50b731f1b7
Derivative of Redox OS (https://www.redox-os.org) adding: - AMD GPU driver (amdgpu) via LinuxKPI compat layer - ext4 filesystem support (ext4d scheme daemon) - ACPI fixes for AMD bare metal (x2APIC, DMAR, IVRS, MCFG) - Custom branding (hostname, os-release, boot identity) Build system is full upstream Redox with RBOS overlay in local/. Patches for kernel, base, and relibc are symlinked from local/patches/ and protected from make clean/distclean. Custom recipes live in local/recipes/ with symlinks into the recipes/ search path. Build: make all CONFIG_NAME=redbear-full Sync: ./local/scripts/sync-upstream.sh
524 lines
13 KiB
C
524 lines
13 KiB
C
/* gears.c */
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/*
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* 3-D gear wheels. This program is in the public domain.
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*
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* Brian Paul
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*/
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/* Conversion to GLUT by Mark J. Kilgard */
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_mixer.h>
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#include <SDL2/SDL_ttf.h>
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#ifndef M_PI
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#define M_PI 3.14159265
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#endif
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/**
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Draw a gear wheel. You'll probably want to call this function when
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building a display list since we do a lot of trig here.
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Input: inner_radius - radius of hole at center
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outer_radius - radius at center of teeth
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width - width of gear
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teeth - number of teeth
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tooth_depth - depth of tooth
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**/
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static void
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gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth)
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{
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth / 2.0;
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r2 = outer_radius + tooth_depth / 2.0;
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da = 2.0 * M_PI / teeth / 4.0;
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glShadeModel(GL_FLAT);
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glNormal3f(0.0, 0.0, 1.0);
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/* draw front face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++)
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++)
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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}
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glEnd();
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glNormal3f(0.0, 0.0, -1.0);
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/* draw back face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++)
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++)
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i < teeth; i++)
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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u = r2 * cos(angle + da) - r1 * cos(angle);
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v = r2 * sin(angle + da) - r1 * sin(angle);
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len = sqrt(u * u + v * v);
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u /= len;
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v /= len;
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glNormal3f(v, -u, 0.0);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
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u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
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v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
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glNormal3f(v, -u, 0.0);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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}
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glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
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glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
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glEnd();
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glShadeModel(GL_SMOOTH);
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/* draw inside radius cylinder */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++)
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{
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angle = i * 2.0 * M_PI / teeth;
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glNormal3f(-cos(angle), -sin(angle), 0.0);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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}
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glEnd();
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}
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static int width = 800;
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static int height = 600;
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static SDL_Window *window = NULL;
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static SDL_GLContext context = NULL;
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static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
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static GLint gear1, gear2, gear3;
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static GLfloat angle = 0.0;
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static GLfloat delta = 2.0f;
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static void
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draw(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glRotatef(view_rotx, 1.0, 0.0, 0.0);
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glRotatef(view_roty, 0.0, 1.0, 0.0);
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glRotatef(view_rotz, 0.0, 0.0, 1.0);
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glPushMatrix();
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glTranslatef(-3.0, -2.0, 0.0);
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glRotatef(angle, 0.0, 0.0, 1.0);
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glCallList(gear1);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(3.1, -2.0, 0.0);
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glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
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glCallList(gear2);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(-3.1, 4.2, 0.0);
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glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
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glCallList(gear3);
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glPopMatrix();
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glPopMatrix();
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}
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static void
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idle(void)
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{
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angle += delta;
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if (angle > 360.0f)
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angle -= 360.0f;
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draw();
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SDL_GL_SwapWindow(window);
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}
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/* new window size or exposure */
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static void
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reshape(int width, int height)
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{
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GLfloat h = (GLfloat)height / (GLfloat)width;
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glViewport(0, 0, (GLint)width, (GLint)height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -40.0);
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}
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static void
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init(void)
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{
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static GLfloat pos[4] =
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{5.0, 5.0, 10.0, 0.0};
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static GLfloat red[4] =
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{0.8, 0.1, 0.0, 1.0};
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static GLfloat green[4] =
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{0.0, 0.8, 0.2, 1.0};
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static GLfloat blue[4] =
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{0.2, 0.2, 1.0, 1.0};
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glLightfv(GL_LIGHT0, GL_POSITION, pos);
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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/* make the gears */
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gear1 = glGenLists(1);
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glNewList(gear1, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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gear(1.0, 4.0, 1.0, 20, 0.7);
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glEndList();
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gear2 = glGenLists(1);
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glNewList(gear2, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
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gear(0.5, 2.0, 2.0, 10, 0.7);
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glEndList();
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gear3 = glGenLists(1);
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glNewList(gear3, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
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gear(1.3, 2.0, 0.5, 10, 0.7);
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glEndList();
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glEnable(GL_NORMALIZE);
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}
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void CheckSDLError(int line)
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{
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const char *error = SDL_GetError();
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if (error != "")
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{
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printf("SLD Error: %s\n", error);
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if (line != -1)
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printf("\nLine: %d\n", line);
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SDL_ClearError();
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}
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}
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SDL_Surface *image;
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const char *IMAGE_FILE_NAME = "/usr/games/sdl2_gears/assets/image.png";
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Mix_Music *music = NULL;
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const char *MUSIC_FILE_NAME = "/usr/games/sdl2_gears/assets/music.wav";
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TTF_Font *font = NULL;
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const char *TTF_FILE_NAME = "/usr/games/sdl2_gears/assets/font.ttf";
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void cleanup()
