コード例 #1
0
int FsGetMouseEvent(int &lb,int &mb,int &rb,int &mx,int &my)
{
	if(0<nMosBufUsed)
	{
		int eventType=mosBuffer[0].eventType;
		mx=mosBuffer[0].mx;
		my=mosBuffer[0].my;
		lb=mosBuffer[0].lb;
		mb=mosBuffer[0].mb;
		rb=mosBuffer[0].rb;

		int i;
		for(i=0; i<nMosBufUsed-1; i++)
		{
			mosBuffer[i]=mosBuffer[i+1];
		}
		nMosBufUsed--;

		return eventType;
	}
	else
	{
		FsGetMouseState(lb,mb,rb,mx,my);
		return FSMOUSEEVENT_NONE;
	}
}
コード例 #2
0
int main(void)
{
	int key;
	struct YsGLSLBitmapRenderer *bitmapRenderer;
	YsBitmap bmp;

	FsChangeToProgramDir();

	bmp.LoadPng("flash01.png");
	printf("Bitmap dimension %dx%d\n",bmp.GetWidth(),bmp.GetHeight());

	FsOpenWindow(32,32,640,480,1);

	bitmapRenderer=YsGLSLCreateBitmapRenderer();

	key=FSKEY_NULL;
	while(FSKEY_ESC!=key)
	{
		FsPollDevice();

		key=FsInkey();

		int mx,my,lb,mb,rb;
		FsGetMouseState(lb,mb,rb,mx,my);

		int wid,hei;
		FsGetWindowSize(wid,hei);

		glViewport(0,0,wid,hei);

		glClearColor(0.0,0.0,0.0,0.0);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

		glColor3ub(255,255,255);
		glBegin(GL_LINES);
		glVertex2i(270,240);
		glVertex2i(370,240);
		glVertex2i(320,190);
		glVertex2i(320,290);
		glEnd();

		YsGLSLUseBitmapRenderer(bitmapRenderer);
		YsGLSLRenderRGBABitmap2D(bitmapRenderer,320,240,YSGLSL_HALIGN_RIGHT,YSGLSL_VALIGN_BOTTOM,bmp.GetWidth(),bmp.GetHeight(),bmp.GetRGBABitmapPointer());
		YsGLSLEndUseBitmapRenderer(bitmapRenderer);

		FsSwapBuffers();

		FsSleep(10);
	}

	YsGLSLDeleteBitmapRenderer(bitmapRenderer);

	return 0;
}
コード例 #3
0
int Game(void)
{
	DWORD passedTime = 0;
	FsPassedTime(true);

	//////////// initial setting up the scene ////////////////////////////////////////
	int timeSpan = 33; // milliseconds
	double timeInc = (double)timeSpan * 0.001; // time increment in seconds

	FsGetWindowSize(width, height);

	int lb,mb,rb,mx,my;
	glViewport(0, 0, width, height);

	////////////////////// main simulation loop //////////////////////////
	while (1)
	{
		FsPollDevice();
		FsGetMouseState(lb,mb,rb,mx,my);
		int key=FsInkey();
		if(key == FSKEY_ESC)
			break;
		timeInc = (double)(passedTime) * 0.001;
		clocktime += timeInc;
		/////////// update physics /////////////////
		updateNumPhysics(simBall1, timeInc);
		updatePrecisePhysics(realBall, timeInc);
		/////////////////////////////////////////
		renderScene();

		////// update time lapse /////////////////
		passedTime = FsPassedTime(); // Making it up to 50fps
		int timediff = timeSpan-passedTime;
	//	printf("\ntimeInc=%f, passedTime=%d, timediff=%d", timeInc, passedTime, timediff);
		while(timediff >= timeSpan/3)
		{
			FsSleep(5);
			passedTime=FsPassedTime(); // Making it up to 50fps
			timediff = timeSpan-passedTime;
	//		printf("--passedTime=%d, timediff=%d", passedTime, timediff);
		}
		passedTime=FsPassedTime(true); // Making it up to 50fps
	}
	return 0;
}
コード例 #4
0
int main(void)
{
	double cubeMatrix[16]=
	{
		1.0,0.0,0.0,0.0,
		0.0,1.0,0.0,0.0,
		0.0,0.0,1.0,0.0,
		0.0,0.0,0.0,1.0
	};

	FsOpenWindow(32,32,800,600,1); // 800x600 pixels, useDoubleBuffer=1

	glEnable(GL_DEPTH_TEST);
	glDisable(GL_LIGHTING);
	glDepthFunc(GL_LESS);

	FsPassedTime();  // Reset the timer

	while(FsInkey()==0)
	{
		int mx,my,lb,mb,rb,passed;
		double spinX,spinY;

		passed=FsPassedTime();

		FsPollDevice();
		FsGetMouseState(lb,mb,rb,mx,my);

		int wid,hei,cx,cy;
		FsGetWindowSize(wid,hei);
		cx=wid/2;
		cy=hei/2;

		spinX=(double)((mx-cx)/10)*(double)passed/1000.0;  // 1 pixel = degrees/sec
		spinY=(double)((my-cy)/10)*(double)passed/1000.0;  // 1 pixel = degrees/sec

		glClearColor(0.0,0.0,0.0,0.0);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

		glViewport(0,0,wid,hei);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		gluPerspective(45.0,(double)wid/(double)hei,1.0,20.0);
		glTranslated(0.0,0.0,-10.0);

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glRotated(spinX,0.0,1.0,0.0);
		glRotated(spinY,1.0,0.0,0.0);
		glMultMatrixd(cubeMatrix);
		glGetDoublev(GL_MODELVIEW_MATRIX,cubeMatrix);

		glBegin(GL_QUADS);

		glColor3ub(0,0,255);
		glVertex3d(-2.5,-2.5,-2.5);
		glVertex3d(-2.5, 2.5,-2.5);
		glVertex3d( 2.5, 2.5,-2.5);
		glVertex3d( 2.5,-2.5,-2.5);

		glColor3ub(255,0,0);
		glVertex3d(-2.5,-2.5, 2.5);
		glVertex3d(-2.5, 2.5, 2.5);
		glVertex3d( 2.5, 2.5, 2.5);
		glVertex3d( 2.5,-2.5, 2.5);

		glColor3ub(255,0,255);
		glVertex3d(-2.5,-2.5,-2.5);
		glVertex3d(-2.5,-2.5, 2.5);
		glVertex3d(-2.5, 2.5, 2.5);
		glVertex3d(-2.5, 2.5,-2.5);

		glColor3ub(0,255,0);
		glVertex3d( 2.5,-2.5,-2.5);
		glVertex3d( 2.5,-2.5, 2.5);
		glVertex3d( 2.5, 2.5, 2.5);
		glVertex3d( 2.5, 2.5,-2.5);

		glColor3ub(0,255,255);
		glVertex3d(-2.5,-2.5,-2.5);
		glVertex3d(-2.5,-2.5, 2.5);
		glVertex3d( 2.5,-2.5, 2.5);
		glVertex3d( 2.5,-2.5,-2.5);

		glColor3ub(255,255,0);
		glVertex3d(-2.5, 2.5,-2.5);
		glVertex3d(-2.5, 2.5, 2.5);
		glVertex3d( 2.5, 2.5, 2.5);
		glVertex3d( 2.5, 2.5,-2.5);

		glEnd();

		FsSwapBuffers();

		FsSleep(20-passed);
	}

	return 0;
}