iOS: Fixed compiling demos on C89 compilers.

This commit is contained in:
Philipp Wiesemann 2016-04-01 21:14:49 +02:00
parent 831597f714
commit f3ca4e4d50
4 changed files with 10 additions and 7 deletions

View file

@ -34,6 +34,7 @@ void
render(SDL_Renderer *renderer, int w, int h)
{
float speed;
/* get joystick (accelerometer) axis values and normalize them */
float ax = SDL_JoystickGetAxis(accelerometer, 0);
@ -58,7 +59,7 @@ render(SDL_Renderer *renderer, int w, int h)
ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
MILLESECONDS_PER_FRAME;
float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
if (speed > 0) {
/* compensate for friction */
@ -207,8 +208,8 @@ main(int argc, char *argv[])
done = 0;
/* enter main loop */
while (!done) {
startFrame = SDL_GetTicks();
SDL_Event event;
startFrame = SDL_GetTicks();
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;

View file

@ -147,8 +147,8 @@ main(int argc, char *argv[])
/* main loop */
done = 0;
while (!done) {
startFrame = SDL_GetTicks();
SDL_Event event;
startFrame = SDL_GetTicks();
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;

View file

@ -278,6 +278,7 @@ main(int argc, char *argv[])
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? */
int i;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
fatalError("could not initialize SDL");
@ -342,7 +343,6 @@ main(int argc, char *argv[])
}
/* cleanup code, let's free up those sound buffers */
int i;
for (i = 0; i < NUM_DRUMS; i++) {
SDL_free(drums[i].buffer);
}

View file

@ -26,15 +26,17 @@ drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
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 */
float x;
float y;
int i;
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;
x = startx - BRUSH_SIZE / 2.0f;
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;