- Go into the VisualC directory and double-click on the Visual Studio solution for your version of Visual Studio, e.g. SDL_VS2008.sln This should open up the IDE.
+ Go into the VisualC
+ directory that is created, and double-click on the VC++ file "SDL.dsw"
+ ("SDL.sln"). This should open up the IDE.
- There are different solution files for the various
- versions of the IDE. Please use the appropiate version
- 2008, 2010, 2012 or 2013.
+ You may be prompted at this point to upgrade the workspace, should you be using
+ a more recent version of Visual C++. If so, allow the workspace to be upgraded.
Build the .dll and .lib files.
@@ -32,21 +34,31 @@
the Workspace panel in the FileView tab), and selecting "Build".
+ If you get an error about SDL_config.h being missing, you should
+ copy include/SDL_config.h.default to include/SDL_config.h and try again.
+
+
You may get a few warnings, but you should not get any errors. You do have to
- have at least the DirectX 9 SDK installed, however. The latest
- version of DirectX can be downloaded from Microsoft.
+ have at least the DirectX 5 SDK installed, however. The latest
+ version of DirectX can be downloaded or purchased on a cheap CD (my
+ recommendation) from Microsoft .
Later, we will refer to the following .lib and .dll files that have just been
generated:
-
SDL2.dll
-
SDL2.lib
-
SDL2main.lib
+
SDL.dll
+
SDL.lib
+
SDLmain.lib
- Search for these using the Windows Find (Windows-F) utility inside the VisualC directory.
+ Search for these using the Windows Find (Windows-F) utility, if you don't
+ already know where they should be. For those of you with a clue, look inside
+ the Debug or Release directories of the subdirectories of the Project folder.
+ (It might be easier to just use Windows Find if this sounds confusing. And
+ don't worry about needing a clue; we all need visits from the clue fairy
+ frequently.)
Creating a Project with SDL
@@ -70,8 +82,8 @@
add the include and library directories to the list that VC7 keeps. Do this by
selecting Tools|Options|Projects|VC++ Directories and under the "Show
Directories For:" dropbox select "Include Files", and click the "New Directory
- Icon" and add the [SDLROOT]\include directory (e.g. If you installed to
- c:\SDL\ add c:\SDL\include). Proceed to change the
+ Icon" and add the [SDLROOT]\include directory (ex. If you installed to
+ c:\SDL-1.2.5\ add c:\SDL-1.2.5\include). Proceed to change the
dropbox selection to "Library Files" and add [SDLROOT]\lib.
@@ -86,15 +98,15 @@
Copy the following files into your Project directory:
-
SDL2.dll
+
SDL.dll
Add the following files to your project (It is not necessary to copy them to
your project directory):
-
SDL2.lib
-
SDL2main.lib
+
SDL.lib
+
SDLmain.lib
(To add them to your project, right click on your project, and select "Add
@@ -104,14 +116,14 @@
desireable to add them to the linker options: Project|Properties|Linker|Command
Line and type the names of the libraries to link with in the "Additional
Options:" box. Note: This must be done for each build
- configuration (e.g. Release,Debug).
+ configuration (eg. Release,Debug).
SDL 101, First Day of Class
Now create the basic body of your project. The body of your program should take
- the following form:
-
+ the following form:
+
#include "SDL.h"
int main( int argc, char* argv[] )
@@ -119,7 +131,8 @@ int main( int argc, char* argv[] )
// Body of the program goes here.
return 0;
}
-
+
+
That's it!
diff --git a/VisualC/SDL.sln b/VisualC/SDL.sln
index 5fc8345..9703f8f 100644
--- a/VisualC/SDL.sln
+++ b/VisualC/SDL.sln
@@ -1,57 +1,15 @@
-Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741-611F-4E14-8541-1FEE94F50B5A}"
+Microsoft Visual Studio Solution File, Format Version 10.00
+# Visual Studio 2008
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL", "SDL\SDL.vcproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic.vcxproj", "{66B32F7E-5716-48D0-B5B9-D832FD052DD5}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation.vcxproj", "{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture.vcxproj", "{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08304}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay2", "tests\testoverlay2\testoverlay2.vcxproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget.vcxproj", "{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrumble", "tests\testrumble\testrumble.vcxproj", "{BFF40245-E9A6-4297-A425-A554E5D767E8}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale.vcxproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape.vcxproj", "{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgles2", "tests\testgles2\testgles2.vcxproj", "{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}"
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "controllermap", "tests\controllermap\controllermap.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08306}"
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDLmain", "SDLmain\SDLmain.vcproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
+ Release_NoSTDIO|Win32 = Release_NoSTDIO|Win32
+ Release_NoSTDIO|x64 = Release_NoSTDIO|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
@@ -60,6 +18,10 @@ Global
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
+ {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|Win32.ActiveCfg = Release|Win32
+ {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|Win32.Build.0 = Release|Win32
+ {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|x64.ActiveCfg = Release|x64
+ {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_NoSTDIO|x64.Build.0 = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
@@ -68,202 +30,16 @@ Global
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
+ {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|Win32.ActiveCfg = Release_NoSTDIO|Win32
+ {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|Win32.Build.0 = Release_NoSTDIO|Win32
+ {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|x64.ActiveCfg = Release_NoSTDIO|x64
+ {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_NoSTDIO|x64.Build.0 = Release_NoSTDIO|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
- {26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
- {26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
- {26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
- {26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
- {26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
- {26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
- {26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64
- {26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64
- {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
- {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
- {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
- {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
- {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
- {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
- {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|x64
- {AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.Build.0 = Release|x64
- {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.ActiveCfg = Debug|Win32
- {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.Build.0 = Debug|Win32
- {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.ActiveCfg = Debug|x64
- {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.Build.0 = Debug|x64
- {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.ActiveCfg = Release|Win32
- {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.Build.0 = Release|Win32
- {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.ActiveCfg = Release|x64
- {66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.Build.0 = Release|x64
- {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.ActiveCfg = Debug|Win32
- {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.Build.0 = Debug|Win32
- {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.ActiveCfg = Debug|x64
- {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.Build.0 = Debug|x64
- {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.ActiveCfg = Release|Win32
- {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.Build.0 = Release|Win32
- {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.ActiveCfg = Release|x64
- {9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.Build.0 = Release|x64
- {8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
- {8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
- {8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
- {8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
- {8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
- {8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
- {8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|x64
- {8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.Build.0 = Release|x64
- {CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
- {CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
- {CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
- {CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
- {CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
- {CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
- {CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|x64
- {CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.Build.0 = Release|x64
- {79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.ActiveCfg = Debug|Win32
- {79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.Build.0 = Debug|Win32
- {79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|x64.ActiveCfg = Debug|x64
- {79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|x64.Build.0 = Debug|x64
- {79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.ActiveCfg = Release|Win32
- {79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.Build.0 = Release|Win32
- {79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|x64.ActiveCfg = Release|x64
- {79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|x64.Build.0 = Release|x64
- {8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
- {8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
- {8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|x64
- {8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.Build.0 = Debug|x64
- {8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
- {8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
- {8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|x64
- {8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.Build.0 = Release|x64
- {55812185-D13C-4022-9C81-32E0F4A08304}.Debug|Win32.ActiveCfg = Debug|Win32
- {55812185-D13C-4022-9C81-32E0F4A08304}.Debug|Win32.Build.0 = Debug|Win32
- {55812185-D13C-4022-9C81-32E0F4A08304}.Debug|x64.ActiveCfg = Debug|x64
- {55812185-D13C-4022-9C81-32E0F4A08304}.Debug|x64.Build.0 = Debug|x64
- {55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.ActiveCfg = Release|Win32
- {55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.Build.0 = Release|Win32
- {55812185-D13C-4022-9C81-32E0F4A08304}.Release|x64.ActiveCfg = Release|x64
- {55812185-D13C-4022-9C81-32E0F4A08304}.Release|x64.Build.0 = Release|x64
- {B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|Win32.ActiveCfg = Debug|Win32
- {B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|Win32.Build.0 = Debug|Win32
- {B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|x64.ActiveCfg = Debug|x64
- {B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|x64.Build.0 = Debug|x64
- {B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|Win32.ActiveCfg = Release|Win32
- {B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|Win32.Build.0 = Release|Win32
- {B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|x64.ActiveCfg = Release|x64
- {B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|x64.Build.0 = Release|x64
- {26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
- {26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
- {26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|x64
- {26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.Build.0 = Debug|x64
- {26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
- {26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
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diff --git a/VisualC/SDL/SDL_VS2008.vcproj b/VisualC/SDL/SDL_VS2008.vcproj
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index 3d3d399..0000000
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diff --git a/VisualC/SDL_VS2008.sln b/VisualC/SDL_VS2008.sln
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diff --git a/VisualC/clean.sh b/VisualC/clean.sh
