/* Timer event handle function. * ARGUMENTS: None. * RETURNS: None. */ VOID tlr::anim::Timer( VOID ) { /* Handle timer */ timer::Response(); static CHAR Buf[100]; sprintf(Buf, "fps: %.5f", FPS); SetWindowText(win::hWnd, Buf); /* Handle input system */ input::Response(); /* Hanlde animation objects */ for (INT i = 0; i < Units.Size(); i++) Units[i]->Response(this); StartFrame(); for (INT i = 0; i < Units.Size(); i++) { glPushAttrib(GL_ALL_ATTRIB_BITS); Units[i]->Render(this); glPopAttrib(); } EndFrame(); CopyFrame(); IncrFrameCount(); } /* End of 'tlr::anim::Timer' function */
/* Redraw window content function. * ARGUMENTS: * - window device context: * HDC hDC; * RETURNS: None. */ VOID physic::anim::Paint( HDC hDC ) { StartFrame(); glPushAttrib(GL_ALL_ATTRIB_BITS); Navigation.Render(this); glPopAttrib(); World.ModelUpdate(this); World.Render(this); EndFrame(); CopyFrame(); IncrFrameCount(); } /* End of 'physic::anim::Paint' function */
/* Redraw window content function. * ARGUMENTS: * - window device context: * HDC hDC; * RETURNS: None. */ VOID tlr::anim::Paint( HDC hDC ) { CopyFrame(); IncrFrameCount(); } /* End of 'tlr::anim::Paint' function */