コード例 #1
0
ファイル: st_resol.c プロジェクト: salvy/Neverball-svn
static int fill_row(int id, SDL_Rect **modes, int i, int n)
{
    int complete;

    if (n == 0)
        return 1;

    if (modes[i])
    {
        char label[20];
        int btn;

        sprintf(label, "%d x %d", modes[i]->w, modes[i]->h);

        complete = fill_row(id, modes, i + 1, n - 1);

        btn = gui_state(id, label, GUI_SML, RESOL_SELECT, i);

        gui_set_hilite(btn, (config_get_d(CONFIG_WIDTH)  == modes[i]->w &&
                             config_get_d(CONFIG_HEIGHT) == modes[i]->h));
    }
    else
    {
        for (; n; gui_space(id), n--);
        complete = 0;
    }

    return complete;
}
コード例 #2
0
static void view_init(void)
{
    view_a  = 0.f;
    view_ry = 0.f;

    view_fov = (float) config_get_d(CONFIG_VIEW_FOV);
    view_dp  = (float) config_get_d(CONFIG_VIEW_DP) / 100.0f;
    view_dc  = (float) config_get_d(CONFIG_VIEW_DC) / 100.0f;
    view_dz  = (float) config_get_d(CONFIG_VIEW_DZ) / 100.0f;
    view_k   = 1.0f;

    view_c[0] = 0.f;
    view_c[1] = view_dc;
    view_c[2] = 0.f;

    view_p[0] =     0.f;
    view_p[1] = view_dp;
    view_p[2] = view_dz;

    view_e[0][0] = 1.f;
    view_e[0][1] = 0.f;
    view_e[0][2] = 0.f;
    view_e[1][0] = 0.f;
    view_e[1][1] = 1.f;
    view_e[1][2] = 0.f;
    view_e[2][0] = 0.f;
    view_e[2][1] = 0.f;
    view_e[2][2] = 1.f;
}
コード例 #3
0
ファイル: st_camera.c プロジェクト: senquack/neverball
static int camera_gui(void)
{
    int id, jd;

    if ((id = gui_vstack(0)))
    {
        conf_header(id, _("Camera"), GUI_BACK);

        int rot_speed = ROT_SPEED_RANGE_MAP(config_get_d(CONFIG_ROTATE_FAST));
        int normal_rot_accel = config_get_d(CONFIG_ROTATE_ACCEL_NORMAL);
        int finesse_rot_accel = config_get_d(CONFIG_ROTATE_ACCEL_FINESSE);

        conf_slider(id, _("Max rotation speed"), CAMERA_ROT_SPEED, rot_speed,
                    rot_speed_id, ARRAYSIZE(rot_speed_id));

        conf_slider(id, _("Normal rotation accel."), CAMERA_NORMAL_ROT_ACCEL, normal_rot_accel,
                    normal_rot_accel_id, ARRAYSIZE(normal_rot_accel_id));

        conf_slider(id, _("Finesse-mode rotation accel."), CAMERA_FINESSE_ROT_ACCEL, finesse_rot_accel,
                    finesse_rot_accel_id, ARRAYSIZE(finesse_rot_accel_id));

        gui_space(id);

        conf_toggle(id, _("Reversed camera rotation"), CAMERA_REVERSED_CAMERA_ROTATION,
                config_get_d(CONFIG_REVERSED_CAMERA_ROTATION), _("On"), 1, _("Off"), 0);

        conf_toggle(id, _("Draw floor tilt"),   CAMERA_SCREEN_TILT_ENABLED,
                    config_get_d(CONFIG_SCREEN_TILT_ENABLED), _("On"), 1, _("Off"), 0);

        gui_layout(id, 0, 0);
    }

    return id;
}
コード例 #4
0
ファイル: video.c プロジェクト: mcidclan/Neverball
int video_init(const char *title, const char *icon)
{
    SDL_QuitSubSystem(SDL_INIT_VIDEO);

    if (SDL_InitSubSystem(SDL_INIT_VIDEO) == -1)
    {
        fprintf(stderr, "%s\n", SDL_GetError());
        return 0;
    }