deleted file mode 100755
index fd16f9a..0000000
--- a/VisualC/clean.sh
+++ /dev/null
@@ -1,4 +0,0 @@
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deleted file mode 100644
index 46e2577..0000000
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\ No newline at end of file
diff --git a/VisualC/tests/checkkeys/checkkeys_VS2008.vcproj b/VisualC/tests/checkkeys/checkkeys_VS2008.vcproj
deleted file mode 100644
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diff --git a/VisualC/tests/controllermap/controllermap.vcxproj b/VisualC/tests/controllermap/controllermap.vcxproj
deleted file mode 100644
index fedaf6c..0000000
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deleted file mode 100644
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deleted file mode 100644
index 182a38b..0000000
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diff --git a/VisualC/tests/loopwave/loopwave_VS2008.vcproj b/VisualC/tests/loopwave/loopwave_VS2008.vcproj
deleted file mode 100644
index 1cbf89a..0000000
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diff --git a/VisualC/tests/testatomic/testatomic.vcxproj b/VisualC/tests/testatomic/testatomic.vcxproj
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diff --git a/VisualC/tests/testatomic/testatomic_VS2008.vcproj b/VisualC/tests/testatomic/testatomic_VS2008.vcproj
deleted file mode 100644
index 5f4452b..0000000
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diff --git a/VisualC/tests/testautomation/testautomation.vcxproj b/VisualC/tests/testautomation/testautomation.vcxproj
deleted file mode 100644
index e5ce6a3..0000000
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\ No newline at end of file
diff --git a/VisualC/tests/testgesture/testgesture_VS2008.vcproj b/VisualC/tests/testgesture/testgesture_VS2008.vcproj
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diff --git a/VisualC/tests/testgl2/testgl2_VS2008.vcproj b/VisualC/tests/testgl2/testgl2_VS2008.vcproj
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\ No newline at end of file
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diff --git a/VisualC/tests/testjoystick/testjoystick.vcxproj b/VisualC/tests/testjoystick/testjoystick.vcxproj
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\ No newline at end of file
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deleted file mode 100644
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diff --git a/VisualC/tests/testoverlay2/testoverlay2.vcxproj b/VisualC/tests/testoverlay2/testoverlay2.vcxproj
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\ No newline at end of file
diff --git a/VisualC/tests/testoverlay2/testoverlay2_VS2008.vcproj b/VisualC/tests/testoverlay2/testoverlay2_VS2008.vcproj
deleted file mode 100644
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deleted file mode 100644
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diff --git a/VisualC/tests/testrendertarget/testrendertarget_VS2008.vcproj b/VisualC/tests/testrendertarget/testrendertarget_VS2008.vcproj
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diff --git a/VisualC/tests/testscale/testscale_VS2008.vcproj b/VisualC/tests/testscale/testscale_VS2008.vcproj
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diff --git a/VisualC/tests/testshape/testshape.vcxproj b/VisualC/tests/testshape/testshape.vcxproj
deleted file mode 100644
index 81938c3..0000000
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diff --git a/VisualC/tests/testshape/testshape_VS2008.vcproj b/VisualC/tests/testshape/testshape_VS2008.vcproj
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index 73db789..0000000
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diff --git a/VisualC/tests/testsprite2/testsprite2_VS2008.vcproj b/VisualC/tests/testsprite2/testsprite2_VS2008.vcproj
deleted file mode 100644
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deleted file mode 100755
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deleted file mode 100755
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diff --git a/WhatsNew.txt b/WhatsNew.txt
deleted file mode 100644
index 698ebf7..0000000
--- a/WhatsNew.txt
+++ /dev/null
@@ -1,199 +0,0 @@
-
-This is a list of major changes in SDL's version history.
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----------------------------------------------------------------------------
-2.0.4:
----------------------------------------------------------------------------
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-General:
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-* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
-* Added a Vivante video driver that is used on various SoC platforms
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-* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
-* Improved support for WAV and BMP files with unusual chunks in them
-* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
-* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
-* Added SDL_GetDisplayDPI() to get the DPI information for a display
-* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
-* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
-* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
-
-Windows:
-* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
-* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
-* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
-* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
-* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
-* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
-* SDL_SysWMinfo now contains the window HDC
-* Added support for Unicode command line options
-* Prevent beeping when Alt-key combos are pressed
-* SDL_SetTextInputRect() re-positions the OS-rendered IME
-* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
-* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
-
-Mac OS X:
-* Implemented drag-and-drop support
-* Improved joystick hot-plug detection
-* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
-* Fixed relative mouse mode when the application loses/regains focus
-* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
-* Fixed the refresh rate of display modes
-* SDL_SysWMInfo is now ARC-compatible
-* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
-
-Linux:
-* Enabled building with Mir and Wayland support by default.
-* Added IBus IME support
-* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
-* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
-* Added support for multiple audio devices when using Pulseaudio
-* Fixed duplicate mouse events when using relative mouse motion
-
-iOS:
-* Added support for iOS 8
-* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
-* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
-* Added native resolution support for the iPhone 6 Plus
-* Added support for MFi game controllers
-* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
-* Added sRGB OpenGL ES context support on iOS 7+
-* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
-* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
-* Fixed various rotation and orientation issues
-* Fixed memory leaks
-
-Android:
-* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
-* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
-* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
-* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
-
-Raspberry Pi:
-* Added support for the Raspberry Pi 2
-
-
----------------------------------------------------------------------------
-2.0.3:
----------------------------------------------------------------------------
-
-Mac OS X:
-* Fixed creating an OpenGL context by default on Mac OS X 10.6
-
-
----------------------------------------------------------------------------
-2.0.2:
----------------------------------------------------------------------------
-General:
-* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
-* Added an API to load a database of game controller mappings from a file:
- SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
-* Added game controller mappings for the PS4 and OUYA controllers
-* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
-* Added SDL_DetachThread()
-* Added SDL_HasAVX() to determine if the CPU has AVX features
-* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
-* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
- them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
-* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
-* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
-* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
-* testgl2 does not need to link with libGL anymore
-* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
-* Added controllermap test program to visually map a game controller
-
-Windows:
-* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
- the driver or emulated through ANGLE)
-* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
-* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
-* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
-
-Mac OS X:
-* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
-
-Linux:
-* Fixed fullscreen and focused behavior when receiving NotifyGrab events
-* Added experimental Wayland and Mir support, disabled by default
-
-Android:
-* Joystick support (minimum SDK version required to build SDL is now 12,
- the required runtime version remains at 10, but on such devices joystick
- support won't be available).
-* Hotplugging support for joysticks
-* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
-
-
----------------------------------------------------------------------------
-2.0.1:
----------------------------------------------------------------------------
-
-General:
-* Added an API to get common filesystem paths in SDL_filesystem.h:
- SDL_GetBasePath(), SDL_GetPrefPath()
-* Added an API to do optimized YV12 and IYUV texture updates:
- SDL_UpdateYUVTexture()
-* Added an API to get the amount of RAM on the system:
- SDL_GetSystemRAM()
-* Added a macro to perform timestamp comparisons with SDL_GetTicks():
- SDL_TICKS_PASSED()
-* Dramatically improved OpenGL ES 2.0 rendering performance
-* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
-
-Windows:
-* Created a static library configuration for the Visual Studio 2010 project
-* Added a hint to create the Direct3D device with support for multi-threading:
- SDL_HINT_RENDER_DIRECT3D_THREADSAFE
-* Added a function to get the D3D9 adapter index for a display:
- SDL_Direct3D9GetAdapterIndex()
-* Added a function to get the D3D9 device for a D3D9 renderer:
- SDL_RenderGetD3D9Device()
-* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
-* Fixed crash when using two XInput controllers at the same time
-* Fixed detecting a mixture of XInput and DirectInput controllers
-* Fixed clearing a D3D render target larger than the window
-* Improved support for format specifiers in SDL_snprintf()
-
-Mac OS X:
-* Added support for retina displays:
- Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
-* Fixed mouse warping in fullscreen mode
-* Right mouse click is emulated by holding the Ctrl key while left clicking
-
-Linux:
-* Fixed float audio support with the PulseAudio driver
-* Fixed missing line endpoints in the OpenGL renderer on some drivers
-* X11 symbols are no longer defined to avoid collisions when linking statically
-
-iOS:
-* Fixed status bar visibility on iOS 7
-* Flipped the accelerometer Y axis to match expected values
-
-Android:
-IMPORTANT: You MUST get the updated SDLActivity.java to match C code
-* Moved EGL initialization to native code
-* Fixed the accelerometer axis rotation relative to the device rotation
-* Fixed race conditions when handling the EGL context on pause/resume
-* Touch devices are available for enumeration immediately after init
-
-Raspberry Pi:
-* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
diff --git a/Xcode-iOS/Demos/Default.png b/Xcode-iOS/Demos/Default.png
deleted file mode 100644
index f912828..0000000
Binary files a/Xcode-iOS/Demos/Default.png and /dev/null differ
diff --git a/Xcode-iOS/Demos/Demos.xcodeproj/project.pbxproj b/Xcode-iOS/Demos/Demos.xcodeproj/project.pbxproj
deleted file mode 100755
index 569d2d1..0000000
--- a/Xcode-iOS/Demos/Demos.xcodeproj/project.pbxproj
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- CFBundleDisplayName
- ${PRODUCT_NAME}
- CFBundleExecutable
- ${EXECUTABLE_NAME}
- CFBundleIconFile
-
- CFBundleIdentifier
- com.yourcompany.${PRODUCT_NAME:identifier}
- CFBundleInfoDictionaryVersion
- 6.0
- CFBundleName
- ${PRODUCT_NAME}
- CFBundlePackageType
- APPL
- CFBundleSignature
- ????
