Commit 838787d3 authored by Sam Lantinga's avatar Sam Lantinga

Don't run indent on the Xcode templates

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402582
parent 22170d41
......@@ -177,7 +177,7 @@ indent:
-name '*.h' -o \
-name '*.c' -o \
-name '*.cc' \) \
-print | \
-print | fgrep -v ./Xcode | \
while read file; do \
indent "$$file" -o "$$file.indent"; \
if cmp "$$file" "$$file.indent" >/dev/null; then \
......
......@@ -7,4 +7,5 @@
#import <Cocoa/Cocoa.h>
@ interface SDLMain:NSObject @ end
@interface SDLMain : NSObject
@end
......@@ -12,8 +12,7 @@
#include "SDL.h"
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
Uint32 initflags = SDL_INIT_VIDEO; /* See documentation for details */
SDL_Surface *screen;
......@@ -23,13 +22,14 @@ main(int argc, char *argv[])
SDL_Event event;
/* Initialize the SDL library */
if (SDL_Init(initflags) < 0) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
if ( SDL_Init(initflags) < 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n",
SDL_GetError());
exit(1);
}
/* Set 640x480 video mode */
screen = SDL_SetVideoMode(640, 480, video_bpp, videoflags);
screen=SDL_SetVideoMode(640,480, video_bpp, videoflags);
if (screen == NULL) {
fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n",
video_bpp, SDL_GetError());
......@@ -38,10 +38,10 @@ main(int argc, char *argv[])
}
done = 0;
while (!done) {
while ( !done ) {
/* Check for events */
while (SDL_PollEvent(&event)) {
while ( SDL_PollEvent(&event) ) {
switch (event.type) {
case SDL_MOUSEMOTION:
......@@ -61,5 +61,5 @@ main(int argc, char *argv[])
/* Clean up the SDL library */
SDL_Quit();
return (0);
return(0);
}
......@@ -7,10 +7,11 @@
#import <Cocoa/Cocoa.h>
@ interface SDLMain: NSObject - (IBAction) prefsMenu:(id) sender;
-(IBAction) newGame:(id) sender;
-(IBAction) openGame:(id) sender;
-(IBAction) saveGame:(id) sender;
-(IBAction) saveGameAs:(id) sender;
-(IBAction) help:(id) sender;
@interface SDLMain : NSObject
- (IBAction)prefsMenu:(id)sender;
- (IBAction)newGame:(id)sender;
- (IBAction)openGame:(id)sender;
- (IBAction)saveGame:(id)sender;
- (IBAction)saveGameAs:(id)sender;
- (IBAction)help:(id)sender;
@end
......@@ -12,8 +12,7 @@
#include "SDL.h"
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
Uint32 initflags = SDL_INIT_VIDEO; /* See documentation for details */
SDL_Surface *screen;
......@@ -23,13 +22,14 @@ main(int argc, char *argv[])
SDL_Event event;
/* Initialize the SDL library */
if (SDL_Init(initflags) < 0) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
if ( SDL_Init(initflags) < 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n",
SDL_GetError());
exit(1);
}
/* Set 640x480 video mode */
screen = SDL_SetVideoMode(640, 480, video_bpp, videoflags);
screen=SDL_SetVideoMode(640,480, video_bpp, videoflags);
if (screen == NULL) {
fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n",
video_bpp, SDL_GetError());
......@@ -38,10 +38,10 @@ main(int argc, char *argv[])
}
done = 0;
while (!done) {
while ( !done ) {
/* Check for events */
while (SDL_PollEvent(&event)) {
while ( SDL_PollEvent(&event) ) {
switch (event.type) {
case SDL_MOUSEMOTION:
......@@ -61,5 +61,5 @@ main(int argc, char *argv[])
/* Clean up the SDL library */
SDL_Quit();
return (0);
return(0);
}
......@@ -12,7 +12,10 @@
