@@ 67,7 67,7 @@ int HEIGHT = 8 * VER + PAD * 2;
SDL_Window *gWindow = NULL;
SDL_Renderer *gRenderer = NULL;
SDL_Texture *gTexture = NULL;
-uint32_t *pixels;
+Uint32 *pixels;
Noton noton;
/* generics */
@@ 346,14 346,14 @@ endwire(Brush *b)
/* draw */
void
-pixel(uint32_t *dst, int x, int y, int color)
+pixel(Uint32 *dst, int x, int y, int color)
{
if(x >= 0 && x < WIDTH - PAD * 2 && y >= 0 && y < HEIGHT - PAD * 2)
dst[(y + PAD) * WIDTH + (x + PAD)] = color;
}
void
-line(uint32_t *dst, int ax, int ay, int bx, int by, int color)
+line(Uint32 *dst, int ax, int ay, int bx, int by, int color)
{
int dx = abs(bx - ax), sx = ax < bx ? 1 : -1;
int dy = -abs(by - ay), sy = ay < by ? 1 : -1;
@@ 375,7 375,7 @@ line(uint32_t *dst, int ax, int ay, int bx, int by, int color)
}
void
-drawgate(uint32_t *dst, Gate *g)
+drawgate(Uint32 *dst, Gate *g)
{
int x, y, r = 8, d = r * 2;
for(y = 0; y < d; ++y)
@@ 392,7 392,7 @@ drawgate(uint32_t *dst, Gate *g)
}
void
-drawwire(uint32_t *dst, Wire *w, int color)
+drawwire(Uint32 *dst, Wire *w, int color)
{
int i;
if(w->len < 2)
@@ 405,7 405,7 @@ drawwire(uint32_t *dst, Wire *w, int color)
}
void
-clear(uint32_t *dst)
+clear(Uint32 *dst)
{
int i, j;
for(i = 0; i < HEIGHT; i++)
@@ 414,7 414,7 @@ clear(uint32_t *dst)
}
void
-redraw(uint32_t *dst, Brush *b)
+redraw(Uint32 *dst, Brush *b)
{
int i;
clear(dst);
@@ 423,7 423,7 @@ redraw(uint32_t *dst, Brush *b)
for(i = 0; i < noton.wlen; i++)
drawwire(dst, ¬on.wires[i], color2);
drawwire(dst, &b->wire, color3);
- SDL_UpdateTexture(gTexture, NULL, dst, WIDTH * sizeof(uint32_t));
+ SDL_UpdateTexture(gTexture, NULL, dst, WIDTH * sizeof(Uint32));
SDL_RenderClear(gRenderer);
SDL_RenderCopy(gRenderer, gTexture, NULL, NULL);
SDL_RenderPresent(gRenderer);
@@ 590,7 590,7 @@ init(void)
HEIGHT);
if(gTexture == NULL)
return error("Texture", SDL_GetError());
- pixels = (uint32_t *)malloc(WIDTH * HEIGHT * sizeof(uint32_t));
+ pixels = (Uint32 *)malloc(WIDTH * HEIGHT * sizeof(Uint32));
if(pixels == NULL)
return error("Pixels", "Failed to allocate memory");
clear(pixels);