- CFBundleVersion
- 1.0
- NSMainNibFile
-
- UISupportedInterfaceOrientations
-
-
-
diff --git a/Xcode-iOS/Demos/README b/Xcode-iOS/Demos/README
deleted file mode 100644
index 55f8066..0000000
--- a/Xcode-iOS/Demos/README
+++ /dev/null
@@ -1,43 +0,0 @@
-==============================================================================
-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.
diff --git a/Xcode-iOS/Demos/data/bitmapfont/kromasky_16x16.bmp b/Xcode-iOS/Demos/data/bitmapfont/kromasky_16x16.bmp
deleted file mode 100644
index c0b6fb9..0000000
Binary files a/Xcode-iOS/Demos/data/bitmapfont/kromasky_16x16.bmp and /dev/null differ
diff --git a/Xcode-iOS/Demos/data/bitmapfont/license.txt b/Xcode-iOS/Demos/data/bitmapfont/license.txt
deleted file mode 100755
index 6949ec4..0000000
--- a/Xcode-iOS/Demos/data/bitmapfont/license.txt
+++ /dev/null
@@ -1,258 +0,0 @@
- __ _ _
- / _| | | | |
-| |_ ___ _ __ | |_ _ __ __ _ ___| | __
-| _/ _ \| '_ \| __| '_ \ / _` |/ __| |/ /
-| || (_) | | | | |_| |_) | (_| | (__| <
-|_| \___/|_| |_|\__| .__/ \__,_|\___|_|\_\
- | |
- |_|
-----------------------------------------------------------------------
-Product : font-pack.zip
-Website : http://www.spicypixel.net
-Author : Marc Russell
-Released: 16th January 2008
-----------------------------------------------------------------------
-
-What is this?
--------------
-font-pack is a package of free art assets to be used under the terms of this document. It is available to game developers and hobbyists alike.
-
-Contents
---------
-The contents of the font-pack ZIP file include 20 bitmap fonts
-
-Usage License & Restrictions
-----------------------------
-font-pack is distributed under the "Common Public License Version 1.0."
-The terms of which are given below. If you do not understand the terms of the license please refer to a solicitor. It should however, be relatively clear how this package can be used.
-
-THE ACCOMPANYING PROGRAM IS PROVIDED UNDER THE TERMS OF THIS COMMON
-PUBLIC LICENSE ("AGREEMENT"). ANY USE, REPRODUCTION OR DISTRIBUTION OF
-THE PROGRAM CONSTITUTES RECIPIENT'S ACCEPTANCE OF THIS AGREEMENT.
-
-1. DEFINITIONS
-
-"Contribution" means:
-
- a) in the case of the initial Contributor, the initial code and
- documentation distributed under this Agreement, and
-
- b) in the case of each subsequent Contributor:
-
- i) changes to the Program, and
-
- ii) additions to the Program;
-
- where such changes and/or additions to the Program originate from
- and are distributed by that particular Contributor. A Contribution
- 'originates' from a Contributor if it was added to the Program by
- such Contributor itself or anyone acting on such Contributor's
- behalf. Contributions do not include additions to the Program which:
- (i) are separate modules of software distributed in conjunction with
- the Program under their own license agreement, and (ii) are not
- derivative works of the Program.
-
-"Contributor" means any person or entity that distributes the Program.
-
-"Licensed Patents " mean patent claims licensable by a Contributor which
-are necessarily infringed by the use or sale of its Contribution alone
-or when combined with the Program.
-
-"Program" means the Contributions distributed in accordance with this
-Agreement.
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-"Recipient" means anyone who receives the Program under this Agreement,
-including all Contributors.
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-2. GRANT OF RIGHTS
-
- a) Subject to the terms of this Agreement, each Contributor hereby
- grants Recipient a non-exclusive, worldwide, royalty-free copyright
- license to reproduce, prepare derivative works of, publicly display,
- publicly perform, distribute and sublicense the Contribution of such
- Contributor, if any, and such derivative works, in source code and
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- b) Subject to the terms of this Agreement, each Contributor hereby
- grants Recipient a non-exclusive, worldwide, royalty-free patent
- license under Licensed Patents to make, use, sell, offer to sell,
- import and otherwise transfer the Contribution of such Contributor,
- if any, in source code and object code form. This patent license
- shall apply to the combination of the Contribution and the Program
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-Contributors may not remove or alter any copyright notices contained
-within the Program.
-
-Each Contributor must identify itself as the originator of its
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-4. COMMERCIAL DISTRIBUTION
-
-Commercial distributors of software may accept certain responsibilities
-with respect to end users, business partners and the like. While this
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-Contributor who includes the Program in a commercial product offering
-should do so in a manner which does not create potential liability for
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-Contributor to control, and cooperate with the Commercial Contributor
-in, the defense and any related settlement negotiations. The Indemnified
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-For example, a Contributor might include the Program in a commercial
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-performance claims and warranties, and if a court requires any other
-Contributor to pay any damages as a result, the Commercial Contributor
-must pay those damages.
-
-5. NO WARRANTY
-
-EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, THE PROGRAM IS PROVIDED
-ON AN "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
-EITHER EXPRESS OR IMPLIED INCLUDING, WITHOUT LIMITATION, ANY WARRANTIES
-OR CONDITIONS OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR
-A PARTICULAR PURPOSE. Each Recipient is solely responsible for
-determining the appropriateness of using and distributing the Program
-and assumes all risks associated with its exercise of rights under this
-Agreement, including but not limited to the risks and costs of program
-errors, compliance with applicable laws, damage to or loss of data,
-programs or equipment, and unavailability or interruption of operations.
-
-6. DISCLAIMER OF LIABILITY
-
-EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, NEITHER RECIPIENT NOR
-ANY CONTRIBUTORS SHALL HAVE ANY LIABILITY FOR ANY DIRECT, INDIRECT,
-INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING
-WITHOUT LIMITATION LOST PROFITS), HOWEVER CAUSED AND ON ANY THEORY OF
-LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
-NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OR
-DISTRIBUTION OF THE PROGRAM OR THE EXERCISE OF ANY RIGHTS GRANTED
-HEREUNDER, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
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-7. GENERAL
-
-If any provision of this Agreement is invalid or unenforceable under
-applicable law, it shall not affect the validity or enforceability of
-the remainder of the terms of this Agreement, and without further action
-by the parties hereto, such provision shall be reformed to the minimum
-extent necessary to make such provision valid and enforceable.
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-respect to a patent applicable to software (including a cross-claim or
-counterclaim in a lawsuit), then any patent licenses granted by that
-Contributor to such Recipient under this Agreement shall terminate as of
-the date such litigation is filed. In addition, if Recipient institutes
-patent litigation against any entity (including a cross-claim or
-counterclaim in a lawsuit) alleging that the Program itself (excluding
-combinations of the Program with other software or hardware) infringes
-such Recipient's patent(s), then such Recipient's rights granted under
-Section 2(b) shall terminate as of the date such litigation is filed.
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-All Recipient's rights under this Agreement shall terminate if it fails
-to comply with any of the material terms or conditions of this Agreement
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-of the Program as soon as reasonably practicable. However, Recipient's
-obligations under this Agreement and any licenses granted by Recipient
-relating to the Program shall continue and survive.
-
-Everyone is permitted to copy and distribute copies of this Agreement,
-but in order to avoid inconsistency the Agreement is copyrighted and may
-only be modified in the following manner. The Agreement Steward reserves
-the right to publish new versions (including revisions) of this
-Agreement from time to time. No one other than the Agreement Steward has
-the right to modify this Agreement. IBM is the initial Agreement
-Steward. IBM may assign the responsibility to serve as the Agreement
-Steward to a suitable separate entity. Each new version of the Agreement
-will be given a distinguishing version number. The Program (including
-Contributions) may always be distributed subject to the version of the
-Agreement under which it was received. In addition, after a new version
-of the Agreement is published, Contributor may elect to distribute the
-Program (including its Contributions) under the new version. Except as
-expressly stated in Sections 2(a) and 2(b) above, Recipient receives no
-rights or licenses to the intellectual property of any Contributor under
-this Agreement, whether expressly, by implication, estoppel or
-otherwise. All rights in the Program not expressly granted under this
-Agreement are reserved.