    /* This has to happen before mode setting... */

    set_SDL_icon(icon);
    
    /* Initialize the video. */

    if (!video_mode(config_get_d(CONFIG_FULLSCREEN),
                    config_get_d(CONFIG_WIDTH),
                    config_get_d(CONFIG_HEIGHT)))
    {
        fprintf(stderr, "%s\n", SDL_GetError());
        return 0;
    }

    /* ...and this has to happen after it. */

    set_EWMH_icon(icon);

    SDL_WM_SetCaption(title, title);

    return 1;
}
コード例 #5
0
ファイル: st_common.c プロジェクト: Aeggy/neverball
static int display_action(int tok, int val)
{
    int r = 1;

    audio_play(AUD_MENU, 1.0f);

    switch (tok)
    {
    case GUI_BACK:
        goto_state(display_back);
        display_back = NULL;
        break;

    case DISPLAY_SELECT:
        if (val != config_get_d(CONFIG_DISPLAY))
        {
            goto_state(&st_null);
            config_set_d(CONFIG_DISPLAY, val);
            r = video_mode(config_get_d(CONFIG_FULLSCREEN),
                           config_get_d(CONFIG_WIDTH),
                           config_get_d(CONFIG_HEIGHT));
            goto_state(&st_display);
        }
        break;
    }

    return r;
}
コード例 #6
0
ファイル: main.c プロジェクト: AMDmi3/neverball
static int handle_key_up(SDL_Event *e)
{
    int d = 1;
    int c = e->key.keysym.sym;

    switch (c)
    {
    case SDLK_RETURN:
        d = st_buttn(config_get_d(CONFIG_JOYSTICK_BUTTON_A), 0);
        break;
    case KEY_EXIT:
        d = st_keybd(KEY_EXIT, 0);
        break;
    default:
        if (config_tst_d(CONFIG_KEY_FORWARD, c))
            st_stick(config_get_d(CONFIG_JOYSTICK_AXIS_Y0), 0);
        else if (config_tst_d(CONFIG_KEY_BACKWARD, c))
            st_stick(config_get_d(CONFIG_JOYSTICK_AXIS_Y0), 0);
        else if (config_tst_d(CONFIG_KEY_LEFT, c))
            st_stick(config_get_d(CONFIG_JOYSTICK_AXIS_X0), 0);
        else if (config_tst_d(CONFIG_KEY_RIGHT, c))
            st_stick(config_get_d(CONFIG_JOYSTICK_AXIS_X0), 0);
        else
            d = st_keybd(e->key.keysym.sym, 0);
    }

    return d;
}
コード例 #7
0
ファイル: st_play.c プロジェクト: AMDmi3/neverball
static void play_loop_timer(int id, float dt)
{
    float k = (fast_rotate ?
               (float) config_get_d(CONFIG_ROTATE_FAST) / 100.0f :
               (float) config_get_d(CONFIG_ROTATE_SLOW) / 100.0f);

    float r = 0.0f;

    gui_timer(id, dt);
    hud_timer(dt);

    switch (rot_get(&r))
    {
    case ROT_HOLD:
        /*
         * Cam 3 could be anything. But let's assume it's a manual cam
         * and holding down both rotation buttons freezes the camera
         * rotation.
         */
        game_set_rot(0.0f);
        game_set_cam(CAM_3);
        break;

    case ROT_ROTATE:
    case ROT_NONE:
        game_set_rot(r * k);
        game_set_cam(config_get_d(CONFIG_CAMERA));
        break;
    }

    game_step_fade(dt);

    game_server_step(dt);
    game_client_sync(demo_fp);
    game_client_blend(game_server_blend());

    switch (curr_status())
    {
    case GAME_GOAL:
        progress_stat(GAME_GOAL);
        goto_state(&st_goal);
        break;

    case GAME_FALL:
        progress_stat(GAME_FALL);
        goto_state(&st_fail);
        break;

    case GAME_TIME:
        progress_stat(GAME_TIME);
        goto_state(&st_fail);
        break;

