Example #1
0
void Editor::update(float elapsed_time)
{
  // Pass all requests
  if (reload_request) {
    reload_level();
  }

  if (quit_request) {
    quit_editor();
  }

  if (newlevel_request) {
    //Create new level
  }

  if (reactivate_request) {
    enabled = true;
    reactivate_request = false;
  }

  if (save_request) {
    level->save(world ? FileSystem::join(world->get_basedir(), levelfile) :
                         levelfile);
    enabled = true;
    save_request = false;
  }

  if (test_request) {
    test_request = false;
    MouseCursor::current()->set_icon(NULL);
    test_level();
    return;
  }

  if (deactivate_request) {
    enabled = false;
    deactivate_request = false;
    return;
  }

  // update other stuff
  if (is_active()) {
    currentsector->update(0);
    tileselect.update(elapsed_time);
    layerselect.update(elapsed_time);
    inputcenter.update(elapsed_time);
    scroller.update(elapsed_time);
    update_keyboard();
  }
}
enum piglit_result
piglit_display(void)
{
	GLboolean pass = GL_TRUE;
	GLuint tex1d;
	int level;

	glClearColor(0.1, 0.1, 0.1, 0.1);
	glClear(GL_COLOR_BUFFER_BIT);

	tex1d = create_texture_1d();

	for (level = 0; level < TEX_LEVELS; level++) {
		draw_level(5, 5 + level * 10, level);
		pass = pass && test_level(level);
	}

	glDeleteTextures(1, &tex1d);
	piglit_present_results();
	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
Example #3
0
void display_loop(){
//	mcuf_serial_mode();

	mode = setjmp(newmode_jmpbuf);

#ifdef JOYSTICK_SUPPORT
	// in case we get here via mode jump, we (re)enable joystick queries
	waitForFire = 1;
#endif

	oldOldmode = oldMode;

#ifdef JOYSTICK_SUPPORT
	waitForFire = 1;
#endif

	for(;;){
#ifndef MENU_SUPPORT
		clear_screen(0);
#endif
		oldMode = mode;

		switch(mode++) {

#ifdef ANIMATION_SCROLLTEXT
		case 1:
			scrolltext(scrolltext_text);

	#ifdef RANDOM_SUPPORT
			{
				char a[28];
				sprintf(a,"</# counter == %lu  ",
					(unsigned long)percnt_get(&g_reset_counter, &g_reset_counter_idx));
				scrolltext(a);
			}
	#endif
#endif
#ifdef ANIMATION_TIME
#ifndef ANIMATION_SCROLLTEXT
		case 1:
#endif
			time_anim();
			break;
#else
#ifdef ANIMATION_SCROLLTEXT
			break;
#endif
#endif

#ifdef ANIMATION_SPIRAL
#		ifndef SPIRAL_DELAY
#			define SPIRAL_DELAY 5
#		endif