-
-This Agreement is governed by the laws of the State of New York and the
-intellectual property laws of the United States of America. No party to
-this Agreement will bring a legal action under this Agreement more than
-one year after the cause of action arose. Each party waives its rights
-to a jury trial in any resulting litigation.
-
diff --git a/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav b/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav
deleted file mode 100644
index fa75263..0000000
Binary files a/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav and /dev/null differ
diff --git a/Xcode-iOS/Demos/data/drums/ds_china.wav b/Xcode-iOS/Demos/data/drums/ds_china.wav
deleted file mode 100644
index 21a71a1..0000000
Binary files a/Xcode-iOS/Demos/data/drums/ds_china.wav and /dev/null differ
diff --git a/Xcode-iOS/Demos/data/drums/ds_kick_big_amb.wav b/Xcode-iOS/Demos/data/drums/ds_kick_big_amb.wav
deleted file mode 100644
index 404115a..0000000
Binary files a/Xcode-iOS/Demos/data/drums/ds_kick_big_amb.wav and /dev/null differ
diff --git a/Xcode-iOS/Demos/data/drums/ds_loose_skin_mute.wav b/Xcode-iOS/Demos/data/drums/ds_loose_skin_mute.wav
deleted file mode 100644
index 3db0522..0000000
Binary files a/Xcode-iOS/Demos/data/drums/ds_loose_skin_mute.wav and /dev/null differ
diff --git a/Xcode-iOS/Demos/data/icon.bmp b/Xcode-iOS/Demos/data/icon.bmp
deleted file mode 100644
index cc96356..0000000
Binary files a/Xcode-iOS/Demos/data/icon.bmp and /dev/null differ
diff --git a/Xcode-iOS/Demos/data/ship.bmp b/Xcode-iOS/Demos/data/ship.bmp
deleted file mode 100644
index b682dc4..0000000
Binary files a/Xcode-iOS/Demos/data/ship.bmp and /dev/null differ
diff --git a/Xcode-iOS/Demos/data/space.bmp b/Xcode-iOS/Demos/data/space.bmp
deleted file mode 100644
index 5bcf273..0000000
Binary files a/Xcode-iOS/Demos/data/space.bmp and /dev/null differ
diff --git a/Xcode-iOS/Demos/data/stroke.bmp b/Xcode-iOS/Demos/data/stroke.bmp
deleted file mode 100644
index d59fed4..0000000
Binary files a/Xcode-iOS/Demos/data/stroke.bmp and /dev/null differ
diff --git a/Xcode-iOS/Demos/src/accelerometer.c b/Xcode-iOS/Demos/src/accelerometer.c
deleted file mode 100644
index 3b7985f..0000000
--- a/Xcode-iOS/Demos/src/accelerometer.c
+++ /dev/null
@@ -1,239 +0,0 @@
-/*
- * accelerometer.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "SDL.h"
-#include "math.h"
-#include "common.h"
-
-#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
-#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */
-#define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */
-#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */
-
-/* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */
-#ifndef SDL_IPHONE_MAX_GFORCE
-#define SDL_IPHONE_MAX_GFORCE 5.0f
-#endif
-
-static SDL_Joystick *accelerometer; /* used for controlling the ship */
-
-static struct
-{
- 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 */
-} shipData;
-
-static SDL_Texture *ship = 0; /* texture for spaceship */
-static SDL_Texture *space = 0; /* texture for space (background */
-
-void
-render(SDL_Renderer *renderer, int w, int h)
-{
-
-
- /* get joystick (accelerometer) axis values and normalize them */
- float ax = SDL_JoystickGetAxis(accelerometer, 0);
- float ay = SDL_JoystickGetAxis(accelerometer, 1);
-
- /* ship screen constraints */
- Uint32 minx = 0.0f;
- Uint32 maxx = w - shipData.rect.w;
- Uint32 miny = 0.0f;
- Uint32 maxy = h - shipData.rect.h;
-
-#define SINT16_MAX ((float)(0x7FFF))
-
- /* update velocity from accelerometer
- 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
- */
- shipData.vx +=
- ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
- MILLESECONDS_PER_FRAME;
- shipData.vy +=
- ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
- MILLESECONDS_PER_FRAME;
-
- float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
-
- if (speed > 0) {
- /* compensate for friction */
- 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 */
- 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 */
- shipData.vx = 0.0f;
- shipData.vy = 0.0f;
- }
- }
-
- /* update ship location */
- shipData.x += shipData.vx * MILLESECONDS_PER_FRAME;
- shipData.y += shipData.vy * MILLESECONDS_PER_FRAME;
-
- 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 (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(renderer, space, NULL, NULL);
-
- /* draw the ship */
- shipData.rect.x = shipData.x;
- shipData.rect.y = shipData.y;
-
- SDL_RenderCopy(renderer, ship, NULL, &shipData.rect);
-
- /* update screen */
- SDL_RenderPresent(renderer);
-
-}
-
-void
-initializeTextures(SDL_Renderer *renderer)
-{
-
- SDL_Surface *bmp_surface;
-
- /* load the ship */
- bmp_surface = SDL_LoadBMP("ship.bmp");
- if (bmp_surface == NULL) {
- fatalError("could not ship.bmp");
- }
- /* set blue to transparent on the ship */
- SDL_SetColorKey(bmp_surface, 1,
- SDL_MapRGB(bmp_surface->format, 0, 0, 255));
-
- /* create ship texture from surface */
- ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
- if (ship == 0) {
- fatalError("could not create ship texture");
- }
- SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
-
- /* set the width and height of the ship from the surface dimensions */
- shipData.rect.w = bmp_surface->w;
- shipData.rect.h = bmp_surface->h;
-
- SDL_FreeSurface(bmp_surface);
-
- /* load the space background */
- bmp_surface = SDL_LoadBMP("space.bmp");
- if (bmp_surface == NULL) {
- fatalError("could not load space.bmp");
- }
- /* create space texture from surface */
- space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
- if (space == 0) {
- fatalError("could not create space texture");
- }
- SDL_FreeSurface(bmp_surface);
-
-}
-
-
-
-int
-main(int argc, char *argv[])
-{
-
- SDL_Window *window; /* main window */
- SDL_Renderer *renderer;
- Uint32 startFrame; /* time frame began to process */
- Uint32 endFrame; /* time frame ended processing */
- Sint32 delay; /* time to pause waiting to draw next frame */
- int done; /* should we clean up and exit? */
- int w, h;
-
- /* initialize SDL */
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 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_FULLSCREEN);
- renderer = SDL_CreateRenderer(window, 0, 0);
-
- SDL_GetWindowSize(window, &w, &h);
-
- /* print out some info about joysticks and try to open accelerometer for use */
- printf("There are %d joysticks available\n", SDL_NumJoysticks());
- printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0));
- accelerometer = SDL_JoystickOpen(0);
- if (accelerometer == NULL) {
- fatalError("Could not open joystick (accelerometer)");
- }
- printf("joystick number of axis = %d\n",
- SDL_JoystickNumAxes(accelerometer));
- printf("joystick number of hats = %d\n",
- SDL_JoystickNumHats(accelerometer));
- printf("joystick number of balls = %d\n",
- SDL_JoystickNumBalls(accelerometer));
- printf("joystick number of buttons = %d\n",
- SDL_JoystickNumButtons(accelerometer));
-
- /* load graphics */
- initializeTextures(renderer);
-
- /* setup ship */
- shipData.x = (w - shipData.rect.w) / 2;
- shipData.y = (h - shipData.rect.h) / 2;
- shipData.vx = 0.0f;
- shipData.vy = 0.0f;
-
- done = 0;
- /* enter main loop */
- while (!done) {
- startFrame = SDL_GetTicks();
- SDL_Event event;
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_QUIT) {
- done = 1;
- }
- }
- render(renderer, w, h);
- 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);
- }
-
- /* delete textures */
- SDL_DestroyTexture(ship);
- SDL_DestroyTexture(space);
-
- /* shutdown SDL */
- SDL_Quit();
-
- return 0;
-
-}
diff --git a/Xcode-iOS/Demos/src/common.c b/Xcode-iOS/Demos/src/common.c
deleted file mode 100644
index b2d9634..0000000
--- a/Xcode-iOS/Demos/src/common.c
+++ /dev/null
@@ -1,36 +0,0 @@
-/*
- * common.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "common.h"
-#include "SDL.h"
-#include
-
-/*
- 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);
-}
diff --git a/Xcode-iOS/Demos/src/common.h b/Xcode-iOS/Demos/src/common.h
deleted file mode 100644
index 3e0d94e..0000000
--- a/Xcode-iOS/Demos/src/common.h
+++ /dev/null
@@ -1,12 +0,0 @@
-/*
- * 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);
diff --git a/Xcode-iOS/Demos/src/fireworks.c b/Xcode-iOS/Demos/src/fireworks.c
deleted file mode 100644
index a5beada..0000000
--- a/Xcode-iOS/Demos/src/fireworks.c
+++ /dev/null
@@ -1,478 +0,0 @@
-/*
- * fireworks.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "SDL.h"
-#include "SDL_opengles.h"
-#include "common.h"
-#include
-#include
-
-#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
-#define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */
-#define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */
-#define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */
-
-static GLuint particleTextureID; /* OpenGL particle texture id */
-static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */
-/*
- used to describe what type of particle a given struct particle is.
- emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles.
- trail - shoots off, following emitter particle
- dust - radiates outwards from emitter explosion
-*/
-enum particleType
-{
- emitter = 0,
- trail,
- dust
-};
-/*
- struct particle is used to describe each particle displayed on screen
-*/
-struct particle
-{
- GLfloat x; /* x position of particle */
- GLfloat y; /* y position of particle */
- GLubyte color[4]; /* rgba color of particle */
- GLfloat size; /* size of particle in pixels */
- GLfloat xvel; /* x velocity of particle in pixels per milesecond */
- GLfloat yvel; /* y velocity of particle in pixels per millescond */
- int isActive; /* if not active, then particle is overwritten */
- enum particleType type; /* see enum particleType */
-} particles[MAX_PARTICLES]; /* this array holds all our particles */
-
-static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */
-static int screen_w, screen_h;
-
-/* function declarations */
-void spawnTrailFromEmitter(struct particle *emitter);
-void spawnEmitterParticle(GLfloat x, GLfloat y);
-void explodeEmitter(struct particle *emitter);
-void initializeParticles(void);
-void initializeTexture();
-int nextPowerOfTwo(int x);
-void drawParticles();
-void stepParticles(void);
-
-/* helper function (used in texture loading)
- returns next power of two greater than or equal to x
-*/
-int
-nextPowerOfTwo(int x)
-{
- int val = 1;
- while (val < x) {
- val *= 2;
- }
- return val;
-}
-
-/*
- steps each active particle by timestep MILLESECONDS_PER_FRAME
-*/
-void
-stepParticles(void)
-{
- int i;
- struct particle *slot = particles;
- struct particle *curr = particles;
- for (i = 0; i < num_active_particles; i++) {
- /* is the particle actually active, or is it marked for deletion? */
- if (curr->isActive) {
- /* is the particle off the screen? */
- if (curr->y > screen_h)
- curr->isActive = 0;
- else if (curr->y < 0)
- curr->isActive = 0;
- if (curr->x > screen_w)
- curr->isActive = 0;
- else if (curr->x < 0)
- curr->isActive = 0;
-
- /* step velocity, then step position */
- curr->yvel += ACCEL * MILLESECONDS_PER_FRAME;
- curr->xvel += 0.0f;
- curr->y += curr->yvel * MILLESECONDS_PER_FRAME;
- curr->x += curr->xvel * MILLESECONDS_PER_FRAME;
-
- /* particle behavior */
- if (curr->type == emitter) {
- /* if we're an emitter, spawn a trail */
- spawnTrailFromEmitter(curr);
- /* if we've reached our peak, explode */
- if (curr->yvel > 0.0) {
- explodeEmitter(curr);
- }
- } else {
- float speed =
- sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel);
- /* if wind resistance is not powerful enough to stop us completely,
- then apply winde resistance, otherwise just stop us completely */
- if (WIND_RESISTANCE * MILLESECONDS_PER_FRAME < speed) {
- float normx = curr->xvel / speed;
- float normy = curr->yvel / speed;
- curr->xvel -=
- normx * WIND_RESISTANCE * MILLESECONDS_PER_FRAME;
- curr->yvel -=
- normy * WIND_RESISTANCE * MILLESECONDS_PER_FRAME;
- } else {
- curr->xvel = curr->yvel = 0; /* stop particle */
- }
-
- if (curr->color[3] <= MILLESECONDS_PER_FRAME * 0.1275f) {
- /* if this next step will cause us to fade out completely
- then just mark for deletion */
- curr->isActive = 0;
- } else {
- /* otherwise, let's fade a bit more */
- curr->color[3] -= MILLESECONDS_PER_FRAME * 0.1275f;
- }
-
- /* if we're a dust particle, shrink our size */
- if (curr->type == dust)
- curr->size -= MILLESECONDS_PER_FRAME * 0.010f;
-
- }
-
- /* if we're still active, pack ourselves in the array next
- to the last active guy (pack the array tightly) */
- if (curr->isActive)
- *(slot++) = *curr;
- } /* endif (curr->isActive) */
- curr++;
- }
- /* the number of active particles is computed as the difference between
- old number of active particles, where slot points, and the
- new size of the array, where particles points */
- num_active_particles = slot - particles;
-}
-
-/*
- This draws all the particles shown on screen
-*/
-void
-drawParticles()
-{
-
- /* draw the background */
- glClear(GL_COLOR_BUFFER_BIT);
-
- /* set up the position and color pointers */
- glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles);
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle),
- particles[0].color);
-
- if (pointSizeExtensionSupported) {
- /* pass in our array of point sizes */
- glPointSizePointerOES(GL_FLOAT, sizeof(struct particle),
- &(particles[0].size));
- }
-
- /* draw our particles! */
- glDrawArrays(GL_POINTS, 0, num_active_particles);
-
-}
-
-/*
- This causes an emitter to explode in a circular bloom of dust particles
-*/
-void
-explodeEmitter(struct particle *emitter)
-{
- /* first off, we're done with this particle, so turn active off */
- emitter->isActive = 0;
- int i;
- for (i = 0; i < 200; i++) {
-
- if (num_active_particles >= MAX_PARTICLES)
- return;
-
- /* come up with a random angle and speed for new particle */
- float theta = randomFloat(0, 2.0f * 3.141592);
- float exponent = 3.0f;
- float speed = randomFloat(0.00, powf(0.17, exponent));
- speed = powf(speed, 1.0f / exponent);
-
- /* select the particle at the end of our array */
- struct particle *p = &particles[num_active_particles];
-
- /* set the particles properties */
- p->xvel = speed * cos(theta);
- p->yvel = speed * sin(theta);
- p->x = emitter->x + emitter->xvel;
- p->y = emitter->y + emitter->yvel;
- p->isActive = 1;
- p->type = dust;
- p->size = 15;
- /* inherit emitter's color */
- p->color[0] = emitter->color[0];
- p->color[1] = emitter->color[1];
- p->color[2] = emitter->color[2];
- p->color[3] = 255;
- /* our array has expanded at the end */
- num_active_particles++;
- }
-
-}
-
-/*
- This spawns a trail particle from an emitter
-*/
-void
-spawnTrailFromEmitter(struct particle *emitter)
-{
-
- if (num_active_particles >= MAX_PARTICLES)
- return;
-
- /* select the particle at the slot at the end of our array */
- struct particle *p = &particles[num_active_particles];
-
- /* set position and velocity to roughly that of the emitter */
- p->x = emitter->x + randomFloat(-3.0, 3.0);
- p->y = emitter->y + emitter->size / 2.0f;
- p->xvel = emitter->xvel + randomFloat(-0.005, 0.005);
- p->yvel = emitter->yvel + 0.1;
-
- /* set the color to a random-ish orangy type color */
- p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255;
- p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255;
- p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255;
- p->color[3] = (0.7f) * 255;
-
- /* set other attributes */
- p->size = 10;
- p->type = trail;
- p->isActive = 1;
-
- /* our array has expanded at the end */
- num_active_particles++;
-
-}
-
-/*
- spawns a new emitter particle at the bottom of the screen
- destined for the point (x,y).
