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@ -4,11 +4,17 @@ namespace betacore |
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{ |
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{ |
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Game::Game() |
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Game::Game() |
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{ |
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{ |
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printf("%d\t%d\n", this->MONITOR_WIDTH,this->MONITOR_HEIGHT); |
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if (init()) |
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if (init()) |
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{ |
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{ |
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printf("Error loading init\n"); |
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printf("Error loading init\n"); |
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return; |
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return; |
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} |
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} |
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// SDL_DisplayMode DM;
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// SDL_GetCurrentDisplayMode(0, &DM);
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this->MONITOR_HEIGHT=1080; |
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this->MONITOR_WIDTH=1920; |
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SDL_Event event; |
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SDL_Event event; |
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while (this->KEEP_ALIVE) |
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while (this->KEEP_ALIVE) |
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@ -19,7 +25,9 @@ Game::Game() |
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} |
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} |
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close(); |
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close(); |
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} |
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} |
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Game::~Game() {} |
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Game::~Game() { |
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} |
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int Game::init() |
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int Game::init() |
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{ |
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{ |
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@ -39,13 +47,16 @@ int Game::init() |
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//Create window
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//Create window
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int videoFlags = SDL_WINDOW_OPENGL; |
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int videoFlags = SDL_WINDOW_OPENGL; |
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//videoFlags |= SDL_WINDOW_FULLSCREEN;
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videoFlags |= SDL_WINDOW_SHOWN; |
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videoFlags |= SDL_WINDOW_SHOWN; |
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videoFlags |= SDL_WINDOW_RESIZABLE; |
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videoFlags |= SDL_WINDOW_RESIZABLE; |
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//videoFlags |= SDL_WINDOW_BORDERLESS;
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// videoFlags |= SDL_WINDOW_INPUT_GRABBED;
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this->WINDOW = SDL_CreateWindow( |
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this->WINDOW = SDL_CreateWindow( |
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this->TITLE, |
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this->TITLE, |
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SDL_WINDOWPOS_UNDEFINED, |
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SDL_WINDOWPOS_UNDEFINED, |
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SDL_WINDOWPOS_CENTERED, |
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SDL_WINDOWPOS_CENTERED, |
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this->SCREEN_WIDTH, |
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this->SCREEN_WIDTH, |
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this->SCREEN_HEIGHT, |
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this->SCREEN_HEIGHT, |
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videoFlags); |
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videoFlags); |
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@ -181,7 +192,15 @@ void Game::grid() |
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} |
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} |
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void Game::triangle() |
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void Game::triangle() |
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{ |
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{ |
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glBegin(GL_POLYGON); // start drawing a polygon
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this->triangle(true); |
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} |
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void Game::triangle(bool filled) |
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{ |
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glColor3f(1.0f, 0.0f, 0.0f); |
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if (filled) |
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glBegin(GL_POLYGON); // start drawing a polygon
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else |
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glBegin(GL_LINE_LOOP); |
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glColor3f(1.0f, 0.0f, 0.0f); // Set The Color To Red
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glColor3f(1.0f, 0.0f, 0.0f); // Set The Color To Red
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glVertex3f(0.0f, 1.0f, 0.0f); // Top
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glVertex3f(0.0f, 1.0f, 0.0f); // Top
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glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
