mirror of
https://github.com/SpartanJ/eepp.git
synced 2026-08-18 06:55:48 +03:00
Windows module improved.
--HG-- branch : dev
This commit is contained in:
@@ -30,8 +30,8 @@ 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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circ += win->getElapsed().asMilliseconds() * 0.5f * op;
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circ2 += win->getElapsed().asMilliseconds() * 0.75f;
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if ( op == 1 && circ > 340 )
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{
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@@ -91,9 +91,9 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
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win = Engine::instance()->createWindow( WindowSettings( 960, 640, "eepp - Empty Window" ), ContextSettings( true ) );
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// Check if created
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if ( win->created() ) {
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if ( win->isOpen() ) {
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// Set window background color
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win->backColor( RGB( 50, 50, 50 ) );
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win->setBackColor( RGB( 50, 50, 50 ) );
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GLi->polygonMode( );
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@@ -105,10 +105,10 @@ void MainLoop()
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if ( imp->isKeyUp( KEY_F ) )
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{
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if ( win->isWindowed() ) {
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win->size( win->getDesktopResolution().width(), win->getDesktopResolution().height(), false );
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win->setSize( 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->setSize( 960, 640, true );
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win->centerToScreen();
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}
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}
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@@ -117,7 +117,7 @@ void MainLoop()
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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->isMouseLeftPressed();
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for( Uint32 i = 0; i < ParticlesNum; i+=2 )
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{
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@@ -195,7 +195,7 @@ 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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while ( !win->isVisible() ) {
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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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@@ -207,7 +207,7 @@ 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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if ( win->created() )
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if ( win->isOpen() )
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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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@@ -51,10 +51,10 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
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win = Engine::instance()->createWindow( WindowSettings( 960, 640, "eepp - Fonts" ), ContextSettings( true ) );
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// Set window background color
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win->backColor( RGB(255,255,255) );
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win->setBackColor( RGB(255,255,255) );
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// Check if created
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if ( win->created() ) {
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if ( win->isOpen() ) {
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// Get the application path
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std::string AppPath = Sys::getProcessPath();
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@@ -113,7 +113,7 @@ void Demo1Create() {
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CreateJointAndBody();
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mWindow->caption( "eepp - Physics - Logo Smash" );
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mWindow->setCaption( "eepp - Physics - Logo Smash" );
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mSpace = Physics::Space::New();
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mSpace->iterations( 1 );
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@@ -168,7 +168,7 @@ void Demo2Create() {
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CreateJointAndBody();
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mWindow->caption( "eepp - Physics - Pyramid Stack" );
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mWindow->setCaption( "eepp - Physics - Pyramid Stack" );
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Shape::resetShapeIdCounter();
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@@ -294,7 +294,7 @@ void Demo3Create() {
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CreateJointAndBody();
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mWindow->caption( "eepp - Physics - Sensor" );
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mWindow->setCaption( "eepp - Physics - Sensor" );
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Shape::resetShapeIdCounter();
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@@ -460,7 +460,7 @@ void Demo4Create() {
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CreateJointAndBody();
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mWindow->caption( "eepp - Physics - Sticky collisions using the Arbiter data pointer." );
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mWindow->setCaption( "eepp - Physics - Sticky collisions using the Arbiter data pointer." );
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mSpace = Space::New();
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mSpace->iterations( 10 );
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@@ -575,10 +575,10 @@ void PhysicsUpdate() {
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mMousePoint = cVectNew( KM->getMousePosf().x, KM->getMousePosf().y );
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cVect newPoint = tovect( cpvlerp( tocpv( mMousePoint_last ), tocpv( mMousePoint ), 0.25 ) );
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mMouseBody->pos( newPoint );
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mMouseBody->vel( ( newPoint - mMousePoint_last ) * (cpFloat)mWindow->FPS() );
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mMouseBody->vel( ( newPoint - mMousePoint_last ) * (cpFloat)mWindow->getFPS() );
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mMousePoint_last = newPoint;
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if ( KM->mouseLeftPressed() ) {
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if ( KM->isMouseLeftPressed() ) {
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if ( NULL == mMouseJoint ) {
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cVect point = cVectNew( KM->getMousePosf().x, KM->getMousePosf().y );
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@@ -630,10 +630,10 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
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{
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mWindow = Engine::instance()->createWindow( WindowSettings( 1024, 768, "eepp - Physics" ), ContextSettings( true ) );
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if ( mWindow->created() ) {
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if ( mWindow->isOpen() ) {
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KM = mWindow->getInput();
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mWindow->backColor( RGB( 255, 255, 255 ) );
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mWindow->setBackColor( RGB( 255, 255, 255 ) );
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PhysicsCreate();
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@@ -60,8 +60,8 @@ void MainLoop()
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}
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// Update the angle interpolation
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PlanetAngle.update( win->elapsed() );
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RockAngle.update( win->elapsed() );
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PlanetAngle.update( win->getElapsed() );
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RockAngle.update( win->getElapsed() );
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// Set the Planet and Rock angle from the interpolation
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Planet->angle( PlanetAngle.getPos() );
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@@ -94,7 +94,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
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win = Engine::instance()->createWindow( WindowSettings( 640, 480, "eepp - Sprites" ), ContextSettings( true ) );
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// Check if created
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if ( win->created() ) {
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if ( win->isOpen() ) {
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// Get the application path
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std::string AppPath = Sys::getProcessPath();
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@@ -93,7 +93,7 @@ void MainLoop()
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Batch->draw();
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// Add the rotation angle
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ang+=win->elapsed().asMilliseconds() * 0.1f;
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ang+=win->getElapsed().asMilliseconds() * 0.1f;
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ang = (ang>=360) ? 0 : ang;
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// Change the scale value
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@@ -104,7 +104,7 @@ void MainLoop()
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side = false;
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scale = 0.5f;
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}
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scale = (!side) ? scale+win->elapsed().asMilliseconds() * 0.00025f : scale-win->elapsed().asMilliseconds() * 0.00025f;
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scale = (!side) ? scale+win->getElapsed().asMilliseconds() * 0.00025f : scale-win->getElapsed().asMilliseconds() * 0.00025f;
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// Draw frame
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win->display();
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@@ -116,10 +116,10 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
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win = Engine::instance()->createWindow( WindowSettings( 1024, 768, "eepp - VBO - FBO and Batch Rendering" ), ContextSettings( true ) );
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// Set window background color
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win->backColor( RGB( 50, 50, 50 ) );
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win->setBackColor( RGB( 50, 50, 50 ) );
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// Check if created
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if ( win->created() ) {
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if ( win->isOpen() ) {
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Polygon2f Poly( Polygon2f::createRoundedRectangle( 0, 0, 200, 50 ) );
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// Create the Vertex Buffer, the vertex buffer stores the vertex data in the GPU, making the rendering much faster
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