-*/
-void
-spawnEmitterParticle(GLfloat x, GLfloat y)
-{
-
- if (num_active_particles >= MAX_PARTICLES)
- return;
-
- /* find particle at endpoint of array */
- struct particle *p = &particles[num_active_particles];
-
- /* set the color randomly */
- switch (rand() % 4) {
- case 0:
- p->color[0] = 255;
- p->color[1] = 100;
- p->color[2] = 100;
- break;
- case 1:
- p->color[0] = 100;
- p->color[1] = 255;
- p->color[2] = 100;
- break;
- case 2:
- p->color[0] = 100;
- p->color[1] = 100;
- p->color[2] = 255;
- break;
- case 3:
- p->color[0] = 255;
- p->color[1] = 150;
- p->color[2] = 50;
- break;
- }
- p->color[3] = 255;
- /* set position to (x, screen_h) */
- p->x = x;
- p->y = screen_h;
- /* set velocity so that terminal point is (x,y) */
- p->xvel = 0;
- p->yvel = -sqrt(2 * ACCEL * (screen_h - y));
- /* set other attributes */
- p->size = 10;
- p->type = emitter;
- p->isActive = 1;
- /* our array has expanded at the end */
- num_active_particles++;
-}
-
-/* just sets the endpoint of the particle array to element zero */
-void
-initializeParticles(void)
-{
- num_active_particles = 0;
-}
-
-/*
- loads the particle texture
- */
-void
-initializeTexture()
-{
-
- int bpp; /* texture bits per pixel */
- Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */
- SDL_Surface *bmp_surface; /* the bmp is loaded here */
- SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP
- to format passed into OpenGL */
-
- bmp_surface = SDL_LoadBMP("stroke.bmp");
- if (bmp_surface == NULL) {
- fatalError("could not load stroke.bmp");
- }
-
- /* Grab info about format that will be passed into OpenGL */
- SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask,
- &Bmask, &Amask);
- /* Create surface that will hold pixels passed into OpenGL */
- bmp_surface_rgba8888 =
- SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
- Gmask, Bmask, Amask);
- /* Blit to this surface, effectively converting the format */
- SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
-
- glGenTextures(1, &particleTextureID);
- glBindTexture(GL_TEXTURE_2D, particleTextureID);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
- nextPowerOfTwo(bmp_surface->w),
- nextPowerOfTwo(bmp_surface->h),
- 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- /* this is where we actually pass in the pixel data */
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels);
-
- /* free bmp surface and converted bmp surface */
- SDL_FreeSurface(bmp_surface);
- SDL_FreeSurface(bmp_surface_rgba8888);
-
-}
-
-int
-main(int argc, char *argv[])
-{
- SDL_Window *window; /* main window */
- SDL_GLContext context;
- int w, h;
- Uint32 startFrame; /* time frame began to process */
- Uint32 endFrame; /* time frame ended processing */
- Uint32 delay; /* time to pause waiting to draw next frame */
- int done; /* should we clean up and exit? */
-
- /* initialize SDL */
- if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- fatalError("Could not initialize SDL");
- }
- /* seed the random number generator */
- srand(time(NULL));
- /*
- request some OpenGL parameters
- that may speed drawing
- */
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
- SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
-
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
-
- /* create main window and renderer */
- window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
- SDL_WINDOW_OPENGL |
- SDL_WINDOW_BORDERLESS);
- context = SDL_GL_CreateContext(window);
-
- /* load the particle texture */
- initializeTexture();
-
- /* check if GL_POINT_SIZE_ARRAY_OES is supported
- this is used to give each particle its own size
- */
- pointSizeExtensionSupported =
- SDL_GL_ExtensionSupported("GL_OES_point_size_array");
-
- /* set up some OpenGL state */
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- SDL_GetWindowSize(window, &screen_w, &screen_h);
- glViewport(0, 0, screen_w, screen_h);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrthof((GLfloat) 0,
- (GLfloat) screen_w,
- (GLfloat) screen_h,
- (GLfloat) 0, 0.0, 1.0);
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- glEnable(GL_POINT_SPRITE_OES);
- glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1);
-
- if (pointSizeExtensionSupported) {
- /* we use this to set the sizes of all the particles */
- glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
- } else {
- /* if extension not available then all particles have size 10 */
- glPointSize(10);
- }
-
- done = 0;
- /* enter main loop */
- while (!done) {
- startFrame = SDL_GetTicks();
- SDL_Event event;
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_QUIT) {
- done = 1;
- }
- if (event.type == SDL_MOUSEBUTTONDOWN) {
- int x, y;
- SDL_GetMouseState(&x, &y);
- spawnEmitterParticle(x, y);
- }
- }
- stepParticles();
- drawParticles();
- SDL_GL_SwapWindow(window);
- endFrame = SDL_GetTicks();
-
- /* figure out how much time we have left, and then sleep */
- delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
- if (delay > MILLESECONDS_PER_FRAME) {
- delay = MILLESECONDS_PER_FRAME;
- }
- if (delay > 0) {
- SDL_Delay(delay);
- }
- }
-
- /* delete textures */
- glDeleteTextures(1, &particleTextureID);
- /* shutdown SDL */
- SDL_Quit();
-
- return 0;
-}
diff --git a/Xcode-iOS/Demos/src/happy.c b/Xcode-iOS/Demos/src/happy.c
deleted file mode 100644
index ce661d9..0000000
--- a/Xcode-iOS/Demos/src/happy.c
+++ /dev/null
@@ -1,177 +0,0 @@
-/*
- * 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;
-
-}
diff --git a/Xcode-iOS/Demos/src/keyboard.c b/Xcode-iOS/Demos/src/keyboard.c
deleted file mode 100644
index 4fb45b9..0000000
--- a/Xcode-iOS/Demos/src/keyboard.c
+++ /dev/null
@@ -1,310 +0,0 @@
-/*
- * keyboard.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#import "SDL.h"
-#import "common.h"
-
-#define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */
-#define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */
-
-static SDL_Texture *texture; /* texture where we'll hold our font */
-
-/* function declarations */
-void cleanup(void);
-void drawBlank(int x, int y);
-
-static SDL_Renderer *renderer;
-static int numChars = 0; /* number of characters we've typed so far */
-static SDL_bool lastCharWasColon = 0; /* we use this to detect sequences such as :) */
-static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
-
-/* this structure maps a scancode to an index in our bitmap font.
- it also contains data about under which modifiers the mapping is valid
- (for example, we don't want shift + 1 to produce the character '1',
- but rather the character '!')
-*/
-typedef struct
-{
- SDL_Scancode scancode; /* scancode of the key we want to map */
- int allow_no_mod; /* is the map valid if the key has no modifiers? */
- SDL_Keymod mod; /* what modifiers are allowed for the mapping */
- int index; /* what index in the font does the scancode map to */
-} fontMapping;
-
-#define TABLE_SIZE 51 /* size of our table which maps keys and modifiers to font indices */
-
-/* Below is the table that defines the mapping between scancodes and modifiers to indices in the
- bitmap font. As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
- the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
- The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
- mapping is also valid if the user is holding shift.
-*/
-fontMapping map[TABLE_SIZE] = {
-
- {SDL_SCANCODE_A, 1, KMOD_SHIFT, 33}, /* A */
- {SDL_SCANCODE_B, 1, KMOD_SHIFT, 34}, /* B */
- {SDL_SCANCODE_C, 1, KMOD_SHIFT, 35}, /* C */
- {SDL_SCANCODE_D, 1, KMOD_SHIFT, 36}, /* D */
- {SDL_SCANCODE_E, 1, KMOD_SHIFT, 37}, /* E */
- {SDL_SCANCODE_F, 1, KMOD_SHIFT, 38}, /* F */
- {SDL_SCANCODE_G, 1, KMOD_SHIFT, 39}, /* G */
- {SDL_SCANCODE_H, 1, KMOD_SHIFT, 40}, /* H */
- {SDL_SCANCODE_I, 1, KMOD_SHIFT, 41}, /* I */
- {SDL_SCANCODE_J, 1, KMOD_SHIFT, 42}, /* J */
- {SDL_SCANCODE_K, 1, KMOD_SHIFT, 43}, /* K */
- {SDL_SCANCODE_L, 1, KMOD_SHIFT, 44}, /* L */
- {SDL_SCANCODE_M, 1, KMOD_SHIFT, 45}, /* M */
- {SDL_SCANCODE_N, 1, KMOD_SHIFT, 46}, /* N */
- {SDL_SCANCODE_O, 1, KMOD_SHIFT, 47}, /* O */
- {SDL_SCANCODE_P, 1, KMOD_SHIFT, 48}, /* P */
- {SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49}, /* Q */
- {SDL_SCANCODE_R, 1, KMOD_SHIFT, 50}, /* R */
- {SDL_SCANCODE_S, 1, KMOD_SHIFT, 51}, /* S */
- {SDL_SCANCODE_T, 1, KMOD_SHIFT, 52}, /* T */
- {SDL_SCANCODE_U, 1, KMOD_SHIFT, 53}, /* U */
- {SDL_SCANCODE_V, 1, KMOD_SHIFT, 54}, /* V */
- {SDL_SCANCODE_W, 1, KMOD_SHIFT, 55}, /* W */
- {SDL_SCANCODE_X, 1, KMOD_SHIFT, 56}, /* X */
- {SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57}, /* Y */
- {SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58}, /* Z */
- {SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
- {SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
- {SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
- {SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
- {SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
- {SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
- {SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
- {SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
- {SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
- {SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
- {SDL_SCANCODE_SPACE, 1, 0, 0}, /* ' ' */
- {SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
- {SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31}, /* ? */
- {SDL_SCANCODE_SLASH, 1, 0, 15}, /* / */
- {SDL_SCANCODE_COMMA, 1, 0, 12}, /* , */
- {SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
- {SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26}, /* : */
- {SDL_SCANCODE_PERIOD, 1, 0, 14}, /* . */
- {SDL_SCANCODE_MINUS, 1, 0, 13}, /* - */
- {SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11}, /* = */
- {SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
- {SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2}, /* " */
- {SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
-
-};
-
-/*
- This function maps an SDL_KeySym to an index in the bitmap font.
