Exemplo n.º 1
0
void EmuScreen::update(InputState &input) {
	if (!booted_)
		bootGame(gamePath_);

	UIScreen::update(input);

	// Simply forcibily update to the current screen size every frame. Doesn't cost much.
	PSP_CoreParameter().outputWidth = dp_xres;
	PSP_CoreParameter().outputHeight = dp_yres;
	PSP_CoreParameter().pixelWidth = pixel_xres;
	PSP_CoreParameter().pixelHeight = pixel_yres;

	UpdateUIState(UISTATE_INGAME);
	
	if (errorMessage_.size()) {
		I18NCategory *g = GetI18NCategory("Error");
		std::string errLoadingFile = g->T("Error loading file");
		errLoadingFile.append(" ");
		errLoadingFile.append(g->T(errorMessage_.c_str()));

		screenManager()->push(new PromptScreen(
			errLoadingFile, "OK", ""));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	float leftstick_x = 0.0f;
	float leftstick_y = 0.0f;
	float rightstick_x = 0.0f;
	float rightstick_y = 0.0f;

	// Virtual keys.
	__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);

	// Apply tilt to left stick
	// TODO: Make into an axis
#ifdef USING_GLES2
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		leftstick_x += clamp1(curve1(input.acc.y) * 2.0f) * g_Config.iTiltSensitivity / 100;
		__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
	}
#endif

	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	// This is here to support the iOS on screen back button.
	if (pauseTrigger_) {
		pauseTrigger_ = false;
		screenManager()->push(new GamePauseScreen(gamePath_));
	}
}
Exemplo n.º 2
0
void EmuScreen::update(InputState &input) {
	if (!booted_)
		bootGame(gamePath_);

	UIScreen::update(input);

	// Simply forcibily update to the current screen size every frame. Doesn't cost much.
	PSP_CoreParameter().outputWidth = dp_xres;
	PSP_CoreParameter().outputHeight = dp_yres;
	PSP_CoreParameter().pixelWidth = pixel_xres;
	PSP_CoreParameter().pixelHeight = pixel_yres;

	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new PromptScreen(
			"Error loading file: " + errorMessage_, "OK", ""));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	float leftstick_x = 0.0f;
	float leftstick_y = 0.0f;
	float rightstick_x = 0.0f;
	float rightstick_y = 0.0f;

	// Virtual keys.
	__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		leftstick_x += clamp1(curve1(input.acc.y) * 2.0f);
		__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
	}

	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	// This is here to support the iOS on screen back button.
	if (pauseTrigger_) {
		pauseTrigger_ = false;
		if (g_Config.bNewUI) {
			screenManager()->push(new GamePauseScreen(gamePath_));
		} else {
			screenManager()->push(new PauseScreen());
		}
	}
}
Exemplo n.º 3
0
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	float leftstick_x = 0.0f;
	float leftstick_y = 0.0f;
	float rightstick_x = 0.0f;
	float rightstick_y = 0.0f;

	// Virtual keys.
	__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	// Don't force on platforms that likely don't have a touchscreen, like Win32, OSX, and Linux...
	// TODO: What are good ifdefs for OSX and Linux, without breaking other mobile platforms?
#ifdef _WIN32
	if(g_Config.bShowTouchControls) {
#endif
		// TODO: Make new better touch buttons so we don't have to do this crap.

		// Copy over the mouse data from the real inputstate.
		fakeInputState.mouse_valid = input.mouse_valid;
		fakeInputState.pad_last_buttons = fakeInputState.pad_buttons;
		fakeInputState.pad_buttons = input.pad_buttons;
		memcpy(fakeInputState.pointer_down, input.pointer_down, sizeof(input.pointer_down));
		memcpy(fakeInputState.pointer_x, input.pointer_x, sizeof(input.pointer_x));
		memcpy(fakeInputState.pointer_y, input.pointer_y, sizeof(input.pointer_y));
		fakeInputState.pad_lstick_x = 0.0f;
		fakeInputState.pad_lstick_y = 0.0f;
		fakeInputState.pad_rstick_x = 0.0f;
		fakeInputState.pad_rstick_y = 0.0f;
		UpdateGamepad(fakeInputState);
		UpdateInputState(&fakeInputState);

