コード例 #1
0
int main(void)
{

    bus_init(BUS_ADDRESS_CHASSIS);
    _delay_ms(100);
    engine_init();
    regulator_init();

    carrying_rfid = 0;
    handled_count = 0;
    manual_control = 0;
    scan_count = 0;
    lap_finished = 0;
    number_of_stations = 0;
    station_count = 0;

    // bus_register_receive(1, receive_line_data);
    bus_register_receive(2, arm_is_done);
    bus_register_receive(3, control_line_following);
    bus_register_receive(4, RFID_done);
    bus_register_receive(8, engine_control_command);
    bus_register_receive(11, engine_set_kp);
    bus_register_receive(12, engine_set_kd);

    sei();
    start_button_init();
    timer_interrupt_init();

    while(1)
    {

    }
}
コード例 #2
0
ファイル: texel_optimizer.cpp プロジェクト: Randl/GambitFruit
double average_error(std::vector<std::pair<std::string, double>> positions,
                     std::vector<std::string> options,
                     double K, S16 limit, std::vector<S16> params) {
//TODO: multithreading; Find all globals to make them private?
	double E = 0.0;
	int count = 0;

	engine_init();
	engine_set_options(options, params);

	//#pragma omp parallel for private()
	for (size_t i = 0; i < positions.size(); ++i) {
		double R = positions[i].second;
		int_fast32_t eval = call_q_search(positions[i].first);

		if (i % 100000 == 0 && i != 0)
			std::cout << "Evaluated " << i << " positions out of " << positions.size() << ". " << count
				<< " positions count." << std::endl;
		/*if (eval >= limit || eval <= -limit)
			continue;*/
		double e1 = std::log(sigmoid(eval * K / 10000.0)), e2 = std::log(1.0 - sigmoid(eval * K / 10000.0));
		if (std::isfinite(e1) && std::isfinite(e2)) {
			E += -R * e1 - (1.0 - R) * e2;
			//E += std::pow(R - 1.0 / (1.0 + std::pow(10.0, -K * eval / 400.0)), 2.0);
			++count;
		}
	}
	E /= count;
	return E;
}
コード例 #3
0
ファイル: sk_detect.c プロジェクト: Safe3/silk
int sk_detect_create()
{
	int 				i;
	sk_detect_t* 		p_engine;
	/*
	 * 设置参数
	 */
	skdetect.debug = 0;

	char 	engine_name[5][20] = {
			"activation",
			"dynamic",
			"alert",
			"pass",
			"log"
	};


	for(i=0; i<ENGINE_NUM; i++){
		p_engine = &skdetect.engine[i];
		if(engine_init(p_engine, engine_name[i])<0)
			return SK_ERR;
	}

	return 0;
}
コード例 #4
0
ファイル: main.c プロジェクト: 1and1get2/yetris
/** Main entry point for the game. I kept it as simple as I could. */
int main(int argc, char* argv[])
{
	global = new_globals();

	config_handle();

/* Windows doesnt support getopt_long(). Ill need to work around this somehow */
#if !OS_IS_WINDOWS
	args_handle(argc, argv);
#endif

	engine_init();
	atexit(engine_exit); /* no need to call it when quitting */

	game_s game = new_game();
	engine_draw(&game);

	while (!game.quit)
	{
		int c = engine_get_input(game.speed);

		game_handle_input(&game, c);
		game_update(&game);

		if (game.is_over)
			game = new_game();

		engine_draw(&game);
	}

	return EXIT_SUCCESS;
}
コード例 #5
0
bool engineInitSystem()
{
    engine_shutdown();
    if (!engine_init()) {
        //
    }
    initMapData();
#if defined(ARM_LINUX)
    loadGrammar();
    registerCallback();
#endif
    g_navDisplay->initContext();
    g_navDisplay->initViewport();
    g_navDisplay->initDisplay(SCREEN_WIDTH,SCREEN_HEIGHT);

    LatLongGrid_Init(&g_latLongGrid);
    LatLongGrid_SetStep(&g_latLongGrid, 100000, 100000);

    gps_init();
#if defined(ARM_LINUX)
    gps_setContext(NMEA_CONTEXT_GPS);
#else
    gps_setContext(NMEA_CONTEXT_MANUAL);
#endif

