Example #1
0
int TextInput::Input(char score[])
{
    Ocean2 ocean;
    ocean.ReadFigure();
    Congratulation cong;
    cong.ReadFigure();
    
    FsPollDevice();
    while(FSKEY_NULL!=FsInkey() || 0!=FsInkeyChar())
    {
        FsPollDevice();
    }
    int count=0;

    for(;;)
    {
        FsPollDevice();
        
        int key=FsInkey();
        
        switch(key)
        {
            case FSKEY_ESC:
                return 0;
            case FSKEY_ENTER:
                return 1;
            case FSKEY_BS:
                str.BackSpace();
                count--;
                break;
        }
        
        const char c=FsInkeyChar();
        
        if(0!=c && 0!=isprint(c) && count<10)
        {
            str.Add(c);
            count++;
        }
       
        glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
        
        cong.Drawcongratulation_png();
        
        glRasterPos2d(460, 200);
        YsGlDrawFontBitmap20x32("SCORE");

        glRasterPos2d(400, 200+50);
        YsGlDrawFontBitmap20x32(score);
        
        Drawocean2(450);
        ocean.Drawocean_png();
        Draw();
        
        FsSwapBuffers();
        
        FsSleep(20);
    }
    return 0;
}
Example #2
0
void GameMenu::RunGameMenu2(void)
{
    while(FSKEY_NULL!=FsInkey() || 0!=FsInkeyChar())
    {
        FsPollDevice();
    }
    
    key=FSKEY_NULL;
    for(;;)
    {
        FsPollDevice();
        key=FsInkey();
        
        if(key==FSKEY_ESC || key==FSKEY_S || key==FSKEY_M)
        {
            return;
        }
        
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        
        Initialize();
		DrawBackground();
		DrawObjects();
		DrawWelcomeText();
		DrawLogo(25, 575);
        
        FsSwapBuffers();
        FsSleep(20);
    }
}
Example #3
0
void FsClearEventQueue(void)
{
	for(;;)
	{
		int checkAgain=0;

		FsPollDevice();

		int lb,mb,rb,mx,my;
		while(FSMOUSEEVENT_NONE!=FsGetMouseEvent(lb,mb,rb,mx,my) ||
		      FSKEY_NULL!=FsInkey() ||
		      0!=FsInkeyChar() ||
		      0!=FsCheckWindowExposure())
		{
			checkAgain=1;
		}

		if(0!=lb || 0!=rb || 0!=mb)
		{
			checkAgain=1;
		}

		if(0!=FsCheckKeyHeldDown())
		{
			checkAgain=1;
		}

		if(0==checkAgain)
		{
			break;
		}

		FsSleep(50);
	}
}
Example #4
0
void Button::Remap2()
{
    FsClearEventQueue();
    FsGetWindowSize (windowWid, windowHei);
    while(FSKEY_NULL!=FsInkey() || 0!=FsInkeyChar())
    {
        FsPollDevice();
    }

	//Initialize();
    
    while(SF2==0 || checkGameControl(SF2) )
    {   
        FsPollDevice();
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        DrawBackground();
		DrawModeTitle2();
		DrawKeyboardSetting();

		double y=180.0;
		double dy=40.0;
		glColor3ub(255, 255, 255);
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Up : (press key to remap)");

		DrawLogo(25, 575);

        SF2=FsInkey();
        FsSwapBuffers();
        FsSleep(20);
    }
    
    while(SB2==0  || checkGameControl(SB2))
    {        
        FsPollDevice();
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        DrawBackground();
		DrawModeTitle2();
		DrawKeyboardSetting();

		double y=180.0;
		double dy=40.0;
		glColor3ub(155, 155, 155);
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Up : (OK)");
		y+=dy;
		glColor3ub(255, 255, 255);
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Down : (press key to remap)");

		DrawLogo(25, 575);

        SB2=FsInkey();
        FsSwapBuffers();
        FsSleep(20);
    }
    
    while(SL2==0 || checkGameControl(SL2))
    {        
        FsPollDevice();
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        DrawBackground();
		DrawModeTitle2();
		DrawKeyboardSetting();

		double y=180.0;
		double dy=40.0;
		glColor3ub(155, 155, 155);
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Up : (OK)");
		y+=dy;
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Down : (OK)");
		y+=dy;
		glColor3ub(255, 255, 255);
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Left : (press key to remap)");

		DrawLogo(25, 575);

        SL2=FsInkey();
        FsSwapBuffers();
        FsSleep(20);
    }
    
    while(SR2==0 || checkGameControl(SR2))
    {        
        FsPollDevice();
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        DrawBackground();
		DrawModeTitle2();
		DrawKeyboardSetting();

		double y=180.0;
		double dy=40.0;
		glColor3ub(155, 155, 155);
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Up : (OK)");
		y+=dy;
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Down : (OK)");
		y+=dy;
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Left : (OK)");
		y+=dy;
		glColor3ub(255, 255, 255);
		glRasterPos2d(100,y);
		YsGlDrawFontBitmap16x20 ("Right : (press key to remap)");

		DrawLogo(25, 575);

        SR2=FsInkey();
        FsSwapBuffers();
        FsSleep(20);
    }    
    
}