		for (size_t i = 0; i < ARRAY_SIZE(legacy_touch_mapping); i++) {
			if (fakeInputState.pad_buttons_down & legacy_touch_mapping[i].from)
				__CtrlButtonDown(legacy_touch_mapping[i].to);
			if (fakeInputState.pad_buttons_up & legacy_touch_mapping[i].from)
				__CtrlButtonUp(legacy_touch_mapping[i].to);
		}
		leftstick_x += fakeInputState.pad_lstick_x;
		leftstick_y += fakeInputState.pad_lstick_y;
		rightstick_x += fakeInputState.pad_rstick_x;
		rightstick_y += fakeInputState.pad_rstick_y;

		if (g_Config.bShowAnalogStick) {
			__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
			__CtrlSetAnalogY(clamp1(leftstick_y), CTRL_STICK_LEFT);
		}
		__CtrlSetAnalogX(clamp1(rightstick_x), CTRL_STICK_RIGHT);
		__CtrlSetAnalogY(clamp1(rightstick_y), CTRL_STICK_RIGHT);

		// Also send the special buttons to input, since that's where they're handled.
		input.pad_buttons_down |= fakeInputState.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB | PAD_BUTTON_LEFT_THUMB);
		input.pad_buttons_up |= fakeInputState.pad_buttons_up & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB | PAD_BUTTON_LEFT_THUMB);
		input.pad_buttons = fakeInputState.pad_buttons;
#ifdef _WIN32
	}
#endif

	// Still checking input.pad_buttons here to support the onscreen throttle button.
	PSP_CoreParameter().unthrottle = virtKeys[VIRTKEY_UNTHROTTLE - VIRTKEY_FIRST] ||
		(input.pad_buttons & PAD_BUTTON_UNTHROTTLE) != 0;

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		leftstick_x += clamp1(curve1(input.acc.y) * 2.0f);
		__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
	}

	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	// This is still here to support the iOS on screen back button.
	if (input.pad_buttons_down & (PAD_BUTTON_BACK)) {
		screenManager()->push(new PauseScreen());
	}
}
Exemplo n.º 4
0
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	// Don't force on platforms that likely don't have a touchscreen, like Win32, OSX, and Linux...
	// TODO: What are good ifdefs for OSX and Linux, without breaking other mobile platforms?
#ifdef _WIN32
	if(g_Config.bShowTouchControls) {
#endif
		UpdateGamepad(input);

		UpdateInputState(&input);
#ifdef _WIN32
	}
#endif

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	float rightstick_x = input.pad_rstick_x;
	float rightstick_y = input.pad_rstick_y;
	
	I18NCategory *s = GetI18NCategory("Screen"); 

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y, 0);
	__CtrlSetAnalog(rightstick_x, rightstick_x, 1);

	if (PSP_CoreParameter().fpsLimit != 2) {
		// Don't really need to show these, it's pretty obvious what unthrottle does,
		// in contrast to the three state toggle
		/*
		if (input.pad_buttons_down & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
		}
		if (input.pad_buttons_up & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("standard", "Speed: standard"), 1.0);
		}*/
	}
	if (input.pad_buttons & PAD_BUTTON_UNTHROTTLE) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}
	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1 && PSP_CoreParameter().fpsLimit != 2) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	//Toggle between 3 different states of fpsLimit
	if (input.pad_buttons_down & PAD_BUTTON_LEFT_THUMB) {
		if (PSP_CoreParameter().fpsLimit == 0) {
			PSP_CoreParameter().fpsLimit = 1;
			osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
		}
		else if (PSP_CoreParameter().fpsLimit == 1) {
			PSP_CoreParameter().fpsLimit = 2;
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
		}
		else if (PSP_CoreParameter().fpsLimit == 2) {
			PSP_CoreParameter().fpsLimit = 0;
			osm.Show(s->T("standard", "Speed: standard"), 1.0);
		}
	}

