author | Sam Lantinga <slouken@libsdl.org> |
Thu, 21 Jan 2010 16:12:24 +0000 | |
changeset 3690 | e431b888ac6c |
parent 3685 | 64ce267332c6 |
child 5208 | 78db79f5a4e2 |
permissions | -rw-r--r-- |
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/* |
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* accelerometer.c |
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* written by Holmes Futrell |
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* use however you want |
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*/ |
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|
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#include "SDL.h" |
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#include "math.h" |
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#include "common.h" |
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|
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#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ |
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#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */ |
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#define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */ |
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#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */ |
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|
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/* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */ |
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#ifndef SDL_IPHONE_MAX_GFORCE |
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#define SDL_IPHONE_MAX_GFORCE 5.0f |
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#endif |
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static SDL_Joystick *accelerometer; /* used for controlling the ship */ |
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static struct |
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{ |
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float x, y; /* position of ship */ |
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float vx, vy; /* velocity of ship (in pixels per millesecond) */ |
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SDL_Rect rect; /* (drawn) position and size of ship */ |
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} shipData; |
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static SDL_Texture *ship = 0; /* texture for spaceship */ |
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static SDL_Texture *space = 0; /* texture for space (background */ |
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void |
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render(void) |
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{ |
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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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float ay = -SDL_JoystickGetAxis(accelerometer, 1); |
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|
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/* ship screen constraints */ |
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Uint32 minx = 0.0f; |
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Uint32 maxx = SCREEN_WIDTH - shipData.rect.w; |
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Uint32 miny = 0.0f; |
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Uint32 maxy = SCREEN_HEIGHT - shipData.rect.h; |
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#define SINT16_MAX ((float)(0x7FFF)) |
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|
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/* update velocity from accelerometer |
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the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between |
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SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer |
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*/ |
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shipData.vx += |
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ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT * |
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MILLESECONDS_PER_FRAME; |
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shipData.vy += |
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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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|
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if (speed > 0) { |
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/* compensate for friction */ |
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float dirx = shipData.vx / speed; /* normalized x velocity */ |
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float diry = shipData.vy / speed; /* normalized y velocity */ |
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|
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/* update velocity due to friction */ |
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if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) { |
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/* apply friction */ |
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shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME; |
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shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME; |
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} else { |
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/* applying friction would MORE than stop the ship, so just stop the ship */ |
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shipData.vx = 0.0f; |
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shipData.vy = 0.0f; |
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} |
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} |
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/* update ship location */ |
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shipData.x += shipData.vx * MILLESECONDS_PER_FRAME; |
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shipData.y += shipData.vy * MILLESECONDS_PER_FRAME; |
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|
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if (shipData.x > maxx) { |
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shipData.x = maxx; |
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shipData.vx = -shipData.vx * DAMPING; |
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} else if (shipData.x < minx) { |
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shipData.x = minx; |
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shipData.vx = -shipData.vx * DAMPING; |
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} |
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if (shipData.y > maxy) { |
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shipData.y = maxy; |
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shipData.vy = -shipData.vy * DAMPING; |
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} else if (shipData.y < miny) { |
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shipData.y = miny; |
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shipData.vy = -shipData.vy * DAMPING; |
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} |
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/* draw the background */ |
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SDL_RenderCopy(space, NULL, NULL); |
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101 |
|
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/* draw the ship */ |
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103 |
shipData.rect.x = shipData.x; |
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shipData.rect.y = shipData.y; |
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SDL_RenderCopy(ship, NULL, &shipData.rect); |
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|
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/* update screen */ |
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SDL_RenderPresent(); |
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} |
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113 |
void |
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initializeTextures() |
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115 |
{ |
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117 |
SDL_Surface *bmp_surface; |
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118 |
SDL_Surface *bmp_surface_rgba; |
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119 |
int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */ |
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120 |
Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */ |
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121 |
int bpp; /* bits per pixel for desired format */ |
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122 |
|
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123 |
/* load the ship */ |
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124 |
bmp_surface = SDL_LoadBMP("ship.bmp"); |
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125 |
if (bmp_surface == NULL) { |
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126 |
fatalError("could not ship.bmp"); |
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127 |
} |
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128 |
/* set blue to transparent on the ship */ |
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129 |
SDL_SetColorKey(bmp_surface, 1, |
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130 |
SDL_MapRGB(bmp_surface->format, 0, 0, 255)); |
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131 |
SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); |
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132 |
/* |
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133 |
create a new RGBA surface and blit the bmp to it |
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134 |
this is an extra step, but it seems to be necessary for the color key to work |
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135 |
|
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136 |