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glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
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@ -190,7 +209,15 @@ void Game::triangle() |
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} |
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} |
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void Game::square() |
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void Game::square() |
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{ |
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{ |
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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this->square(true); |
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} |
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void Game::square(bool filled) |
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{ |
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glColor3f(0.0f, 0.0f, 1.0f); |
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if (filled) |
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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else |
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glBegin(GL_LINE_LOOP); |
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
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glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
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glVertex3f(1.0f, 1.0f, 0.0f); // Top Right
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glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
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glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
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@ -208,7 +235,8 @@ void Game::box() |
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glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
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glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
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glEnd(); |
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glEnd(); |
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} |
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} |
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void Game::rectangle(){ |
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void Game::rectangle() |
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{ |
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glColor3f(1.0f, 1.0f, 1.0f); |
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glColor3f(1.0f, 1.0f, 1.0f); |
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glBegin(GL_LINE_LOOP); |
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glBegin(GL_LINE_LOOP); |
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glVertex3f(-2.5f, 1.0f, 0.0f); // Top Left
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glVertex3f(-2.5f, 1.0f, 0.0f); // Top Left
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@ -217,20 +245,107 @@ void Game::rectangle(){ |
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glVertex3f(-2.5f, -1.0f, 0.0f); // Bottom Left
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glVertex3f(-2.5f, -1.0f, 0.0f); // Bottom Left
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glEnd(); |
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glEnd(); |
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} |
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} |
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void Game::cross(bool filled){ |
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double width = 0.15; |
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if (filled) |
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glBegin(GL_QUADS); |
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else |
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glBegin(GL_LINE_LOOP); |
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glVertex3f(-0.5f, width, 0.0f); // Top Left
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glVertex3f(0.5f, width, 0.0f); // Top Right
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glVertex3f(0.5f, -width, 0.0f); // Bottom Right
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glVertex3f(-0.5f, -width, 0.0f); // Bottom Left
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glEnd(); |
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glPushMatrix(); |
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glRotatef(-90.0f, 0.0f, 0.0f, 1.0f); |
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if (filled) |
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glBegin(GL_QUADS); |
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else |
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glBegin(GL_LINE_LOOP); |
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glVertex3f(-0.5f, width, 0.0f); // Top Left
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glVertex3f(0.5f, width, 0.0f); // Top Right
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glVertex3f(0.5f, -width, 0.0f); // Bottom Right
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glVertex3f(-0.5f, -width, 0.0f); // Bottom Left
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glEnd(); |
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glPopMatrix(); |
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} |
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void Game::compass() |
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{ |
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glPushMatrix(); |
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glTranslatef(-1.5f, 0.0f, 0.0f); |
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glColor3f(1.0f, 1.0f, 1.0f); |
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this->cross(false); |
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//MINI TRIANGLE
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glPushMatrix(); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(0.0f, 2.6f, 0.0f); |
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this->triangle(this->KEY_UP_ARROW_ACTIVE); |
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glPopMatrix(); |
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// MINI SQUARE
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glPushMatrix(); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(0.0f, -2.6f, 0.0f); |
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this->square(this->KEY_DOWN_ARROW_ACTIVE); |