extern id gController; // instance of this class from nib
// Declare SDL_QuartzWindowDelegate (defined in SDL.framework)
@interface SDL_QuartzWindowDelegate: NSObject @ end @ interface MyController:NSObject
@interface SDL_QuartzWindowDelegate : NSObject
@end
@interface MyController : NSObject
{
// Interface Builder Outlets
IBOutlet id _framesPerSecond;
......@@ -24,20 +27,20 @@ extern id gController; // instance of this class from nib
int _nSprites;
int _max_speed;
int _doFlip;
Uint8 *_mem;
Uint8* _mem;
SDL_Surface *_screen;
SDL_Surface *_sprite;
SDL_Rect *_sprite_rects;
SDL_Rect *_positions;
SDL_Rect *_velocities;
SDL_Surface* _screen;
SDL_Surface* _sprite;
SDL_Rect* _sprite_rects;
SDL_Rect* _positions;
SDL_Rect* _velocities;
int _sprites_visible;
Uint16 _sprite_w, _sprite_h;
int _mouse_x, _mouse_y;
}
// Interface Builder Actions
-(IBAction) changeNumberOfSprites:(id) sender;
-(IBAction) selectUpdateMode:(id) sender;
- (IBAction)changeNumberOfSprites:(id)sender;
- (IBAction)selectUpdateMode:(id)sender;
@end
......@@ -9,7 +9,8 @@
#import <AppKit/AppKit.h>
@ interface MyCustomView:NSQuickDrawView {
@interface MyCustomView : NSQuickDrawView
{
}
@end
......@@ -11,11 +11,17 @@
// Be a subclass of SDL_QuartzWindow so SDL will
// handle the redraw problems when minimizing the window
// This class is defined in SDL.framework
@ interface SDL_QuartzWindow:NSWindow @ end
@interface SDL_QuartzWindow : NSWindow
@end
// Also assign SDL_QuartzWindowDelegate to the window
// to perform other tasks. You can subclass this delegate
// if you want to add your own delegation methods
// This class is defined in SDL.framework
@ interface SDL_QuartzWindowDelegate:NSObject @ end
@interface SDL_QuartzWindowDelegate : NSObject
@end
// Declare our custom class
@ interface MyCustomWindow:SDL_QuartzWindow @ end
@interface MyCustomWindow : SDL_QuartzWindow
@end
......@@ -7,8 +7,8 @@
#import <Cocoa/Cocoa.h>
@ interface SDLMain:NSObject {
@interface SDLMain : NSObject
{
IBOutlet id _controller;
}
@end
......@@ -9,3 +9,4 @@
#include <Foundation/Foundation.h>
#include <Cocoa/Cocoa.h>
......@@ -7,4 +7,5 @@
#import <Cocoa/Cocoa.h>
@ interface SDLMain:NSObject @ end
@interface SDLMain : NSObject
@end
......@@ -59,8 +59,7 @@ GLenum StrMode = GL_VENDOR;
GLboolean moving;
static double
mtime(void)
static double mtime(void)
{
struct timeval tk_time;
struct timezone tz;
......@@ -70,30 +69,28 @@ mtime(void)
return 4294.967296 * tk_time.tv_sec + 0.000001 * tk_time.tv_usec;
}
static double
filter(double in, double *save)
static double filter(double in, double *save)
{
static double k1 = 0.9;
static double k2 = 0.05;
save[3] = in;
save[1] = save[0] * k1 + k2 * (save[3] + save[2]);
save[1] = save[0]*k1 + k2*(save[3] + save[2]);
save[0] = save[1];
save[2] = save[3];
save[0]=save[1];
save[2]=save[3];
return (save[1]);
return(save[1]);
}
void
DrawStr(const char *str)
void DrawStr(const char *str)
{
GLint i = 0;
if (!str)
return;
if(!str) return;
while (str[i]) {
while(str[i])
{
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, str[i]);
i++;
}
......@@ -137,18 +134,18 @@ InitFishs(void)
void
Atlantis_Init(void)
{
static float ambient[] = { 0.2, 0.2, 0.2, 1.0 };
static float diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
static float position[] = { 0.0, 1.0, 0.0, 0.0 };
