptAssertion_cocoa(data);