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
	}
}
Exemplo n.º 5
0
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	if (g_Config.bShowTouchControls)
		UpdateGamepad(input);

	UpdateInputState(&input);

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	// Apply tilt
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y);

	if (input.pad_buttons & PAD_BUTTON_LEFT_THUMB) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
	}
}
Exemplo n.º 6
0
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	UpdateGamepad(input);

	UpdateInputState(&input);

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	float rightstick_x = input.pad_rstick_x;
	float rightstick_y = input.pad_rstick_y;

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y, 0);
	__CtrlSetAnalog(rightstick_x, rightstick_x, 1);

	if (input.pad_buttons & PAD_BUTTON_UNTHROTTLE) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}
	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1 && PSP_CoreParameter().fpsLimit != 2) {
		PSP_CoreParameter().fpsLimit = 0;
	}
	//Toggle between 3 different states of fpsLimit
	if (input.pad_buttons_down & PAD_BUTTON_LEFT_THUMB) {
		if (PSP_CoreParameter().fpsLimit == 0){
			PSP_CoreParameter().fpsLimit = 1;
		}
		else if (PSP_CoreParameter().fpsLimit == 1){
			PSP_CoreParameter().fpsLimit = 2;
		}
		else if (PSP_CoreParameter().fpsLimit == 2){
			PSP_CoreParameter().fpsLimit = 0;
		}
	}
	
	
	

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
	}
}
Exemplo n.º 7
0
CRhinoCommand::result CGenPianoVis::RunCommand( const CRhinoCommandContext& context )
{

  Cscript1PlugIn& plugin = script1PlugIn();

  if( !plugin.IsDlgVisible() )
  {
    return CRhinoCommand::nothing;
  }


  /*GET THE LAYER NAME*/
  CRhinoGetString gs;
  gs.SetCommandPrompt( L"NAME OF LAYER WHICH CONTAINS VISIONAL PLANE : " );
  gs.GetString();
  if( gs.CommandResult() != CRhinoCommand::success )
  {
	  return gs.CommandResult();
  }
  /*VALIDATE THE STRING*/
  ON_wString layer_name = gs.String();
  layer_name.TrimLeftAndRight();
  if( layer_name.IsEmpty() )
  {
	  return CRhinoCommand::cancel;
  }
    
  /*GET A REFERENCE TO THE LAYER TABLE*/
  CRhinoLayerTable& layer_table = context.m_doc.m_layer_table;
 
  /*FIND THE LAYER*/ 
  int layer_index = layer_table.FindLayer(layer_name );
  if( layer_index < 0 )
  {
    RhinoApp().Print( L"LAYER \"%s\" DOES NOT EXIST.\n", layer_name );
	
  }
  else
  {
	  ON_Layer currentLayer;
	  int numLayers = layer_table.LayerCount();
	  layer_table.SetCurrentLayerIndex(layer_index);
	  for(int i = 0; i < numLayers; i++)
	  {
		  if(i != layer_index)
		  {
			  currentLayer = layer_table[i];
			  currentLayer.SetVisible(false);
			  layer_table.ModifyLayer(currentLayer, i);
		  }
	  }
	  context.m_doc.Redraw();
	  const CRhinoLayer& layer = context.m_doc.m_layer_table[layer_index];
	  ON_SimpleArray<CRhinoObject*> obj_list;

	 
	  
      int object_count = context.m_doc.LookupObject( layer, obj_list );
      if( object_count > 0 )
      {
		 /********************************************************************/
		 //CRhinoObject* obj = obj_list[0];
		 //if( obj && obj->IsSelectable() )
		 //{
			// obj->Select(true);
			// obj->Highlight(true);
			// m_doc.Redraw();
		 //}
		 /********************************************************************/
		 //aniello gegin
		 // Disable redrawing
		 //CRhinoView::EnableDrawing( FALSE ); meglio tenerlo disabilitato altrimenti la schermata non si aggiorna.
 
