minor watcom build fixes.
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diff --git a/Android.mk b/Android.mk
old mode 100755
new mode 100644
diff --git a/Xcode/SDL/SDL.xcodeproj/project.pbxproj b/Xcode/SDL/SDL.xcodeproj/project.pbxproj
old mode 100755
new mode 100644
diff --git a/test/testgamecontroller.c b/test/testgamecontroller.c
index 34e9001..d48f92f 100644
--- a/test/testgamecontroller.c
+++ b/test/testgamecontroller.c
@@ -346,7 +346,11 @@ loop(void *arg)
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
if (on_front == showing_front) {
- const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
+ SDL_Rect dst;
+ dst.x = button_positions[i].x;
+ dst.y = button_positions[i].y;
+ dst.w = 50;
+ dst.h = 50;
SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
}
}
@@ -357,12 +361,20 @@ loop(void *arg)
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
if (value < -deadzone) {
- const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle;
+ SDL_Rect dst;
+ dst.x = axis_positions[i].x;
+ dst.y = axis_positions[i].y;
+ dst.w = 50;
+ dst.h = 50;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
} else if (value > deadzone) {
- const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle + 180.0;
+ SDL_Rect dst;
+ dst.x = axis_positions[i].x;
+ dst.y = axis_positions[i].y;
+ dst.w = 50;
+ dst.h = 50;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
}
}
diff --git a/test/testjoystick.c b/test/testjoystick.c
index e05403f..e0ab270 100644
--- a/test/testjoystick.c
+++ b/test/testjoystick.c
@@ -92,7 +92,11 @@ PrintJoystick(SDL_Joystick *joystick)
static void
DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
{
- const SDL_Rect area = { x, y, w, h };
+ SDL_Rect area;
+ area.x = x;
+ area.y = y;
+ area.w = w;
+ area.h = h;
SDL_RenderFillRect(r, &area);
}