mirror of https://github.com/aap/librw.git
642 lines
15 KiB
C++
642 lines
15 KiB
C++
#include <rw.h>
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#include <skeleton.h>
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#include "camera.h"
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#include <assert.h>
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rw::V3d zero = { 0.0f, 0.0f, 0.0f };
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Camera *camera;
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struct SceneGlobals {
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rw::World *world;
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rw::Camera *camera;
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rw::Clump *clump;
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} Scene;
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rw::Texture *tex, *tex2;
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rw::Raster *testras;
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rw::EngineOpenParams engineOpenParams;
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rw::Texture *frontbuffer;
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bool dosoftras = 0;
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namespace gen {
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void tlTest(rw::Clump *clump);
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}
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void genIm3DTransform(void *vertices, rw::int32 numVertices, rw::Matrix *xform);
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void genIm3DRenderIndexed(rw::PrimitiveType prim, void *indices, rw::int32 numIndices);
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void genIm3DEnd(void);
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void initFont(void);
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void printScreen(const char *s, float x, float y);
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void initsplines(void);
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void rendersplines(void);
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rw::Charset *testfont;
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//#include <Windows.h>
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void
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Init(void)
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{
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// AllocConsole();
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// freopen("CONIN$", "r", stdin);
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// freopen("CONOUT$", "w", stdout);
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// freopen("CONOUT$", "w", stderr);
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sk::globals.windowtitle = "Clump viewer";
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sk::globals.width = 640;
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sk::globals.height = 448;
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sk::globals.quit = 0;
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}
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bool
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attachPlugins(void)
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{
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rw::ps2::registerPDSPlugin(40);
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rw::ps2::registerPluginPDSPipes();
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rw::registerMeshPlugin();
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rw::registerNativeDataPlugin();
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rw::registerAtomicRightsPlugin();
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rw::registerMaterialRightsPlugin();
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rw::xbox::registerVertexFormatPlugin();
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rw::registerSkinPlugin();
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rw::registerUserDataPlugin();
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rw::registerHAnimPlugin();
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rw::registerMatFXPlugin();
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rw::registerUVAnimPlugin();
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rw::ps2::registerADCPlugin();
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return true;
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}
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void
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dumpUserData(rw::UserDataArray *ar)
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{
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int i;
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printf("name: %s\n", ar->name);
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for(i = 0; i < ar->numElements; i++){
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switch(ar->datatype){
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case rw::USERDATAINT:
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printf(" %d\n", ar->getInt(i));
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break;
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case rw::USERDATAFLOAT:
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printf(" %f\n", ar->getFloat(i));
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break;
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case rw::USERDATASTRING:
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printf(" %s\n", ar->getString(i));
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break;
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}
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}
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}
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static rw::Frame*
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dumpFrameUserDataCB(rw::Frame *f, void*)
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{
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using namespace rw;
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int32 i;
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UserDataArray *ar;
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int32 n = UserDataArray::frameGetCount(f);
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for(i = 0; i < n; i++){
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ar = UserDataArray::frameGet(f, i);
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dumpUserData(ar);
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}
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f->forAllChildren(dumpFrameUserDataCB, nil);
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return f;
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}
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void
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dumpUserData(rw::Clump *clump)
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{
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printf("Frames\n");
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dumpFrameUserDataCB(clump->getFrame(), nil);
