Update the code for the iOS demos to handle modern devices. Fixes bug #3337

This commit is contained in:
Alex Szpakowski 2016-09-25 00:23:35 -03:00
parent 40ecac8e60
commit a8b033d7c4
12 changed files with 233 additions and 143 deletions

View file

@ -8,7 +8,6 @@
#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 */
@ -31,9 +30,9 @@ 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)
render(SDL_Renderer *renderer, int w, int h, double deltaTime)
{
double deltaMilliseconds = deltaTime * 1000;
float speed;
/* get joystick (accelerometer) axis values and normalize them */
@ -54,10 +53,10 @@ render(SDL_Renderer *renderer, int w, int h)
*/
shipData.vx +=
ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
MILLESECONDS_PER_FRAME;
deltaMilliseconds;
shipData.vy +=
ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
MILLESECONDS_PER_FRAME;
deltaMilliseconds;
speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
@ -67,10 +66,10 @@ render(SDL_Renderer *renderer, int w, int h)
float diry = shipData.vy / speed; /* normalized y velocity */
/* update velocity due to friction */
if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) {
if (speed - FRICTION * deltaMilliseconds > 0) {
/* apply friction */
shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME;
shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME;
shipData.vx -= dirx * FRICTION * deltaMilliseconds;
shipData.vy -= diry * FRICTION * deltaMilliseconds;
} else {
/* applying friction would MORE than stop the ship, so just stop the ship */
shipData.vx = 0.0f;
@ -79,8 +78,8 @@ render(SDL_Renderer *renderer, int w, int h)
}
/* update ship location */
shipData.x += shipData.vx * MILLESECONDS_PER_FRAME;
shipData.y += shipData.vy * MILLESECONDS_PER_FRAME;
shipData.x += shipData.vx * deltaMilliseconds;
shipData.y += shipData.vy * deltaMilliseconds;
if (shipData.x > maxx) {
shipData.x = maxx;
@ -161,9 +160,6 @@ 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;
@ -173,12 +169,11 @@ main(int argc, char *argv[])
}
/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_OPENGL |
SDL_WINDOW_FULLSCREEN);
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, 0, 0);
SDL_GetWindowSize(window, &w, &h);
SDL_RenderSetLogicalSize(renderer, w, h);
/* print out some info about joysticks and try to open accelerometer for use */
printf("There are %d joysticks available\n", SDL_NumJoysticks());
@ -208,24 +203,15 @@ main(int argc, char *argv[])
done = 0;
/* enter main loop */
while (!done) {
double deltaTime = updateDeltaTime();
SDL_Event event;
startFrame = SDL_GetTicks();
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);
render(renderer, w, h, deltaTime);
SDL_Delay(1);
}
/* delete textures */