double inc_padding(t_global *global, int zoom, int x, int y) { double padding; t_map *index; int i; index = global->map; padding = global->map->padding * zoom; i = 0; while (index) { while (index->p[i].next) { index->p[i].x *= zoom; index->p[i].y *= zoom; i++; } index->p[i].x *= zoom; index->p[i].y *= zoom; i = 0; index = index->next; } if (x >= 0 && y >= 0) decal(global->map, -y, -x); else decal(global->map, -(HEIGHT / 2), -(WIDTH / 2)); return (padding); }
double dec_padding(t_global *global, int zoom, int x, int y) { double padding; t_map *index; int i; index = global->map; padding = global->map->padding / zoom; i = 0; while (index) { while (index->p[i].next) { index->p[i].x /= zoom; index->p[i].y /= zoom; i++; } index->p[i].x /= zoom; index->p[i].y /= zoom; i = 0; index = index->next; } if (x >= 0 && y >= 0) decal(global->map, y / 2, x / 2); else decal(global->map, (HEIGHT / 4), (WIDTH / 4)); return (padding); }
void GuiOpenGL::initGui(int x, int y, std::vector<Point *> *snake) { this->snk = snake; this->x_decal = decal(x); this->y_decal = decal(y); this->x_size = 2.0 / x; this->y_size = 2.0 / y; this->x = x; this->y = y; SDL_Init(SDL_INIT_VIDEO); this->window = SDL_SetVideoMode(x * BOX, y * BOX, 32, SDL_OPENGL); glColor3ub(100 + rand() % 155, rand() % 255, rand() % 255); glPointSize(BOX - 1); glClear(GL_COLOR_BUFFER_BIT); }
void get_jump(t_champ *champ, unsigned char *board, op_t *reference) { int i; int j; char c; char in[2]; t_args arg[4]; c = *champ->instru; i = 8; j = 0; moving_PC(champ, board, 1); while (--i >= 0 && j < reference->nbr_args) { if (c & (1u << i)) in[(i % 2 == 1) ? 0 : 1] = 1; else in[(i % 2 == 1) ? 0 : 1] = 0; if (i % 2 == 0) decal(in, champ, &arg[j++], board); } if (reference->func != NULL) reference->func(arg, champ, board); }
t_nodes *res_graph_suit(t_graph *g, t_nodes *list, t_nodes *elem) { if (g->to_do[0] == -2) { g->to_do[g->count_to_do++] = -2; while (g->to_do[0] == -2) { decal(g); g->count_to_do -= 1; } g->a += 1; } g->to_do[g->count_to_do] = -1; if (g->to_do[0] >= 0) elem = get_node(list, g->to_do[0]); else error("Exit"); decal(g); g->count_to_do -= 1; if (g->a < elem->free || elem->free == 0) elem->free = g->a; return (elem); }