static float mat_shininess[] = { 90.0 };
static float mat_specular[] = { 0.8, 0.8, 0.8, 1.0 };
static float mat_diffuse[] = { 0.46, 0.66, 0.795, 1.0 };
static float mat_ambient[] = { 0.3, 0.4, 0.5, 1.0 };
static float lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
static float lmodel_localviewer[] = { 0.0 };
static float ambient[] = {0.2, 0.2, 0.2, 1.0};
static float diffuse[] = {1.0, 1.0, 1.0, 1.0};
static float position[] = {0.0, 1.0, 0.0, 0.0};
static float mat_shininess[] = {90.0};
static float mat_specular[] = {0.8, 0.8, 0.8, 1.0};
static float mat_diffuse[] = {0.46, 0.66, 0.795, 1.0};
static float mat_ambient[] = {0.3, 0.4, 0.5, 1.0};
static float lmodel_ambient[] = {0.4, 0.4, 0.4, 1.0};
static float lmodel_localviewer[] = {0.0};
//GLfloat map1[4] = {0.0, 0.0, 0.0, 0.0};
//GLfloat map2[4] = {0.0, 0.0, 0.0, 0.0};
static float fog_color[] = { 0.0, 0.5, 0.9, 1.0 };
static float fog_color[] = {0.0, 0.5, 0.9, 1.0};
glFrontFace(GL_CCW);
......@@ -188,8 +185,7 @@ Atlantis_Reshape(int width, int height)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat) width / (GLfloat) height, 20000.0,
300000.0);
gluPerspective(60.0, (GLfloat) width / (GLfloat) height, 20000.0, 300000.0);
glMatrixMode(GL_MODELVIEW);
}
......@@ -219,7 +215,8 @@ Atlantis_Key(unsigned char key, int x, int y)
Timing = !Timing;
break;
case ' ':
switch (StrMode) {
switch(StrMode)
{
case GL_EXTENSIONS:
StrMode = GL_VENDOR;
break;
......@@ -251,7 +248,6 @@ Atlantis_Key(unsigned char key, int x, int y)
}
}
}
/*
void Display(void)
{
......@@ -277,7 +273,7 @@ void
Atlantis_Display(void)
{
int i;
static double th[4] = { 0.0, 0.0, 0.0, 0.0 };
static double th[4] = {0.0, 0.0, 0.0, 0.0};
static double t1 = 0.0, t2 = 0.0, t;
char num_str[128];
......@@ -308,46 +304,43 @@ Atlantis_Display(void)
DrawWhale(&babyWhale);
glPopMatrix();
if (Timing) {
if(Timing)
{
t2 = mtime();
t = t2 - t1;
if (t > 0.0001)
t = 1.0 / t;
if(t > 0.0001) t = 1.0 / t;
glDisable(GL_LIGHTING);
//glDisable(GL_DEPTH_TEST);
glColor3f(1.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, w_win, 0, h_win, -10.0, 10.0);
glRasterPos2f(5.0, 5.0);
switch (StrMode) {
switch(StrMode)
{
case GL_VENDOR:
sprintf(num_str, "%0.2f Hz, %dx%d, VENDOR: ", filter(t, th),
w_win, h_win);
sprintf(num_str, "%0.2f Hz, %dx%d, VENDOR: ", filter(t, th), w_win, h_win);
DrawStr(num_str);
DrawStr(glGetString(GL_VENDOR));
break;
case GL_RENDERER:
sprintf(num_str, "%0.2f Hz, %dx%d, RENDERER: ", filter(t, th),
w_win, h_win);
sprintf(num_str, "%0.2f Hz, %dx%d, RENDERER: ", filter(t, th), w_win, h_win);
DrawStr(num_str);
DrawStr(glGetString(GL_RENDERER));
break;
case GL_VERSION:
sprintf(num_str, "%0.2f Hz, %dx%d, VERSION: ", filter(t, th),
w_win, h_win);
sprintf(num_str, "%0.2f Hz, %dx%d, VERSION: ", filter(t, th), w_win, h_win);
DrawStr(num_str);
DrawStr(glGetString(GL_VERSION));
break;
case GL_EXTENSIONS:
sprintf(num_str, "%0.2f Hz, %dx%d, EXTENSIONS: ", filter(t, th),
w_win, h_win);
sprintf(num_str, "%0.2f Hz, %dx%d, EXTENSIONS: ", filter(t, th), w_win, h_win);
DrawStr(num_str);
DrawStr(glGetString(GL_EXTENSIONS));
break;
......
......@@ -43,8 +43,7 @@
#define WHALESPEED 250.0
typedef struct _fishRec
{
typedef struct _fishRec {
float x, y, z, phi, theta, psi, v;
float xt, yt, zt;
float htail, vtail;
......