         // Get the next runtime object serial number before scripting
		 unsigned int first_sn = CRhinoObject::NextRuntimeObjectSerialNumber();
	     //aniello end
	     /////////////////////
		  
		 CRhinoGetObject gc;
		 gc.SetCommandPrompt( L"SELECT LINE TO EXTEND" );
         gc.SetGeometryFilter( CRhinoGetObject::curve_object );
         gc.GetObjects( 1, 1 );
		 if(gc.CommandResult() == CRhinoCommand::success )
		 {
			const CRhinoObjRef& objref = gc.Object(0);
            const ON_Curve* pC = ON_Curve::Cast( objref.Geometry() );
			ON_Curve* crv0 = pC->DuplicateCurve();
			
			bool rc0 = RhinoExtendCurve(crv0, CRhinoExtend::Line, 1, 5);
			bool rc1 = RhinoExtendCurve(crv0, CRhinoExtend::Line, 0, 15);
			context.m_doc.ReplaceObject(objref, *crv0 );
            context.m_doc.Redraw();

			///// begin prova memorizzazione id o name linea pv
		////ON_UUID uuid1 = gc->Attributes().m_uuid;
		////	ON_UUID uuid1 = objref.ObjectUuid();
		//	//ON_UuidToString( uuid1, cvrPrima );
		//	 const CRhinoObject* obj5 = objref.Object();
  //          ON_UUID uuid1 = obj5->Attributes().m_uuid;

		//	pvcurva =  uuid1;
		//	ON_3dmObjectAttributes obj_attribs = obj5->Attributes();
		//	CRhinoGetString gs;
  //gs.SetCommandPrompt( L"New object name" );
  //gs.SetDefaultString( obj_attribs.m_name );
  //gs.AcceptNothing( TRUE );
  //gs.GetString();
  //if( gs.CommandResult() != CRhinoCommand::success )
  //  return gs.CommandResult();
 
  //// Get the string entered by the user
  //ON_wString obj_name = gs.String();
  //obj_name.TrimLeftAndRight();
 
  //// Is name the same?
  //if( obj_name.Compare(obj_attribs.m_name) == 0 )
  //  return CRhinoCommand::nothing;

		//	//ON_wString obj_name = (L"stringanome");
		//	obj_attribs.m_name = obj_name;
		//	context.m_doc.ModifyObjectAttributes( objref, obj_attribs );

///// end prova memorizzazione id o name linea pv



			
			ON_3dPoint p0 = crv0->PointAtStart();
            ON_3dPoint p1 = crv0->PointAtEnd();
 
			CRhinoGetNumber gn;
			//double default_value = 30;
			gn.SetCommandPrompt( L"ENTER ANTERIOR ANGLE FOR EXTENSION in grad: " );
			gn.SetCommandPromptDefault(L"30");
			gn.SetDefaultNumber(30);
			//gn.AcceptNothing(true);
			gn.GetNumber();
			double alphaAngle = gn.Number();
			
			

			gn.SetCommandPrompt( L"ENTER ANTERIOR LENGTH FOR EXTENSION in mm: " );
			gn.SetCommandPromptDefault(L"80");
			gn.SetDefaultNumber(80);
			gn.GetNumber();
			double antLen = gn.Number();

			gn.SetCommandPrompt( L"ENTER ANTERIOR FILLET RADIUS in mm: " );
			gn.SetCommandPromptDefault(L"6");
			gn.SetDefaultNumber(6);
			gn.GetNumber();
			double antRad = gn.Number();

			gn.SetCommandPrompt( L"ENTER POSTERIOR ANGLE FOR EXTENSION default <ALPHA + 10°= 40°> : " );
			gn.SetCommandPromptDefault(L"40");
			gn.SetDefaultNumber(40);
			gn.GetNumber();
			double betaAngle = gn.Number();

			gn.SetCommandPrompt( L"ENTER POSTERIOR LENGTH FOR EXTENSION in mm: " );
			gn.SetCommandPromptDefault(L"80");
			gn.SetDefaultNumber(80);
			gn.GetNumber();
			double posLen = gn.Number();

			gn.SetCommandPrompt( L"ENTER POSTERIOR FILLET RADIUS in mm: " );
			gn.SetCommandPromptDefault(L"13");
			gn.SetDefaultNumber(13);
			gn.GetNumber();
			double posRad = gn.Number();

