mirror of
https://github.com/SpartanJ/eepp.git
synced 2026-08-18 06:55:48 +03:00
Window module refactored.
--HG-- branch : dev
This commit is contained in:
@@ -23,9 +23,9 @@ ColorAf * colors = eeNewArray( ColorAf, ParticlesNum );
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void videoResize( EE::Window::Window * w ) {
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/// Video Resize event will re-setup the 2D projection and states, so we must rebuild them.
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aspectRatio = (Float)win->GetWidth() / (Float)win->GetHeight();
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tw = (Float)win->GetWidth() / 2;
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th = (Float)win->GetHeight() / 2;
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aspectRatio = (Float)win->getWidth() / (Float)win->getHeight();
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tw = (Float)win->getWidth() / 2;
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th = (Float)win->getHeight() / 2;
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float fieldOfView = 30.0;
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float nearPlane = 1.0;
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@@ -93,31 +93,31 @@ using namespace Demo_ExternalShader;
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void MainLoop()
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{
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win->Clear();
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win->clear();
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imp->Update();
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imp->update();
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if ( imp->IsKeyDown( KEY_ESCAPE ) )
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if ( imp->isKeyDown( KEY_ESCAPE ) )
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{
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win->Close();
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win->close();
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}
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if ( imp->IsKeyUp( KEY_F ) )
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if ( imp->isKeyUp( KEY_F ) )
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{
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if ( win->Windowed() ) {
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win->Size( win->GetDesktopResolution().width(), win->GetDesktopResolution().height(), false );
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if ( win->isWindowed() ) {
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win->size( win->getDesktopResolution().width(), win->getDesktopResolution().height(), false );
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} else {
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win->Size( 960, 640, true );
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win->Center();
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win->size( 960, 640, true );
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win->center();
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}
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}
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Float p;
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Vector2f mf = imp->GetMousePosf();
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Vector2f mf = imp->getMousePosf();
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Float tratio = tw / th;
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Float touchX = ( mf.x / tw - 1 ) * tratio;
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Float touchY = -( mf.y / th - 1 );
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bool touch = imp->MouseLeftPressed();
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bool touch = imp->mouseLeftPressed();
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for( Uint32 i = 0; i < ParticlesNum; i+=2 )
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{
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@@ -195,24 +195,24 @@ void MainLoop()
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GLi->DrawArrays( DM_LINES, 0, ParticlesNum );
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/// Stop the simulation if the window is not visible
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while ( !win->Visible() ) {
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imp->Update(); /// To get the real state of the window you need to update the window input
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while ( !win->visible() ) {
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imp->update(); /// To get the real state of the window you need to update the window input
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Sys::sleep( 100 ); /// Sleep 100 ms
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}
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win->Display();
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win->display();
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}
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EE_MAIN_FUNC int main (int argc, char * argv [])
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{
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win = Engine::instance()->CreateWindow( WindowSettings( 960, 640, "eepp - External Shaders" ), ContextSettings( true ) );
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win = Engine::instance()->createWindow( WindowSettings( 960, 640, "eepp - External Shaders" ), ContextSettings( true ) );
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if ( win->Created() )
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if ( win->created() )
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{
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/// This will work without shaders too
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ShadersSupported = GLi->ShadersSupported();
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imp = win->GetInput();
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imp = win->getInput();
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/// We really don't need shaders for this, but the purpose of the example is to show how to work with external shaders
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if ( ShadersSupported ) {
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@@ -252,7 +252,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
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videoResize( win );
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/// Push a window resize callback the reset the projection when needed
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win->PushResizeCallback( cb::Make1( &videoResize ) );
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win->pushResizeCallback( cb::Make1( &videoResize ) );
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Uint32 i;
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@@ -272,7 +272,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
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}
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#endif
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win->RunMainLoop( &MainLoop );
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win->runMainLoop( &MainLoop );
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eeSAFE_DELETE_ARRAY( vertices );
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eeSAFE_DELETE_ARRAY( velocities );
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