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}
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static rw::Frame*
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getHierCB(rw::Frame *f, void *data)
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{
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using namespace rw;
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HAnimData *hd = rw::HAnimData::get(f);
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if(hd->hierarchy){
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*(HAnimHierarchy**)data = hd->hierarchy;
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return nil;
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}
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f->forAllChildren(getHierCB, data);
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return f;
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}
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rw::HAnimHierarchy*
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getHAnimHierarchyFromClump(rw::Clump *clump)
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{
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using namespace rw;
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HAnimHierarchy *hier = nil;
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getHierCB(clump->getFrame(), &hier);
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return hier;
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}
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void
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setupAtomic(rw::Atomic *atomic)
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{
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using namespace rw;
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// just remove pipelines that we can't handle for now
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// if(atomic->pipeline && atomic->pipeline->platform != rw::platform)
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atomic->pipeline = NULL;
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// Attach hierarchy to atomic if we're skinned
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HAnimHierarchy *hier = getHAnimHierarchyFromClump(atomic->clump);
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if(hier)
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Skin::setHierarchy(atomic, hier);
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}
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static void
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initHierFromFrames(rw::HAnimHierarchy *hier)
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{
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using namespace rw;
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int32 i;
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for(i = 0; i < hier->numNodes; i++){
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if(hier->nodeInfo[i].frame){
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hier->matrices[hier->nodeInfo[i].index] = *hier->nodeInfo[i].frame->getLTM();
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}else
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assert(0);
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}
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}
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void
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setupClump(rw::Clump *clump)
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{
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using namespace rw;
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HAnimHierarchy *hier = getHAnimHierarchyFromClump(clump);
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if(hier){
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hier->attach();
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initHierFromFrames(hier);
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}
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FORLIST(lnk, clump->atomics){
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rw::Atomic *a = rw::Atomic::fromClump(lnk);
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setupAtomic(a);
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}
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}
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#define MUL(x, y) ((x)*(y)/255)
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int
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calcVCfx(int fb, int col, int a, int iter)
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{
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int prev = fb;
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int col2 = col*2;
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if(col2 > 255) col2 = 255;
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for(int i = 0; i < iter; i++){
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int tmp = MUL(fb, 255-a) + MUL(MUL(prev, col2), a);
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tmp += MUL(prev, col);
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tmp += MUL(prev, col);
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prev = tmp > 255 ? 255 : tmp;
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}
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return prev;
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}
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int
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calcIIIfx(int fb, int col, int a, int iter)
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{
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int prev = fb;
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for(int i = 0; i < iter; i++){
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int tmp = MUL(fb, 255-a) + MUL(MUL(prev, col), a);
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prev = tmp > 255 ? 255 : tmp;
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}
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return prev;
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}
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void
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postfxtest(void)
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{
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rw::Image *img = rw::Image::create(256, 256, 32);
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img->allocate();
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int x, y;
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int iter;
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static char filename[100];
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for(iter = 0; iter < 10; iter++){
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for(y = 0; y < 256; y++)
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for(x = 0; x < 256; x++){
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int res = calcVCfx(y, x, 30, iter);
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// int res = calcIIIfx(y, x, 30, iter);