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{
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if (context != NULL)
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{
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SDL_GL_DeleteContext(context);
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context = NULL;
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}
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if (window != NULL)
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{
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SDL_DestroyWindow(window);
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window = NULL;
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}
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if (image != NULL)
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{
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SDL_FreeSurface(image);
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image = NULL;
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IMG_Quit();
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}
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if (music != NULL)
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{
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Mix_FreeMusic(music);
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music = NULL;
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Mix_CloseAudio();
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}
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if (font != NULL)
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{
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TTF_CloseFont(font);
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font = NULL;
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}
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// Shutdown SDL 2
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SDL_Quit();
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}
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int main(int argc, char *argv[])
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{
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// Main
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printf("Initializing SDL\n");
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0)
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{
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printf("Failed to init SDL\n");
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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// Video / window
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printf("Creating SDL window\n");
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window = SDL_CreateWindow(
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"Gears",
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-1,
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-1,
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width,
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height,
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SDL_WINDOW_OPENGL);
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if (window == NULL)
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{
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printf("Unable to create window\n");
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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printf("Creating SDL GL context\n");
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context = SDL_GL_CreateContext(window);
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if (context == NULL)
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{
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printf("Unable to create SDL GL context\n");
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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init();
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reshape(width, height);
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// Image
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printf("Initializing SDL image supporting formats png and jpeg\n");
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int flags = IMG_INIT_JPG | IMG_INIT_PNG;
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int initted = IMG_Init(flags);
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if ((initted & flags) != flags)
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{
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printf("IMG_Init: Failed to init required jpg and png support: %s\n", IMG_GetError());
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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image = IMG_Load(IMAGE_FILE_NAME);
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if (image == NULL)
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{
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printf("IMG_Load failed: %s\n", IMG_GetError());
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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// Audio
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printf("Opening SDL mixer audio\n");
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 4096) < 0)
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{
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fprintf(stderr, "Couldn't open audio mixer: %s\n", SDL_GetError());
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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music = Mix_LoadMUS(MUSIC_FILE_NAME);
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if (music == NULL)
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{
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fprintf(stderr, "Couldn't open audio file %s: %s\n", MUSIC_FILE_NAME, SDL_GetError());
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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if (Mix_PlayMusic(music, -1) < 0)
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{
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fprintf(stderr, "Couldn't play music: %s\n", SDL_GetError());
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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// TTF
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printf("Initializing TTF\n");
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if (TTF_Init() < 0)
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{
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printf("Failed to init TTF\n");
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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font = TTF_OpenFont(TTF_FILE_NAME, 30);
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if (font == NULL)
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{
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printf("Couldn't open TTF file %s: %s\n", TTF_FILE_NAME, SDL_GetError());
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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int running = 1;
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SDL_Event event;
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int playing_audio = 0;
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while (running)
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{
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idle();
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// Loop track
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Mix_PlayingMusic();
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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running = 0;
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if (event.type == SDL_KEYDOWN)
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{
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switch (event.key.keysym.sym)
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{
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case SDLK_p:
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{
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if (!Mix_PlayingMusic())
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{
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if (Mix_PlayMusic(music, -1) < 0)
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{
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fprintf(stderr, "Couldn't play music: %s\n", SDL_GetError());
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CheckSDLError(__LINE__);
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cleanup();
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return -1;
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}
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}
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else
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{
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if (Mix_PausedMusic())
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{
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Mix_ResumeMusic();
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}
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else
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{
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Mix_PauseMusic();
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}
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}
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break;
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}
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case SDLK_a:
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case SDLK_LEFT:
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{
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delta -= 0.2f;
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break;
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}
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case SDLK_d:
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case SDLK_RIGHT:
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{
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delta += 0.2f;
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break;
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}
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case SDLK_ESCAPE:
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{
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running = 0;
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break;
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}
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default:
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break;
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}
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}
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if (event.type == SDL_MOUSEBUTTONDOWN)
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{
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if (event.button.button == SDL_BUTTON_LEFT)
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{
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printf("Left mouse btn pressed at position %d,%d\n", event.button.x, event.button.y);
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}
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else if (event.button.button == SDL_BUTTON_MIDDLE)
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{
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printf("Middle mouse btn pressed at position %d,%d\n", event.button.x, event.button.y);
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}
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else if (event.button.button == SDL_BUTTON_RIGHT)
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{
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printf("Right mouse btn pressed at position %d,%d\n", event.button.x, event.button.y);
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}
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}
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}
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SDL_Delay(10);
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}
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|
cleanup();
|
|
|
|
return 0;
|
|
}
|