    default:
        progress_step();
        break;
    }
}
コード例 #8
0
ファイル: game_server.c プロジェクト: reshaun/neverball
void game_set_pos(int x, int y)
{
    const float range = ANGLE_BOUND * 2;

    input_set_x(input_get_x() + range * y / config_get_d(CONFIG_MOUSE_SENSE));
    input_set_z(input_get_z() + range * x / config_get_d(CONFIG_MOUSE_SENSE));

    input_set_s(config_get_d(CONFIG_MOUSE_RESPONSE) * 0.001f);
}
コード例 #9
0
ファイル: main.c プロジェクト: AMDmi3/neverball
static int handle_key_dn(SDL_Event *e)
{
    int d = 1;
    int c = e->key.keysym.sym;

    /* SDL made me do it. */
#ifdef __APPLE__
    if (c == SDLK_q && e->key.keysym.mod & KMOD_GUI)
        return 0;
#endif
#ifdef _WIN32
    if (c == SDLK_F4 && e->key.keysym.mod & KMOD_ALT)
        return 0;
#endif

    switch (c)
    {
    case KEY_SCREENSHOT:
        shot();
        break;
    case KEY_FPS:
        config_tgl_d(CONFIG_FPS);
        break;
    case KEY_WIREFRAME:
        if (config_cheat())
            toggle_wire();
        break;
    case KEY_RESOURCES:
        if (config_cheat())
        {
            light_load();
            mtrl_reload();
        }
        break;
    case SDLK_RETURN:
        d = st_buttn(config_get_d(CONFIG_JOYSTICK_BUTTON_A), 1);
        break;
    case KEY_EXIT:
        d = st_keybd(KEY_EXIT, 1);
        break;

    default:
        if (config_tst_d(CONFIG_KEY_FORWARD, c))
            st_stick(config_get_d(CONFIG_JOYSTICK_AXIS_Y0), -1.0f);
        else if (config_tst_d(CONFIG_KEY_BACKWARD, c))
            st_stick(config_get_d(CONFIG_JOYSTICK_AXIS_Y0), +1.0f);
        else if (config_tst_d(CONFIG_KEY_LEFT, c))
            st_stick(config_get_d(CONFIG_JOYSTICK_AXIS_X0), -1.0f);
        else if (config_tst_d(CONFIG_KEY_RIGHT, c))
            st_stick(config_get_d(CONFIG_JOYSTICK_AXIS_X0), +1.0f);
        else
            d = st_keybd(e->key.keysym.sym, 1);
    }

    return d;
}
コード例 #10
0
ファイル: st_conf.c プロジェクト: NeverHack/neverball
static int conf_action(int tok, int val)
{
    int sound = config_get_d(CONFIG_SOUND_VOLUME);
    int music = config_get_d(CONFIG_MUSIC_VOLUME);
    int mouse = MOUSE_RANGE_MAP(config_get_d(CONFIG_MOUSE_SENSE));
    int r = 1;

    audio_play(AUD_MENU, 1.0f);

    switch (tok)
    {
    case GUI_BACK:
        goto_state(&st_title);
        break;

    case CONF_VIDEO:
        goto_state(&st_conf_video);
        break;

    case CONF_PLAYER:
        goto_name(&st_conf, &st_conf, 1);
        break;

    case CONF_BALL:
        goto_state(&st_ball);
        break;

    case CONF_MOUSE_SENSE:
        config_set_d(CONFIG_MOUSE_SENSE, MOUSE_RANGE_UNMAP(val));

        gui_toggle(mouse_id[val]);
        gui_toggle(mouse_id[mouse]);
        break;

    case CONF_SOUND_VOLUME:
        config_set_d(CONFIG_SOUND_VOLUME, val);
        audio_volume(val, music);
        audio_play(AUD_BUMPM, 1.f);

        gui_toggle(sound_id[val]);
        gui_toggle(sound_id[sound]);
        break;

