Fixed iPhone demos
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403559
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5 changed files with 16 additions and 10 deletions
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@ -58,7 +58,8 @@ render(void)
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dstRect.h = HAPPY_FACE_SIZE;
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dstRect.h = HAPPY_FACE_SIZE;
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/* fill background in with black */
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/* fill background in with black */
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SDL_RenderFill(0, 0, 0, 255, NULL);
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SDL_SetRenderDrawColor(0, 0, 0, 255);
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SDL_RenderFill(NULL);
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/*
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/*
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loop through all the happy faces:
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loop through all the happy faces:
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@ -174,8 +174,8 @@ void
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drawBlank(int x, int y)
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drawBlank(int x, int y)
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{
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{
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SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
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SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
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SDL_RenderFill(bg_color.r, bg_color.g, bg_color.b, bg_color.unused,
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SDL_SetRenderDrawColor(bg_color.r, bg_color.g, bg_color.b, bg_color.unused);
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&rect);
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SDL_RenderFill(&rect);
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}
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}
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/* moves backwards one character, erasing the last one put down */
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/* moves backwards one character, erasing the last one put down */
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@ -254,7 +254,8 @@ main(int argc, char *argv[])
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loadFont();
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loadFont();
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/* draw the background, we'll just paint over it */
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/* draw the background, we'll just paint over it */
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SDL_RenderFill(bg_color.r, bg_color.g, bg_color.b, bg_color.unused, NULL);
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SDL_SetRenderDrawColor(bg_color.r, bg_color.g, bg_color.b, bg_color.unused);
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SDL_RenderFill(NULL);
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SDL_RenderPresent();
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SDL_RenderPresent();
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int done = 0;
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int done = 0;
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@ -167,13 +167,14 @@ void
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render(void)
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render(void)
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{
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{
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int i;
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int i;
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SDL_RenderFill(50, 50, 50, 255, NULL); /* draw background (gray) */
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SDL_SetRenderDrawColor(50, 50, 50, 255);
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SDL_RenderFill(NULL); /* draw background (gray) */
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/* draw the drum buttons */
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/* draw the drum buttons */
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for (i = 0; i < NUM_DRUMS; i++) {
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for (i = 0; i < NUM_DRUMS; i++) {
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SDL_Color color =
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SDL_Color color =
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buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
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buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
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SDL_RenderFill(color.r, color.g, color.b, color.unused,
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SDL_SetRenderDrawColor(color.r, color.g, color.b, color.unused);
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&buttons[i].rect);
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SDL_RenderFill(&buttons[i].rect);
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}
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}
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/* update the screen */
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/* update the screen */
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SDL_RenderPresent();
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SDL_RenderPresent();
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@ -26,7 +26,8 @@ render(void)
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b = randomInt(50, 255);
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b = randomInt(50, 255);
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/* Fill the rectangle in the color */
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/* Fill the rectangle in the color */
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SDL_RenderFill(r, g, b, 255, &rect);
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SDL_SetRenderDrawColor(r, g, b, 255);
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SDL_RenderFill(&rect);
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/* update screen */
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/* update screen */
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SDL_RenderPresent();
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SDL_RenderPresent();
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@ -61,7 +62,8 @@ main(int argc, char *argv[])
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}
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}
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/* Fill screen with black */
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/* Fill screen with black */
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SDL_RenderFill(0, 0, 0, 0, NULL);
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SDL_SetRenderDrawColor(0, 0, 0, 255);
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SDL_RenderFill(NULL);
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/* Enter render loop, waiting for user to quit */
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/* Enter render loop, waiting for user to quit */
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done = 0;
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done = 0;
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@ -95,7 +95,8 @@ main(int argc, char *argv[])
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initializeTexture();
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initializeTexture();
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/* fill canvass initially with all black */
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/* fill canvass initially with all black */
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SDL_RenderFill(0, 0, 0, 255, NULL);
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SDL_SetRenderDrawColor(0, 0, 0, 255);
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SDL_RenderFill(NULL);
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SDL_RenderPresent();
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SDL_RenderPresent();
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done = 0;
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done = 0;
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