bloboland

annotate src/main.cc @ 1:cfe68befb7cc

some progress
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 15 Dec 2012 23:43:03 +0200
parents e4818a3300b9
children 1757973feaed
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@1 3 #include <assert.h>
nuclear@0 4 #include "opengl.h"
nuclear@0 5 #include "game.h"
nuclear@0 6 #include "opt.h"
nuclear@0 7
nuclear@0 8 static void disp();
nuclear@1 9 static void idle();
nuclear@0 10 static void reshape(int x, int y);
nuclear@0 11 static void keydown(unsigned char key, int x, int y);
nuclear@0 12 static void keyup(unsigned char key, int x, int y);
nuclear@0 13 static void skeydown(int key, int x, int y);
nuclear@0 14 static void skeyup(int key, int x, int y);
nuclear@0 15 static void mouse(int bn, int state, int x, int y);
nuclear@0 16 static void motion(int x, int y);
nuclear@0 17 static void spacemove(int x, int y, int z);
nuclear@0 18 static void spacerot(int x, int y, int z);
nuclear@0 19 static void spacebut(int bn, int state);
nuclear@0 20
nuclear@1 21 static int win_xsz, win_ysz, centerx, centery;
nuclear@1 22 static unsigned int prev_msec;
nuclear@1 23
nuclear@0 24 int main(int argc, char **argv)
nuclear@0 25 {
nuclear@0 26 glutInit(&argc, argv);
nuclear@0 27
nuclear@0 28 if(!parse_opt(argc, argv)) {
nuclear@0 29 return 1;
nuclear@0 30 }
nuclear@0 31
nuclear@0 32 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | (opt.stereo ? GLUT_STEREO : 0));
nuclear@1 33 glutInitWindowSize(opt.xsz, opt.ysz);
nuclear@0 34 glutCreateWindow("bloboland");
nuclear@0 35
nuclear@0 36 glutDisplayFunc(disp);
nuclear@1 37 glutIdleFunc(idle);
nuclear@0 38 glutReshapeFunc(reshape);
nuclear@0 39 glutKeyboardFunc(keydown);
nuclear@0 40 glutKeyboardUpFunc(keyup);
nuclear@0 41 glutSpecialFunc(skeydown);
nuclear@0 42 glutSpecialUpFunc(skeyup);
nuclear@0 43 glutMouseFunc(mouse);
nuclear@0 44 glutMotionFunc(motion);
nuclear@0 45 glutSpaceballMotionFunc(spacemove);
nuclear@0 46 glutSpaceballRotateFunc(spacerot);
nuclear@0 47 glutSpaceballButtonFunc(spacebut);
nuclear@0 48
nuclear@0 49 glewInit();
nuclear@0 50
nuclear@0 51 if(!game_init()) {
nuclear@0 52 return 1;
nuclear@0 53 }
nuclear@0 54
nuclear@0 55 glutMainLoop();
nuclear@0 56 }
nuclear@0 57
nuclear@0 58 static void disp()
nuclear@0 59 {
nuclear@0 60 unsigned int msec = glutGet(GLUT_ELAPSED_TIME);
nuclear@0 61 game_iter((msec - prev_msec) / 1000.0);
nuclear@0 62
nuclear@0 63
nuclear@1 64 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 65
nuclear@0 66 game_render();
nuclear@0 67
nuclear@0 68 glutSwapBuffers();
nuclear@1 69 assert(glGetError() == GL_NO_ERROR);
nuclear@1 70 }
nuclear@1 71
nuclear@1 72 static void idle()
nuclear@1 73 {
nuclear@1 74 glutPostRedisplay();
nuclear@0 75 }
nuclear@0 76
nuclear@0 77 static void reshape(int x, int y)