    case CONF_MUSIC_VOLUME:
        config_set_d(CONFIG_MUSIC_VOLUME, val);
        audio_volume(sound, val);
        audio_play(AUD_BUMPM, 1.f);

        gui_toggle(music_id[val]);
        gui_toggle(music_id[music]);

        break;
    }

    return r;
}
コード例 #11
0
ファイル: game.c プロジェクト: MasaMune692/alcexamples
void game_init(const char *s)
{
    jump_e = 1;
    jump_b = 0;

    view_init();
    sol_load_gl(&file, s,
                config_get_d(CONFIG_TEXTURES),
                config_get_d(CONFIG_SHADOW));
}
コード例 #12
0
ファイル: st_start.c プロジェクト: yoyoma2/neverball
static int start_click(int b, int d)
{
    if (gui_click(b, d))
    {
        return start_buttn(config_get_d(CONFIG_JOYSTICK_BUTTON_A), 1);
    }
    else if (gui_click_right(b, d))
    {
        return start_buttn(config_get_d(CONFIG_JOYSTICK_BUTTON_B), 1);
    }
    return 1;
}
コード例 #13
0
ファイル: tilt_wii.c プロジェクト: Neverball/neverball
int tilt_get_button(int *b, int *s)
{
    int ch = BUTTON_NC;

    if (mutex)
    {
        SDL_mutexP(mutex);
        {
            if      ((ch = get_button(&state.A)))
            {
                *b = config_get_d(CONFIG_JOYSTICK_BUTTON_A);
                *s = (ch == BUTTON_DN);
            }
            else if ((ch = get_button(&state.B)))
            {
                *b = config_get_d(CONFIG_JOYSTICK_BUTTON_B);
                *s = (ch == BUTTON_DN);
            }
            else if ((ch = get_button(&state.plus)))
            {
                *b = config_get_d(CONFIG_JOYSTICK_BUTTON_R1);
                *s = (ch == BUTTON_DN);
            }
            else if ((ch = get_button(&state.minus)))
            {
                *b = config_get_d(CONFIG_JOYSTICK_BUTTON_L1);
                *s = (ch == BUTTON_DN);
            }
            else if ((ch = get_button(&state.home)))
            {
                *b = config_get_d(CONFIG_JOYSTICK_BUTTON_START);
                *s = (ch == BUTTON_DN);
            }
            else if ((ch = get_button(&state.L)))
            {
                *b = config_get_d(CONFIG_JOYSTICK_DPAD_L);
                *s = (ch == BUTTON_DN);
            }
            else if ((ch = get_button(&state.R)))
            {
                *b = config_get_d(CONFIG_JOYSTICK_DPAD_R);
                *s = (ch == BUTTON_DN);
            }
            else if ((ch = get_button(&state.U)))
            {
                *b = config_get_d(CONFIG_JOYSTICK_DPAD_U);
                *s = (ch == BUTTON_DN);
            }
            else if ((ch = get_button(&state.D)))
            {
                *b = config_get_d(CONFIG_JOYSTICK_DPAD_D);
                *s = (ch == BUTTON_DN);
            }
        }
        SDL_mutexV(mutex);
    }
    return ch;
}
コード例 #14
0
ファイル: video.c プロジェクト: senquack/neverball
int video_init(void)
{
    if (!video_mode(config_get_d(CONFIG_FULLSCREEN),
                    config_get_d(CONFIG_WIDTH),
                    config_get_d(CONFIG_HEIGHT)))
    {
        log_printf("Failure to create window (%s)\n", SDL_GetError());
        return 0;
    }

    return 1;
}
コード例 #15
0
ファイル: video.c プロジェクト: mcidclan/Neverball
void video_push_ortho(void)
{
    GLdouble w = (GLdouble) config_get_d(CONFIG_WIDTH);
    GLdouble h = (GLdouble) config_get_d(CONFIG_HEIGHT);

    glMatrixMode(GL_PROJECTION);
    {
        glPushMatrix();
        glLoadIdentity();
        glOrtho(0.0, w, 0.0, h, -1.0, +1.0);
    }
    glMatrixMode(GL_MODELVIEW);
}
コード例 #16
0
ファイル: st_camera.c プロジェクト: senquack/neverball
static int camera_action(int tok, int val)
{
    int r = 1;