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glPopMatrix(); |
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// MINI PENTAGON
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glPushMatrix(); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(-2.56f, 0.0f, 0.0f); |
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this->pentagon(this->KEY_LEFT_ARROW_ACTIVE); |
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glPopMatrix(); |
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// MINI CIRCLE
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glPushMatrix(); |
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glScalef(0.12f, 0.12f, 0.0f); |
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glTranslatef(2.56f, 0.0f, 0.0f); |
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glColor3f(0.0f, 1.0f, 0.0f); |
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this->circle(this->KEY_RIGHT_ARROW_ACTIVE); |
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glPopMatrix(); |
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glPushMatrix(); |
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glScalef(0.35f, 0.35f, 0.0f); |
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glTranslatef(7.0f, 0.0f, 0.0f); |
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glColor3f(0.0f, 1.0f, 1.0f); |
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this->circle(this->KEY_SPACE_ACTIVE); |
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glPopMatrix(); |
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glPushMatrix(); |
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glScalef(0.35f, 0.35f, 0.0f); |
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glTranslatef(10.0f, 0.0f, 0.0f); |
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glColor3f(1.0f, 1.0f, 0.0f); |
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this->circle(this->KEY_RETURN_ACTIVE); |
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glPopMatrix(); |
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glPopMatrix(); |
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} |
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void Game::circle() |
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void Game::circle() |
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{ |
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{ |
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// glBegin(GL_LINE_LOOP);
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// for(int i =0; i <= 300; i++){
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// double angle = 2 * PI * i / 300;
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// double x = cos(angle);
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// double y = sin(angle);
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// glVertex2d(x,y);
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// }
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// glEnd();
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// this code (mostly) copied from question:
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this->circle(true); |
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} |
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void Game::circle(bool filled) |
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{ |
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//glBegin(GL_LINE_LOOP);
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// for (int i = 0; i <= 300; i++)
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// {
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// double angle = 2 * PI * i / 300;
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// double x = cos(angle);
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// double y = sin(angle);
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// glVertex2d(x, y);
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// }
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// glEnd();
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double radius = 1; |
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double radius = 1; |
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glBegin(GL_POLYGON); |
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if (filled) |
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glBegin(GL_POLYGON); |
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else |
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glBegin(GL_LINE_LOOP); |
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double angle1 = 0.0; |
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double angle1 = 0.0; |
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glVertex2d(radius * cos(0.0), radius * sin(0.0)); |
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glVertex2d(radius * cos(0.0), radius * sin(0.0)); |
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static const int circle_points = 100; |
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static const int circle_points = 100; |
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@ -245,9 +360,18 @@ void Game::circle() |
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} |
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} |
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void Game::pentagon() |
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void Game::pentagon() |
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{ |
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{ |
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this->pentagon(true); |
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} |
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void Game::pentagon(bool filled) |
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{ |
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glRotatef(-54.0f, 0.0f, 0.0f, 1.0f); |
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glColor3f(1.0f, 0.0f, 1.0f); |
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float angleIncrement = 360.0f / 5.0f; |
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float angleIncrement = 360.0f / 5.0f; |
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angleIncrement *= PI / 180.0f; |
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angleIncrement *= PI / 180.0f; |
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if ( filled) |
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glBegin(GL_TRIANGLE_FAN); |
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glBegin(GL_TRIANGLE_FAN); |
