mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2025-02-04 11:15:57 +01:00
b72938c861
An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
240 lines
7.3 KiB
C
240 lines
7.3 KiB
C
/*
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* accelerometer.c
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* written by Holmes Futrell
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* use however you want
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*/
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#include "SDL.h"
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#include "math.h"
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#include "common.h"
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#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
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#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */
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#define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */
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#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */
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/* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */
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#ifndef SDL_IPHONE_MAX_GFORCE
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#define SDL_IPHONE_MAX_GFORCE 5.0f
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#endif
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static SDL_Joystick *accelerometer; /* used for controlling the ship */
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static struct
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{
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float x, y; /* position of ship */
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float vx, vy; /* velocity of ship (in pixels per millesecond) */
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SDL_Rect rect; /* (drawn) position and size of ship */
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} shipData;
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static SDL_Texture *ship = 0; /* texture for spaceship */
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static SDL_Texture *space = 0; /* texture for space (background */
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void
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render(SDL_Renderer *renderer, int w, int h)
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{
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/* get joystick (accelerometer) axis values and normalize them */
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float ax = SDL_JoystickGetAxis(accelerometer, 0);
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float ay = SDL_JoystickGetAxis(accelerometer, 1);
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/* ship screen constraints */
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Uint32 minx = 0.0f;
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Uint32 maxx = w - shipData.rect.w;
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Uint32 miny = 0.0f;
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Uint32 maxy = h - shipData.rect.h;
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#define SINT16_MAX ((float)(0x7FFF))
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/* update velocity from accelerometer
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the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
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SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
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*/
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shipData.vx +=
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ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
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MILLESECONDS_PER_FRAME;
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shipData.vy +=
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ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
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MILLESECONDS_PER_FRAME;
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float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
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if (speed > 0) {
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/* compensate for friction */
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float dirx = shipData.vx / speed; /* normalized x velocity */
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float diry = shipData.vy / speed; /* normalized y velocity */
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/* update velocity due to friction */
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if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) {
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/* apply friction */
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shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME;
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shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME;
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} else {
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/* applying friction would MORE than stop the ship, so just stop the ship */
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shipData.vx = 0.0f;
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shipData.vy = 0.0f;
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}
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}
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/* update ship location */
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shipData.x += shipData.vx * MILLESECONDS_PER_FRAME;
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shipData.y += shipData.vy * MILLESECONDS_PER_FRAME;
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if (shipData.x > maxx) {
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shipData.x = maxx;
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shipData.vx = -shipData.vx * DAMPING;
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} else if (shipData.x < minx) {
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shipData.x = minx;
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shipData.vx = -shipData.vx * DAMPING;
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}
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if (shipData.y > maxy) {
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shipData.y = maxy;
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shipData.vy = -shipData.vy * DAMPING;
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} else if (shipData.y < miny) {
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shipData.y = miny;
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shipData.vy = -shipData.vy * DAMPING;
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}
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/* draw the background */
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SDL_RenderCopy(renderer, space, NULL, NULL);
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/* draw the ship */
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shipData.rect.x = shipData.x;
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shipData.rect.y = shipData.y;
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SDL_RenderCopy(renderer, ship, NULL, &shipData.rect);
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/* update screen */
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SDL_RenderPresent(renderer);
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}
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void
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initializeTextures(SDL_Renderer *renderer)
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{
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SDL_Surface *bmp_surface;
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/* load the ship */
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bmp_surface = SDL_LoadBMP("ship.bmp");
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if (bmp_surface == NULL) {
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fatalError("could not ship.bmp");
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}
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/* set blue to transparent on the ship */
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SDL_SetColorKey(bmp_surface, 1,
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SDL_MapRGB(bmp_surface->format, 0, 0, 255));
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/* create ship texture from surface */
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ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
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if (ship == 0) {
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fatalError("could not create ship texture");
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}
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SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
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/* set the width and height of the ship from the surface dimensions */
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shipData.rect.w = bmp_surface->w;
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shipData.rect.h = bmp_surface->h;
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SDL_FreeSurface(bmp_surface);
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/* load the space background */
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bmp_surface = SDL_LoadBMP("space.bmp");
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if (bmp_surface == NULL) {
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fatalError("could not load space.bmp");
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}
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/* create space texture from surface */
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space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
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if (space == 0) {
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fatalError("could not create space texture");
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}
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SDL_FreeSurface(bmp_surface);
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}
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int
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main(int argc, char *argv[])
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{
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SDL_Window *window; /* main window */
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SDL_Renderer *renderer;
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Uint32 startFrame; /* time frame began to process */
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Uint32 endFrame; /* time frame ended processing */
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Sint32 delay; /* time to pause waiting to draw next frame */
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int done; /* should we clean up and exit? */
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int w, h;
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/* initialize SDL */
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
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fatalError("Could not initialize SDL");
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}
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/* create main window and renderer */
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window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
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SDL_WINDOW_OPENGL |
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SDL_WINDOW_FULLSCREEN);
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renderer = SDL_CreateRenderer(window, 0, 0);
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SDL_GetWindowSize(window, &w, &h);
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/* print out some info about joysticks and try to open accelerometer for use */
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printf("There are %d joysticks available\n", SDL_NumJoysticks());
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printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0));
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accelerometer = SDL_JoystickOpen(0);
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if (accelerometer == NULL) {
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fatalError("Could not open joystick (accelerometer)");
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}
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printf("joystick number of axis = %d\n",
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SDL_JoystickNumAxes(accelerometer));
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printf("joystick number of hats = %d\n",
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SDL_JoystickNumHats(accelerometer));
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printf("joystick number of balls = %d\n",
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SDL_JoystickNumBalls(accelerometer));
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printf("joystick number of buttons = %d\n",
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SDL_JoystickNumButtons(accelerometer));
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/* load graphics */
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initializeTextures(renderer);
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/* setup ship */
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shipData.x = (w - shipData.rect.w) / 2;
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shipData.y = (h - shipData.rect.h) / 2;
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shipData.vx = 0.0f;
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shipData.vy = 0.0f;
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done = 0;
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/* enter main loop */
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while (!done) {
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startFrame = SDL_GetTicks();
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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done = 1;
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}
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}
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render(renderer, w, h);
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endFrame = SDL_GetTicks();
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/* figure out how much time we have left, and then sleep */
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delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
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if (delay < 0) {
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delay = 0;
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} else if (delay > MILLESECONDS_PER_FRAME) {
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delay = MILLESECONDS_PER_FRAME;
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}
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SDL_Delay(delay);
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}
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/* delete textures */
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SDL_DestroyTexture(ship);
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SDL_DestroyTexture(space);
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/* shutdown SDL */
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SDL_Quit();
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return 0;
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}
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