		case 2:
			spiral(SPIRAL_DELAY);
			break;
#endif

#ifdef ANIMATION_JOERN1
		case 3:
			joern1();
			break;
#endif

#ifdef ANIMATION_SNAKE
		case 4:
			snake_animation();
			break;
#endif

#ifdef ANIMATION_CHECKERBOARD
		case 5:
			checkerboard(20);
			break;
#endif

#ifdef ANIMATION_FIRE
		case 6:
			fire();
			break;
#endif

#ifdef ANIMATION_TIME
		case 7:
			time_anim();
			break;
#endif

#ifdef ANIMATION_MATRIX
		case 8:
			matrix();
			break;
#endif

#ifdef ANIMATION_RANDOM_BRIGHT
		case 9:
			random_bright(30);
			break;
#endif

#ifdef ANIMATION_STONEFLY
		case 10:
			stonefly();
			break;
#endif

#ifdef ANIMATION_GAMEOFLIFE
		case 11:
			gameoflife();
			break;
#endif

#ifdef ANIMATION_FLYINGDOTS
		case 12:
			flyingdots();
			break;
#endif

#ifdef ANIMATION_BREAKOUT
		case 13:
			breakout_demo();
			break;
#endif

#ifdef ANIMATION_MHERWEG
		case 14:
			mherweg();
			break;
#endif

#ifdef ANIMATION_MOIRE
		case 15:
			moire();
			break;
#endif

#ifdef ANIMATION_TIME
		case 16:
			time_anim();
			break;
#endif

#ifdef ANIMATION_LTN_ANT
		case 17:
			ltn_ant();
			break;
#endif

#ifdef ANIMATION_LABORLOGO
		case 18:
			laborlogo();
			break;
#endif

#ifdef ANIMATION_AMPHIBIAN
		case 19:
			amphibian();
			break;
#endif

#ifdef ANIMATION_LOGO_OOS
		case 20:
			logo_OutOfSpec();
			break;
#endif

#ifdef ANIMATION_FAIRYDUST
		case 21:
			fairydust();
			break;
#endif

#ifdef ANIMATION_PLASMA
		case 22:
			plasma();
			break;
#endif

#ifdef ANIMATION_PSYCHEDELIC
		case 23:
			psychedelic();
			break;
#endif

#ifdef ANIMATION_BLACKHOLE
		case 24:
			blackhole();
			break;
#endif

#ifdef ANIMATION_SQUARES
		case 25:
			squares();
			break;
#endif

#ifdef ANIMATION_DNA
		case 26:
			dna();
			break;
#endif

#ifdef ANIMATION_TESTS
		case 31:
			test_level(1, false);
			break;

		case 32:
			test_level(2, false);
			break;

		case 33:
			test_level(3, false);
			break;

		case 35:
			test_palette(false);
			test_palette2(false);
			break;
#endif

#ifdef SMALLANIMATION_ROWWALK
		case 36:
		  rowwalk(SMALLANIMATION_ROWWALK_COUNT,SMALLANIMATION_ROWWALK_SPEED);
		  break;
#endif

#ifdef SMALLANIMATION_COLWALK
		case 37:
		  colwalk(SMALLANIMATION_COLWALK_COUNT,SMALLANIMATION_COLWALK_SPEED);
		  break;
#endif
#ifdef SMALLANIMATION_COLBOUNCE
		case 38:
		  colbounce(SMALLANIMATION_COLBOUNCE_COUNT,SMALLANIMATION_COLBOUNCE_SPEED);
		  break;
#endif
#ifdef SMALLANIMATION_ROWBOUNCE
		case 39:
		  rowbounce(SMALLANIMATION_ROWBOUNCE_COUNT,SMALLANIMATION_ROWBOUNCE_SPEED);
		  break;
#endif

#ifdef MENU_SUPPORT
		case 0xFDu:
			mode = 1;
			break;

		case 0xFEu:
			menu();
			mode = oldOldmode;
			break;
#else

		case 0xFDu:
#ifdef JOYSTICK_SUPPORT
			if (JOYISFIRE)
				mode = 0xFEu;
			else
#endif
				mode = 1;
			break;

		case 0xFEu:
#ifdef JOYSTICK_SUPPORT
			waitForFire = 0;   // avoid circular jumps
			while (JOYISFIRE); // wait until user released the fire button
#endif
			wait(25);          // wait for button to settle

#  ifdef GAME_TETRIS
			tetris();
#  endif

#  ifdef GAME_BASTET
			tetris_bastet();
#  endif

#  ifdef GAME_TETRIS_FP
			tetris_fp();
#  endif

#  ifdef GAME_SPACE_INVADERS
			borg_invaders();
#  endif

#  ifdef GAME_SNAKE
			snake_game();
#  endif

#  ifdef GAME_BREAKOUT
			borg_breakout(0);
#  endif

#ifdef JOYSTICK_SUPPORT
			while (JOYISFIRE); // avoid an unwanted restart of the game loop
#endif
			wait(25);          // wait for button to settle
			mode = oldOldmode; // restore old animation mode
#ifdef JOYSTICK_SUPPORT
			waitForFire = 1;   // reenable joystick query of the wait() function
#endif
			break;
#endif

#ifdef ANIMATION_OFF
		case 0xFFu:
			off();
			break;
#endif
		default:
			if (reverseMode) {
				if (reverseMode-- == (mode - 1)) {
					mode -= 2;
				} else {
					reverseMode = 0;
				}
			}
			break;
		}
	}
}