mirror of
https://github.com/SpartanJ/eepp.git
synced 2026-05-31 10:36:30 +03:00
Refactoring WIP.
Changing the function naming convention from CamelCase to camelCase. --HG-- branch : dev
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@@ -1,6 +1,8 @@
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#include <eepp/ee.hpp>
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#include <GL/gl.h>
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EE::Window::Window * win = NULL;
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float circ = 0, circ2 = 0;
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int op = 1;
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void MainLoop()
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{
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@@ -22,8 +24,55 @@ void MainLoop()
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win->Close();
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}
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circ += win->Elapsed().asMilliseconds() * 0.5f * op;
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circ2 += win->Elapsed().asMilliseconds() * 0.75f;
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if ( op == 1 && circ > 340 )
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{
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op = -1;
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}
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else if ( op == -1 && circ < 20 )
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{
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op = 1;
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}
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Vector2f winCenter( win->GetWidth() * 0.5f, win->GetHeight() * 0.5f );
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GLi->Enable(GL_STENCIL_TEST);
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GLi->StencilMask(0xFF);
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GLi->StencilFunc(GL_NEVER, 1, 0xFF);
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GLi->StencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
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p.DrawCircle( winCenter, 150, 40 );
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GLi->StencilFunc(GL_EQUAL, 0, 0xFF);
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// Draw a circle
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p.DrawCircle( Vector2f( win->GetWidth() * 0.5f, win->GetHeight() * 0.5f ), 200, 50 );
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p.DrawArc( winCenter, 200, 40, circ, circ2 );
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GLi->Disable(GL_STENCIL_TEST);
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/*
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GLi->Enable(GL_STENCIL_TEST);
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GLi->StencilFunc(GL_ALWAYS, 1, 1);
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GLi->ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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GLi->StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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p.SetColor( ColorA( 255, 255, 255, 255 ) );
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p.DrawCircle( winCenter, 150, 40 );
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GLi->StencilFunc(GL_NOTEQUAL, 1, 1);
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GLi->StencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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GLi->ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// Draw a circle
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p.SetColor( ColorA( 0, 255, 0, 150 ) );
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p.DrawArc( winCenter, 200, 40, circ, circ2 );
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GLi->Disable(GL_STENCIL_TEST);
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*/
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// Draw frame
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win->Display();
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@@ -40,6 +89,8 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
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// Set window background color
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win->BackColor( RGB( 50, 50, 50 ) );
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GLi->PolygonMode( );
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// Set the MainLoop function and run it
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// This is the application loop, it will loop until the window is closed.
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// This is only a requirement if you want to support Emscripten builds ( WebGL + Canvas ).
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@@ -52,10 +103,10 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
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}
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// Destroy the engine instance. Destroys all the windows and engine singletons.
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Engine::DestroySingleton();
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Engine::destroySingleton();
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// If was compiled in debug mode it will print the memory manager report
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MemoryManager::ShowResults();
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MemoryManager::showResults();
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return EXIT_SUCCESS;
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}
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