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else |
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glBegin(GL_LINE_LOOP); |
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float angle = 0.0f; |
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float angle = 0.0f; |
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double radius = 1; |
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double radius = 1; |
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for (int k = 0; k < 100; ++k) |
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for (int k = 0; k < 100; ++k) |
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@ -270,7 +394,7 @@ void Game::user_screen() |
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switch (USER_CURRENT) |
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switch (USER_CURRENT) |
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{ |
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{ |
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case TRIANGLE: |
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case TRIANGLE: |
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glColor3f(1.0f, 0.0f, 0.0f); |
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this->triangle(); |
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this->triangle(); |
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break; |
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break; |
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case CIRCLE: |
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case CIRCLE: |
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@ -278,12 +402,10 @@ void Game::user_screen() |
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this->circle(); |
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this->circle(); |
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break; |
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break; |
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case SQUARE: |
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case SQUARE: |
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glColor3f(0.0f, 0.0f, 1.0f); |
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this->square(); |
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this->square(); |
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break; |
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break; |
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case PENTAGON: |
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case PENTAGON: |
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glRotatef(-54.0f, 0.0f, 0.0f, 1.0f); |
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glColor3f(1.0f, 0.0f, 1.0f); |
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this->pentagon(); |
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this->pentagon(); |
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break; |
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break; |
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} |
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} |
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@ -295,18 +417,52 @@ void Game::user_screen() |
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glPopMatrix(); |
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glPopMatrix(); |
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} |
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} |
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void Game::guest_screen(){ |
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void Game::guest_screen() |
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{ |
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glPushMatrix(); |
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glPushMatrix(); |
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glTranslatef(1.5f, -1.0f, -6.0f); |
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glTranslatef(1.5f, -1.0f, -6.0f); |
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this->box(); |
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this->box(); |
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glTranslatef(1.5f, -1.0f, -6.0f); |
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// draw a triangle (in smooth coloring mode)
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switch (GUST_CURRENT) |
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{ |
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case TRIANGLE: |
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this->triangle(); |
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break; |
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case CIRCLE: |
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glColor3f(0.0f, 1.0f, 0.0f); |
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this->circle(); |
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break; |
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case SQUARE: |
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this->square(); |
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break; |
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case PENTAGON: |
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this->pentagon(); |
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break; |
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case UNKOWN: |
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float gray = 105.0 / 255.0; |
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glColor3f(gray,gray,gray); |
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glPushMatrix(); |
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glRotatef(-45.0f, 0.0f, 0.0f, 1.0f); |
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glScalef(2.0f, 2.0f, 0.0f); |
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this->cross(true); |
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glPopMatrix(); |
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break; |
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} |
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glPopMatrix(); |
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glPopMatrix(); |
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} |
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} |
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void Game::top_screen(){ |
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void Game::top_screen() |
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{ |
