Astyle the examples.

This commit is contained in:
Ryan Pavlik
2012-12-10 14:16:45 -06:00
parent f1b6c4ad2b
commit b3c0c390c4
2 changed files with 280 additions and 183 deletions

View File

@@ -56,7 +56,7 @@
#define MAX_WIIMOTES 2
GLint width = 1024, height = 768;
GLfloat backColor[4] = {1.0,1.0,1.0,1.0};
GLfloat backColor[4] = {1.0, 1.0, 1.0, 1.0};
wiimote** wiimotes = NULL;
@@ -65,11 +65,11 @@ int xcoord = 0;
int ycoord = 0;
#ifdef WIN32
DWORD last_render;
DWORD last_render;
#else
struct timeval last_render;
int last_sec = 0;
int fps = 0;
struct timeval last_render;
int last_sec = 0;
int fps = 0;
#endif
enum render_mode_t {
@@ -123,39 +123,45 @@ void set_material(struct material_t* mptr);
void resize_window(GLint new_width, GLint new_height);
void handle_event(struct wiimote_t* wm) {
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_PLUS))
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_PLUS)) {
wiiuse_motion_sensing(wm, 1);
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_MINUS))
}
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_MINUS)) {
wiiuse_motion_sensing(wm, 0);
}
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_UP))
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_UP)) {
wiiuse_set_ir(wm, 1);
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_DOWN))
}
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_DOWN)) {
wiiuse_set_ir(wm, 0);
}
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_B))
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_B)) {
wiiuse_toggle_rumble(wm);
}
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_ONE)) {
int level;
WIIUSE_GET_IR_SENSITIVITY(wm, &level);
wiiuse_set_ir_sensitivity(wm, level+1);
wiiuse_set_ir_sensitivity(wm, level + 1);
}
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_TWO)) {
int level;
WIIUSE_GET_IR_SENSITIVITY(wm, &level);
wiiuse_set_ir_sensitivity(wm, level-1);
wiiuse_set_ir_sensitivity(wm, level - 1);
}
#if 0
#if 0
if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_A)) {
if (render_mode == IR)
if (render_mode == IR) {
render_mode = TEAPOT;
else
} else {
render_mode = IR;
}
resize_window(width, height);
}
#endif
#endif
}
#define DRAW_TRIANGLE(x, y, z, s) do { \
@@ -166,52 +172,57 @@ void handle_event(struct wiimote_t* wm) {
int can_render() {
/* quick fps limit to ~60fps -- not too fancy, could be better */
#ifdef WIN32
if (GetTickCount() < (last_render + 16))
return 0;
last_render = GetTickCount();
return 1;
#else
struct timeval now;
long elapsed_usec = 0;
#ifdef WIN32
if (GetTickCount() < (last_render + 16)) {
return 0;
}
last_render = GetTickCount();
return 1;
#else
struct timeval now;
long elapsed_usec = 0;
gettimeofday(&now, NULL);
gettimeofday(&now, NULL);
if (now.tv_usec > 1000000) {
now.tv_usec -= 1000000;
++now.tv_sec;
}
if (now.tv_usec > 1000000) {
now.tv_usec -= 1000000;
++now.tv_sec;
}
if (now.tv_sec > last_render.tv_sec)
elapsed_usec = ((now.tv_sec - last_render.tv_sec) * 1000000);
if (now.tv_sec > last_render.tv_sec) {
elapsed_usec = ((now.tv_sec - last_render.tv_sec) * 1000000);
}
if (now.tv_usec > last_render.tv_usec)
elapsed_usec += now.tv_usec - last_render.tv_usec;
else
elapsed_usec += last_render.tv_usec - now.tv_usec;
if (now.tv_usec > last_render.tv_usec) {
elapsed_usec += now.tv_usec - last_render.tv_usec;
} else {
elapsed_usec += last_render.tv_usec - now.tv_usec;
}
if (time(NULL) > last_sec) {
printf("fps: %i\n", fps);
fps = 0;
last_sec = time(NULL);
}
if (time(NULL) > last_sec) {
printf("fps: %i\n", fps);
fps = 0;
last_sec = time(NULL);
}
if (elapsed_usec < 16000)
return 0;
if (elapsed_usec < 16000) {
return 0;
}
last_render = now;
++fps;
last_render = now;
++fps;
return 1;
#endif
return 1;
#endif
}
void display() {
int i, wm;
float size = 5;
if (!can_render())
if (!can_render()) {
return;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
@@ -223,37 +234,39 @@ void display() {
glDisable(GL_LIGHTING);
glBegin(GL_TRIANGLES);
/* green center */
glColor3f(0.0, 1.0, 0.0);
DRAW_TRIANGLE(width/2, height/2, 0, size);
/* green center */
