Example #1
0
File: chsong.c Project: Hungyi/IODD
void *get_pthread(void *arg){
	char buf[100];
	listptr=lookdir("/opt");
	_7seg_info_t segment;
	while(1){
   		printf("thread1\n");
   		printf("please input your cmd:");
   		
   		fflush(stdout);

   		printf("\nlistptr->songname=%s\n",listptr->song_name);
		printf("listptr->nextPtr->songname=%s\n",listptr->nextPtr->song_name);

   		fgets(buf,sizeof(buf),stdin);
		if(strlen(buf)==6)
		{
			printf("\n13456789\n");
			ioctl(fd1, 1, NULL);
		}else if(strlen(buf)>=8)
		{
			ioctl(fd1, 2, NULL);
		}
		printf("after fgets.............listptr->songname=%s\n",listptr->song_name);

		buf[strlen(buf)] = '\0';
		printf("*%s*\n", buf);
		if(write(fd_fifo, buf, strlen(buf)) != strlen(buf))
			perror("write");

  	}
}
Example #2
0
bool EditorFrameHandler::MouseMoved( const OIS::MouseEvent &arg )
{	
	if( arg.state.buttonDown( OIS::MB_Right ) )
    {				
		mRotX = Ogre::Degree(-arg.state.X.rel * 0.13);				
        mRotY = Ogre::Degree(-arg.state.Y.rel * 0.13);

		//	
		//EditorCamera->pitch(Ogre::Degree(mRotY));
		//EditorCamera->yaw(Ogre::Degree(mRotX));
		//

		Ogre::Quaternion q, orientation;
		q.FromAngleAxis(mRotY, Ogre::Vector3::UNIT_X);
		orientation.FromAngleAxis(mRotX, Ogre::Vector3::UNIT_Y);
		orientation = orientation*q;

		Ogre::Vector3 lookdir(orientation*Ogre::Vector3::NEGATIVE_UNIT_Z);

		Ogre::Vector3 xVec = Ogre::Vector3::UNIT_Y.crossProduct(lookdir);
		xVec.normalise();
		Ogre::Vector3 yVec = lookdir.crossProduct(xVec);
		yVec.normalise();
		Ogre::Quaternion unitZToTarget = Ogre::Quaternion(xVec, yVec, lookdir);

		orientation = Ogre::Quaternion(-unitZToTarget.y, -unitZToTarget.z, unitZToTarget.w, unitZToTarget.x);

		EditorCamera->setOrientation(EditorCamera->getOrientation()*orientation);
    }	
	return true;
}
void EnPlayerNameDisplay::updateName()
{
    EnPlayer* p_player = dynamic_cast< EnPlayer* >( vrc::gameutils::PlayerUtils::get()->getLocalPlayer() );
    if ( !p_player )
        return;

    // names are only displayed in Ego camera mode
    if ( p_player->getPlayerImplementation()->getCameraMode() != BasePlayerImplementation::Ego )
    {
        _nameBox->setText( "" );
        return;
    }

    EnCamera*   p_playercamera    = p_player->getPlayerImplementation()->getPlayerCamera();
    const osg::Vec3f& campos      = p_playercamera->getCameraPosition() + p_playercamera->getCameraOffsetPosition();
    const osg::Quat&  camrotlocal = p_playercamera->getLocalRotation();
    const osg::Quat&  camrot      = p_playercamera->getCameraRotation();
    
    // calculate the player look direction
    osg::Vec3f lookdir( 0.0f, 1.0f, 0.0f );
    lookdir = camrotlocal * camrot * lookdir;
    
    // a line between a remote client and camera
    osg::Vec3f  line;
    osg::Vec3f  maxdist( 1000000.0f, 0.0f, 0.0f );

    //! find nearest player in front of local player
    yaf3d::BaseEntity* p_playerinfront = NULL;
    std::vector< yaf3d::BaseEntity* >& remoteplayers = vrc::gameutils::PlayerUtils::get()->getRemotePlayers();
    std::vector< yaf3d::BaseEntity* >::iterator p_beg = remoteplayers.begin(), p_end = remoteplayers.end();
    for ( ; p_beg != p_end; ++p_beg )
    {
        line = ( *p_beg )->getPosition() - campos;
        osg::Vec3f  dir( line );
        dir.normalize();

        // check if the player is in our view
        if ( ( dir * lookdir ) > _viewAngle )
        {
            // store the nearest distance ( sorting )
            if ( maxdist.length2() > line.length2() )
            {
                maxdist = line;
                p_playerinfront = *p_beg;
            }
        }
    }

    if ( p_playerinfront )
    {
        EnPlayer* p_playerentity = dynamic_cast< EnPlayer* >( p_playerinfront );
        assert( p_playerentity && "wrong object type: EnPlayer expected!" );
        std::string playername = p_playerentity->getPlayerName();
        _nameBox->setText( playername );
    }
    else
    {
        _nameBox->setText( "" );
    }
}