}
コード例 #6
0
ファイル: main.c プロジェクト: eliasYFGM/allegro-templates
int main(int argc, char **argv)
{
  // Default configuration that the engine will make use of
  struct Engine_Conf conf =
  {
    // Argument list
    argc, argv,
    // Window title
    "Allegro application",
    // Internal resolution
    320, 200,
    // Scaling factor (<= 0 for auto)
    0,
    // Frame-rate (FPS)
    40,
    // Enable audio?
    FALSE
  };

  if (engine_init(&conf))
  {
    // Run with a starting state
    engine_run(Game_State());
  }

  return 0;
}
コード例 #7
0
ファイル: main.c プロジェクト: eliasYFGM/allegro-templates
int main(int argc, char **argv)
{
    struct Engine_Conf conf =
    {
        // Argument list
        argc, argv,
        // Window title
        "Allegro application",
        // Resolution
        640, 480,
        // Refresh rate (or FPS)
        40,
        // Color depth (8, 15, 16, 24, 32)
        8,
        // Full-screen?
        FALSE,
        // Enable mouse?
        FALSE,
        // Enable audio?
        FALSE
    };

    if (engine_init(&conf))
    {
        // Run with a starting state
        engine_run(Game_State());
    }

    return 0;
}
コード例 #8
0
ファイル: sp_db.c プロジェクト: FlavioFalcao/tinq-core
static void msp_init (void)
{
	if ((inits & ENGINE_INIT) && (inits & DB_INIT) && (inits & LOCK_INIT))
		return;

	engine_init ();
	db_init ();
	lock_init ();
}
コード例 #9
0
ファイル: main.c プロジェクト: ychaim/connman-json-client
int main(void)
{
	struct json_object *cmd;
	engine_callback = main_callback;

	if (engine_init() < 0)
		exit(1);

	signal(SIGINT, stop_loop);
	loop_init();

	initscr();
	cbreak();
	noecho();
	keypad(stdscr, TRUE);

	win_body_lines = LINES - 8;
	
	// If you don't do this, the service config form won't be displayed
	while (win_body_lines % 4 != 3)
		win_body_lines--;

	win_body = newwin(win_body_lines + 2, COLS, 2, 0);
	box(win_body, 0 , 0);
	keypad(win_body, TRUE);

	win_header = newwin(2, COLS, 0, 0);
	win_footer = newwin(2, COLS, LINES-2, 0);

	// Print all windows, according to the man it's more efficient than 3
	wnoutrefresh(win_header);
	wnoutrefresh(win_body);
	wnoutrefresh(win_footer);
	doupdate();

	context.current_context = CONTEXT_HOME;
	context.serv = malloc(sizeof(struct userptr_data));
	assert(context.serv != NULL);
	context.tech = malloc(sizeof(struct userptr_data));
	assert(context.tech != NULL);

	// get_home_page (and render it)
	cmd = json_object_new_object();
	json_object_object_add(cmd, key_command, json_object_new_string("get_home_page"));
	engine_query(cmd);

	loop_run(true);
	loop_terminate();

	delwin(win_header);
	delwin(win_body);
	delwin(win_footer);
	endwin();

	return 0;
}
コード例 #10
0
ファイル: gsm4.c プロジェクト: MikroElektronika/HEXIWEAR
void gsm4_init( void )
{
    engine_init( gsm4_evn_default );
    
    at_cmd_save( "RING",          1000, NULL, NULL, NULL, gsm4_ev_ring );
    
    at_cmd( "AT" );
    at_cmd( "AT+CSCS=\"GSM\"" );
    at_cmd( "AT+CMGF=1" );
}
コード例 #11
0
int main() {
    // Init components
    components_init();
    
    // Load fonts
    f_small = font_load("font_small");
    f_large = font_load("font_large");
    
    // Load images
    img_blood = bmp_load("images/blood.bmp");
    bmp_image *img_space = bmp_load("images/space.bmp");
    bmp_image *img_ufo1 = bmp_load("images/ufo1.bmp");
    bmp_image *img_ufo2 = bmp_load("images/ufo2.bmp");
    bmp_image *img_ufo3 = bmp_load("images/ufo3.bmp");
    bmp_image *img_ufo4 = bmp_load("images/ufo4.bmp");
    bmp_image *img_ufo5 = bmp_load("images/ufo5.bmp");
    bmp_image *img_rabby = bmp_load("rabbit.bmp");
    bmp_image *img_powerup1 = bmp_load("images/pow1.bmp");
    bmp_image *img_powerup2 = bmp_load("images/pow1.bmp");
    bmp_image *img_powerup3 = bmp_load("images/pow1.bmp");
    bmp_image *img_powerup4 = bmp_load("images/pow1.bmp");
    bmp_image *img_rabby_red = bmp_copy(img_rabby);
    bmp_tint(img_rabby_red, 255, 128, 128);
    bmp_tint(img_powerup3, 0, 250, 29);
    bmp_tint(img_powerup2, 0, 0, 255);
    bmp_tint(img_powerup1, 255, 255, 29);
    