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if(0 && res == y){
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img->pixels[y*img->stride + x*img->bpp + 0] = 255;
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img->pixels[y*img->stride + x*img->bpp + 1] = 0;
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img->pixels[y*img->stride + x*img->bpp + 2] = 0;
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}else{
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img->pixels[y*img->stride + x*img->bpp + 0] = res;
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img->pixels[y*img->stride + x*img->bpp + 1] = res;
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img->pixels[y*img->stride + x*img->bpp + 2] = res;
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}
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img->pixels[y*img->stride + x*img->bpp + 3] = 255;
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}
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sprintf(filename, "vcfx_%02d.bmp", iter);
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// sprintf(filename, "iiifx_%02d.bmp", iter);
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rw::writeBMP(img, filename);
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}
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exit(0);
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}
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bool
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InitRW(void)
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{
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// rw::platform = rw::PLATFORM_D3D8;
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if(!sk::InitRW())
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return false;
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rw::d3d::isP8supported = false;
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// postfxtest();
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initFont();
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rw::RGBA foreground = { 255, 255, 0, 255 };
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rw::RGBA background = { 0, 0, 0, 0 };
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rw::Charset::open();
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testfont = rw::Charset::create(&foreground, &background);
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assert(testfont);
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foreground.blue = 255.0f;
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testfont->setColors(&foreground, &background);
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tex = rw::Texture::read("maze", nil);
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tex2 = rw::Texture::read("checkers", nil);
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const char *filename = "teapot2.dff";
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if(sk::args.argc > 1)
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filename = sk::args.argv[1];
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rw::StreamFile in;
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if(in.open(filename, "rb") == NULL){
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printf("couldn't open file\n");
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return false;
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}
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rw::findChunk(&in, rw::ID_CLUMP, NULL, NULL);
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Scene.clump = rw::Clump::streamRead(&in);
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assert(Scene.clump);
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in.close();
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// TEST - Set texture to the all materials of the clump
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// FORLIST(lnk, Scene.clump->atomics){
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// rw::Atomic *a = rw::Atomic::fromClump(lnk);
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// for(int i = 0; i < a->geometry->matList.numMaterials; i++)
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// a->geometry->matList.materials[i]->setTexture(tex);
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// }
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Scene.clump->getFrame()->translate(&zero, rw::COMBINEREPLACE);
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dumpUserData(Scene.clump);
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setupClump(Scene.clump);
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Scene.world = rw::World::create();
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rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT);
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ambient->setColor(0.3f, 0.3f, 0.3f);
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Scene.world->addLight(ambient);
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rw::V3d xaxis = { 1.0f, 0.0f, 0.0f };
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rw::Light *direct = rw::Light::create(rw::Light::DIRECTIONAL);
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direct->setColor(0.8f, 0.8f, 0.8f);
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direct->setFrame(rw::Frame::create());
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direct->getFrame()->rotate(&xaxis, 180.0f, rw::COMBINEREPLACE);
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Scene.world->addLight(direct);
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camera = new Camera;
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Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
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camera->m_rwcam = Scene.camera;
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camera->m_aspectRatio = 640.0f/448.0f;
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// camera->m_near = 0.5f;
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camera->m_near = 1.5f;
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// camera->m_far = 450.0f;
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camera->m_far = 15.0f;
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camera->m_target.set(0.0f, 0.0f, 0.0f);
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camera->m_position.set(0.0f, -10.0f, 0.0f);
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// camera->setPosition(Vec3(0.0f, 5.0f, 0.0f));
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// camera->setPosition(Vec3(0.0f, -70.0f, 0.0f));
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// camera->setPosition(Vec3(0.0f, -1.0f, 3.0f));
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camera->update();
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Scene.world->addCamera(camera->m_rwcam);
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initsplines();
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return true;
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}
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void
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im2dtest(void)