		
			ON_3dPoint pointStart;
            ON_3dPoint pointEnd;
		 
			//// Fillet radius
			//double radius = 1.0;
		 
			// Do the fillet calculation
			double t0 = 0.0, t1 = 0.0;
 
			ON_Plane plane;
			plane.plane_equation.y = 1.0;

			pointStart = crv0->PointAtStart();
			
			pointEnd   = crv0->PointAtEnd();

			ON_3dPoint point0((pointStart.x - posLen*cos(betaAngle*acos(-1.0)/180.0)), 0.0, (pointStart.z + posLen*sin(betaAngle*acos(-1.0)/180.0)));
			ON_3dPoint point1((pointEnd.x + antLen*cos(alphaAngle*acos(-1.0)/180.0)), 0.0, (pointEnd.z - antLen*sin(alphaAngle*acos(-1.0)/180.0)));

			/**********************************/
			/*CREATE THE LINE CURVES TO FILLET*/ 
			/**********************************/
			ON_LineCurve curve0( pointStart, point0 ); //LINEA A SINISTRA IN FRONT VIEW
			ON_LineCurve curve1( point1, pointEnd );   //LINEA A DESTRA IN FRONT VIEW 

			
			/***************************************************/
			/*FILLET AT THE END/START POINTS OF THE LINE CURVES*/ 
			/***************************************************/
			double curve0_t = crv0->Domain().Max();
			double curve1_t = curve1.Domain().Min();
			ON_3dPoint PuntoAltezzaTacco = curve1.m_line.to;
			AltezzaTacco = PuntoAltezzaTacco;
			
			
			
			if( RhinoGetFilletPoints(curve1,  *crv0, antRad, curve1_t, curve0_t, t1, t0, plane) )
			{
				/*******************************/
				/*TRIM BACK THE TWO LINE CURVES*/ 
				/*******************************/
				ON_Interval domain1( curve1.Domain().Min(), t1 );
				curve1.Trim( domain1 );
		 
				ON_Interval domain0( crv0->Domain().Min(), t0 );
				crv0->Trim( domain0 );

		        /**************************/
				/*COMPUTE THE FILLET CURVE*/ 
				/**************************/
				ON_3dVector radial0 = curve1.PointAt(t1) - plane.Origin();
				radial0.Unitize();
		 
				ON_3dVector radial1 = crv0->PointAt(t0) - plane.Origin();
				radial1.Unitize();
		 
				double angle = acos( radial0 * radial1 );
				ON_Plane fillet_plane( plane.Origin(), radial0, radial1 );
				ON_Arc fillet( fillet_plane, plane.Origin(), antRad, angle );
		 
				/******************/
				/*ADD THE GEOMETRY*/
				/******************/
				context.m_doc.AddCurveObject( curve1 );
				context.m_doc.ReplaceObject(objref, *crv0 );
				context.m_doc.AddCurveObject( fillet );
				context.m_doc.Redraw();
			}
			

			t0 = 0.0, t1 = 0.0;
			/*FILLET AT THE START POINTS OF THE LINE CURVES*/
			curve0_t = crv0->Domain().Min();
			curve1_t = curve0.Domain().Min();

			if( RhinoGetFilletPoints(curve0, *crv0, posRad, curve1_t, curve0_t, t1, t0, plane) )
			{
				// Trim back the two line curves
				ON_Interval domain0( t1, curve0.Domain().Max() );
				curve0.Trim( domain0 );
		 
				ON_Interval domain1( t0, crv0->Domain().Max() );
				crv0->Trim( domain1 );
				

				/*COMPUTE THE FILLET CURVE*/ 
				ON_3dVector radial0 = curve0.PointAt(t1) - plane.Origin();
				radial0.Unitize();
		 