    // Create drawables
    space = drawable_create_bmp(img_space);
    ufo1 = drawable_create_bmp(img_ufo1);
    ufo2 = drawable_create_bmp(img_ufo2);
    ufo3 = drawable_create_bmp(img_ufo3);
    ufo4 = drawable_create_bmp(img_ufo4);
    ufo5 = drawable_create_bmp(img_ufo5);
    rabby = drawable_create_bmp(img_rabby);
    bullet = drawable_create_rect(4, 4, 255, 255, 255);
    rabby_red = drawable_create_bmp(img_rabby_red);
    power_sprite[0] = drawable_create_bmp(img_powerup1);
    power_sprite[1] = drawable_create_bmp(img_powerup2);
    power_sprite[2] = drawable_create_bmp(img_powerup3);
    power_sprite[3] = drawable_create_bmp(img_powerup4);
    
    // Start midi player in another thread
    pthread_t thread_midi;
    int result = pthread_create(&thread_midi, NULL, midi_run, NULL);
    
    // Loop game
    while (1) {
        engine_init();
        init();
        engine_run();
        dispose();
        engine_dispose();
    }
}
コード例 #12
0
ファイル: engine.c プロジェクト: BonsaiDen/Norum
// Engine ----------------------------------------------------------------------
// -----------------------------------------------------------------------------
int engine_create(const int width, const int height, const int scale, const int fps) {
    engine = (struct Engine*)malloc(sizeof(struct Engine));
    
    if (!engine_init(width, height, scale, fps)) {
        free(engine);
        return 1;
    }
    game_init();
    
    // Main Loop, o'rly?
    int render_start = 0, render_diff = 0, render_wait = 0;
    int fps_count = 0, fps_time = 0;
    while (engine->running) {
        render_start = SDL_GetTicks();
        
        engine_events();
        if (key_pressed(SDLK_p)) {
            engine_pause(!engine->paused);
        }
        if (!engine->paused) {
            game_update();
        }
        engine_clear_keys();
        engine_clear_mouse();
        game_render(engine->screen);
        SDL_Flip(engine->screen->bg);
        
        // Limit FPS
        render_diff = SDL_GetTicks() - render_start;
        if (render_diff > 0) {
            render_wait = engine->fps_wait - render_diff;
            if (render_wait > 0) {
                SDL_Delay(render_wait);
            }
            if (!engine->paused) {
                engine->time += SDL_GetTicks() - render_start;
            }
        }
        
        // Count FPS
        if (!engine->paused) {
            fps_count++;
            if (fps_count >= 10) {
                engine->fps_current = 1000 / ((engine->time - fps_time) / fps_count);
                fps_count = 0;
                fps_time = engine->time;
            }
        }
    }
    
    // Cleanup
    game_quit();
    engine_cleanup();
    return 0;
}
コード例 #13
0
ファイル: ifitron.c プロジェクト: QrshR/inf1060-he
int main (int argc, char* argv[]) {
  if (argc > 1) args_handle (argc, argv);

  if(tron.user_name[0] == 0) {
    char *tmp = getlogin();
    if(tmp == NULL) {
      ifitron_abort("No username provided and attempts to fetch it automatically, failed.\n");
    }
    strcpy(tron.user_name, tmp);
  }

  if(get_server_mode() == 2) {
    while(TRUE) {
      int result = play_multiplayer();
      if(result == -1)
        break;
    }
    engine_exit();
    ifitron_exit();
  }

  if(client_host_addr != NULL) { //Connect to the server
    int sd = connect_to_server();
    if(sd == -1) {
      ifitron_abort("Couldn't connect to the server.\n");
    }else{
      set_client_socket_descriptor(sd);
    }
  }