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{
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using namespace rw::RWDEVICE;
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int i;
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static struct
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{
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float x, y;
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rw::uint8 r, g, b, a;
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float u, v;
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} vs[4] = {
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{ 0.0f, 0.0f, 255, 0, 0, 128, 0.0f, 0.0f },
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{ 640.0f, 0.0f, 0, 255, 0, 128, 1.0f, 0.0f },
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{ 0.0f, 448.0f, 0, 0, 255, 128, 0.0f, 1.0f },
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{ 640.0f, 448.0f, 0, 255, 255, 128, 1.0f, 1.0f },
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/*
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{ 0.0f, 0.0f, 255, 0, 0, 128, 0.0f, 1.0f },
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{ 640.0f, 0.0f, 0, 255, 0, 128, 0.0f, 0.0f },
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{ 0.0f, 448.0f, 0, 0, 255, 128, 1.0f, 1.0f },
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{ 640.0f, 448.0f, 0, 255, 255, 128, 1.0f, 0.0f },
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*/
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};
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Im2DVertex verts[4];
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static short indices[] = {
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0, 1, 2, 3
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};
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float recipZ = 1.0f/Scene.camera->nearPlane;
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for(i = 0; i < 4; i++){
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verts[i].setScreenX(vs[i].x);
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verts[i].setScreenY(vs[i].y);
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verts[i].setScreenZ(rw::im2d::GetNearZ());
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verts[i].setCameraZ(Scene.camera->nearPlane);
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verts[i].setRecipCameraZ(recipZ);
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verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a);
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if(dosoftras)
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verts[i].setColor(255, 255, 255, 255);
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verts[i].setU(vs[i].u + 0.5f/640.0f, recipZ);
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verts[i].setV(vs[i].v + 0.5f/448.0f, recipZ);
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}
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rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster);
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if(dosoftras)
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rw::SetRenderStatePtr(rw::TEXTURERASTER, testras);
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rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP);
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rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP,
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&verts, 4, &indices, 4);
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}
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void
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im2dtest2(void)
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{
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using namespace rw::RWDEVICE;
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int i;
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rw::Camera *cam = Scene.camera;
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float n = cam->nearPlane;
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float f = cam->farPlane;
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float mid = (n+f)/4.0f;
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struct
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{
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float x, y, z;
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rw::uint8 r, g, b, a;
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float u, v;
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} vs[4] = {
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{ 0.5f, 0.5f, n, 255, 255, 255, 255, 0.0f, 0.0f },
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{ 0.5f, 0.5f, mid, 255, 255, 255, 255, 1.0f, 0.0f },
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{ 0.5f, -0.5f, n, 255, 255, 255, 255, 0.0f, 1.0f },
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{ 0.5f, -0.5f, mid, 255, 255, 255, 255, 1.0f, 1.0f },
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};
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Im2DVertex verts[4];
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static short indices[] = {
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0, 1, 2, 3
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};
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for(i = 0; i < 4; i++){
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float recipZ = 1.0f/vs[i].z;
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verts[i].setScreenX((vs[i].x*recipZ + 0.5f) * 640.0f);
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verts[i].setScreenY((vs[i].y*recipZ + 0.5f) * 448.0f);
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verts[i].setScreenZ(recipZ * cam->zScale + cam->zShift);
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// verts[i].setCameraZ(vs[i].z);
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verts[i].setRecipCameraZ(recipZ);
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verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a);
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if(dosoftras)
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verts[i].setColor(255, 255, 255, 255);
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verts[i].setU(vs[i].u + 0.5f/640.0f, recipZ);
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verts[i].setV(vs[i].v + 0.5f/448.0f, recipZ);
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}
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rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster);
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rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP);
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rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP,
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&verts, 4, &indices, 4);
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}
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void
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im3dtest(void)
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{
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using namespace rw::RWDEVICE;
