mirror of
https://github.com/aap/librw.git
synced 2026-08-10 09:37:04 +01:00
302 lines
5.4 KiB
C++
302 lines
5.4 KiB
C++
#include <assert.h>
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#include <math.h>
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#include "demoreel.h"
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rw::EngineOpenParams engineOpenParams;
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rw::RGBA ForegroundColor = { 200, 200, 200, 255 };
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rw::RGBA BackgroundColor = { 0, 0, 0, 0 };
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SceneGlobals Scene;
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float DemoTime;
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float TimeDelta;
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static DemoScene *scenes[] = {
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&TunnelScene,
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&ParticleScene,
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&KnotScene,
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};
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static int numScenes = sizeof(scenes)/sizeof(scenes[0]);
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static int curScene = -1;
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static int nextScene = 0;
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void
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LookAt(rw::Frame *frame, rw::V3d pos, rw::V3d target)
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{
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static rw::V3d worldup = { 0.0f, 0.0f, 1.0f };
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rw::Matrix m;
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rw::V3d at, right, up;
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at = rw::normalize(rw::sub(target, pos));
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right = rw::cross(worldup, at);
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if(rw::length(right) < 0.001f)
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right.x = 1.0f, right.y = right.z = 0.0f;
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right = rw::normalize(right);
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up = rw::cross(at, right);
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m.setIdentity();
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m.right = right;
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m.up = up;
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m.at = at;
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m.pos = pos;
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m.optimize();
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frame->transform(&m, rw::COMBINEREPLACE);
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}
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rw::RGBA
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HSV(float h, float s, float v, rw::uint8 alpha)
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{
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rw::RGBA col;
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float r, g, b;
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float f, p, q, t;
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int i;
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h = h - floorf(h);
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h *= 6.0f;
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i = (int)h;
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f = h - i;
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p = v*(1.0f - s);
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q = v*(1.0f - s*f);
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t = v*(1.0f - s*(1.0f - f));
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switch(i){
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default:
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case 0: r = v; g = t; b = p; break;
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case 1: r = q; g = v; b = p; break;
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case 2: r = p; g = v; b = t; break;
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case 3: r = p; g = q; b = v; break;
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case 4: r = t; g = p; b = v; break;
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case 5: r = v; g = p; b = q; break;
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}
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col.red = (rw::uint8)(r*255.0f);
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col.green = (rw::uint8)(g*255.0f);
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col.blue = (rw::uint8)(b*255.0f);
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col.alpha = alpha;
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return col;
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}
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static void
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SwitchScene(int n)
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{
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while(n < 0) n += numScenes;
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n %= numScenes;
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if(n == curScene)
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return;
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if(curScene >= 0)
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scenes[curScene]->term();
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curScene = n;
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DemoTime = 0.0f;
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scenes[curScene]->init();
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}
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rw::World*
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CreateWorld(void)
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{
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rw::BBox bb;
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bb.inf.x = bb.inf.y = bb.inf.z = -1000.0f;
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bb.sup.x = bb.sup.y = bb.sup.z = 1000.0f;
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return rw::World::create(&bb);
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}
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rw::Camera*
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CreateCamera(rw::World *world)
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{
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rw::Camera *camera;
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camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
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assert(camera);
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camera->setNearPlane(0.1f);
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camera->setFarPlane(300.0f);
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camera->setFOV(70.0f, (float)sk::globals.width/sk::globals.height);
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world->addCamera(camera);
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return camera;
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}
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void
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Initialize(void)
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{
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sk::globals.windowtitle = "librw demo reel";
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sk::globals.width = 1280;
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sk::globals.height = 800;
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sk::globals.quit = 0;
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}
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bool
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Initialize3D(void)
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{
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if(!sk::InitRW())
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return false;
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Scene.world = CreateWorld();
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Scene.camera = CreateCamera(Scene.world);
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#ifndef RW_PS2
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ImGui_ImplRW_Init();
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ImGui::StyleColorsClassic();
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#endif
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SwitchScene(0);
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return true;
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}
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void
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Terminate3D(void)
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{
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if(curScene >= 0){
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scenes[curScene]->term();
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curScene = -1;
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}
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if(Scene.camera){
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Scene.world->removeCamera(Scene.camera);
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Scene.camera->destroy();
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Scene.camera = nil;
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}
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if(Scene.world){
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Scene.world->destroy();
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Scene.world = nil;
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}
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sk::TerminateRW();
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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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#ifndef RW_PS2
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void
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Gui(void)
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{
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static bool showWindow = true;
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int i;
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ImGui::Begin("Demo reel", &showWindow);
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for(i = 0; i < numScenes; i++)
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if(ImGui::RadioButton(scenes[i]->name, curScene == i))
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nextScene = i;
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ImGui::NewLine();
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ImGui::Text("%.1f fps", 1.0f/TimeDelta);
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ImGui::End();
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}
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#endif
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void
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Render(void)
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{
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Scene.camera->clear(&BackgroundColor, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
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Scene.camera->beginUpdate();
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#ifndef RW_PS2
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ImGui_ImplRW_NewFrame(TimeDelta);
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#endif
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scenes[curScene]->render();
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#ifndef RW_PS2
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Gui();
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ImGui::EndFrame();
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ImGui::Render();
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ImGui_ImplRW_RenderDrawLists(ImGui::GetDrawData());
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#endif
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Scene.camera->endUpdate();
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Scene.camera->showRaster(0);
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}
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void
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Idle(float timeDelta)
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{
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TimeDelta = timeDelta;
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if(TimeDelta <= 0.0f) TimeDelta = 1.0f/60.0f;
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if(TimeDelta > 0.1f) TimeDelta = 0.1f;
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SwitchScene(nextScene);
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nextScene = curScene;
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DemoTime += TimeDelta;
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scenes[curScene]->update(TimeDelta);
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Render();
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}
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void
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KeyDown(int key)
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{
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switch(key){
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case sk::KEY_ESC:
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sk::globals.quit = 1;
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break;
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case sk::KEY_LEFT:
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nextScene = curScene-1;
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break;
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case sk::KEY_RIGHT:
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case ' ':
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nextScene = curScene+1;
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break;
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default:
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if(key >= '1' && key < '1'+numScenes)
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nextScene = key-'1';
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break;
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}
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}
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sk::EventStatus
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AppEventHandler(sk::Event e, void *param)
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{
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using namespace sk;
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Rect *r;
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#ifndef RW_PS2
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ImGuiEventHandler(e, param);
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#endif
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switch(e){
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case INITIALIZE:
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Initialize();
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return EVENTPROCESSED;
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case RWINITIALIZE:
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return Initialize3D() ? EVENTPROCESSED : EVENTERROR;
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case RWTERMINATE:
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Terminate3D();
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return EVENTPROCESSED;
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case PLUGINATTACH:
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return attachPlugins() ? EVENTPROCESSED : EVENTERROR;
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case KEYDOWN:
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KeyDown(*(int*)param);
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return EVENTPROCESSED;
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case RESIZE:
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r = (Rect*)param;
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if(r->w == 0) r->w = 1;
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if(r->h == 0) r->h = 1;
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sk::globals.width = r->w;
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sk::globals.height = r->h;
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if(Scene.camera)
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sk::CameraSize(Scene.camera, r, 0.5f, 4.0f/3.0f);
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break;
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case IDLE:
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Idle(*(float*)param);
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return EVENTPROCESSED;
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}
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return sk::EVENTNOTPROCESSED;
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}
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