コード例 #1
0
void QtInterface::paintGL()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	Engine()->Render();

	if ( Input()->KeyPressed( KEY_F5 ) )
	{
#ifdef _WIN32 // TODO: Update DevIl installation on linux to match newest version
		ilutGLScreenie();
#endif
	}

	m_iFrameCount += 1;
	float curtime = Timer()->CurrentTime();
	float dt = curtime - m_flLastTime;

	if ( dt >= 1.0f )
	{
		m_flFPS = (m_iFrameCount / dt);
		m_flLastTime = curtime;
		m_iFrameCount = 0;
	}
	
	if ( m_flFPS != 0.0f ) 
	{
		QString str;
		str.sprintf("%.2f fps (%.5f ms), time: %.2f", m_flFPS, (1.0f/m_flFPS), curtime);

		renderText(1, 10, str);
	}
}
コード例 #2
0
ILboolean ilOgl::Screenie()
{
	return ilutGLScreenie();
}
コード例 #3
0
int main( int argc, char *argv[]) {

// this was a quick test of InetOpenURL
#if 0
	HINTERNET hnet = InternetOpen( "Game", INTERNET_OPEN_TYPE_PRECONFIG, 
									NULL, NULL, 0 );
	HINTERNET hfile = InternetOpenUrl( hnet, "http://www.yahoo.com", 
										NULL, 0, 
										INTERNET_FLAG_DONT_CACHE, 0);
	char buff[5000];
	unsigned long nread;
	InternetReadFile( hfile, buff, 5000, &nread );
	buff[nread] = 0;
	printf( buff );
#endif

	if ( SDL_Init(SDL_INIT_NOPARACHUTE | SDL_INIT_AUDIO|SDL_INIT_VIDEO |SDL_INIT_JOYSTICK) < 0 ) {
        fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError());
        exit(1);
    }

	if( SDL_SetVideoMode( 800, 600, 16, SDL_OPENGL /*| SDL_FULLSCREEN */ ) == 0 ) {
		fprintf(stderr,	"Unable to set video mode: %s\n", SDL_GetError());
        exit(1);
	}

	SDL_WM_SetCaption( "The Halloween Machine", NULL );

	// Init SDL_Mixer
	if (Mix_OpenAudio( 22050, AUDIO_S16, 2,  4096 )) {
		fprintf(stderr,	"Unable to open audio\n");
        exit(1);
	}

	// Initialize Joysticks/Gamepads
	printf("%d Controllers found.\n", SDL_NumJoysticks() );
	for (int i=0; i < SDL_NumJoysticks(); i++) {
		printf( "Controller %d: %s\n", i, SDL_JoystickName(i) );
	}
	gamepad.name = "No gamepad detected.";
	gamepad.sdlinfo = NULL;
	gamepad.stick = vec2f(0.0, 0.0 );
	gamepad.stick2 = vec2f(0.0, 0.0 );

	// Only use the first controller
	if (SDL_NumJoysticks() > 0 ) {
		gamepad.sdlinfo = SDL_JoystickOpen(0);
	}

	// init highscores
	readHighScores();	

	if (gamepad.sdlinfo) {
		gamepad.name = strdup( SDL_JoystickName(0) );
		printf( "Gamepad: Number of axes: %d\n", SDL_JoystickNumAxes(gamepad.sdlinfo) );
		printf( "Gamepad: Number of buttons: %d\n", SDL_JoystickNumButtons(gamepad.sdlinfo) );
		printf( "Gamepad: Number of balls: %d\n", SDL_JoystickNumBalls(gamepad.sdlinfo) );
		printf( "Gamepad: Number of hats: %d\n", SDL_JoystickNumHats(gamepad.sdlinfo) );
	}

	

	// initialize DevIL
	ilInit();
	ilutRenderer( ILUT_OPENGL );