  engine_init ();
  engine_show_main_menu ();
  ifitron_init ();
	
  while (TRUE) {
    if (tron.is_alive == FALSE) 
      ifitron_game_over ();
    
    engine_get_game_input();
    player_update(get_tron());
    
    player_increase_size (get_tron(), 1);
    player_increase_score (get_tron(), game.level);
	  
    if (tron.score % 50 == 0 && game.level < 9) game.level++;

    if (player_hit_self(get_tron()) == TRUE  || player_hit_borders(get_tron()) == TRUE)
      tron.is_alive = FALSE;

    engine_show_screen ();
  }
  return 0;
}
コード例 #14
0
/*
=======================================
    获取引擎插件接口
=======================================
*/
CR_API sENGINE*
engine_syn (void_t)
{
    sENGINE*    engine;

    engine = engine_init(s_finda, s_findw, s_loada, s_loadw);
    if (engine == NULL)
        return (NULL);
    engine->fmtz_load = engine_syn_load;
    engine->info = "SYN FMTz Engine (Done by CrHackOS)";
    return (engine);
}
コード例 #15
0
/*
=======================================
    获取引擎插件接口
=======================================
*/
CR_API sENGINE*
engine_rar (void_t)
{
    sENGINE*    engine;

    engine = engine_init(NULL, NULL, NULL, NULL);
    if (engine == NULL)
        return (NULL);
    engine->fmtz_load = engine_rar_load;
    engine->info = "RAR FMTz Engine (Done by CrHackOS)";
    return (engine);
}
コード例 #16
0
ファイル: main.c プロジェクト: John-Sharp/gl_demos
int main()
{
    engine_init(
            800,
            600,
            "Snake",
            100);

    engine_start();

    engine_destroy();
}
コード例 #17
0
ファイル: main.c プロジェクト: metredigm/hunter
void init_core(void) {
	config* config_handle = NULL;
	config_alloc(&config_handle, "config/core.cfg");

	engine_init(config_get_int_value(config_handle, "enable_alarms"));

	global* global_handle = NULL;
	global_alloc(&global_handle);

	config_free(&config_handle);

	global_set(global_handle, GLOBAL_EDITOR_MODE, EDITOR_MODE_OFF);
}
コード例 #18
0
ファイル: main_emscripten.c プロジェクト: kidanger/Drystal
int main(int argc, char* argv[])
{
	const char* default_filename = "main.lua";
	char* filename = NULL;
	const char* zipname = "game.zip";
	int r;
	bool is_arg[argc];

	int ziplen = strlen("--zip=");
	for (int i = 1; i < argc; i++) {
		is_arg[i] = false;
		if (!strncmp(argv[i], "--zip=", ziplen)) {
			zipname = argv[i] + ziplen;
		} else if (!filename) {
			filename = xstrdup(argv[i]);
		} else {
			is_arg[i] = true;
		}
	}

	if (!filename) {
		filename = xstrdup(default_filename);
	} else if (is_directory(filename)) {
		char* newfilename;
		if (endswith(filename, "/")) {
			newfilename = strjoin(filename, default_filename, NULL);
		} else {
			newfilename = strjoin(filename, "/", default_filename, NULL);
		}
		free(filename);
		filename = newfilename;
	}

	r = engine_init(filename, 60);
	if (r < 0) {
		return EXIT_FAILURE;
	}

	for (int i = 1; i < argc; i++) {
		if (is_arg[i]) {
			dlua_add_arg(argv[i]);
		}
	}

	log_info("Downloading %s...", zipname);
	emscripten_async_wget_data(zipname, NULL, on_zip_downloaded, on_zip_fail);
	emscripten_set_main_loop(loop, 0, true);

	return 0;
}
コード例 #19
0
ファイル: tiny.cpp プロジェクト: tonetheman/sdl_examples
int main(int argc, char* argv[]) {
	script_init();
	load_ini();
	engine_init(); // includes ttf init too
	vid_init();

	dump_lua();

	game_loop();
	
	engine_shutdown();
	script_shutdown();
	return 0;
}
コード例 #20
0
ファイル: engine.c プロジェクト: Aransentin/RT-Engine
Engine * engine_new( unsigned int w, unsigned int h, unsigned int iw, unsigned int ih )
{
	Engine * e = calloc( 1, sizeof(Engine) );
	
