libgoatvr

diff example/src/main.c @ 11:34d4643d61f9

remove _opt suffix from vr_get_opt/vr_set_opt, and _OPT_from the predefined names
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 24 Sep 2014 10:18:42 +0300
parents 3d9ec6fe97d7
children 437fe32ac633
line diff
     1.1 --- a/example/src/main.c	Sat Sep 20 20:12:00 2014 +0300
     1.2 +++ b/example/src/main.c	Wed Sep 24 10:18:42 2014 +0300
     1.3 @@ -77,8 +77,8 @@
     1.4  	}
     1.5  
     1.6  	/* resize our window to match the HMD resolution */
     1.7 -	win_width = vr_get_opti(VR_OPT_DISPLAY_WIDTH);
     1.8 -	win_height = vr_get_opti(VR_OPT_DISPLAY_HEIGHT);
     1.9 +	win_width = vr_geti(VR_DISPLAY_WIDTH);
    1.10 +	win_height = vr_geti(VR_DISPLAY_HEIGHT);
    1.11  	if(!win_width || !win_height) {
    1.12  		SDL_GetWindowSize(win, &win_width, &win_height);
    1.13  	} else {
    1.14 @@ -87,8 +87,8 @@
    1.15  	}
    1.16  
    1.17  	/* and create a single render target texture to encompass both eyes */
    1.18 -	fb_width = vr_get_opti(VR_OPT_LEYE_XRES) + vr_get_opti(VR_OPT_REYE_XRES);
    1.19 -	fb_height = vr_get_opti(VR_OPT_LEYE_YRES);	/* assuming both are the same */
    1.20 +	fb_width = vr_geti(VR_LEYE_XRES) + vr_geti(VR_REYE_XRES);
    1.21 +	fb_height = vr_geti(VR_LEYE_YRES);	/* assuming both are the same */
    1.22  	if(!fb_width || !fb_height) {
    1.23  		fb_width = win_width;
    1.24  		fb_height = win_height;
    1.25 @@ -127,7 +127,7 @@
    1.26  		 * to the rift's part of the desktop before going fullscreen
    1.27  		 */
    1.28  		SDL_GetWindowPosition(win, &prev_x, &prev_y);
    1.29 -		SDL_SetWindowPosition(win, vr_get_opti(VR_OPT_WIN_XOFFS), vr_get_opti(VR_OPT_WIN_YOFFS));
    1.30 +		SDL_SetWindowPosition(win, vr_geti(VR_WIN_XOFFS), vr_geti(VR_WIN_YOFFS));
    1.31  		SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
    1.32  	} else {
    1.33  		/* return to windowed mode and move the window back to its original position */
    1.34 @@ -178,7 +178,7 @@
    1.35  		vr_view_matrix(i, view_mat);
    1.36  		glLoadMatrixf(view_mat);
    1.37  		/* move the camera to the eye level of the user */
    1.38 -		glTranslatef(0, -vr_get_optf(VR_OPT_EYE_HEIGHT), 0);
    1.39 +		glTranslatef(0, -vr_getf(VR_EYE_HEIGHT), 0);
    1.40  
    1.41  		/* finally draw the scene for this eye */
    1.42  		draw_scene();