Changed char* in ImgLoader procs to CSTRING
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@ -3,4 +3,5 @@ test
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output.txt
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*.exe
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*.swp
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sdl_test/test
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@ -6,7 +6,7 @@
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DIM AS CHAR string[128]; // String used by txtIt & SDL_ttf
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// Conver Variable Argument into a string
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SUB txtIt(char *pStr , ...) BEGIN
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SUB txtIt(const char *pStr , ...) BEGIN
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DIM AS va_list valist; // Type to hold information about variable arguments
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va_start(valist, pStr); // Initialize a variable argument list
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vsprintf( string , pStr , valist ); // Print formatted variable argument list to string
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@ -19,7 +19,7 @@ DIM AS INT NextTick , interval ; // Used by FPS_Fn
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// Initialize FPS_Fn( )
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SUB FPS_Initialize() BEGIN
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NextTick = 0 ;
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interval = 1 * 1000 / FPS ;
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interval = 1 * 1000 / FPS ;
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ENDSUB
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// Frame Per Second Function , put this in a loop
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@ -33,16 +33,16 @@ ENDSUB
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// This function load a image file to a surface
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// Set bCKey with colorkey (R,G,B) to clear a color on the image
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// Set alpha value FOR transparency 0(No transparent) ~ 255(Ivisible)
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FUNCTION SDL_Surface *ImgLoader(char *file, BOOL bCKey, INT r, INT g, INT b, INT alpha) BEGIN
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FUNCTION SDL_Surface *ImgLoader(CSTRING file, BOOL bCKey, INT r, INT g, INT b, INT alpha) BEGIN
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SDL_Surface *pic;
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pic = IMG_Load(file); // From SDL_image.h , load the image to pic
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IF (pic==NULL) THEN
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fprintf(stderr,"Missing image %s : %s\n",file,IMG_GetError());
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pic = IMG_Load(file.c_str()); // From SDL_image.h , load the image to pic
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IF (pic==NULL) THEN
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fprintf(stderr,"Missing image %s : %s\n",file.c_str(),IMG_GetError());
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ENDIF
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IF ( bCKey ) THEN
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SDL_SetColorKey(pic,SDL_SRCCOLORKEY|SDL_RLEACCEL,SDL_MapRGB(pic->format,r,g,b));
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ENDIF
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IF (alpha) THEN
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IF (alpha) THEN
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SDL_SetAlpha(pic, SDL_SRCALPHA|SDL_RLEACCEL , 255 - alpha);
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ENDIF
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pic = SDL_DisplayFormat(pic);
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@ -50,13 +50,13 @@ FUNCTION SDL_Surface *ImgLoader(char *file, BOOL bCKey, INT r, INT g, INT b, INT
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ENDFUNCTION
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// Load a normal picture into a surface
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FUNCTION SDL_Surface *ImgLoader(LPCHAR file) BEGIN
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RETURN ImgLoader(file,1,0,0,0,0) ;
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FUNCTION SDL_Surface *ImgLoader(CSTRING file) BEGIN
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RETURN ImgLoader(file.c_str(),1,0,0,0,0) ;
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ENDFUNCTION
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// Load a pic & set the transparent color to (255,255,255) , no alpha
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FUNCTION SDL_Surface *ImgLoader(char *file,bool bCKey) BEGIN
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RETURN ImgLoader(file,1,255,255,255,0) ;
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FUNCTION SDL_Surface *ImgLoader(CSTRING file,bool bCKey) BEGIN
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RETURN ImgLoader(file.c_str(),1,255,255,255,0) ;
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ENDFUNCTION
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@ -84,15 +84,15 @@ MAIN
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DIM AS SDL_Event event; // FOR keyboard event
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DIM AS BOOL bRun = 1; // The SELECT of WHILE loop
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// bKeyXXX Present the state of keyboard
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DIM AS BOOL bKeyUP = 0 , bKeyDOWN = 0 , bKeyLEFT = 0 , bKeyRIGHT = 0;
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DIM AS BOOL bKeyUP = 0 , bKeyDOWN = 0 , bKeyLEFT = 0 , bKeyRIGHT = 0;
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DIM AS INT aTick = 0;
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DIM AS SHORT dx = 2; // The movement value when moving the object anim[ ]
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SDL_Surface *screen ;
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ENUM BEGIN
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pic1,
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pic_No
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ENUM BEGIN
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pic1,
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pic_No
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ENDENUM
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DIM AS SDL_Surface *anim[pic_No];
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DIM AS SDL_Rect animRect ; // The coordinate of anim[ ]
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animRect.x = 160 ;
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@ -115,28 +115,28 @@ MAIN
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WHILE (bRun) BEGIN
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aTick++;
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SDL_FillRect(screen , NULL , 0x221122);
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IF ( aTick%6 == 1) xi++;
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IF ( xi > 9 ) THEN
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xi = 1;
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yi++;
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xi = 1;
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yi++;
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ENDIF
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IF ( yi > 9 ) yi = 1;
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FOR(INT i=0 TO i < yi STEP i++ ) BEGIN
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animRect.x = 10 + i * 40 ;
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animRect.y = 200;
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SDL_BlitSurface( anim[0] , NULL , screen , &animRect );
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END
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FOR (INT i=0 TO i < xi STEP i++ ) BEGIN
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animRect.x = 10 + i * 40 ;
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animRect.y = 240;
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SDL_BlitSurface( anim[0] , NULL , screen , &animRect );
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END
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// A Multiplication Table
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FOR (INT i = 1 TO i <= 9 STEP i++) BEGIN
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FOR( INT j = 1 TO j <= 9 STEP j++) BEGIN
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@ -152,7 +152,7 @@ MAIN
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SDL_BlitSurface( imgTxt , NULL , screen , &txtRect );
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END // FOR( INT j = 1 ; j <= 9 ; j++) { END
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END // FOR(INT i = 1 ; i <= 9 ; i++) { END
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txtIt("%1d %1d %1d %1d", bKeyUP , bKeyDOWN , bKeyLEFT , bKeyRIGHT);
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fColor = fColorW; // Default is white color
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imgTxt = TTF_RenderText_Solid( font , string , fColor );
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@ -192,10 +192,10 @@ MAIN
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bKeyDOWN = 0;
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ENDCASE
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CASE SDLK_LEFT:
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bKeyLEFT = 0;
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bKeyLEFT = 0;
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ENDCASE
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CASE SDLK_RIGHT:
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bKeyRIGHT = 0;
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bKeyRIGHT = 0;
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ENDCASE
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CASE_ELSE:
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ENDCASE
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@ -208,7 +208,7 @@ MAIN
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ENDCASE
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ENDSELECT // SELECT ( event.type ){ END
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WEND // WHILE ( SDLK_PollEvent( &event ) ){ END
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// Deal with key states
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IF (bKeyUP) animRect.y = animRect.y - dx;
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IF (bKeyDOWN) animRect.y = animRect.y + dx;
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@ -216,7 +216,7 @@ MAIN
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IF (bKeyRIGHT) animRect.x = animRect.x + dx;
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WEND // WHILE (bRun) { END
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RETURN 0;
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END
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