	/*Setup things needed for the engine*/
	e->dim_window[0] = w;
	e->dim_window[1] = h;
	e->dim_internal[0] = iw;
	e->dim_internal[1] = ih;
	
	engine_init( e );
	
	return e;
}
コード例 #21
0
/*ARGSUSED*/
static void
initialize(int argc, char *argv[])
{
	myname = uu_setpname(argv[0]);
	(void) atexit(lscf_cleanup);

	(void) setlocale(LC_ALL, "");
	(void) textdomain(TEXT_DOMAIN);

	(void) lxml_init();
	internal_init();
	engine_init();
	lscf_init();			/* must follow engine_init() */
	tmpl_init();
}
コード例 #22
0
/*
=======================================
    获取引擎插件接口
=======================================
*/
CR_API sENGINE*
engine_fmodex (void_t)
{
    sENGINE*    engine;

    engine = engine_init(NULL, NULL, NULL, NULL);
    if (engine == NULL)
        return (NULL);
    if (!fmodex_init()) {
        engine_free(engine);
        return (NULL);
    }
    engine->fmtz_load = engine_fmodex_load;
    engine->engine_free = engine_fmodex_free;
    engine->info = "FMODEx FMTz Engine (Done by CrHackOS)";
    return (engine);
}
コード例 #23
0
ファイル: main.c プロジェクト: duaneking/galena
int main( void )
{

	uint32_t dim_cl[2] = { 1024, 512 };
	uint32_t dim_gl[2] = { 1024, 512 };
	engine_init( dim_cl, dim_gl );
	world_init( &engine.world );
	
	while( 1 )
	{
		if( engine_main() < 0 )
			break;
		
		render_main();
	}
	
	engine_destroy();
	return EXIT_SUCCESS;
}
コード例 #24
0
ファイル: main.c プロジェクト: gsrr/Python
/**	The main function - contains the main loop of the game.
 *
 *
 *	@note I tried to make this function as clear as possible, so anyone
 *        could understaing the whole game logic starting by here. @n
 *        Have fun with the source code!
 */
 int main (int argc, char* argv[])
{
	if (argc > 1)
		args_handle (argc, argv);

	engine_init ();
	engine_show_main_menu ();
	nsnake_init ();

	while (TRUE == TRUE)
	{
		if (snake.is_alive == FALSE)
			nsnake_game_over ();

		engine_get_game_input ();

		player_update ();
		fruit_update_bonus ();

		if (player_hit_fruit () == TRUE)
		{
			// Is this score arbitrary?
			player_increase_score (game.level*3 + fruit.bonus);
			player_increase_size (2);
			fruit_init ();
		}

		if (player_hit_self () == TRUE)
			snake.is_alive = FALSE;

		if (player_collided_with_borders () == TRUE)
			snake.is_alive = FALSE;

		engine_show_screen ();
	}


	// Even though we have this here, the game always quits during
	// the main loop
	engine_exit ();
	nsnake_exit ();
	return 0;
}
コード例 #25
0
ファイル: main.cpp プロジェクト: NickPollard/Stellariad
int main(int argc, char** argv) {
    printf("Loading Vitae.\n");

    test_allocator();
    init(argc, argv);

    // *** Initialise Engine
    engine* e = engine_create();
    engine_init( e, argc, argv );

#if UNIT_TEST
    runTests();
#endif

    engine_run( e );

    // Exit Gracefully
    return 0;
}
コード例 #26
0
ファイル: main.c プロジェクト: flaub/tikitank
int main(int argc, char** argv) {
	int rc;
	const char* port = "80";
	struct engine* eng;

	while ((rc = getopt(argc, argv, "hp:")) != -1) {
		switch (rc) {
		case 'p':
			port = optarg;
			break;
		case 'h':
			usage(0);
			break;
		default:
			usage(2);
			break;
		}
	}

	if (pal_init(&pal))
		return -1;

	eng = engine_init(&pal);
	rc = web_init(eng, port);
	if (rc) {
		LOG(("Web server failed to start: (%d) %s\n", rc, strerror(rc)));
		return rc;
	}

	LOG(("Running engine\n"));

	web_run();
	engine_run();

	web_destroy();
	engine_destroy();
	pal_destroy(&pal);