......@@ -57,10 +57,8 @@ WhalePilot(fishRec * fish)
fish->theta = 0.0;
fish->psi -= 0.5;
fish->x +=
WHALESPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
fish->y +=
WHALESPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
fish->x += WHALESPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
fish->y += WHALESPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
fish->z += WHALESPEED * fish->v * sin(fish->theta / RAD);
}
......@@ -154,10 +152,8 @@ SharkPilot(fishRec * fish)
}
}
fish->x +=
SHARKSPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
fish->y +=
SHARKSPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
fish->x += SHARKSPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
fish->y += SHARKSPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
fish->z += SHARKSPEED * fish->v * sin(fish->theta / RAD);
}
......
......@@ -12,15 +12,14 @@
#include "SDL.h"
extern void Atlantis_Init();
extern void Atlantis_Reshape(int w, int h);
extern void Atlantis_Animate();
extern void Atlantis_Display();
extern void Atlantis_Init ();
extern void Atlantis_Reshape (int w, int h);
extern void Atlantis_Animate ();
extern void Atlantis_Display ();
static SDL_Surface *gScreen;
static void
initAttributes()
static void initAttributes ()
{
// Setup attributes we want for the OpenGL context
......@@ -32,45 +31,40 @@ initAttributes()
// Request a 16-bit depth buffer (without this, there is no depth buffer)
value = 16;
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, value);
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value);
// Request double-buffered OpenGL
// The fact that windows are double-buffered on Mac OS X has no effect
// on OpenGL double buffering.
value = 1;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, value);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, value);
}
static void
printAttributes()
static void printAttributes ()
{
// Print out attributes of the context we created
int nAttr;
int i;
int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE,
SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE
};
SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE };
char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n",
"Green size: %d bits\n",
char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n",
"Alpha size: %d bits\n", "Color buffer size: %d bits\n",
"Depth bufer size: %d bits\n"
};
"Depth bufer size: %d bits\n" };
nAttr = sizeof(attr) / sizeof(int);
for (i = 0; i < nAttr; i++) {
int value;
SDL_GL_GetAttribute(attr[i], &value);
printf(desc[i], value);
SDL_GL_GetAttribute (attr[i], &value);
printf (desc[i], value);
}
}
static void
createSurface(int fullscreen)
static void createSurface (int fullscreen)
{
Uint32 flags = 0;
......@@ -79,44 +73,41 @@ createSurface(int fullscreen)
flags |= SDL_FULLSCREEN;
// Create window
gScreen = SDL_SetVideoMode(640, 480, 0, flags);
gScreen = SDL_SetVideoMode (640, 480, 0, flags);
if (gScreen == NULL) {
fprintf(stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
SDL_GetError());
SDL_Quit();
exit(2);
}
}
static void
initGL()
static void initGL ()
{
Atlantis_Init();
Atlantis_Reshape(gScreen->w, gScreen->h);
Atlantis_Init ();
Atlantis_Reshape (gScreen->w, gScreen->h);
}
static void
drawGL()
static void drawGL ()
{
Atlantis_Animate();
Atlantis_Display();
Atlantis_Animate ();
Atlantis_Display ();
}
static void
mainLoop()
static void mainLoop ()
{
SDL_Event event;
int done = 0;
int fps = 24;
int delay = 1000 / fps;
int delay = 1000/fps;
int thenTicks = -1;
int nowTicks;
while (!done) {
while ( !done ) {
/* Check for events */
while (SDL_PollEvent(&event)) {
while ( SDL_PollEvent (&event) ) {
switch (event.type) {
case SDL_MOUSEMOTION:
......@@ -136,48 +127,50 @@ mainLoop()
// Draw at 24 hz
// This approach is not normally recommended - it is better to
// use time-based animation and run as fast as possible
drawGL();
SDL_GL_SwapBuffers();
drawGL ();
SDL_GL_SwapBuffers ();
// Time how long each draw-swap-delay cycle takes
// and adjust delay to get closer to target framerate
if (thenTicks > 0) {
nowTicks = SDL_GetTicks();
delay += (1000 / fps - (nowTicks - thenTicks));
nowTicks = SDL_GetTicks ();
delay += (1000/fps - (nowTicks-thenTicks));
thenTicks = nowTicks;
if (delay < 0)
delay = 1000 / fps;
} else {
thenTicks = SDL_GetTicks();
delay = 1000/fps;
}
else {
thenTicks = SDL_GetTicks ();
}
SDL_Delay(delay);
SDL_Delay (delay);
}
}
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
// Init SDL video subsystem
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
fprintf(stderr, "Couldn't initialize SDL: %s\n",
SDL_GetError());
exit(1);
}
// Set GL context attributes
initAttributes();
initAttributes ();
// Create GL context
createSurface(0);
createSurface (0);
// Get GL context attributes
printAttributes();
printAttributes ();
// Init GL state
initGL();
initGL ();
// Draw, get events...
mainLoop();
mainLoop ();
// Cleanup
SDL_Quit();
......