- It does so by scanning through the font mapping table one entry
- at a time.
-
- If a match is found (scancode and allowed modifiers), the proper
- index is returned.
-
- If there is no entry for the key, -1 is returned
-*/
-int
-keyToIndex(SDL_Keysym key)
-{
- int i, index = -1;
- for (i = 0; i < TABLE_SIZE; i++) {
- fontMapping compare = map[i];
- if (key.scancode == compare.scancode) {
- /* if this entry is valid with no key mod and we have no keymod, or if
- the key's modifiers are allowed modifiers for that mapping */
- if ((compare.allow_no_mod && key.mod == 0)
- || (key.mod & compare.mod)) {
- index = compare.index;
- break;
- }
- }
- }
- return index;
-}
-
-/*
- This function returns and x,y position for a given character number.
- It is used for positioning each character of text
-*/
-void
-getPositionForCharNumber(int n, int *x, int *y)
-{
- int x_padding = 16; /* padding space on left and right side of screen */
- int y_padding = 32; /* padding space at top of screen */
- /* figure out the number of characters that can fit horizontally across the screen */
- int max_x_chars = (SCREEN_WIDTH - 2 * x_padding) / GLYPH_SIZE_SCREEN;
- int line_separation = 5; /* pixels between each line */
- *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
- *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) +
- y_padding;
-}
-
-void
-drawIndex(int index)
-{
- int x, y;
- getPositionForCharNumber(numChars, &x, &y);
- SDL_Rect srcRect =
- { GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
- SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
- drawBlank(x, y);
- SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
-}
-
-/* draws the cursor icon at the current end position of the text */
-void
-drawCursor(void)
-{
- drawIndex(29); /* cursor is at index 29 in the bitmap font */
-}
-
-/* paints over a glyph sized region with the background color
- in effect it erases the area
-*/
-void
-drawBlank(int x, int y)
-{
- SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
- SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
- SDL_RenderFillRect(renderer, &rect);
-}
-
-/* moves backwards one character, erasing the last one put down */
-void
-backspace(void)
-{
- int x, y;
- if (numChars > 0) {
- getPositionForCharNumber(numChars, &x, &y);
- drawBlank(x, y);
- numChars--;
- getPositionForCharNumber(numChars, &x, &y);
- drawBlank(x, y);
- drawCursor();
- }
-}
-
-/* this function loads our font into an SDL_Texture and returns the SDL_Texture */
-SDL_Texture*
-loadFont(void)
-{
-
- SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
-
- if (!surface) {
- printf("Error loading bitmap: %s\n", SDL_GetError());
- return 0;
- } else {
- /* set the transparent color for the bitmap font (hot pink) */
- SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
- /* now we convert the surface to our desired pixel format */
- int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
- Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
- int bpp; /* bits per pixel for desired format */
- SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
- &Amask);
- SDL_Surface *converted =
- SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
- Bmask, Amask);
- SDL_BlitSurface(surface, NULL, converted, NULL);
- /* create our texture */
- texture =
- SDL_CreateTextureFromSurface(renderer, converted);
- if (texture == 0) {
- printf("texture creation failed: %s\n", SDL_GetError());
- } else {
- /* set blend mode for our texture */
- SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
- }
- SDL_FreeSurface(surface);
- SDL_FreeSurface(converted);
- return texture;
- }
-}
-
-int
-main(int argc, char *argv[])
-{
-
- int index; /* index of last key we pushed in the bitmap font */
- SDL_Window *window;
- SDL_Event event; /* last event received */
- SDL_Keymod mod; /* key modifiers of last key we pushed */
- SDL_Scancode scancode; /* scancode of last key we pushed */
-
- if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- printf("Error initializing SDL: %s", SDL_GetError());
- }
- /* create window */
- window = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0);
- /* create renderer */
- renderer = SDL_CreateRenderer(window, -1, 0);
-
- /* load up our font */
- loadFont();
-
- /* draw the background, we'll just paint over it */
- SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
- SDL_RenderFillRect(renderer, NULL);
- SDL_RenderPresent(renderer);
-
- int done = 0;
- /* loop till we get SDL_Quit */
- while (SDL_WaitEvent(&event)) {
- switch (event.type) {
- case SDL_QUIT:
- done = 1;
- break;
- case SDL_KEYDOWN:
- index = keyToIndex(event.key.keysym);
- scancode = event.key.keysym.scancode;
- mod = event.key.keysym.mod;
- if (scancode == SDL_SCANCODE_DELETE) {
- /* if user hit delete, delete the last character */
- backspace();
- lastCharWasColon = 0;
- } else if (lastCharWasColon && scancode == SDL_SCANCODE_0
- && (mod & KMOD_SHIFT)) {
- /* if our last key was a colon and this one is a close paren, the make a hoppy face */
- backspace();
- drawIndex(32); /* index for happy face */
- numChars++;
- drawCursor();
- lastCharWasColon = 0;
- } else if (index != -1) {
- /* if we aren't doing a happy face, then just draw the normal character */
- drawIndex(index);
- numChars++;
- drawCursor();
- lastCharWasColon =
- (event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON
- && (event.key.keysym.mod & KMOD_SHIFT));
- }
- /* check if the key was a colon */
- /* draw our updates to the screen */
- SDL_RenderPresent(renderer);
- break;
- case SDL_MOUSEBUTTONUP:
- /* mouse up toggles onscreen keyboard visibility */
- if (SDL_IsTextInputActive()) {
- SDL_StopTextInput();
- } else {
- SDL_StartTextInput();
- }
- break;
- }
- }
- cleanup();
- return 0;
-}
-
-/* clean up after ourselves like a good kiddy */
-void
-cleanup(void)
-{
- SDL_DestroyTexture(texture);
- SDL_Quit();
-}
diff --git a/Xcode-iOS/Demos/src/mixer.c b/Xcode-iOS/Demos/src/mixer.c
deleted file mode 100644
index bd0cfb1..0000000
--- a/Xcode-iOS/Demos/src/mixer.c
+++ /dev/null
@@ -1,353 +0,0 @@
-/*
- * mixer.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#import "SDL.h"
-#import "common.h"
-
-#define NUM_CHANNELS 8 /* max number of sounds we can play at once */
-#define NUM_DRUMS 4 /* number of drums in our set */
-#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
-
-static struct
-{
- SDL_Rect rect; /* where the button is drawn */
- SDL_Color upColor; /* color when button is not active */
- SDL_Color downColor; /* color when button is active */
- int isPressed; /* is the button being pressed ? */
- int touchIndex; /* what mouse (touch) index pressed the button ? */
-} buttons[NUM_DRUMS];
-
-struct sound
-{
- Uint8 *buffer; /* audio buffer for sound file */
- Uint32 length; /* length of the buffer (in bytes) */
-};
-
-/* this array holds the audio for the drum noises */
-static struct sound drums[NUM_DRUMS];
-
-/* function declarations */
-void handleMouseButtonDown(SDL_Event * event);
-void handleMouseButtonUp(SDL_Event * event);
-int playSound(struct sound *);
-void initializeButtons();
-void audioCallback(void *userdata, Uint8 * stream, int len);
-void loadSound(const char *file, struct sound *s);
-
-struct
-{
- /* channel array holds information about currently playing sounds */
- struct
- {
- Uint8 *position; /* what is the current position in the buffer of this sound ? */
- Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */
- Uint32 timestamp; /* when did this sound start playing ? */
- } channels[NUM_CHANNELS];
- SDL_AudioSpec outputSpec; /* what audio format are we using for output? */
- int numSoundsPlaying; /* how many sounds are currently playing */
-} mixer;
-
-/* sets up the buttons (color, position, state) */
-void
-initializeButtons()
-{
-
- int i;
- int spacing = 10; /* gap between drum buttons */
- SDL_Rect buttonRect; /* keeps track of where to position drum */
- SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */
- SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */
-
- buttonRect.x = spacing;
- buttonRect.y = spacing;
- buttonRect.w = SCREEN_WIDTH - 2 * spacing;
- buttonRect.h = (SCREEN_HEIGHT - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;
-
- /* setup each button */
- for (i = 0; i < NUM_DRUMS; i++) {
-
- buttons[i].rect = buttonRect;
- buttons[i].isPressed = 0;
- buttons[i].upColor = upColor;
- buttons[i].downColor = downColor;
-
- buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
-
- }
-}
-
-/*
- loads a wav file (stored in 'file'), converts it to the mixer's output format,
- and stores the resulting buffer and length in the sound structure
- */
-void
-loadSound(const char *file, struct sound *s)
-{
- SDL_AudioSpec spec; /* the audio format of the .wav file */
- SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */
- int result;
- if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
- fatalError("could not load .wav");
- }
- /* build the audio converter */
- result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
- mixer.outputSpec.format,
- mixer.outputSpec.channels,
- mixer.outputSpec.freq);
- if (result == -1) {
- fatalError("could not build audio CVT");
- } else if (result != 0) {
- /*
- this happens when the .wav format differs from the output format.