    int rot_speed = ROT_SPEED_RANGE_MAP(config_get_d(CONFIG_ROTATE_FAST));  
    int normal_rot_accel = config_get_d(CONFIG_ROTATE_ACCEL_NORMAL);
    int finesse_rot_accel = config_get_d(CONFIG_ROTATE_ACCEL_FINESSE);

    audio_play(AUD_MENU, 1.0f);

    switch (tok) {
        case GUI_BACK:
            goto_state(camera_back);
            camera_back = NULL;
            break;

        case CAMERA_ROT_SPEED:
            config_set_d(CONFIG_ROTATE_FAST, ROT_SPEED_RANGE_UNMAP(val));
            gui_toggle(rot_speed_id[val]);
            gui_toggle(rot_speed_id[rot_speed]);
            break;

        case CAMERA_NORMAL_ROT_ACCEL:
            config_set_d(CONFIG_ROTATE_ACCEL_NORMAL, val);
            gui_toggle(normal_rot_accel_id[val]);
            gui_toggle(normal_rot_accel_id[normal_rot_accel]);
            break;

        case CAMERA_FINESSE_ROT_ACCEL:
            config_set_d(CONFIG_ROTATE_ACCEL_FINESSE, val);
            gui_toggle(finesse_rot_accel_id[val]);
            gui_toggle(finesse_rot_accel_id[finesse_rot_accel]);
            break;

        case CAMERA_SCREEN_TILT_ENABLED:
            goto_state(&st_null);
            config_set_d(CONFIG_SCREEN_TILT_ENABLED, val);
            goto_state(&st_camera);
            break;

        case CAMERA_REVERSED_CAMERA_ROTATION:
            goto_state(&st_null);
            config_set_d(CONFIG_REVERSED_CAMERA_ROTATION, val);
            goto_state(&st_camera);
            break;
        
        default:
            break;
    }
    return r;
}
コード例 #17
0
ファイル: st_conf.c プロジェクト: yoyoma2/neverball
static int conf_action(int i)
{
    int s = config_get_d(CONFIG_SOUND_VOLUME);
    int m = config_get_d(CONFIG_MUSIC_VOLUME);
    int r = 1;

    audio_play(AUD_MENU, 1.0f);

    switch (i)
    {
    case CONF_BACK:
        goto_state(&st_title);
        break;

    case CONF_VIDEO:
        goto_state(&st_video);
        break;

    case CONF_LANG:
        goto_state(&st_lang);
        break;

    default:
        if (100 <= i && i <= 110)
        {
            int n = i - 100;

            config_set_d(CONFIG_SOUND_VOLUME, n);
            audio_volume(n, m);
            audio_play(AUD_BUMP, 1.f);

            gui_toggle(sound_id[n]);
            gui_toggle(sound_id[s]);
        }
        if (200 <= i && i <= 210)
        {
            int n = i - 200;

            config_set_d(CONFIG_MUSIC_VOLUME, n);
            audio_volume(s, n);
            audio_play(AUD_BUMP, 1.f);

            gui_toggle(music_id[n]);
            gui_toggle(music_id[m]);
        }
    }

    return r;
}
コード例 #18
0
ファイル: hmd_common.c プロジェクト: Aeggy/neverball
void hmd_common_swap(float center,
                     float scale,
                     const float *barrel_correction,
                     const float *chroma_correction)
{
    int w = config_get_d(CONFIG_WIDTH);
    int h = config_get_d(CONFIG_HEIGHT);

    float a = (float) w / (float) h / 2;