......@@ -7,4 +7,5 @@
#import <Cocoa/Cocoa.h>
@ interface SDLMain:NSObject @ end
@interface SDLMain : NSObject
@end
......@@ -12,8 +12,7 @@
#include "SDL.h"
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
Uint32 initflags = SDL_INIT_VIDEO; /* See documentation for details */
SDL_Surface *screen;
......@@ -23,13 +22,14 @@ main(int argc, char *argv[])
SDL_Event event;
/* Initialize the SDL library */
if (SDL_Init(initflags) < 0) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
if ( SDL_Init(initflags) < 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n",
SDL_GetError());
exit(1);
}
/* Set 640x480 video mode */
screen = SDL_SetVideoMode(640, 480, video_bpp, videoflags);
screen=SDL_SetVideoMode(640,480, video_bpp, videoflags);
if (screen == NULL) {
fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n",
video_bpp, SDL_GetError());
......@@ -38,10 +38,10 @@ main(int argc, char *argv[])
}
done = 0;
while (!done) {
while ( !done ) {
/* Check for events */
while (SDL_PollEvent(&event)) {
while ( SDL_PollEvent(&event) ) {
switch (event.type) {
case SDL_MOUSEMOTION:
......@@ -61,5 +61,5 @@ main(int argc, char *argv[])
/* Clean up the SDL library */
SDL_Quit();
return (0);
return(0);
}
......@@ -7,10 +7,11 @@
#import <Cocoa/Cocoa.h>
@ interface SDLMain: NSObject - (IBAction) prefsMenu:(id) sender;
-(IBAction) newGame:(id) sender;
-(IBAction) openGame:(id) sender;
-(IBAction) saveGame:(id) sender;
-(IBAction) saveGameAs:(id) sender;
-(IBAction) help:(id) sender;
@interface SDLMain : NSObject
- (IBAction)prefsMenu:(id)sender;
- (IBAction)newGame:(id)sender;
- (IBAction)openGame:(id)sender;
- (IBAction)saveGame:(id)sender;
- (IBAction)saveGameAs:(id)sender;
- (IBAction)help:(id)sender;
@end
......@@ -12,8 +12,7 @@
#include "SDL.h"
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
Uint32 initflags = SDL_INIT_VIDEO; /* See documentation for details */
SDL_Surface *screen;
......@@ -23,13 +22,14 @@ main(int argc, char *argv[])
SDL_Event event;
/* Initialize the SDL library */
if (SDL_Init(initflags) < 0) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
if ( SDL_Init(initflags) < 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n",
SDL_GetError());
exit(1);
}
/* Set 640x480 video mode */
screen = SDL_SetVideoMode(640, 480, video_bpp, videoflags);
screen=SDL_SetVideoMode(640,480, video_bpp, videoflags);
if (screen == NULL) {
fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n",
video_bpp, SDL_GetError());
......@@ -38,10 +38,10 @@ main(int argc, char *argv[])
}
done = 0;
while (!done) {
while ( !done ) {
/* Check for events */
while (SDL_PollEvent(&event)) {
while ( SDL_PollEvent(&event) ) {
switch (event.type) {
case SDL_MOUSEMOTION:
......@@ -61,5 +61,5 @@ main(int argc, char *argv[])
/* Clean up the SDL library */
SDL_Quit();
return (0);
return(0);
}
......@@ -12,7 +12,10 @@
extern id gController; // instance of this class from nib
// Declare SDL_QuartzWindowDelegate (defined in SDL.framework)
@interface SDL_QuartzWindowDelegate: NSObject @ end @ interface MyController:NSObject
@interface SDL_QuartzWindowDelegate : NSObject
@end
@interface MyController : NSObject
{
// Interface Builder Outlets
IBOutlet id _framesPerSecond;
......@@ -24,20 +27,20 @@ extern id gController; // instance of this class from nib
int _nSprites;
int _max_speed;
int _doFlip;
Uint8 *_mem;
Uint8* _mem;
SDL_Surface *_screen;
SDL_Surface *_sprite;