nuclear@0 78 {
nuclear@0 79 glViewport(0, 0, x, y);
nuclear@0 80
nuclear@0 81 glMatrixMode(GL_PROJECTION);
nuclear@0 82 glLoadIdentity();
nuclear@0 83 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
nuclear@1 84
nuclear@1 85 win_xsz = x;
nuclear@1 86 win_ysz = y;
nuclear@1 87
nuclear@1 88 centerx = x / 2;
nuclear@1 89 centery = y / 2;
nuclear@0 90 }
nuclear@0 91
nuclear@0 92 static void keydown(unsigned char key, int x, int y)
nuclear@0 93 {
nuclear@0 94 skeydown(key, x, y);
nuclear@0 95 }
nuclear@0 96
nuclear@0 97 static void keyup(unsigned char key, int x, int y)
nuclear@0 98 {
nuclear@0 99 skeyup(key, x, y);
nuclear@0 100 }
nuclear@0 101
nuclear@0 102 static void skeydown(int key, int x, int y)
nuclear@0 103 {
nuclear@0 104 if(key == 27) {
nuclear@0 105 exit(0);
nuclear@0 106 }
nuclear@0 107
nuclear@1 108 if(key < GAME_MAX_KEYS) {
nuclear@0 109 keystate[key] = true;
nuclear@0 110 }
nuclear@0 111 }
nuclear@0 112
nuclear@0 113 static void skeyup(int key, int x, int y)
nuclear@0 114 {
nuclear@1 115 if(key < GAME_MAX_KEYS) {
nuclear@0 116 keystate[key] = false;
nuclear@0 117 }
nuclear@0 118 }
nuclear@0 119
nuclear@1 120
nuclear@1 121 static int prev_x, prev_y;
nuclear@1 122
nuclear@0 123 static void mouse(int bn, int state, int x, int y)
nuclear@0 124 {
nuclear@1 125 int idx = bn - GLUT_LEFT_BUTTON;
nuclear@1 126
nuclear@1 127 if(idx < GAME_MAX_BUTTONS) {
nuclear@1 128 bnstate[idx] = state == GLUT_DOWN;
nuclear@1 129
nuclear@1 130 if(state == GLUT_DOWN) {
nuclear@1 131 game_input_shoot(idx);
nuclear@1 132 }
nuclear@1 133 }
nuclear@1 134 prev_x = x;
nuclear@1 135 prev_y = y;
nuclear@0 136 }
nuclear@0 137
nuclear@1 138
nuclear@0 139 static void motion(int x, int y)
nuclear@0 140 {
nuclear@1 141 /*
nuclear@1 142 int dx = x - centerx;
nuclear@1 143 int dy = y - centery;
nuclear@1 144
nuclear@1 145 if(!dx && !dy) {
nuclear@1 146 return;
nuclear@1 147 }
nuclear@1 148 game_input_rot(dx * 0.5, dy * 0.5);
nuclear@1 149
nuclear@1 150 glutWarpPointer(centerx, centery);
nuclear@1 151 */
nuclear@1 152 int dx = x - prev_x;
nuclear@1 153 int dy = y - prev_y;
nuclear@1 154
nuclear@1 155 prev_x = x;
nuclear@1 156 prev_y = y;
nuclear@1 157
nuclear@1 158 if(bnstate[0]) {
nuclear@1 159 game_input_rot((float)dx / win_xsz, (float)dy / win_ysz);
nuclear@1 160 }
nuclear@0 161 }
nuclear@0 162
nuclear@0 163 static void spacemove(int x, int y, int z)
nuclear@0 164 {
nuclear@1 165 game_input_move(x * 0.1, y * 0.1, z * 0.1);
nuclear@0 166 }
nuclear@0 167
nuclear@0 168 static void spacerot(int x, int y, int z)
nuclear@0 169 {
nuclear@1 170 game_input_rot(y * 0.1, x * 0.1);
nuclear@0 171 }
nuclear@0 172
nuclear@0 173 static void spacebut(int bn, int state)
nuclear@0 174 {
nuclear@1 175 game_input_shoot(bn);
nuclear@0 176 }
nuclear@0 177