glColor3f(0.0, 1.0, 0.0);
DRAW_TRIANGLE(width / 2, height / 2, 0, size);
glEnd();
for (wm = 0; wm < MAX_WIIMOTES; ++wm) {
glBegin(GL_TRIANGLES);
/* red ir */
glColor3f(1.0, 0.0, 0.0);
for (i = 0; i < 4; ++i) {
if (wiimotes[wm]->ir.dot[i].visible)
DRAW_TRIANGLE(wiimotes[wm]->ir.dot[i].rx, wiimotes[wm]->ir.dot[i].ry, 0, size);
/* red ir */
glColor3f(1.0, 0.0, 0.0);
for (i = 0; i < 4; ++i) {
if (wiimotes[wm]->ir.dot[i].visible) {
DRAW_TRIANGLE(wiimotes[wm]->ir.dot[i].rx, wiimotes[wm]->ir.dot[i].ry, 0, size);
}
}
/* yellow corrected ir */
glColor3f(1.0, 1.0, 0.0);
for (i = 0; i < 4; ++i) {
if (wiimotes[wm]->ir.dot[i].visible)
DRAW_TRIANGLE(wiimotes[wm]->ir.dot[i].x, wiimotes[wm]->ir.dot[i].y, 0, size);
/* yellow corrected ir */
glColor3f(1.0, 1.0, 0.0);
for (i = 0; i < 4; ++i) {
if (wiimotes[wm]->ir.dot[i].visible) {
DRAW_TRIANGLE(wiimotes[wm]->ir.dot[i].x, wiimotes[wm]->ir.dot[i].y, 0, size);
}
}
/* blue cursor */
glColor3f(0.0, 0.0, 1.0);
DRAW_TRIANGLE(wiimotes[wm]->ir.x, wiimotes[wm]->ir.y-size, 0, size);
/* blue cursor */
glColor3f(0.0, 0.0, 1.0);
DRAW_TRIANGLE(wiimotes[wm]->ir.x, wiimotes[wm]->ir.y - size, 0, size);
glEnd();
}
} else {
/* draw the teapot */
gluLookAt(0.0, 0.0, -5.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
@@ -300,8 +313,9 @@ void resize_window(GLint new_width, GLint new_height) {
width = new_width;
height = new_height;
if (new_height == 0)
if (new_height == 0) {
new_height = 1;
}
SDL_SetVideoMode(width, height, 16, SDL_RESIZABLE | SDL_OPENGL);
@@ -310,10 +324,11 @@ void resize_window(GLint new_width, GLint new_height) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (render_mode == IR)
if (render_mode == IR) {
gluOrtho2D(0, width, height, 0);
else
gluPerspective(60.0f, (float)new_width/(float)new_height, 0.1f, 100.0f);
} else {
gluPerspective(60.0f, (float)new_width / (float)new_height, 0.1f, 100.0f);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@@ -321,8 +336,9 @@ void resize_window(GLint new_width, GLint new_height) {
width = new_width;
height = new_height;
for (wm = 0; wm < MAX_WIIMOTES; ++wm)
for (wm = 0; wm < MAX_WIIMOTES; ++wm) {
wiiuse_set_ir_vres(wiimotes[wm], width, height);
}
}
#ifndef WIN32
@@ -337,12 +353,13 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
wiimotes = wiiuse_init(MAX_WIIMOTES);
found = wiiuse_find(wiimotes, MAX_WIIMOTES, 5);
if (!found)
if (!found) {
return 0;
}
connected = wiiuse_connect(wiimotes, MAX_WIIMOTES);
if (connected)
if (connected) {
printf("Connected to %i wiimotes (of %i found).\n", connected, found);
else {
} else {
printf("Failed to connect to any wiimote.\n");
return 0;
}
@@ -350,11 +367,11 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
wiiuse_set_leds(wiimotes[1], WIIMOTE_LED_2 | WIIMOTE_LED_4);
wiiuse_rumble(wiimotes[0], 1);
#ifndef WIN32
usleep(200000);
#else
Sleep(200);
#endif
#ifndef WIN32
usleep(200000);
#else
Sleep(200);
#endif
wiiuse_rumble(wiimotes[0], 0);
@@ -379,49 +396,47 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
height = wiimotes[0]->ir.vres[1];
SDL_SetVideoMode(width, height, 16, SDL_RESIZABLE | SDL_OPENGL);
for (wm = 0; wm < MAX_WIIMOTES; ++wm)
for (wm = 0; wm < MAX_WIIMOTES; ++wm) {
wiiuse_set_ir_vres(wiimotes[wm], width, height);
}
/* set OpenGL stuff */
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
glClearColor(0, 0, 0, 0);
glDepthFunc(GL_LEQUAL);
glClearColor(0, 0, 0, 0);
/* set the size of the window */
resize_window(width, height);
display();
#ifdef WIN32
last_render = GetTickCount();
#endif
#ifdef WIN32
last_render = GetTickCount();
#endif
while (1) {
SDL_Event event;
if (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_VIDEORESIZE:
{
/* resize the window */
resize_window(event.resize.w, event.resize.h);
break;
}
case SDL_QUIT:
{
/* shutdown */
SDL_Quit();
wiiuse_cleanup(wiimotes, MAX_WIIMOTES);
return 0;
}
default:
{
}
case SDL_VIDEORESIZE: {
/* resize the window */
resize_window(event.resize.w, event.resize.h);
break;
}
case SDL_QUIT: {
/* shutdown */
SDL_Quit();
wiiuse_cleanup(wiimotes, MAX_WIIMOTES);
return 0;
}
default: {
}
}
}