SDL_Rect *_sprite_rects;
SDL_Rect *_positions;
SDL_Rect *_velocities;
SDL_Surface* _screen;
SDL_Surface* _sprite;
SDL_Rect* _sprite_rects;
SDL_Rect* _positions;
SDL_Rect* _velocities;
int _sprites_visible;
Uint16 _sprite_w, _sprite_h;
int _mouse_x, _mouse_y;
}
// Interface Builder Actions
-(IBAction) changeNumberOfSprites:(id) sender;
-(IBAction) selectUpdateMode:(id) sender;
- (IBAction)changeNumberOfSprites:(id)sender;
- (IBAction)selectUpdateMode:(id)sender;
@end
......@@ -9,7 +9,8 @@
#import <AppKit/AppKit.h>
@ interface MyCustomView:NSQuickDrawView {
@interface MyCustomView : NSQuickDrawView
{
}
@end
......@@ -11,11 +11,17 @@
// Be a subclass of SDL_QuartzWindow so SDL will
// handle the redraw problems when minimizing the window
// This class is defined in SDL.framework
@ interface SDL_QuartzWindow:NSWindow @ end
@interface SDL_QuartzWindow : NSWindow
@end
// Also assign SDL_QuartzWindowDelegate to the window
// to perform other tasks. You can subclass this delegate
// if you want to add your own delegation methods
// This class is defined in SDL.framework
@ interface SDL_QuartzWindowDelegate:NSObject @ end
@interface SDL_QuartzWindowDelegate : NSObject
@end
// Declare our custom class
@ interface MyCustomWindow:SDL_QuartzWindow @ end
@interface MyCustomWindow : SDL_QuartzWindow
@end
......@@ -7,8 +7,8 @@
#import <Cocoa/Cocoa.h>
@ interface SDLMain:NSObject {
@interface SDLMain : NSObject
{
IBOutlet id _controller;
}
@end
......@@ -7,4 +7,5 @@
#import <Cocoa/Cocoa.h>
@ interface SDLMain:NSObject @ end
@interface SDLMain : NSObject
@end
......@@ -59,8 +59,7 @@ GLenum StrMode = GL_VENDOR;
GLboolean moving;
static double
mtime(void)
static double mtime(void)
{
struct timeval tk_time;
struct timezone tz;
......@@ -70,30 +69,28 @@ mtime(void)
return 4294.967296 * tk_time.tv_sec + 0.000001 * tk_time.tv_usec;
}
static double
filter(double in, double *save)
static double filter(double in, double *save)
{
static double k1 = 0.9;
static double k2 = 0.05;
save[3] = in;
save[1] = save[0] * k1 + k2 * (save[3] + save[2]);
save[1] = save[0]*k1 + k2*(save[3] + save[2]);
save[0] = save[1];
save[2] = save[3];
save[0]=save[1];
save[2]=save[3];
return (save[1]);
return(save[1]);
}
void
DrawStr(const char *str)
void DrawStr(const char *str)
{
GLint i = 0;
if (!str)
return;
if(!str) return;
while (str[i]) {
while(str[i])
{
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, str[i]);
i++;
}
......@@ -137,18 +134,18 @@ InitFishs(void)
void
Atlantis_Init(void)
{
static float ambient[] = { 0.2, 0.2, 0.2, 1.0 };
static float diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
static float position[] = { 0.0, 1.0, 0.0, 0.0 };
static float mat_shininess[] = { 90.0 };
static float mat_specular[] = { 0.8, 0.8, 0.8, 1.0 };
static float mat_diffuse[] = { 0.46, 0.66, 0.795, 1.0 };
static float mat_ambient[] = { 0.3, 0.4, 0.5, 1.0 };
static float lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
static float lmodel_localviewer[] = { 0.0 };
static float ambient[] = {0.2, 0.2, 0.2, 1.0};
static float diffuse[] = {1.0, 1.0, 1.0, 1.0};
static float position[] = {0.0, 1.0, 0.0, 0.0};
static float mat_shininess[] = {90.0};
static float mat_specular[] = {0.8, 0.8, 0.8, 1.0};
static float mat_diffuse[] = {0.46, 0.66, 0.795, 1.0};
static float mat_ambient[] = {0.3, 0.4, 0.5, 1.0};
static float lmodel_ambient[] = {0.4, 0.4, 0.4, 1.0};