does the fact that this is necessary indicate a bug in SDL? |
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137 |
*/ |
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138 |
bmp_surface_rgba = |
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139 |
SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, |
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140 |
Gmask, Bmask, Amask); |
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141 |
SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL); |
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142 |
|
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143 |
/* create ship texture from surface */ |
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144 |
ship = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); |
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145 |
if (ship == 0) { |
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146 |
fatalError("could not create ship texture"); |
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147 |
} |
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148 |
SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND); |
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149 |
|
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150 |
/* set the width and height of the ship from the surface dimensions */ |
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151 |
shipData.rect.w = bmp_surface->w; |
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152 |
shipData.rect.h = bmp_surface->h; |
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153 |
|
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154 |
SDL_FreeSurface(bmp_surface_rgba); |
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155 |
SDL_FreeSurface(bmp_surface); |
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156 |
|
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157 |
/* load the space background */ |
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158 |
bmp_surface = SDL_LoadBMP("space.bmp"); |
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159 |
if (bmp_surface == NULL) { |
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160 |
fatalError("could not load space.bmp"); |
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161 |
} |
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162 |
/* create space texture from surface */ |
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163 |
space = SDL_CreateTextureFromSurface(format, bmp_surface); |
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164 |
if (space == 0) { |
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165 |
fatalError("could not create space texture"); |
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166 |
} |
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167 |
SDL_FreeSurface(bmp_surface); |
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|
168 |
|
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169 |
} |
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|
170 |
|
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171 |
|
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172 |
|
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173 |
int |
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174 |
main(int argc, char *argv[]) |
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175 |
{ |
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176 |
|
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177 |
SDL_Window *window; /* main window */ |
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178 |
Uint32 startFrame; /* time frame began to process */ |
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179 |
Uint32 endFrame; /* time frame ended processing */ |
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180 |
Uint32 delay; /* time to pause waiting to draw next frame */ |
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181 |
int done; /* should we clean up and exit? */ |
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|
182 |
|
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|
183 |
/* initialize SDL */ |
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|
184 |
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { |
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185 |
fatalError("Could not initialize SDL"); |
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186 |
} |
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|
187 |
|
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|
188 |
/* create main window and renderer */ |
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189 |
window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, |
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|
190 |
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | |
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|
191 |
SDL_WINDOW_BORDERLESS); |
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|
192 |
SDL_CreateRenderer(window, 0, 0); |
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|
193 |
|
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|
194 |
/* print out some info about joysticks and try to open accelerometer for use */ |
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|
195 |
printf("There are %d joysticks available\n", SDL_NumJoysticks()); |
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|
196 |
printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0)); |
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|
197 |
accelerometer = SDL_JoystickOpen(0); |
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|
198 |
if (accelerometer == NULL) { |
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|
199 |
fatalError("Could not open joystick (accelerometer)"); |
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|
200 |
} |
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|
201 |
printf("joystick number of axis = %d\n", |
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|
202 |
SDL_JoystickNumAxes(accelerometer)); |
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|
203 |
printf("joystick number of hats = %d\n", |
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|
204 |
SDL_JoystickNumHats(accelerometer)); |
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|
205 |
printf("joystick number of balls = %d\n", |
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|
206 |
SDL_JoystickNumBalls(accelerometer)); |
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|
207 |
printf("joystick number of buttons = %d\n", |
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|
208 |
SDL_JoystickNumButtons(accelerometer)); |
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|
209 |
|
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|
210 |
/* load graphics */ |
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|
211 |
initializeTextures(); |
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|
212 |
|
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|
213 |
/* setup ship */ |
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|
214 |
shipData.x = (SCREEN_WIDTH - shipData.rect.w) / 2; |
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|
215 |
shipData.y = (SCREEN_HEIGHT - shipData.rect.h) / 2; |
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|
216 |
shipData.vx = 0.0f; |
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Fixed compilation on iPhone
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|
217 |
shipData.vy = 0.0f; |
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|
218 |
|
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|
219 |
done = 0; |
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|
220 |
/* enter main loop */ |
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|
221 |
while (!done) { |
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|
222 |
startFrame = SDL_GetTicks(); |
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|
223 |
SDL_Event event; |
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|
224 |
while (SDL_PollEvent(&event)) { |
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|
225 |
if (event.type == SDL_QUIT) { |
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|
226 |
done = 1; |
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|
227 |
} |
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|
228 |
} |
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|
229 |
render(); |
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|
230 |
endFrame = SDL_GetTicks(); |
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|
231 |
|
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|
232 |
/* figure out how much time we have left, and then sleep */ |
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delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); |
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if (delay < 0) { |
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235 |
delay = 0; |
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236 |
} else if (delay > MILLESECONDS_PER_FRAME) { |
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237 |
delay = MILLESECONDS_PER_FRAME; |
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238 |
} |
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239 |
SDL_Delay(delay); |
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240 |
} |
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241 |
|
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242 |
/* delete textures */ |
3685
64ce267332c6
Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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243 |
SDL_DestroyTexture(ship); |
64ce267332c6
Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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244 |
SDL_DestroyTexture(space); |
3277
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245 |
|
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246 |
/* shutdown SDL */ |
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247 |
SDL_Quit(); |
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248 |
|
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249 |
return 0; |
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250 |
|
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251 |
} |