int main(void) { flash_led(LED1); // init logger log_init(&mainlog, "main"); lcd_init(); graphics_init(); touch_panel_init(); lcd_backlight_init(); lcd_backlight_auto_off(false); lcd_backlight_enable(); set_background_colour(BLACK); panel_meter_init(&panelmeter, buffer, BOX_LOCATION, BOX_SIZE, true, "%.3f", "C", BOX_MAIN_FONT, BOX_UNIT_FONT); panel_meter_enable_touch(&panelmeter, (touch_callback_t)touch_key_callback, panelmeter_touch_appdata); float val = 0; while(1) { printf("val %.3f\n", (double)val); panel_meter_update(&panelmeter, val); val += 0.1; sleep(1); } pthread_exit(0); return 0; }
void create_game(ng::i_layout& aLayout) { auto spritePlane = std::make_shared<ng::sprite_plane>(); aLayout.add_item(spritePlane); spritePlane->set_font(ng::font(spritePlane->font(), ng::font::Bold, 28)); spritePlane->set_background_colour(ng::colour::Black); spritePlane->enable_z_sorting(true); for (uint32_t i = 0; i < 1000; ++i) spritePlane->add_shape(std::make_shared<ng::rectangle>( *spritePlane, ng::vec3{static_cast<ng::scalar>(std::rand() % 800), static_cast<ng::scalar>(std::rand() % 800), -(static_cast<ng::scalar>(std::rand() % 32))}, ng::size{static_cast<ng::scalar>(std::rand() % 64), static_cast<ng::scalar>(std::rand() % 64)}, ng::colour(std::rand() % 64, std::rand() % 64, std::rand() % 64))); //spritePlane->set_uniform_gravity(); //spritePlane->set_gravitational_constant(0.0); //spritePlane->create_earth(); auto& spaceshipSprite = spritePlane->create_sprite(ng::image(sSpaceshipImagePattern, { {0, ng::colour()}, {1, ng::colour::LightGoldenrod}, {2, ng::colour::DarkGoldenrod4} })); spaceshipSprite.physics().set_mass(1.0); spaceshipSprite.set_size(ng::size(36.0, 36.0)); spaceshipSprite.set_position_3D(ng::vec3(400.0, 18.0, 1.0)); auto shipInfo = std::make_shared<ng::text>(*spritePlane, ng::vec3{}, "", ng::font("SnareDrum One NBP", "Regular", 24.0), ng::colour::White); shipInfo->set_border(1.0); shipInfo->set_margins(ng::margins(2.0)); shipInfo->set_buddy(spaceshipSprite, ng::vec3{18.0, 18.0, 0.0}); spritePlane->add_shape(shipInfo); spritePlane->sprites_painted([spritePlane](ng::graphics_context& aGraphicsContext) { aGraphicsContext.draw_text(ng::point(0.0, 0.0), "Hello, World!", spritePlane->font(), ng::colour::White); }); spritePlane->physics_applied([spritePlane, &spaceshipSprite, shipInfo]() { const auto& keyboard = ng::app::instance().keyboard(); spaceshipSprite.physics().set_acceleration({ keyboard.is_key_pressed(ng::ScanCode_RIGHT) ? 16.0 : keyboard.is_key_pressed(ng::ScanCode_LEFT) ? -16.0 : 0.0, keyboard.is_key_pressed(ng::ScanCode_UP) ? 16.0 : keyboard.is_key_pressed(ng::ScanCode_DOWN) ? -16.0 : 0.0 }); if (keyboard.is_key_pressed(ng::ScanCode_X)) spaceshipSprite.physics().set_spin_degrees(30.0); else if (keyboard.is_key_pressed(ng::ScanCode_Z)) spaceshipSprite.physics().set_spin_degrees(-30.0); else spaceshipSprite.physics().set_spin_degrees(0.0); if (keyboard.is_key_pressed(ng::ScanCode_SPACE)) spritePlane->add_sprite(std::make_shared<bullet>(spaceshipSprite)); std::ostringstream oss; oss << "VELOCITY: " << spaceshipSprite.physics().velocity().magnitude() << " m/s" << "\n"; oss << "ACCELERATION: " << spaceshipSprite.physics().acceleration().magnitude() << " m/s/s"; shipInfo->set_value(oss.str()); }); }
int main(void) { flash_led(LED1); // init logger log_init(&mainlog, "main"); lcd_init(); graphics_init(); touch_panel_init(); lcd_backlight_init(); set_background_colour(BACKGROUND); lcd_backlight_auto_off(true); lcd_backlight_enable(); lcd_backlight_timeout(30000); statusbar_init(); // init filesystem sdfs_init(); log_info(&mainlog, "wait for filesystem..."); while(!sdfs_ready()); // init networking net_config(&netconf, DEFAULT_RESOLV_CONF_PATH, DEFAULT_NETIF_CONF_PATH); net_init(&netconf); log_info(&mainlog, "device init done..."); init_heater_cooler(); log_info(&mainlog, "service init done..."); while(1) { usleep(250000); update_heater_cooler(); } return 0; }