static float lmodel_localviewer[] = {0.0};
//GLfloat map1[4] = {0.0, 0.0, 0.0, 0.0};
//GLfloat map2[4] = {0.0, 0.0, 0.0, 0.0};
static float fog_color[] = { 0.0, 0.5, 0.9, 1.0 };
static float fog_color[] = {0.0, 0.5, 0.9, 1.0};
glFrontFace(GL_CCW);
......@@ -188,8 +185,7 @@ Atlantis_Reshape(int width, int height)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat) width / (GLfloat) height, 20000.0,
300000.0);
gluPerspective(60.0, (GLfloat) width / (GLfloat) height, 20000.0, 300000.0);
glMatrixMode(GL_MODELVIEW);
}
......@@ -219,7 +215,8 @@ Atlantis_Key(unsigned char key, int x, int y)
Timing = !Timing;
break;
case ' ':
switch (StrMode) {
switch(StrMode)
{
case GL_EXTENSIONS:
StrMode = GL_VENDOR;
break;
......@@ -251,7 +248,6 @@ Atlantis_Key(unsigned char key, int x, int y)
}
}
}
/*
void Display(void)
{
......@@ -277,7 +273,7 @@ void
Atlantis_Display(void)
{
int i;
static double th[4] = { 0.0, 0.0, 0.0, 0.0 };
static double th[4] = {0.0, 0.0, 0.0, 0.0};
static double t1 = 0.0, t2 = 0.0, t;
char num_str[128];
......@@ -308,46 +304,43 @@ Atlantis_Display(void)
DrawWhale(&babyWhale);
glPopMatrix();
if (Timing) {
if(Timing)
{
t2 = mtime();
t = t2 - t1;
if (t > 0.0001)
t = 1.0 / t;
if(t > 0.0001) t = 1.0 / t;
glDisable(GL_LIGHTING);
//glDisable(GL_DEPTH_TEST);
glColor3f(1.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, w_win, 0, h_win, -10.0, 10.0);
glRasterPos2f(5.0, 5.0);
switch (StrMode) {
switch(StrMode)
{
case GL_VENDOR:
sprintf(num_str, "%0.2f Hz, %dx%d, VENDOR: ", filter(t, th),
w_win, h_win);
sprintf(num_str, "%0.2f Hz, %dx%d, VENDOR: ", filter(t, th), w_win, h_win);
DrawStr(num_str);
DrawStr(glGetString(GL_VENDOR));
break;
case GL_RENDERER:
sprintf(num_str, "%0.2f Hz, %dx%d, RENDERER: ", filter(t, th),
w_win, h_win);
sprintf(num_str, "%0.2f Hz, %dx%d, RENDERER: ", filter(t, th), w_win, h_win);
DrawStr(num_str);
DrawStr(glGetString(GL_RENDERER));
break;
case GL_VERSION:
sprintf(num_str, "%0.2f Hz, %dx%d, VERSION: ", filter(t, th),
w_win, h_win);
sprintf(num_str, "%0.2f Hz, %dx%d, VERSION: ", filter(t, th), w_win, h_win);
DrawStr(num_str);
DrawStr(glGetString(GL_VERSION));
break;
case GL_EXTENSIONS:
sprintf(num_str, "%0.2f Hz, %dx%d, EXTENSIONS: ", filter(t, th),
w_win, h_win);
sprintf(num_str, "%0.2f Hz, %dx%d, EXTENSIONS: ", filter(t, th), w_win, h_win);
DrawStr(num_str);
DrawStr(glGetString(GL_EXTENSIONS));
break;
......
......@@ -43,8 +43,7 @@
#define WHALESPEED 250.0
typedef struct _fishRec
{
typedef struct _fishRec {
float x, y, z, phi, theta, psi, v;
float xt, yt, zt;
float htail, vtail;
......
......@@ -57,10 +57,8 @@ WhalePilot(fishRec * fish)
fish->theta = 0.0;
fish->psi -= 0.5;
fish->x +=
WHALESPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
fish->y +=
WHALESPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
fish->x += WHALESPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
fish->y += WHALESPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
fish->z += WHALESPEED * fish->v * sin(fish->theta / RAD);
}
......@@ -154,10 +152,8 @@ SharkPilot(fishRec * fish)
}
}
fish->x +=
SHARKSPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
fish->y +=
SHARKSPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
fish->x += SHARKSPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
fish->y += SHARKSPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
fish->z += SHARKSPEED * fish->v * sin(fish->theta / RAD);
}
......