- we convert the .wav buffer here
- */
- cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */
- cvt.len = s->length; /* set conversion buffer length */
- SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */
- if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */
- fatalError("could not convert .wav");
- }
- SDL_free(s->buffer); /* free the original (unconverted) buffer */
- s->buffer = cvt.buf; /* point sound buffer to converted buffer */
- s->length = cvt.len_cvt; /* set sound buffer's new length */
- }
-}
-
-/* called from main event loop */
-void
-handleMouseButtonDown(SDL_Event * event)
-{
-
- int x, y, mouseIndex, i, drumIndex;
-
- mouseIndex = 0;
- drumIndex = -1;
-
- SDL_GetMouseState(&x, &y);
- /* check if we hit any of the drum buttons */
- for (i = 0; i < NUM_DRUMS; i++) {
- if (x >= buttons[i].rect.x
- && x < buttons[i].rect.x + buttons[i].rect.w
- && y >= buttons[i].rect.y
- && y < buttons[i].rect.y + buttons[i].rect.h) {
- drumIndex = i;
- break;
- }
- }
- if (drumIndex != -1) {
- /* if we hit a button */
- buttons[drumIndex].touchIndex = mouseIndex;
- buttons[drumIndex].isPressed = 1;
- playSound(&drums[drumIndex]);
- }
-
-}
-
-/* called from main event loop */
-void
-handleMouseButtonUp(SDL_Event * event)
-{
- int i;
- int mouseIndex = 0;
- /* check if this should cause any of the buttons to become unpressed */
- for (i = 0; i < NUM_DRUMS; i++) {
- if (buttons[i].touchIndex == mouseIndex) {
- buttons[i].isPressed = 0;
- }
- }
-}
-
-/* draws buttons to screen */
-void
-render(SDL_Renderer *renderer)
-{
- int i;
- SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
- SDL_RenderClear(renderer); /* draw background (gray) */
- /* draw the drum buttons */
- for (i = 0; i < NUM_DRUMS; i++) {
- SDL_Color color =
- buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
- SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
- SDL_RenderFillRect(renderer, &buttons[i].rect);
- }
- /* update the screen */
- SDL_RenderPresent(renderer);
-}
-
-/*
- finds a sound channel in the mixer for a sound
- and sets it up to start playing
-*/
-int
-playSound(struct sound *s)
-{
- /*
- find an empty channel to play on.
- if no channel is available, use oldest channel
- */
- int i;
- int selected_channel = -1;
- int oldest_channel = 0;
-
- if (mixer.numSoundsPlaying == 0) {
- /* we're playing a sound now, so start audio callback back up */
- SDL_PauseAudio(0);
- }
-
- /* find a sound channel to play the sound on */
- for (i = 0; i < NUM_CHANNELS; i++) {
- if (mixer.channels[i].position == NULL) {
- /* if no sound on this channel, select it */
- selected_channel = i;
- break;
- }
- /* if this channel's sound is older than the oldest so far, set it to oldest */
- if (mixer.channels[i].timestamp <
- mixer.channels[oldest_channel].timestamp)
- oldest_channel = i;
- }
-
- /* no empty channels, take the oldest one */
- if (selected_channel == -1)
- selected_channel = oldest_channel;
- else
- mixer.numSoundsPlaying++;
-
- /* point channel data to wav data */
- mixer.channels[selected_channel].position = s->buffer;
- mixer.channels[selected_channel].remaining = s->length;
- mixer.channels[selected_channel].timestamp = SDL_GetTicks();
-
- return selected_channel;
-}
-
-/*
- Called from SDL's audio system. Supplies sound input with data by mixing together all
- currently playing sound effects.
-*/
-void
-audioCallback(void *userdata, Uint8 * stream, int len)
-{
- int i;
- int copy_amt;
- SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */
- /* for each channel, mix in whatever is playing on that channel */
- for (i = 0; i < NUM_CHANNELS; i++) {
- if (mixer.channels[i].position == NULL) {
- /* if no sound is playing on this channel */
- continue; /* nothing to do for this channel */
- }
-
- /* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
- copy_amt =
- mixer.channels[i].remaining <
- len ? mixer.channels[i].remaining : len;
-
- /* mix this sound effect with the output */
- SDL_MixAudioFormat(stream, mixer.channels[i].position,
- mixer.outputSpec.format, copy_amt, 150);
-
- /* update buffer position in sound effect and the number of bytes left */
- mixer.channels[i].position += copy_amt;
- mixer.channels[i].remaining -= copy_amt;
-
- /* did we finish playing the sound effect ? */
- if (mixer.channels[i].remaining == 0) {
- mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */
- mixer.numSoundsPlaying--;
- if (mixer.numSoundsPlaying == 0) {
- /* if no sounds left playing, pause audio callback */
- SDL_PauseAudio(1);
- }
- }
- }
-}
-
-int
-main(int argc, char *argv[])
-{
-
- int done; /* has user tried to quit ? */
- SDL_Window *window; /* main window */
- SDL_Renderer *renderer;
- SDL_Event event;
- 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? */
-
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 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, 0, 0);
-
- /* initialize the mixer */
- SDL_memset(&mixer, 0, sizeof(mixer));
- /* setup output format */
- mixer.outputSpec.freq = 44100;
- mixer.outputSpec.format = AUDIO_S16LSB;
- mixer.outputSpec.channels = 2;
- mixer.outputSpec.samples = 256;
- mixer.outputSpec.callback = audioCallback;
- mixer.outputSpec.userdata = NULL;
-
- /* open audio for output */
- if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
- fatalError("Opening audio failed");
- }
-
- /* load our drum noises */
- loadSound("ds_kick_big_amb.wav", &drums[3]);
- loadSound("ds_brush_snare.wav", &drums[2]);
- loadSound("ds_loose_skin_mute.wav", &drums[1]);
- loadSound("ds_china.wav", &drums[0]);
-
- /* setup positions, colors, and state of buttons */
- initializeButtons();
-
- /* enter main loop */
- done = 0;
- while (!done) {
- startFrame = SDL_GetTicks();
- while (SDL_PollEvent(&event)) {
- switch (event.type) {
- case SDL_MOUSEBUTTONDOWN:
- handleMouseButtonDown(&event);
- break;
- case SDL_MOUSEBUTTONUP:
- handleMouseButtonUp(&event);
- break;
- case SDL_QUIT:
- done = 1;
- break;
- }
- }
- render(renderer); /* draw buttons */
- 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 code, let's free up those sound buffers */
- int i;
- for (i = 0; i < NUM_DRUMS; i++) {
- SDL_free(drums[i].buffer);
- }
- /* let SDL do its exit code */
- SDL_Quit();
-
- return 0;
-}
diff --git a/Xcode-iOS/Demos/src/rectangles.c b/Xcode-iOS/Demos/src/rectangles.c
deleted file mode 100644
index 86fce49..0000000
--- a/Xcode-iOS/Demos/src/rectangles.c
+++ /dev/null
@@ -1,81 +0,0 @@
-/*
- * rectangles.c
- * written by Holmes Futrell
- * use however you want
-*/
-
-#include "SDL.h"
-#include
-#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;
-}
diff --git a/Xcode-iOS/Demos/src/touch.c b/Xcode-iOS/Demos/src/touch.c
deleted file mode 100644
index c81dcbc..0000000
--- a/Xcode-iOS/Demos/src/touch.c
+++ /dev/null
@@ -1,125 +0,0 @@
-/*
- * 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;
-}
diff --git a/Xcode-iOS/SDL/SDL.xcodeproj/project.pbxproj b/Xcode-iOS/SDL/SDL.xcodeproj/project.pbxproj
deleted file mode 100755
index 9f0d62e..0000000
--- a/Xcode-iOS/SDL/SDL.xcodeproj/project.pbxproj
+++ /dev/null
@@ -1,1342 +0,0 @@
-// !$*UTF8*$!
-{
- archiveVersion = 1;
- classes = {
- };
- objectVersion = 46;
- objects = {
-
-/* Begin PBXAggregateTarget section */
- 00B4F48B12F6A69C0084EC00 /* PrepareXcodeProjectTemplate */ = {
- isa = PBXAggregateTarget;
- buildConfigurationList = 00B4F48E12F6A6BA0084EC00 /* Build configuration list for PBXAggregateTarget "PrepareXcodeProjectTemplate" */;
- buildPhases = (
- 00B4F48A12F6A69C0084EC00 /* ShellScript */,
- );
- dependencies = (
- );
- name = PrepareXcodeProjectTemplate;
- productName = PrepareXcodeProjectTemplate;
- };
-/* End PBXAggregateTarget section */
-
-/* Begin PBXBuildFile section */
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