	LOG(("Exited gracefully\n"));

	return 0;
}
コード例 #27
0
ファイル: main.c プロジェクト: hy0kl/yetris
/** Main entry point for the game. I kept it as simple as I could. */
int main(int argc, char* argv[])
{
	global = new_globals();

	config_handle();
	args_handle(argc, argv);

	engine_init();
	atexit(engine_exit); /* no need to call it when quitting */

	game_s game = new_game();
	engine_draw(&game);

	while (!game.quit)
	{
		int c = engine_get_input(game.speed);

		game_handle_input(&game, c);
		game_update(&game);

		/* THIS WILL BE UNCOMMENTED SOON */
		/* if (game.show_help) */
		/* { */
		/* 	engine_draw_help(); */
		/* 	engine_wait_for_keypress(); */
		/* 	game.show_help = false; */
		/* } */
		if (game.is_over)
		{
			game_over(&game);
			engine_draw_gameover(&game);
			engine_wait_for_keypress();
			game = new_game();
		}
		engine_draw(&game);
	}

	return EXIT_SUCCESS;
}
コード例 #28
0
ファイル: main_x11.c プロジェクト: polarcat/zztest
int main(int argc, char **argv)
{
	struct engine *engine = NULL;
	Display *dpy;
	int num;
	XSetWindowAttributes attr;
	unsigned long mask;
	Window root;
	Window win;
	XVisualInfo *info = NULL;
	GLXContext ctx  = NULL;
	int conf[] = { GLX_RGBA,
		GLX_RED_SIZE, 1,
		GLX_GREEN_SIZE, 1,
		GLX_BLUE_SIZE, 1,
		GLX_DOUBLEBUFFER, GL_FALSE,
		GLX_DEPTH_SIZE, 1,
		None,
	};

	dpy = XOpenDisplay(NULL);
	if (!dpy) {
		_err("failed to open X display\n");
		return 1;
	}

	num = DefaultScreen(dpy);
	_inf("use GLX_SGIX_pbuffer on screen %d\n", num);

	root = RootWindow(dpy, num);
	info = glXChooseVisual(dpy, num, conf);
	if (!info) {
		_err("glXChooseVisual() failed\n");
		goto out;
	}

	/* window attributes */
	attr.border_pixel = 0;
	attr.colormap = XCreateColormap(dpy, root, info->visual, AllocNone);
	attr.event_mask = ButtonPressMask | ExposureMask | KeyPressMask;
	mask = CWBorderPixel | CWColormap | CWEventMask;

	win = XCreateWindow(dpy, root, 0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT,
		0, info->depth, InputOutput, info->visual, mask, &attr);

	ctx = glXCreateContext(dpy, info, NULL, GL_TRUE);
	if (!ctx) {
		_err("glXCreateContext() failed\n");
		goto out;
	}

	XFree(info);
	info = NULL;
	XMapWindow(dpy, win);

	_msg("call glXMakeCurrent()\n");
	glXMakeCurrent(dpy, win, ctx);

	_inf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
	_inf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
	_inf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
	_inf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
	_inf("GL_SHADING_LANGUAGE_VERSION = %s\n",
		(char *) glGetString(GL_SHADING_LANGUAGE_VERSION));

	_msg("clear window\n");
	glClearColor(0, 0, 0, 1);
	glClear(GL_COLOR_BUFFER_BIT);
	glXSwapBuffers(dpy, win);

	_msg("init engine\n");
	if (engine_init(&engine, argc, argv) < 0) {
		_err("engine_init() failed\n");
		goto out;
	}

	_msg("start engine\n");
	engine_start(engine);

	glXSwapBuffers(dpy, win);

	engine_stop(engine);
	event_loop(dpy);

	_msg("exit engine\n");
	engine_exit(&engine);

out:
	glXMakeCurrent(dpy, 0, 0);

	if (info)
		XFree(info);

	if (ctx)
		glXDestroyContext(dpy, ctx);

	XDestroyWindow(dpy, win);
	XCloseDisplay(dpy);

	return 0;
}
コード例 #29
0
ファイル: main.c プロジェクト: trailofbits/cb-multios
int main()
{
    char input[16];
    int done = 0, state;

    if (!engine_init())
        return 1;
    init_states();

    while (!done)
    {
        state = read_keyword(input, sizeof(input));
        if (state == 0)
            break;
        if (state == STATE_ERROR)
            continue;
        