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glPushMatrix(); |
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glPushMatrix(); |
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glTranslatef(-0.0f, 1.25f, -6.0f); |
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glTranslatef(-0.0f, 1.25f, -6.0f); |
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this->rectangle(); |
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this->rectangle(); |
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this->compass(); |
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glPopMatrix(); |
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glPopMatrix(); |
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} |
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} |
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void Game::paint() |
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void Game::paint() |
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{ |
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{ |
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@ -352,29 +508,99 @@ void Game::key_down(SDL_Keycode key_code) |
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case SDLK_UP: |
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case SDLK_UP: |
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printf("UP Key Pressed\n"); |
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printf("UP Key Pressed\n"); |
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this->on_key_up_arrow(); |
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this->on_key_up_arrow(); |
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this->KEY_UP_ARROW_ACTIVE = true; |
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break; |
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break; |
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case SDLK_DOWN: |
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case SDLK_DOWN: |
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printf("Down Key Pressed\n"); |
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printf("Down Key Pressed\n"); |
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this->on_key_down_arrow(); |
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this->on_key_down_arrow(); |
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this->KEY_DOWN_ARROW_ACTIVE = true; |
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|
break; |
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break; |
|
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case SDLK_LEFT: |
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|
case SDLK_LEFT: |
|
|
printf("Left Key Pressed\n"); |
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|
printf("Left Key Pressed\n"); |
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|
this->on_key_left_arrow(); |
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this->on_key_left_arrow(); |
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this->KEY_LEFT_ARROW_ACTIVE = true; |
|
|
break; |
|
|
break; |
|
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|
case SDLK_RIGHT: |
|
|
case SDLK_RIGHT: |
|
|
printf("Right Key Pressed\n"); |
|
|
printf("Right Key Pressed\n"); |
|
|
this->on_key_right_arrow(); |
|
|
this->on_key_right_arrow(); |
|
|
|
|
|
this->KEY_RIGHT_ARROW_ACTIVE = true; |
|
|
break; |
|
|
break; |
|
|
case SDLK_g: |
|
|
case SDLK_g: |
|
|
this->SHOW_GRID = !SHOW_GRID; |
|
|
this->SHOW_GRID = !SHOW_GRID; |
|
|
break; |
|
|
break; |
|
|
case SDLK_SPACE: |
|
|
case SDLK_SPACE: |
|
|
printf("Space Key Pressed\n"); |
|
|
|
|
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|
|
this->KEY_SPACE_ACTIVE = true; |
|
|
break; |
|
|
break; |
|
|
|
|
|
case SDLK_RETURN: |
|
|
|
|
|
this->KEY_RETURN_ACTIVE = true; |
|
|
|
|
|
break; |
|
|
|
|
|
case SDLK_F11: |
|
|
|
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|
|
if(FULL_SCREEN){ |
|
|
|
|
|
SDL_SetWindowPosition(this->WINDOW, 100, 100); |
|
|
|
|
|
SDL_RestoreWindow(this->WINDOW); |
|
|
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|
|
//SDL_SetWindowResizable(this->WINDOW, SDL_TRUE);
|
|
|
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|
|
//SDL_SetWindowBordered(this->WINDOW, 1);
|
|
|
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|
|
SDL_SetWindowSize(this->WINDOW,SCREEN_WIDTH, SCREEN_HEIGHT); |
|
|
|
|
|
//SDL_SetWindowFullscreen(this->WINDOW,SDL_WINDOW_FULLSCREEN );
|
|
|
|
|
|
} |
|
|
|
|
|
else { |
|
|
|
|
|
SDL_SetWindowPosition(this->WINDOW, 0, 0); |
|
|
|
|
|
//SDL_SetWindowResizable(this->WINDOW, SDL_FALSE);
|
|
|
|
|
|
//SDL_SetWindowBordered(this->WINDOW, 0);
|
|
|
|
|
|
SDL_SetWindowSize(this->WINDOW,MONITOR_WIDTH, MONITOR_HEIGHT); |
|
|
|
|
|
//SDL_SetWindowFullscreen(this->WINDOW,0 );
|
|
|
|
|
|
} |
|
|
|
|
|
this->FULL_SCREEN = !this->FULL_SCREEN; |
|
|
|
|
|
|
|
|
|
|
|
SDL_ShowCursor(this->FULL_SCREEN); |
|
|
|
|
|
|
|
|
|
|
|
break; |
|
|
|
|
|
default: |
|
|
|
|
|
//Do nothing
|
|
|
|
|
|
break; |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* key down |
|
|
|
|
|
* SDL_Keycode key_code |
|
|
|
|
|
*/ |
|
|
|
|
|
void Game::key_up(SDL_Keycode key_code) |
|
|
|
|
|
{ |
|
|
|
|
|
switch (key_code) |
|
|
|
|
|
{ |
|
|
|
|
|
|
|
|
|
|
|
case SDLK_UP: |
|
|
|
|
|
this->KEY_UP_ARROW_ACTIVE = false; |
|
|
|
|
|
break; |
|
|
|
|
|
|
|
|
|
|
|
case SDLK_DOWN: |
|
|
|
|
|
this->KEY_DOWN_ARROW_ACTIVE = false; |
|
|
|
|
|
break; |
|
|
|
|
|
|
|
|
|
|
|
case SDLK_LEFT: |
|
|
|
|
|
this->KEY_LEFT_ARROW_ACTIVE = false; |
|
|
|
|
|
break; |
|
|
|
|
|
|
|
|
|
|
|
case SDLK_RIGHT: |
|
|
|
|
|
this->KEY_RIGHT_ARROW_ACTIVE = false; |
|
|
|
|
|
break; |
|
|
|
|
|
|
|
|
|
|
|
case SDLK_SPACE: |
|
|
|
|
|
this->KEY_SPACE_ACTIVE = false; |
|
|
|
|
|
break; |
|
|
|
|
|
case SDLK_RETURN: |
|
|
|
|
|
this->KEY_RETURN_ACTIVE = false; |
|
|
|
|
|
break; |
|
|
|
|
|
case SDLK_F11: |
|
|
|
|
|
// SDL_DisplayMode dm;
|
|
|
|
|
|
// SDL_RestoreWindow(this->WINDOW); //Incase it's maximized...
|
|
|
|
|
|
// SDL_SetWindowSize(this->WINDOW, dm.w, dm.h + 10);
|
|
|
|
|
|
// SDL_SetWindowPosition(this->WINDOW, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
|
|
default: |
|
|
default: |
|
|
//Do nothing
|
|
|
//Do nothing
|
|
|
break; |
|
|
break; |
|
@ -415,7 +641,7 @@ void Game::events(SDL_Event &event) |
|
|
break; |
|
|
break; |
|
|
|
|
|
|
|
|
case SDL_KEYUP: |
|
|
case SDL_KEYUP: |
|
|
//Todo Key up commands
|
|
|
|
|
|
|
|
|
this->key_up(event.key.keysym.sym); |
|
|
break; |
|
|
break; |
|
|
|
|
|
|
|
|
} //end switch(event.type)
|
|
|
} //end switch(event.type)
|
|
|