Ejemplo n.º 1
0
void game_init() {
	clear(); 
	set_palette(1,RGB(255,255,160),0); // light yellow on black

	// testing vga bits on micro
	for (int i=0;i<8;i++) {
		set_palette(2+i,1<<(7-i),0);
		print_at(20+i,0,2+i,"\x7");
	}

	
	window(0,2,1,45,4);
	print_at(14,2,1, " \xf9\xfa\xfb USB TEST ");
	print_at(5,3,0,  " \x01 Hi ! Plug some usb device...");
	print_at(2, 6, 1,"Mouse:");
	print_at(9, 6, 0,"X=   Y=   lmr");

	print_at(2,PAD_Y-2,1, "Gamepads:");
	draw_controller(PAD_X, PAD_Y);
	draw_controller(PAD_X, PAD_Y2);

	// analog values
	print_at(27,PAD_Y-2,1,"Analog pad0:");
	window (0,27, PAD_Y, 27+17, PAD_Y+9);

	// keyboard 
	print_at(2,KB_Y,1,"Keyboard:");

	// lowlevel
	print_at( 2,28,1,"USB Low level:");
	print_at(22,29,0,"[0-HS]   [1-FS]");
	print_at( 2,30,0,"      Port enabled");
	print_at( 2,31,0,"  Device connected");
	print_at( 2,32,0,"      Device speed");
	print_at( 2,33,0,"       Host status");
	print_at( 2,34,0,"   Host Ctrl State");
	print_at( 2,35,0,"  Transfers In/Out");
	print_at( 2,36,0,"  Data Size In/Out");


	cx = cy = 0;
}
Ejemplo n.º 2
0
/* draw the user object */
static int  draw_object(int obj_id, double gl_para[16])
{
	GLfloat   mat_ambient[] = { 0.0, 0.0, 1.0, 1.0 };
	GLfloat   mat_ambient_collide[] = { 1.0, 0.0, 0.0, 1.0 };
	GLfloat   mat_flash[] = { 0.0, 0.0, 1.0, 1.0 };
	GLfloat   mat_flash_collide[] = { 1.0, 0.0, 0.0, 1.0 };
	GLfloat   mat_flash_shiny[] = { 50.0 };
	GLfloat   light_position[] = { 100.0, -200.0, 200.0, 0.0 };
	GLfloat   ambi[] = { 0.1, 0.1, 0.1, 0.1 };
	GLfloat   lightZeroColor[] = { 0.9, 0.9, 0.9, 0.1 };

	argDrawMode3D();
	argDraw3dCamera(0, 0);
	glMatrixMode(GL_MODELVIEW);
	glLoadMatrixd(gl_para);

	/* set the material */
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);
	glLightfv(GL_LIGHT0, GL_AMBIENT, ambi);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor);

	glMaterialfv(GL_FRONT, GL_SHININESS, mat_flash_shiny);

	switch (obj_id){
	case 0:
		glMaterialfv(GL_FRONT, GL_SPECULAR, mat_flash);
		glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
		glColor3f(1.0, 2.0, 0.0);

		//glTranslated(10.0, 20.0, -100.0);
		draw_scene();
		//glTranslated(-10.0, -20.0, 100.0);
		break;
	case 1:
		glMaterialfv(GL_FRONT, GL_SPECULAR, mat_flash);
		glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
		glColor3f(1.0, 0.0, 0.0);
		//draw piano left
			break;
	case 2:
		
			glMaterialfv(GL_FRONT, GL_SPECULAR, mat_flash);
			glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
			glColor3f(1.0, 2.0, 0.0);
			draw_controller(distX/4, distY/4);
		break;
		}
		argDrawMode2D();

		return 0;
	}