Refactoring WIP.

Changing the function naming convention from CamelCase to camelCase.

--HG--
branch : dev
This commit is contained in:
Martín Lucas Golini
2017-02-14 18:09:25 -03:00
parent 8eaff147d4
commit b36dd33246
204 changed files with 2299 additions and 2244 deletions

View File

@@ -1,6 +1,8 @@
#include <eepp/ee.hpp>
#include <GL/gl.h>
EE::Window::Window * win = NULL;
float circ = 0, circ2 = 0;
int op = 1;
void MainLoop()
{
@@ -22,8 +24,55 @@ void MainLoop()
win->Close();
}
circ += win->Elapsed().asMilliseconds() * 0.5f * op;
circ2 += win->Elapsed().asMilliseconds() * 0.75f;
if ( op == 1 && circ > 340 )
{
op = -1;
}
else if ( op == -1 && circ < 20 )
{
op = 1;
}
Vector2f winCenter( win->GetWidth() * 0.5f, win->GetHeight() * 0.5f );
GLi->Enable(GL_STENCIL_TEST);
GLi->StencilMask(0xFF);
GLi->StencilFunc(GL_NEVER, 1, 0xFF);
GLi->StencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
p.DrawCircle( winCenter, 150, 40 );
GLi->StencilFunc(GL_EQUAL, 0, 0xFF);
// Draw a circle
p.DrawCircle( Vector2f( win->GetWidth() * 0.5f, win->GetHeight() * 0.5f ), 200, 50 );
p.DrawArc( winCenter, 200, 40, circ, circ2 );
GLi->Disable(GL_STENCIL_TEST);
/*
GLi->Enable(GL_STENCIL_TEST);
GLi->StencilFunc(GL_ALWAYS, 1, 1);
GLi->ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
GLi->StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
p.SetColor( ColorA( 255, 255, 255, 255 ) );
p.DrawCircle( winCenter, 150, 40 );
GLi->StencilFunc(GL_NOTEQUAL, 1, 1);
GLi->StencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
GLi->ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Draw a circle
p.SetColor( ColorA( 0, 255, 0, 150 ) );
p.DrawArc( winCenter, 200, 40, circ, circ2 );
GLi->Disable(GL_STENCIL_TEST);
*/
// Draw frame
win->Display();
@@ -40,6 +89,8 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Set window background color
win->BackColor( RGB( 50, 50, 50 ) );
GLi->PolygonMode( );
// Set the MainLoop function and run it
// This is the application loop, it will loop until the window is closed.
// This is only a requirement if you want to support Emscripten builds ( WebGL + Canvas ).
@@ -52,10 +103,10 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
}
// Destroy the engine instance. Destroys all the windows and engine singletons.
Engine::DestroySingleton();
Engine::destroySingleton();
// If was compiled in debug mode it will print the memory manager report
MemoryManager::ShowResults();
MemoryManager::showResults();
return EXIT_SUCCESS;
}

View File

@@ -197,7 +197,7 @@ void MainLoop()
/// Stop the simulation if the window is not visible
while ( !win->Visible() ) {
imp->Update(); /// To get the real state of the window you need to update the window input
Sys::Sleep( 100 ); /// Sleep 100 ms
Sys::sleep( 100 ); /// Sleep 100 ms
}
win->Display();
@@ -241,7 +241,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
/// Since fixed-pipeline OpenGL use gl_FrontColor for glColorPointer, we need to replace the color attribute
/// This is all to show how it works, in a real world scenario, you will choose to work fixed-pipeline or programmable-pipeline.
if ( GLi->Version() == GLv_2 ) {
String::ReplaceAll( fs, "gl_FragColor = dgl_Color", "gl_FragColor = gl_FrontColor" );
String::replaceAll( fs, "gl_FragColor = dgl_Color", "gl_FragColor = gl_FrontColor" );
}
/// Create the new shader program
@@ -279,9 +279,9 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
eeSAFE_DELETE_ARRAY( colors );
}
Engine::DestroySingleton();
Engine::destroySingleton();
MemoryManager::ShowResults();
MemoryManager::showResults();
return EXIT_SUCCESS;
}

View File

@@ -56,7 +56,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Check if created
if ( win->Created() ) {
// Get the application path
std::string AppPath = Sys::GetProcessPath();
std::string AppPath = Sys::getProcessPath();
// Create a new True Type Font
TTF = TTFFont::New( "DejaVuSansMonoOutline" );
@@ -87,7 +87,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Load a monospaced texture font from image ( using the texture loader to set the color key )
TextureLoader TexLoader( AppPath + "assets/fonts/conchars.png" );
TexLoader.SetColorKey( RGB(0,0,0) );
TexLoader.Load();;
TexLoader.load();;
TexF2->Load( TexLoader.Id(), 32 );
// Set a text to render
@@ -131,10 +131,10 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Destroy the engine instance. Destroys all the windows and engine singletons.
// Fonts are autoreleased by the engine
Engine::DestroySingleton();
Engine::destroySingleton();
// If was compiled in debug mode it will print the memory manager report
MemoryManager::ShowResults();
MemoryManager::showResults();
return EXIT_SUCCESS;
}

