wololo
- Adding DJardin's port to N900
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272
JGE/src/Qtmain.cpp
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272
JGE/src/Qtmain.cpp
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#define GL_GLEXT_PROTOTYPES
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#include <QtOpenGL>
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#include <QTime>
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#include "../include/JGE.h"
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#include "../include/JTypes.h"
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#include "../include/JApp.h"
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#include "../include/JFileSystem.h"
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#include "../include/JRenderer.h"
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#include "../include/JGameLauncher.h"
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#define ACTUAL_SCREEN_WIDTH (SCREEN_WIDTH)
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#define ACTUAL_SCREEN_HEIGHT (SCREEN_HEIGHT)
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#define ACTUAL_RATIO ((GLfloat)ACTUAL_SCREEN_WIDTH / (GLfloat)ACTUAL_SCREEN_HEIGHT)
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class JGEQtRenderer : public QGLWidget
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{
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// Q_OBJECT // must include this if you use Qt signals/slots
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public:
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JGEQtRenderer(QWidget *parent);
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protected:
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void initializeGL();
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void resizeGL(int w, int h);
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void paintGL();
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void timerEvent( QTimerEvent* );
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void keyPressEvent(QKeyEvent *event);
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void keyReleaseEvent(QKeyEvent *event);
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};
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uint64_t lastTickCount;
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JGE* g_engine = NULL;
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JApp* g_app = NULL;
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JGameLauncher* g_launcher = NULL;
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JGEQtRenderer *g_glwidget = NULL;
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static const struct { LocalKeySym keysym; JButton keycode; } gDefaultBindings[] =
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{
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{ Qt::Key_Enter, JGE_BTN_MENU },
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{ Qt::Key_Backspace, JGE_BTN_CTRL },
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{ Qt::Key_Up, JGE_BTN_UP },
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{ Qt::Key_Down, JGE_BTN_DOWN },
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{ Qt::Key_Left, JGE_BTN_LEFT },
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{ Qt::Key_Right, JGE_BTN_RIGHT },
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{ Qt::Key_Space, JGE_BTN_OK },
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{ Qt::Key_Tab, JGE_BTN_CANCEL },
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{ Qt::Key_J, JGE_BTN_PRI },
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{ Qt::Key_K, JGE_BTN_SEC },
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{ Qt::Key_Q, JGE_BTN_PREV },
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{ Qt::Key_A, JGE_BTN_NEXT },
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// fullscreen management seems somehow broken in JGE, it works fine with Qt directly
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// { Qt::Key_F, JGE_BTN_FULLSCREEN },
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};
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void JGECreateDefaultBindings()
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{
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for (signed int i = sizeof(gDefaultBindings)/sizeof(gDefaultBindings[0]) - 1; i >= 0; --i)
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g_engine->BindKey(gDefaultBindings[i].keysym, gDefaultBindings[i].keycode);
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}
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int JGEGetTime()
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{
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QTime theTime = QTime::currentTime();
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return theTime.second() * 1000 + theTime.msec();
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}
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bool JGEToggleFullscreen()
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{
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if(g_glwidget->isFullScreen())
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{
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g_glwidget->showNormal();
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}
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else
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{
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g_glwidget->showFullScreen();
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}
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return true;
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}
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bool InitGame(void)
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{
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g_engine = JGE::GetInstance();
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g_app = g_launcher->GetGameApp();
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g_app->Create();
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g_engine->SetApp(g_app);
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JRenderer::GetInstance()->Enable2D();
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QTime theTime = QTime::currentTime();
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lastTickCount = theTime.second() * 1000 + theTime.msec();
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return true;
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}
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void DestroyGame(void)
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{
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g_engine->SetApp(NULL);
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if (g_app)
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{
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g_app->Destroy();
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delete g_app;
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g_app = NULL;
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}
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JGE::Destroy();
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g_engine = NULL;
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}
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JGEQtRenderer::JGEQtRenderer(QWidget *parent)
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: QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
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{
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startTimer( 5 );
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setWindowTitle(g_launcher->GetName());
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#ifdef Q_WS_MAEMO_5
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setAttribute(Qt::WA_Maemo5AutoOrientation);
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setAttribute(Qt::WA_Maemo5NonComposited);
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#endif
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}
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void JGEQtRenderer::initializeGL()
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background (yes that's the way fuckers)
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#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
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#if (defined GL_ES_VERSION_2_0)
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glClearDepthf(1.0f); // Depth Buffer Setup
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#else
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glClearDepth(1.0f); // Depth Buffer Setup
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#endif// (defined GL_ES_VERSION_2_0)
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal)
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glEnable(GL_DEPTH_TEST); // Enable Depth Testing
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#else
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glClearDepth(1.0f); // Depth Buffer Setup
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal)
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glEnable(GL_DEPTH_TEST); // Enable Depth Testing
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glShadeModel(GL_SMOOTH); // Select Smooth Shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Set Line Antialiasing
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glEnable(GL_LINE_SMOOTH); // Enable it!
