示例#1
0
文件: evdev.c 项目: ClementFan/mce
static const char * sw_name(int ecode)
{
  return lookup(lut_sw, numof(lut_sw), ecode) ?: "SW_???";
}
示例#2
0
文件: evdev.c 项目: ClementFan/mce
static const char * ff_name(int ecode)
{
  return lookup(lut_ff, numof(lut_ff), ecode) ?: "FF_???";
}
示例#3
0
文件: evdev.c 项目: ClementFan/mce
static const char * rep_name(int ecode)
{
  return lookup(lut_rep, numof(lut_rep), ecode) ?: "REP_???";
}
示例#4
0
文件: evdev.c 项目: ClementFan/mce
static const char * snd_name(int ecode)
{
  return lookup(lut_snd, numof(lut_snd), ecode) ?: "SND_???";
}
示例#5
0
文件: evdev.c 项目: ClementFan/mce
static const char * msc_name(int ecode)
{
  return lookup(lut_msc, numof(lut_msc), ecode) ?: "MSC_???";
}
示例#6
0
文件: evdev.c 项目: ClementFan/mce
static const char * led_name(int ecode)
{
  return lookup(lut_led, numof(lut_led), ecode) ?: "LED_???";
}
示例#7
0
文件: evdev.c 项目: ClementFan/mce
static const char * abs_name(int ecode)
{
  return lookup(lut_abs, numof(lut_abs), ecode) ?: "ABS_???";
}
示例#8
0
文件: evdev.c 项目: ClementFan/mce
static const char * rel_name(int ecode)
{
  return lookup(lut_rel, numof(lut_rel), ecode) ?: "REL_???";
}
示例#9
0
文件: evdev.c 项目: ClementFan/mce
static const char * key_name(int ecode)
{
  return lookup(lut_key, numof(lut_key), ecode) ?: "KEY_???";
}
示例#10
0
文件: evdev.c 项目: ClementFan/mce
/* Internal helper functions for looking up event codes by type */
static const char * syn_name(int ecode)
{
  return lookup(lut_syn, numof(lut_syn), ecode) ?: "SYN_???";
}
示例#11
0
void WarSpace::draw(wardraw_t *wd){
	for(int i = 0; i < 2; i++)
	for(WarField::EntityList::iterator it = (this->*list[i]).begin(); it != (this->*list[i]).end(); it++){
		if(!*it)
			continue;
		Entity *pe = *it;
		if(pe->w == this/* && wd->vw->zslice == (pl->chase && pl->mover == &Player::freelook && pl->chase->getUltimateOwner() == pe->getUltimateOwner() ? 0 : 1)*/){
			try{
				pe->draw(wd);
			}
			catch(std::exception e){
				fprintf(stderr, __FILE__"(%d) Exception in %p->%s::draw(): %s\n", __LINE__, pe, pe->idname(), e.what());
			}
			catch(...){
				fprintf(stderr, __FILE__"(%d) Exception in %p->%s::draw(): ?\n", __LINE__, pe, pe->idname());
			}
		}
	}


#if 0
	glPushAttrib(GL_POLYGON_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT);
	static GLuint tex = 0;
	if(!tex){
		glGenTextures(1, &tex);
		extern double perlin_noise_pixel(int x, int y, int bit);
		GLubyte texbits[TEXSIZE][TEXSIZE][3];
		for(int i = 0; i < TEXSIZE; i++) for(int j = 0; j < TEXSIZE; j++) for(int k = 0; k < 3; k++){
			texbits[i][j][k] = 128 * perlin_noise_pixel(i, j + TEXSIZE * k, 4) + 128;
//			texbits[i][j][k] = rand() % 256;
		}
//		glBindTexture(GL_TEXTURE_2D, tex);
//		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEXSIZE, TEXSIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, texbits);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
		for(int n = 0; n < numof(cubetarget); n++)
			glTexImage2D(cubetarget[n], 0, GL_RGB, TEXSIZE, TEXSIZE, 0, GL_RGB, GL_cubetype, texbits);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
	}
//	glBindTexture(GL_TEXTURE_2D, tex);
	glBindTexture(GL_TEXTURE_CUBE_MAP,tex);
	glEnable(GL_NORMALIZE);
	{
		const GLfloat mat_specular[] = {0., 0., 0., 1.};
		const GLfloat mat_shininess[] = { 50.0 };
		const GLfloat color[] = {1.f, 1.f, 1.f, 1.f}, amb[] = {.25f, .25f, .25f, 1.f};

		glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
		glMaterialfv(GL_FRONT, GL_DIFFUSE, color);
		glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
		glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
		glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
		glLightfv(GL_LIGHT0, GL_DIFFUSE, color);
	}
//	glEnable(GL_TEXTURE_2D);
	glEnable(GL_TEXTURE_CUBE_MAP);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	glDisable(GL_CULL_FACE);
	drawIcosaSphere(Vec3d(.1,0,-1), gradius, *wd->vw, Vec3d(1,.125,1), Quatd(0, 0, sin(war_time() / 10.), cos(war_time() / 10.)) * Quatd(0, sin(war_time()), 0, cos(war_time())));
	glBindTexture(GL_TEXTURE_2D, 0);
	glPopAttrib();
#endif

	Teline3DrawData dd;
	dd.viewdir = -wd->vw->rot.vec3(2);
	dd.viewpoint = wd->vw->pos;
	dd.invrot = wd->vw->irot;
	dd.fov = wd->vw->fov;
	dd.pgc = wd->vw->gc;
	dd.rot = wd->vw->qrot;
	dd.user = this;
	DrawTeline3D(gibs, &dd);
}