	// Setup glgameFont
	
	// Load the font image
	ilGenImages( 1, &ilFontId );
	ilBindImage( ilFontId );		
	
	if (!ilLoadImage( "gamedata/magic.png" )) {
		printf("Loading font image failed\n");
	}
	
	// Make a GL texture for it
	glFontTexId = ilutGLBindTexImage();

	// Create a font by passing in an opengl texture id
	fntFontId = gfCreateFont( glFontTexId );

	// A .finfo file contains the metrics for a font. These
	// are generated by the Fontpack utility.
	gfLoadFontMetrics( fntFontId, "gamedata/magic.finfo");

	printf("font has %d chars\n", gfGetFontMetric( fntFontId, GF_FONT_NUMCHARS ) );
	gfEnableFont( fntFontId, 25 );		

	sfx[0] = Mix_LoadWAV("gamedata/whiit.wav");
	sfx[1] = Mix_LoadWAV("gamedata/didge.wav");
	sfx[2] = Mix_LoadWAV("gamedata/sfx_boom.wav");
	sfx[3] = Mix_LoadWAV("gamedata/harp.wav");
	sfx[4] = Mix_LoadWAV("gamedata/secret.wav");

	music_title = Mix_LoadMUS( "gamedata/AutumnLeft.ogg" );
	music_gameover = Mix_LoadMUS( "gamedata/YouDiedLoser.ogg" );
	music_ingame = Mix_LoadMUS( "gamedata/ingame.ogg" );

	if (!music_title) {
		printf("Error loading music %s\n", Mix_GetError() );
	} else {
		printf("Music loaded\n");
	}
	Mix_PlayMusic( music_title, -1 );

	
	// Start up the game
	g_game = new GameState();
	g_game->init();

	g_game->loadLevels( "gamedata/levels.txt" );

	g_view = new ViewSimple2D( g_game );
	g_game->setView( g_view );	

	//////////////////////
	// Event Loop
	//////////////////////
	while (1) {		
    SDL_Event event;

    /* Grab all the events off the queue. */
    while( SDL_PollEvent( &event ) ) {
		
        switch( event.type ) {
        case SDL_KEYDOWN:

			// are we reading highscore??
			if (ndxGetName >=0 ) {
				char buff[10];
				if ( ((event.key.keysym.sym >= SDLK_a) && (event.key.keysym.sym <= SDLK_z)) ||					 
					 ((event.key.keysym.sym >= SDLK_0) && (event.key.keysym.sym <= SDLK_9))) {
					sprintf( buff, "%c", (char)event.key.keysym.sym );

					if (event.key.keysym.mod & (KMOD_LSHIFT|KMOD_RSHIFT)) {
						buff[0] = toupper(buff[0]);
					}

					if (!strcmp(g_highScoreTable[ndxGetName].m_name.c_str(), HISCORE_PROMPT)) {
						g_highScoreTable[ndxGetName].m_name = "";
					}

					g_highScoreTable[ndxGetName].m_name.append( buff);

				} else if ( (event.key.keysym.sym==SDLK_BACKSPACE) ) {
					if (g_highScoreTable[ndxGetName].m_name.length()){ 
						g_highScoreTable[ndxGetName].m_name.erase( 
											g_highScoreTable[ndxGetName].m_name.end()-1 );
					}
				} else if ( (event.key.keysym.sym==SDLK_RETURN) ||
					      (event.key.keysym.sym==SDLK_ESCAPE) ) {

					if (!g_highScoreTable[ndxGetName].m_name.length()) {
						g_highScoreTable[ndxGetName].m_name = "Anonymous";
					}

					ndxGetName = -1;


					writeHighScores();
				}

				break;
			} 

            switch( event.key.keysym.sym ) {

				case SDLK_ESCAPE:				
					if ( (g_state==STATE_TITLE) &&
						(g_menuState == MENU_MAINMENU)) {
						do_quit();
					} else {
						backToTitleScreen();
					}
					break;

				case SDLK_a:
					g_view->toggleAnim();
					break;

				case SDLK_p:
					paused = !paused;
					break;