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int i;
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static struct
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{
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float x, y, z;
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rw::uint8 r, g, b, a;
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float u, v;
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} vs[8] = {
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{ -1.0f, -1.0f, -1.0f, 255, 0, 0, 128, 0.0f, 0.0f },
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{ -1.0f, 1.0f, -1.0f, 0, 255, 0, 128, 0.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, 0, 0, 255, 128, 1.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, 255, 0, 255, 128, 1.0f, 1.0f },
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{ -1.0f, -1.0f, 1.0f, 255, 0, 0, 128, 0.0f, 0.0f },
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{ -1.0f, 1.0f, 1.0f, 0, 255, 0, 128, 0.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 0, 0, 255, 128, 1.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 255, 0, 255, 128, 1.0f, 1.0f },
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};
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Im3DVertex verts[8];
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static short indices[2*6] = {
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0, 1, 2, 2, 1, 3,
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4, 5, 6, 6, 5, 7
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};
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for(i = 0; i < 8; i++){
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verts[i].setX(vs[i].x);
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verts[i].setY(vs[i].y);
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verts[i].setZ(vs[i].z);
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verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a);
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verts[i].setU(vs[i].u);
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verts[i].setV(vs[i].v);
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}
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rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster);
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// rw::SetRenderStatePtr(rw::TEXTURERASTER, testfont->raster);
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// rw::SetRenderStatePtr(rw::TEXTURERASTER, frontbuffer->raster);
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rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP);
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rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST);
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/*
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genIm3DTransform(verts, 8, nil);
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genIm3DRenderIndexed(rw::PRIMTYPETRILIST, indices, 12);
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genIm3DEnd();
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*/
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rw::im3d::Transform(verts, 8, nil, rw::im3d::EVERYTHING);
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rw::im3d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, indices, 12);
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|
rw::im3d::End();
|
|
}
|
|
|
|
void
|
|
getFrontBuffer(void)
|
|
{
|
|
rw::Raster *fb = Scene.camera->frameBuffer;
|
|
|
|
if(frontbuffer == nil || fb->width > frontbuffer->raster->width || fb->height > frontbuffer->raster->height){
|
|
int w, h;
|
|
for(w = 1; w < fb->width; w <<= 1);
|
|
for(h = 1; h < fb->height; h <<= 1);
|
|
rw::Raster *ras = rw::Raster::create(w, h, fb->depth, rw::Raster::CAMERATEXTURE);
|
|
if(frontbuffer){
|
|
frontbuffer->raster->destroy();
|
|
frontbuffer->raster = ras;
|
|
}else
|
|
frontbuffer = rw::Texture::create(ras);
|
|
printf("created FB with %d %d %d\n", ras->width, ras->height, ras->depth);
|
|
}
|
|
|
|
rw::Raster::pushContext(frontbuffer->raster);
|
|
fb->renderFast(0, 0);
|
|
rw::Raster::popContext();
|
|
}
|
|
|
|
void
|
|
Draw(float timeDelta)
|
|
{
|
|
getFrontBuffer();
|
|
|
|
rw::SetRenderState(rw::FOGCOLOR, 0xFF0000FF);
|
|
rw::SetRenderState(rw::FOGENABLE, 1);
|
|
camera->m_rwcam->fogPlane = camera->m_rwcam->nearPlane;
|
|
|
|
static rw::RGBA clearcol = { 161, 161, 161, 0xFF };
|
|
camera->m_rwcam->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
|
|
camera->update();
|
|
camera->m_rwcam->beginUpdate();
|
|
|
|
extern void beginSoftras(void);
|
|
beginSoftras();
|
|
|
|
// gen::tlTest(Scene.clump);
|
|
void drawtest(void);
|
|
// drawtest();
|
|
|
|
extern void endSoftras(void);
|
|
if(dosoftras){
|
|
endSoftras();
|
|
}
|
|
//im2dtest();
|
|
im2dtest2();
|
|
|
|
// Scene.clump->render();
|
|
// im3dtest();
|
|
// printScreen("Hello, World!", 10, 10);
|
|
|
|
// testfont->print("foo ABC", 200, 200, true);
|
|
|
|
// rendersplines();
|
|
|
|
camera->m_rwcam->endUpdate();
|
|
|
|
camera->m_rwcam->showRaster(0);
|
|
}
|
|
|
|
|
|
void
|
|
KeyUp(int key)
|
|
{
|
|
}
|
|
|
|
void
|
|
KeyDown(int key)
|
|
{
|
|
switch(key){
|
|
case 'W':
|
|
camera->orbit(0.0f, 0.1f);
|
|
break;
|
|
case 'S':
|
|
camera->orbit(0.0f, -0.1f);
|
|
break;
|
|
case 'A':
|
|
camera->orbit(-0.1f, 0.0f);
|
|
break;
|
|
case 'D':
|
|
camera->orbit(0.1f, 0.0f);
|
|
break;
|
|
case sk::KEY_UP:
|
|
camera->turn(0.0f, 0.1f);
|
|
break;
|
|
case sk::KEY_DOWN:
|
|
camera->turn(0.0f, -0.1f);
|
|
break;
|
|
case sk::KEY_LEFT:
|
|
camera->turn(0.1f, 0.0f);
|
|
break;
|
|
case sk::KEY_RIGHT:
|
|
camera->turn(-0.1f, 0.0f);
|
|
break;
|
|
case 'R':
|
|
camera->zoom(0.1f);
|
|
break;
|
|
case 'F':
|
|
camera->zoom(-0.1f);
|
|
break;
|
|
case 'V':
|
|
dosoftras = !dosoftras;
|
|
break;
|
|
case sk::KEY_ESC:
|
|
sk::globals.quit = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
MouseMove(int x, int y)
|
|
{
|
|
}
|
|
|
|
void
|
|
MouseButton(int buttons)
|
|
{
|
|
}
|
|
|
|
sk::EventStatus
|
|
AppEventHandler(sk::Event e, void *param)
|
|
{
|
|
using namespace sk;
|
|
Rect *r;
|
|
MouseState *ms;
|
|
|
|
switch(e){
|
|
case INITIALIZE:
|
|
Init();
|
|
return EVENTPROCESSED;
|
|
case RWINITIALIZE:
|
|
return ::InitRW() ? EVENTPROCESSED : EVENTERROR;
|
|
case PLUGINATTACH:
|
|
return attachPlugins() ? EVENTPROCESSED : EVENTERROR;
|
|
case KEYDOWN:
|
|
KeyDown(*(int*)param);
|
|
return EVENTPROCESSED;
|
|
case KEYUP:
|
|
KeyUp(*(int*)param);
|
|
return EVENTPROCESSED;
|
|
case MOUSEBTN:
|
|
ms = (MouseState*)param;
|
|
MouseButton(ms->buttons);
|
|
return EVENTPROCESSED;
|
|
case MOUSEMOVE:
|
|
ms = (MouseState*)param;
|
|
MouseMove(ms->posx, ms->posy);
|
|
return EVENTPROCESSED;
|
|
case RESIZE:
|
|
r = (Rect*)param;
|
|
// TODO: register when we're minimized
|
|
if(r->w == 0) r->w = 1;
|
|
if(r->h == 0) r->h = 1;
|
|
|
|
sk::globals.width = r->w;
|
|
sk::globals.height = r->h;
|
|
if(camera)
|
|
camera->m_aspectRatio = (float)r->w/r->h;
|
|
if(Scene.camera)
|
|
sk::CameraSize(Scene.camera, r);
|
|
break;
|
|
case IDLE:
|
|
Draw(*(float*)param);
|
|
return EVENTPROCESSED;
|
|
}
|
|
return sk::EVENTNOTPROCESSED;
|
|
}
|