    /* Prepare to draw a screen-filling pair of rectangles. */

    glBindFramebuffer_(GL_FRAMEBUFFER, 0);
    glViewport(0, 0, w, h);

    glDisable(GL_BLEND);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);

    glUseProgram_(distortion.program);
    {
        /* Set distortion parameters for both eyes. */

        glsl_uniform2f(&distortion, "ScaleOut", 0.5f / scale, 0.5f * a / scale);
        glsl_uniform2f(&distortion, "ScaleIn",  2.0f,         2.0f / a);
        glsl_uniform4f(&distortion, "DistortionK",  barrel_correction[0],
                                                    barrel_correction[1],
                                                    barrel_correction[2],
                                                    barrel_correction[3]);
        glsl_uniform4f(&distortion, "ChromAbParam", chroma_correction[0],
                                                    chroma_correction[1],
                                                    chroma_correction[2],
                                                    chroma_correction[3]);
        /* Draw the left eye. */

        glsl_uniform2f(&distortion, "LensCenter", 0.5f + 0.5f * center, 0.5f);
        hmd_common_draw(L_fbo.color_texture, L_vbo);

        /* Draw the right eye.*/

        glsl_uniform2f(&distortion, "LensCenter", 0.5f - 0.5f * center, 0.5f);
        hmd_common_draw(R_fbo.color_texture, R_vbo);
    }
    glUseProgram_(0);

    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
    glEnable(GL_BLEND);
}
コード例 #19
0
ファイル: st_set.c プロジェクト: MasaMune692/alcexamples
static int set_enter(void)
{
    int w = config_get_d(CONFIG_WIDTH);
    int h = config_get_d(CONFIG_HEIGHT);

    int id, jd, kd;

    int i;

    if (do_init)
    {
        total = set_init();
        first = MIN(first, (total - 1) - ((total - 1) % SET_STEP));

        audio_music_fade_to(0.5f, "bgm/inter.ogg");
        audio_play(AUD_START, 1.f);
    }
    else do_init = 1;

    if ((id = gui_vstack(0)))
    {
        if ((jd = gui_hstack(id)))
        {
            gui_label(jd, _("Level Set"), GUI_SML, GUI_ALL, gui_yel, gui_red);
            gui_filler(jd);
            gui_navig(jd, first > 0, first + SET_STEP < total);
        }

        gui_space(id);

        if ((jd = gui_harray(id)))
        {
            shot_id = gui_image(jd, set_shot(first), 7 * w / 16, 7 * h / 16);

            if ((kd = gui_varray(jd)))
            {
                for (i = first; i < first + SET_STEP; i++)
                    gui_set(kd, i);
            }
        }

        gui_space(id);
        desc_id = gui_multi(id, " \\ \\ \\ \\ \\", GUI_SML, GUI_ALL,
                            gui_yel, gui_wht);

        gui_layout(id, 0, 0);
    }
    return id;
}
コード例 #20
0
ファイル: st_conf.c プロジェクト: NeverHack/neverball
static int conf_gui(void)
{
    int id;

    /* Initialize the configuration GUI. */

    if ((id = gui_vstack(0)))
    {
        int sound = config_get_d(CONFIG_SOUND_VOLUME);
        int music = config_get_d(CONFIG_MUSIC_VOLUME);
        int mouse = MOUSE_RANGE_MAP(config_get_d(CONFIG_MOUSE_SENSE));

        const char *player = config_get_s(CONFIG_PLAYER);
        const char *ball   = config_get_s(CONFIG_BALL_FILE);

        int name_id = 0, ball_id = 0;

        conf_header(id, _("Options"), GUI_BACK);

        conf_state(id, _("Graphics"), _("Configure"), CONF_VIDEO);

        gui_space(id);

        conf_slider(id, _("Mouse Sensitivity"), CONF_MOUSE_SENSE, mouse,
                    mouse_id, ARRAYSIZE(mouse_id));

        gui_space(id);

        conf_slider(id, _("Sound Volume"), CONF_SOUND_VOLUME, sound,
                    sound_id, ARRAYSIZE(sound_id));
        conf_slider(id, _("Music Volume"), CONF_MUSIC_VOLUME, music,
                    music_id, ARRAYSIZE(music_id));

        gui_space(id);

        name_id = conf_state(id, _("Player Name"), " ", CONF_PLAYER);
        ball_id = conf_state(id, _("Ball Model"), " ", CONF_BALL);

        gui_layout(id, 0, 0);

        gui_set_trunc(name_id, TRUNC_TAIL);
        gui_set_trunc(ball_id, TRUNC_TAIL);

        gui_set_label(name_id, player);
        gui_set_label(ball_id, base_name(ball));
    }

    return id;
}
コード例 #21
0
void game_set_pos(int x, int y)
{
//    float bound = 20.f;
    float bound = BOUND; //20.f;