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#endif
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glEnable(GL_CULL_FACE); // do not calculate inside of poly's
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glFrontFace(GL_CCW); // counter clock-wise polygons are out
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_SCISSOR_TEST); // Enable Clipping
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}
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int actualWidth;
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int actualHeight;
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize The GL Window
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{
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actualWidth = width;
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actualHeight = height;
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if ((GLfloat)width / (GLfloat)height < ACTUAL_RATIO)
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glViewport(0, -((width/ACTUAL_RATIO)-height)/2, width, width / ACTUAL_RATIO); // Reset The Current Viewport
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else
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glViewport(-(height*ACTUAL_RATIO-width)/2, 0, height * ACTUAL_RATIO, height);
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glScissor(0, 0, width, height);
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}
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void JGEQtRenderer::resizeGL(int width, int height)
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{
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ReSizeGLScene(width, height);
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}
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void JGEQtRenderer::paintGL()
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{
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g_engine->Render();
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}
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void JGEQtRenderer::timerEvent( QTimerEvent* )
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{
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QTime theTime = QTime::currentTime();
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static uint64_t tickCount;
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quint32 dt;
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tickCount = theTime.second() * 1000 + theTime.msec();
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dt = (tickCount - lastTickCount);
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lastTickCount = tickCount;
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if(g_engine->IsDone()) close();
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//gPrevControllerState = gControllerState;
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g_engine->SetDelta((float)dt / 1000.0f);
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g_engine->Update((float)dt / 1000.0f);
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updateGL();
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}
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void JGEQtRenderer::keyPressEvent(QKeyEvent *event)
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{
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if(event->key() == Qt::Key_F)
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{
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JGEToggleFullscreen();
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}
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g_engine->HoldKey_NoRepeat(event->key());
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event->accept();
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QWidget::keyPressEvent(event);
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return;
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}
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void JGEQtRenderer::keyReleaseEvent(QKeyEvent *event)
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{
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g_engine->ReleaseKey(event->key());
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event->accept();
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QWidget::keyReleaseEvent(event);
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return;
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}
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int main(int argc, char* argv[])
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{
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char* path = argv[0];
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while (*path) ++path;
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while ((*path != '/') && (path > argv[0])) --path;
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if ('/' == *path) *path = 0;
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if (strlen(argv[0]) != 0) QDir::current().cd(argv[0]);
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QApplication a( argc, argv );
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g_launcher = new JGameLauncher();
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u32 flags = g_launcher->GetInitFlags();
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if ((flags&JINIT_FLAG_ENABLE3D)!=0)
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JRenderer::Set3DFlag(true);
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g_glwidget = new JGEQtRenderer(NULL);
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g_glwidget->resize(ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT);
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g_glwidget->show();
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if (!InitGame())
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{
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printf("Could not init the game\n");
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return 1;
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}
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JGECreateDefaultBindings();
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a.exec();
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if (g_launcher)
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delete g_launcher;
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if(g_glwidget)
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delete g_glwidget;
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// Shutdown
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DestroyGame();
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return 0;
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}
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