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 34e9001de..d48f92f76 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 e05403f95..e0ab2708d 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); }