//    game_ix += 40.f * y / config_get_d(CONFIG_MOUSE_SENSE);
    game_ix += (2.0f*BOUND) * y / config_get_d(CONFIG_MOUSE_SENSE);
//    game_iz += 40.f * x / config_get_d(CONFIG_MOUSE_SENSE);
    game_iz += (2.0f*BOUND) * x / config_get_d(CONFIG_MOUSE_SENSE);

    if (game_ix > +bound) game_ix = +bound;
    if (game_ix < -bound) game_ix = -bound;
    if (game_iz > +bound) game_iz = +bound;
    if (game_iz < -bound) game_iz = -bound;
}
コード例 #22
0
ファイル: hud.c プロジェクト: drodin/neverball
void hud_paint(void)
{
    static int fps   = 0;
    static int then  = 0;
    static int count = 0;

    int now = SDL_GetTicks();

    if (now - then > 250)
    {
        fps   = count * 1000 / (now - then);
        then  = now;
        count = 0;

        gui_set_count(fps_id, fps);
    }
    else count++;

    if (config_get_d(CONFIG_FPS))
        gui_paint(fps_id);

    gui_paint(Rhud_id);
    gui_paint(Lhud_id);
#ifdef __MOBILE__
    gui_paint(Shud_id);
#endif
}
コード例 #23
0
ファイル: game.c プロジェクト: rlk/neverball
int game_init(const char *s)
{
    int i;

    jump_e = 1;
    jump_b = 0;

    idle_t = 1.0f;

    view_init();

    if (!(state = sol_load_full(&file, s, config_get_d(CONFIG_SHADOW))))
        return 0;

    sol_init_sim(&file.vary);

    for (i = 0; i < file.base.dc; i++)
    {
        const char *k = file.base.av + file.base.dv[i].ai;
        const char *v = file.base.av + file.base.dv[i].aj;

        if (strcmp(k, "idle") == 0)
        {
            sscanf(v, "%f", &idle_t);

            if (idle_t < 1.0f)
                idle_t = 1.0f;
        }
    }
    return 1;
}
コード例 #24
0
ファイル: game.c プロジェクト: rlk/neverball
void game_set_mag(int d)
{
    view_m -= (float) (1.f * d) / config_get_d(CONFIG_MOUSE_SENSE);

    if (view_m < 0.25f)
        view_m = 0.25f;
}
コード例 #25
0
ファイル: progress.c プロジェクト: AMDmi3/neverball
int  progress_play(struct level *l)
{
    if (l && (level_opened(l) || config_cheat()))
    {
        level = l;

        next   = NULL;
        status = GAME_NONE;
        coins  = 0;
        timer  = 0;
        goal   = goal_i = level_goal(level);

        if (same_goal_e)
            same_goal_e = 0;
        else
            goal_e = (mode != MODE_CHALLENGE && level_completed(level) &&
                      config_get_d(CONFIG_LOCK_GOALS) == 0) || goal == 0;

        prev = curr;

        time_rank = RANK_LAST;
        goal_rank = RANK_LAST;
        coin_rank = RANK_LAST;

        return init_level();
    }
    return 0;
}
コード例 #26
0
static void game_draw_back(int pose, int d, const float p[3])
{
    float c[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
    float t = SDL_GetTicks() / 1000.f + 120.0f;

    glPushMatrix();
    {
        if (d < 0)
        {
            glRotatef(game_rz * 2, view_e[2][0], view_e[2][1], view_e[2][2]);
            glRotatef(game_rx * 2, view_e[0][0], view_e[0][1], view_e[0][2]);
        }

        glTranslatef(p[0], p[1], p[2]);
        glColor4fv(c);

        if (config_get_d(CONFIG_BACKGROUND))
        {
            /* Draw all background layers back to front. */

            sol_back(&back, BACK_DIST, FAR_DIST, t);
            back_draw(0);
            sol_back(&back, 0, BACK_DIST, t);