// Cheat codes.. enable for testing
#if 0
				case SDLK_z:
					if (g_state==STATE_GAMEOVER) {
						ndxGetName = 3;
						break;
					}
	
					

				case SDLK_1:
					g_game->dbgNextPumpkin( PUMPKIN );
					break;
				case SDLK_2:
					g_game->dbgNextPumpkin( PUMPKIN_ORANGE );
					break;
				case SDLK_3:
					g_game->dbgNextPumpkin( PUMPKIN_YELLOW );
					break;
				case SDLK_4:
					g_game->dbgNextPumpkin( PUMPKIN_RED );
					break;
				case SDLK_5:
					g_game->dbgNextPumpkin( SKULL );
					break;
				case SDLK_6:
					g_game->dbgNextPumpkin( FISH_HEAD );
					break;
				case SDLK_7:
					g_game->dbgNextPumpkin( BLACKBIRD );
					break;

				case SDLK_8:
					g_game->dbgClearQueue();
					break;
#endif


				case SDLK_s:
					ilutGLScreenie();
					break; 

				case SDLK_d:
					bDrawGamepad = !bDrawGamepad;
					break;

				case SDLK_m:					

					if (!musicOn) {
						printf("Playing\n");
						if (g_state==STATE_TITLE) {
							Mix_PlayMusic( music_title, -1 );
						} else if (g_state==STATE_PLAYING) {
							Mix_PlayMusic( music_ingame, -1 );
						} else if (g_state==STATE_GAMEOVER) {
							// easter egg.. kindof.. you get to hear the
							// game over music again. woo.
							Mix_PlayMusic( music_gameover, 0 );
						}
						musicOn = 1;
					} else {
						printf("Halting\n");
						Mix_HaltMusic();
						musicOn = 0;
					}


				case SDLK_LEFT:
					g_view->nextStation();
					break;
				case SDLK_RIGHT:
					g_view->prevStation();
					break;

				case SDLK_SPACE:
				case SDLK_RETURN:
					if (g_state == STATE_PLAYING) {
						doActivateStation();
					} else {
						doStartButton();
					}
					
					break;

				case SDLK_UP:
					if (g_state==STATE_PLAYING) {
						//g_view->activateStation();
						doActivateStation();
					} else if (g_state==STATE_TITLE ) {
						prevMenuItem();						
					}
					break;

				case SDLK_DOWN:
					if (g_state==STATE_TITLE ) {
						nextMenuItem();						
					}
					break;

				default:
					break;
				}
			break;

		

		case SDL_JOYAXISMOTION:  /* Handle Joystick Motion */
			if ( ( event.jaxis.value < -3200 ) || (event.jaxis.value > 3200 ) ) 
			{				

				switch(event.jaxis.axis) {				
				case 0:
					gamepad.stick[0] = (float)(event.jaxis.value) / 32768.0f;
					break;
				case 1:
					gamepad.stick[1] = (float)(event.jaxis.value) / 32768.0f;
					break;
				case 2:
					gamepad.throttle = (float)(event.jaxis.value) / 32768.0f;
					break;
				case 3:
					gamepad.stick2[0] = (float)(event.jaxis.value) / 32768.0f;
					break;
				case 4:															
					gamepad.stick2[1] = (float)(event.jaxis.value) / 32768.0f;					
					break;						
				}				
				
			} else {
				// prevent jitter near the center positions
				switch(event.jaxis.axis) {
				case 0:
					gamepad.stick[0] = 0.0;
					break;
				case 1:
					gamepad.stick[1] = 0.0;
					break;
				case 2:
					gamepad.throttle = 0.0;
					break;
				case 3:
					gamepad.stick2[0] = 0.0;
					break;
				case 4:
					gamepad.stick2[1] = 0.0;
					break;				
				}
			}
			break;

		case SDL_JOYBUTTONDOWN:  /* Handle Joystick Button Presses */
			gamepad.button[event.jbutton.button] = true;
			
			switch (event.jbutton.button) {
			case 0:				
				//g_view->activateStation();
				if (g_state==STATE_PLAYING) {
					doActivateStation();
				} else {
					doStartButton();
				}
				break;
			//case 1:
			//	sfx_chan[1] = Mix_PlayChannel(-1, sfx[1], 0);
			//	break;
			//case 2:
			//	sfx_chan[2] = Mix_PlayChannel(-1, sfx[2], 0);
			//	break;

			case 8: // start button 
				doStartButton();				
				break;