View File

@@ -28,7 +28,7 @@ EE_MAIN_FUNC int main (int argc, char * argv []) {
request.SetUri("/wiki/Main_Page");
// Creates an async http request
Http::Request asyncRequest( "/wiki/" + Version::GetCodename() );
Http::Request asyncRequest( "/wiki/" + Version::getCodename() );
http.SendAsyncRequest( cb::Make3( AsyncRequestCallback ), asyncRequest, Seconds( 5 ) );
} else {
@@ -55,7 +55,7 @@ EE_MAIN_FUNC int main (int argc, char * argv []) {
}
}
MemoryManager::ShowResults();
MemoryManager::showResults();
return EXIT_SUCCESS;
}

View File

@@ -540,7 +540,7 @@ void ChangeDemo( int num ) {
void PhysicsCreate() {
// Initialize the physics engine
PhysicsManager::CreateSingleton();
PhysicsManager::createSingleton();
mDemo.clear();
@@ -642,9 +642,9 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
PhysicsDestroy();
}
Engine::DestroySingleton();
Engine::destroySingleton();
MemoryManager::ShowResults();
MemoryManager::showResults();
return EXIT_SUCCESS;
}

View File

@@ -1,7 +1,7 @@
#include <eepp/ee.hpp>
// Get the process path to be used to load the sounds ( it is safer )
std::string AppPath = Sys::GetProcessPath();
std::string AppPath = Sys::getProcessPath();
/// Play a sound
void PlaySound() {
@@ -15,7 +15,7 @@ void PlaySound() {
// Display sound informations
std::cout << "sound.ogg :" << std::endl;
std::cout << " " << buffer.GetDuration().AsSeconds() << " seconds" << std::endl;
std::cout << " " << buffer.GetDuration().asSeconds() << " seconds" << std::endl;
std::cout << " " << buffer.GetSampleRate() << " samples / sec" << std::endl;
std::cout << " " << buffer.GetChannelCount() << " channels" << std::endl;
@@ -34,7 +34,7 @@ void PlayMusic() {
// Display music informations
std::cout << "music.ogg :" << std::endl;
std::cout << " " << music.GetDuration().AsSeconds() << " seconds" << std::endl;
std::cout << " " << music.GetDuration().asSeconds() << " seconds" << std::endl;
std::cout << " " << music.GetSampleRate() << " samples / sec" << std::endl;
std::cout << " " << music.GetChannelCount() << " channels" << std::endl;
@@ -44,10 +44,10 @@ void PlayMusic() {
// Loop while the music is playing
while ( music.State() == Sound::Playing ) {
// Leave some CPU time for other processes
Sys::Sleep( 100 );
Sys::sleep( 100 );
// Display the playing position
std::cout << "\rPlaying... " << music.PlayingOffset().AsSeconds() << " sec ";
std::cout << "\rPlaying... " << music.PlayingOffset().asSeconds() << " sec ";
std::cout << std::flush;
}
@@ -68,7 +68,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
std::cin.ignore(10000, '\n');
// If was compiled in debug mode it will print the memory manager report
MemoryManager::ShowResults();
MemoryManager::showResults();
return EXIT_SUCCESS;
}

View File

@@ -96,7 +96,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Check if created
if ( win->Created() ) {
// Get the application path
std::string AppPath = Sys::GetProcessPath();
std::string AppPath = Sys::getProcessPath();
// Load the rock texture
Uint32 PlanetId = TextureFactory::instance()->Load( AppPath + "assets/sprites/7.png" );
@@ -167,10 +167,10 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
eeSAFE_DELETE( Blindy );
// Destroy the engine instance. Destroys all the windows and engine singletons.
Engine::DestroySingleton();
Engine::destroySingleton();
// If was compiled in debug mode it will print the memory manager report
MemoryManager::ShowResults();
MemoryManager::showResults();
return EXIT_SUCCESS;
}

View File

@@ -93,7 +93,7 @@ void MainLoop()
Batch->Draw();
// Add the rotation angle
ang+=win->Elapsed().AsMilliseconds() * 0.1f;
ang+=win->Elapsed().asMilliseconds() * 0.1f;
ang = (ang>=360) ? 0 : ang;
// Change the scale value
@@ -104,7 +104,7 @@ void MainLoop()
side = false;
scale = 0.5f;
}
scale = (!side) ? scale+win->Elapsed().AsMilliseconds() * 0.00025f : scale-win->Elapsed().AsMilliseconds() * 0.00025f;
scale = (!side) ? scale+win->Elapsed().asMilliseconds() * 0.00025f : scale-win->Elapsed().asMilliseconds() * 0.00025f;
// Draw frame
win->Display();
@@ -160,10 +160,10 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
}
// Destroy the engine instance. Destroys all the windows and engine singletons.
Engine::DestroySingleton();
Engine::destroySingleton();
// If was compiled in debug mode it will print the memory manager report
MemoryManager::ShowResults();
MemoryManager::showResults();
return EXIT_SUCCESS;
}