......@@ -12,15 +12,14 @@
#include "SDL.h"
extern void Atlantis_Init();
extern void Atlantis_Reshape(int w, int h);
extern void Atlantis_Animate();
extern void Atlantis_Display();
extern void Atlantis_Init ();
extern void Atlantis_Reshape (int w, int h);
extern void Atlantis_Animate ();
extern void Atlantis_Display ();
static SDL_Surface *gScreen;
static void
initAttributes()
static void initAttributes ()
{
// Setup attributes we want for the OpenGL context
......@@ -32,45 +31,40 @@ initAttributes()
// Request a 16-bit depth buffer (without this, there is no depth buffer)
value = 16;
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, value);
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value);
// Request double-buffered OpenGL
// The fact that windows are double-buffered on Mac OS X has no effect
// on OpenGL double buffering.
value = 1;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, value);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, value);
}
static void
printAttributes()
static void printAttributes ()
{
// Print out attributes of the context we created
int nAttr;
int i;
int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE,
SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE
};
SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE };
char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n",
"Green size: %d bits\n",
char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n",
"Alpha size: %d bits\n", "Color buffer size: %d bits\n",
"Depth bufer size: %d bits\n"
};
"Depth bufer size: %d bits\n" };
nAttr = sizeof(attr) / sizeof(int);
for (i = 0; i < nAttr; i++) {
int value;
SDL_GL_GetAttribute(attr[i], &value);
printf(desc[i], value);
SDL_GL_GetAttribute (attr[i], &value);
printf (desc[i], value);
}
}
static void
createSurface(int fullscreen)
static void createSurface (int fullscreen)
{
Uint32 flags = 0;
......@@ -79,44 +73,41 @@ createSurface(int fullscreen)
flags |= SDL_FULLSCREEN;
// Create window
gScreen = SDL_SetVideoMode(640, 480, 0, flags);
gScreen = SDL_SetVideoMode (640, 480, 0, flags);
if (gScreen == NULL) {
fprintf(stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
SDL_GetError());
SDL_Quit();
exit(2);
}
}
static void
initGL()
static void initGL ()
{
Atlantis_Init();
Atlantis_Reshape(gScreen->w, gScreen->h);
Atlantis_Init ();
Atlantis_Reshape (gScreen->w, gScreen->h);
}
static void
drawGL()
static void drawGL ()
{
Atlantis_Animate();
Atlantis_Display();
Atlantis_Animate ();
Atlantis_Display ();
}
static void
mainLoop()
static void mainLoop ()
{
SDL_Event event;
int done = 0;
int fps = 24;
int delay = 1000 / fps;
int delay = 1000/fps;
int thenTicks = -1;
int nowTicks;
while (!done) {
while ( !done ) {
/* Check for events */
while (SDL_PollEvent(&event)) {
while ( SDL_PollEvent (&event) ) {
switch (event.type) {
case SDL_MOUSEMOTION:
......@@ -136,48 +127,50 @@ mainLoop()
// Draw at 24 hz
// This approach is not normally recommended - it is better to
// use time-based animation and run as fast as possible
drawGL();
SDL_GL_SwapBuffers();
drawGL ();
SDL_GL_SwapBuffers ();
// Time how long each draw-swap-delay cycle takes
// and adjust delay to get closer to target framerate
if (thenTicks > 0) {
nowTicks = SDL_GetTicks();
delay += (1000 / fps - (nowTicks - thenTicks));
nowTicks = SDL_GetTicks ();
delay += (1000/fps - (nowTicks-thenTicks));
thenTicks = nowTicks;
if (delay < 0)
delay = 1000 / fps;
} else {
thenTicks = SDL_GetTicks();
delay = 1000/fps;
}
else {
thenTicks = SDL_GetTicks ();
}
SDL_Delay(delay);
SDL_Delay (delay);
}
}
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
// Init SDL video subsystem
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
fprintf(stderr, "Couldn't initialize SDL: %s\n",
SDL_GetError());
exit(1);
}
// Set GL context attributes
initAttributes();
initAttributes ();
// Create GL context
createSurface(0);
createSurface (0);
// Get GL context attributes
printAttributes();
printAttributes ();
// Init GL state
initGL();
initGL ();
// Draw, get events...
mainLoop();
mainLoop ();
// Cleanup
SDL_Quit();
......
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