			}
			break;

		case SDL_JOYBUTTONUP:  /* Handle Joystick Button Release */
			gamepad.button[event.jbutton.button] = false;			
			break;

		case SDL_JOYHATMOTION:  /* Handle Hat Motion */			
			gamepad.hat = event.jhat.value;			

			if (g_state==STATE_PLAYING) {
	
				if (gamepad.hat & SDL_HAT_LEFT) {
				
					g_view->nextStation();
				}

				if (gamepad.hat & SDL_HAT_RIGHT) {
					g_view->prevStation();
				}				
			} else {
				if (gamepad.hat & SDL_HAT_UP) {
				
					prevMenuItem();
				}

				if (gamepad.hat & SDL_HAT_DOWN) {
					nextMenuItem();
				}
			}

			break;
			case SDL_QUIT:
				/* Handle quit requests (like Ctrl-c). */
				if ( (g_state==STATE_TITLE) &&
					(g_menuState == MENU_MAINMENU)) {
					do_quit();
				} else {
					backToTitleScreen();
				}
				break;
			}	
		}
		redraw();
	}
	return 0;
} 
コード例 #4
0
void TransIcelandicExpress::eventLoop() {
	while (1) {		
    SDL_Event event;

    /* Grab all the events off the queue. */
    while( SDL_PollEvent( &event ) ) {
		
        switch( event.type ) {
		case SDL_MOUSEMOTION:			
			mouseMotion( event.motion.xrel, event.motion.yrel );
			
			break;
        case SDL_KEYDOWN:
            switch( event.key.keysym.sym ) {
				case SDLK_ESCAPE:
					do_quit();
					break;
				case SDLK_SPACE:
					printf("space\n");
					break;

				case SDLK_1:
					sfx_chan[0] = Mix_PlayChannel(-1, sfx[0], 0);
					break;
				case SDLK_2:
					sfx_chan[1] = Mix_PlayChannel(-1, sfx[1], 0);
					break;
				case SDLK_3:
					sfx_chan[2] = Mix_PlayChannel(-1, sfx[2], 0);
					break;

				case SDLK_HOME:
					ilutGLScreenie();
					break; 

				case SDLK_h:
					showHelp = !showHelp;
					break;

				case SDLK_m:					
					if (!musicOn) {
						printf("Playing\n");
						Mix_PlayMusic( music, -1 );
						musicOn = 1;
					} else {
						printf("Halting\n");
						Mix_HaltMusic();						
						musicOn = 0;
					}
				default:
					break;
				}
			break;

			case SDL_QUIT:
				/* Handle quit requests (like Ctrl-c). */
				do_quit();
				break;
			}	
		}

		// check non-instant keys
		cf_moveForward = 0.0;
		cf_moveSideways = 0.0;

		Uint8 *keys;
		keys = SDL_GetKeyState(NULL);
		if (keys[SDLK_w] && !keys[SDLK_s]) {
			cf_moveForward = 1.0;
		}
		if (!keys[SDLK_w] && keys[SDLK_s]) {
			cf_moveForward = -1.0;
		}
		if (keys[SDLK_a] && !keys[SDLK_d]) {
			cf_moveSideways = -1.0;
		}
		if (!keys[SDLK_a] && keys[SDLK_d]) {
			cf_moveSideways = 1.0;
		}

		computeTimeDelta();
		simulate();
		redraw();
	}
}