whatever: removed SDL1 references
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15d835e4c3
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c6d1a1eadf
@ -1,32 +0,0 @@
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PREFIX=/usr
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#OBJS specifies which files to compile as part of the project
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OBJS = whatever.c
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#CC specifies which compiler to use
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CC = clang
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#COMPILER_FLAGS specifies the additional compilation options we're using
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# -w suppress all warnings
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COMPILER_FLAGS = -Wall
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#LINKER_FLAGS specifies the libraries we're linking against
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LINKER_FLAGS = -lSDL
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#OBJ_NAME specifies the name of our executable
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OBJ_NAME= whatever
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#This is the target that compiles our executable
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all : $(OBJS)
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$(CC) $(OBJS) $(COMPILER_FLAGS) $(LINKER_FLAGS) -o $(OBJ_NAME)
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install :
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mkdir -p ${PREFIX}/share/${OBJ_NAME}
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cp ${OBJ_NAME} ${PREFIX}/share/${OBJ_NAME}/
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ln -si ${PREFIX}/share/${OBJ_NAME}/${OBJ_NAME} ${PREFIX}/bin/${OBJ_NAME}
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uninstall :
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rm ${PREFIX}/bin/${OBJ_NAME}
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rm ${PREFIX}/share/${OBJ_NAME}/${OBJ_NAME}
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rm -r ${PREFIX}/share/${OBJ_NAME}
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clean :
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rm ${OBJ_NAME}
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@ -1,136 +0,0 @@
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#include "SDL/SDL.h"
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//Write a function that moves an image based on which arrow keys are pressed.
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//something like
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//void move_image(direction, image);
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int main ( int argc, char *argv[] )
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{
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/* initialize SDL */
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if (SDL_Init(SDL_INIT_VIDEO) != 0){
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printf("Unable to init SDL!: %s\n", SDL_GetError());
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return 1;
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}
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/* set the title bar */
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SDL_WM_SetCaption("SDL Test", "SDL Test");
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/* init surfaces */
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SDL_Surface* screen;
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SDL_Surface* temp;
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SDL_Surface* bg;
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SDL_Surface* top_image;
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SDL_Rect src, dest;
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/* create window of size 640x480 in hi-color (16-bit) mode*/
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screen = SDL_SetVideoMode(640, 480, 16, 0);
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if (screen == NULL){
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printf("Unable to set video mode: %s\n", SDL_GetError());
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return 1;
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}
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atexit(SDL_Quit);
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/* load bitmap to temp surface */
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temp = SDL_LoadBMP("sdl_logo.bmp");
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if (temp == NULL){
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printf("Unable to find image!!: %s\n", SDL_GetError());
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return 1;
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}
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/* convert bitmap to display format */
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bg = SDL_DisplayFormat(temp);
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if (bg == NULL){
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printf("Unable to format image!: %s\n", SDL_GetError());
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}
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/* free the temp surface
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* What we are doing above, with temp is simply
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* making everything easier to deal with
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* then freeing the extra memory space.
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* i.e: We could have just as easily done
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* SDL_DisplayFormat(SDL_LoadBMP("sdl_logo.bmp"));*/
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SDL_FreeSurface(temp);
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/* load top_image image to practice blit on top of surface*/
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temp = SDL_LoadBMP("dinowheel.bmp");
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if (temp == NULL){
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printf("Unable to load top_image: %s/n", SDL_GetError());
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return 1;
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}
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top_image = SDL_DisplayFormat(temp);
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if (top_image == NULL){
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printf("Unable to format top_image: %s/n", SDL_GetError());
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return 1;
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}
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SDL_FreeSurface(temp);
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src.x = 0;
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src.y = 0;
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src.w = top_image->w; /* copy entire image */
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src.h = top_image->h;
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/* Could also do "dest = src" if they were to start at the same spot */
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dest.x = 25;
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dest.y = 25;
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dest.w = top_image->w;
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dest.h = top_image->h;
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SDL_Event event;
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int gameover = 0;
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/* message pump */
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while (!gameover)
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{
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/* look for an event */
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if (SDL_PollEvent(&event)) {
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/* an event was found */
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switch (event.type) {
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/* close button clicked */
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case SDL_QUIT:
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gameover = 1;
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break;
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/* handle the keyboard */
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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case SDLK_ESCAPE:
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case SDLK_q:
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gameover = 1;
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break;
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case SDLK_w:
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printf("You just pressed 'w'\n");
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break;
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}
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break;
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}
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}
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/* draw the background */
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SDL_BlitSurface(bg, NULL, screen, NULL);
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/* Blit top_image to the screen */
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SDL_BlitSurface(top_image, &src, screen, &dest);
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/* update the screen */
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SDL_UpdateRect(screen, 0, 0, 0, 0);
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}
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/* free the background surface */
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SDL_FreeSurface(bg);
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/* free top_image */
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SDL_FreeSurface(top_image);
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/* cleanup SDL */
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SDL_Quit();
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return 0;
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}
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