				ON_3dVector radial1 = crv0->PointAt(t0) - plane.Origin();
				radial1.Unitize();
		 
				double angle = acos( radial0 * radial1 );
				ON_Plane fillet_plane( plane.Origin(), radial0, radial1 );
				ON_Arc fillet( fillet_plane, plane.Origin(), posRad, angle );
		 
				/*ADD THE GEOMETRY*/ 
				context.m_doc.AddCurveObject( curve0 );
				context.m_doc.ReplaceObject(objref, *crv0 );
				context.m_doc.AddCurveObject( fillet );
				context.m_doc.Redraw();
			}
			/******************/
			/*CLEAN UP OR LEAK*/ 
			/******************/
			delete crv0;
			crv0 = 0;

			
			// code temp
// aniello begin
// Get the next runtime object serial number after scripting
  unsigned int next_sn = CRhinoObject::NextRuntimeObjectSerialNumber();

 
  // Enable redrawing
  //CRhinoView::EnableDrawing( TRUE );
 
  // if the two are the same, then nothing happened
 /* if( first_sn == next_sn )
    //return CRhinoCommand::nothing;
	return;
*/ //commento questo per far compilare :-)
 
  // The the pointers of all of the objects that were added during scripting
  ON_SimpleArray<const CRhinoObject*> objects;
  for( unsigned int sn = first_sn; sn < next_sn; sn++ )
  {
    const CRhinoObject* obj = context.m_doc.LookupObjectByRuntimeSerialNumber( sn );
    if( obj && !obj->IsDeleted() )
      objects.Append( obj );
  }
 
  /*
  // Sort and cull the list, as there may be duplicates
  if( objects.Count() > 1 )
  {
    objects.HeapSort( CompareObjectPtr );
    const CRhinoObject* last_obj = objects[objects.Count()-1];
    for( int i = objects.Count()-2; i >= 0; i-- )
    {
      const CRhinoObject* prev_obj = objects[i];
     if( last_obj == prev_obj )
        objects.Remove(i);
      else
        last_obj = prev_obj;
    }
  }
	*/
  // Do something with the list...
  for( int i = 0; i < objects.Count(); i++ )
  {
    const CRhinoObject* obj = objects[i];
    if( obj->IsSelectable(true) )
      obj->Select( true );
  }
//aniello end
			//end code temp

  			/*********************/
			/*JOIN LINES TOGETHER*/
			/*********************/
			ON_SimpleArray<const ON_Curve*> lines;
			ON_SimpleArray<CRhinoObject*> objectsLine;
			ON_SimpleArray<ON_Curve*> output;
			double tolerance = context.m_doc.AbsoluteTolerance();
			int LinesCount = context.m_doc.LookupObject( layer, objectsLine);

			if( LinesCount > 0 )
			{
				for(int i = 0; i < LinesCount; i++)
				{
					const CRhinoCurveObject* curve_obj = CRhinoCurveObject::Cast( objectsLine[i] );
					if( curve_obj )
					{
						lines.Append(curve_obj->Curve());
					}
				}
			}
		    if( RhinoMergeCurves(lines, output, tolerance) )
		    {
				for(int i = 0; i < output.Count(); i++ )
				{
					CRhinoCurveObject* crv = new CRhinoCurveObject;
					crv->SetCurve( output[i] );
					if( context.m_doc.AddObject(crv) )
					{
						crv->Select();
					}
					else
					{
						delete crv;
					}
				}
		    }
			/************************/
			/*DELETE CHILDREN CURVES*/
			/************************/
			for(int i = 0; i < LinesCount; i++ )
			{
				context.m_doc.DeleteObject(objectsLine[i]);
			}
			context.m_doc.Redraw();

			/*************************/
			/*END JOIN LINES TOGETHER*/
			/*************************/
	     }
	  }/*CHIUSURA IF( OBJECT_COUNT > 0 )*/
  }/*CHIUSURA ELSE*/

  return CRhinoCommand::success;
}