            /* Draw all foreground geometry in the background file. */

            sol_draw(&back);
        }
        else back_draw(0);
    }
    glPopMatrix();
}
コード例 #27
0
ファイル: state.c プロジェクト: MasaMune692/alcexamples
void st_paint(float t)
{
    int stereo = config_get_d(CONFIG_STEREO);

    state_drawn = 1;

    if (state && state->paint)
    {
        if (stereo)
        {
            glDrawBuffer(GL_BACK_LEFT);
            video_clear();
            state->paint(state->gui_id, t);

            glDrawBuffer(GL_BACK_RIGHT);
            video_clear();
            state->paint(state->gui_id, t);
        }
        else
        {
            video_clear();
            state->paint(state->gui_id, t);
        }
    }
}
コード例 #28
0
ファイル: state.c プロジェクト: timleader/neverball-wp8
void st_stick(int a, float v)
{
    static struct
    {
        const int *num;
        const int *inv;
    } axes[] = {
        { &CONFIG_JOYSTICK_AXIS_X0, &CONFIG_JOYSTICK_AXIS_X0_INVERT },
        { &CONFIG_JOYSTICK_AXIS_Y0, &CONFIG_JOYSTICK_AXIS_Y0_INVERT },
        { &CONFIG_JOYSTICK_AXIS_X1, &CONFIG_JOYSTICK_AXIS_X1_INVERT },
        { &CONFIG_JOYSTICK_AXIS_Y1, &CONFIG_JOYSTICK_AXIS_Y1_INVERT }
    };

    int i;

    for (i = 0; i < ARRAYSIZE(axes); i++)
        if (config_tst_d(*axes[i].num, a) && config_get_d(*axes[i].inv))
        {
            v = -v;
            break;
        }

    if (state && state->stick)
    {
        cache_stick(a, v, state_time + STICK_HOLD_TIME);

        state->stick(state->gui_id, a, v, bump_stick(a));
    }
}
コード例 #29
0
ファイル: game_draw.c プロジェクト: Aeggy/neverball
static void game_shadow_conf(int pose, int enable)
{
    if (enable && config_get_d(CONFIG_SHADOW))
    {
        switch (pose)
        {
        case POSE_LEVEL:
            /* No shadow. */
            tex_env_active(&tex_env_default);
            break;

        case POSE_BALL:
            /* Shadow only. */
            tex_env_select(&tex_env_pose,
                           &tex_env_default,
                           NULL);
            break;

        default:
            /* Regular shadow. */
            tex_env_select(&tex_env_shadow_clip,
                           &tex_env_shadow,
                           &tex_env_default,
                           NULL);
            break;
        }
    }
    else
    {
        tex_env_active(&tex_env_default);
    }
}
コード例 #30
0
ファイル: game_draw.c プロジェクト: Aeggy/neverball
static void game_draw_back(struct s_rend *rend,
                           const struct game_draw *gd,
                           int pose, int d, float t)
{
    if (pose == POSE_BALL)
        return;

    glPushMatrix();
    {
        const struct game_view *view = &gd->view;

        if (d < 0)
        {
            const struct game_tilt *tilt = &gd->tilt;

            glRotatef(tilt->rz * 2, tilt->z[0], tilt->z[1], tilt->z[2]);
            glRotatef(tilt->rx * 2, tilt->x[0], tilt->x[1], tilt->x[2]);
        }

        glTranslatef(view->p[0], view->p[1] * d, view->p[2]);

        if (config_get_d(CONFIG_BACKGROUND))
        {
            back_draw(rend);
            sol_back(&gd->back.draw, rend, 0, FAR_DIST, t);
        }
        else back_draw(rend);
    }
    glPopMatrix();
}