        //fprintf(stderr, "cmd %s state %d\n", input, state);


        switch (state)
        {
        case STATE_BLACK:
            engine_set_color(BLACK);
            break;
        case STATE_WHITE:
            engine_set_color(WHITE);
            break;
        case STATE_CGCBOARD:
            write_string("\n");
            break;
        case STATE_DRAW:
            engine_offer_draw();
            break;
        case STATE_FORCE:
            engine_set_go(0);
            break;
        case STATE_GO:
            engine_set_go(1);
            break;
        case STATE_NEW:
            engine_new();
            break;
        case STATE_RANDOM:
            engine_set_random(!engine_get_random());
            break;
        case STATE_RESULT:
            if (!handle_result())
                done = 1;
            break;
        case STATE_REMOVE:
            engine_undo();
            engine_undo();
            break;
        case STATE_QUIT:
            write_string("bye\n");
            done = 1;
            break;
        case STATE_SD:
            if (!handle_sd())
                done = 1;
            break;
        case STATE_UNDO:
            engine_undo();
            break;
        case STATE_MOVE:
            engine_move(str_to_move(input));
            break;
        case STATE_PLAY:
            engine_go();
            break;
        }
    }

    engine_destroy();

    return 0;
}
コード例 #30
0
ファイル: tint.c プロジェクト: yaozongyou/tetris
int main(int argc, char* argv[]) {
    bool finished;
    int ch;
    engine_t engine;
    /* Initialize */
    rand_init();							/* must be called before engine_init () */
    engine_init(&engine, score_function);	/* must be called before using engine.curshape */
    finished = shownext = FALSE;
    memset(shapecount, 0, NUMSHAPES * sizeof(int));
    shapecount[engine.curshape]++;
    parse_options(argc,argv);				/* must be called after initializing variables */
    if (level < MINLEVEL) {
        choose_level();
    }
    io_init();
    drawbackground();
    in_timeout(DELAY);
    /* Main loop */
    do {
        /* draw shape */
        showstatus(&engine);
        drawboard(engine.board);
        out_refresh();
        /* Check if user pressed a key */
        if ((ch = in_getch ()) != ERR) {
            switch (ch) {
            case 'j':
            case KEY_LEFT:
                engine_move(&engine,ACTION_LEFT);
                break;
            case 'k':
            case '\n':
                engine_move(&engine,ACTION_ROTATE);
                break;
            case 'l':
            case KEY_RIGHT:
                engine_move(&engine,ACTION_RIGHT);
                break;
            case ' ':
            case KEY_DOWN:
                engine_move(&engine,ACTION_DROP);
                break;
                /* show next piece */
            case 's':
                shownext = TRUE;
                break;
                /* toggle dotted lines */
            case 'd':
                dottedlines = !dottedlines;
                break;
                /* next level */
            case 'a':
            case KEY_UP:
                if (level < MAXLEVEL) {
                    level++;
                    in_timeout(DELAY);
                }
                else out_beep();
                break;
                /* quit */
            case 'q':
                finished = TRUE;
                break;
                /* pause */
            case 'p':
                out_setcolor(COLOR_WHITE,COLOR_BLACK);
                out_gotoxy((out_width() - 34) / 2,out_height() - 2);
                out_printf("Paused - Press any key to continue");
                while ((ch = in_getch ()) == ERR) ;	/* Wait for a key to be pressed */
                in_flush();							/* Clear keyboard buffer */
                out_gotoxy((out_width() - 34) / 2, out_height() - 2);
                out_printf("                                  ");
                break;
                /* unknown keypress */
            default:
                out_beep();
            }
            in_flush();
        } else {
            switch (engine_evaluate(&engine)) {
            /* game over (board full) */
            case -1:
                if ((level < MAXLEVEL) && ((engine.status.droppedlines / 10) > level)) level++;
                finished = TRUE;
                break;
                /* shape at bottom, next one released */
            case 0:
                if ((level < MAXLEVEL) && ((engine.status.droppedlines / 10) > level)) {
                    level++;
                    in_timeout(DELAY);
                }
                shapecount[engine.curshape]++;
                break;
                /* shape moved down one line */
            case 1:
                break;
            }
        }
    } while (!finished);
    /* Restore console settings and exit */
    io_close();
    /* Don't bother the player if he want's to quit */
    if (ch != 'q') {
        showplayerstats(&engine);
        savescores(GETSCORE(engine.score));
    }
    exit(EXIT_SUCCESS);
}