J :
* Give up on glut, and separate according to technologies rather than OSes
This commit is contained in:
472
JGE/src/Xmain.cpp
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472
JGE/src/Xmain.cpp
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#include <GL/gl.h> // Header File For The OpenGL32 Library
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#include <GL/glu.h> // Header File For The GLu32 Library
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#include <GL/glx.h>
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#include <X11/XKBlib.h>
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#include <sys/time.h>
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#include <queue>
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#include "../../JGE/include/JGE.h"
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#include "../../JGE/include/JTypes.h"
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#include "../../JGE/include/JApp.h"
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#include "../../JGE/include/JFileSystem.h"
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#include "../../JGE/include/JRenderer.h"
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#include "../../JGE/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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struct window_state_t
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{
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bool fullscreen;
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int width;
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int height;
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int x;
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int y;
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} window_state = { false, ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 0, 0 };
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enum
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{
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_NET_WM_STATE_REMOVE =0,
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_NET_WM_STATE_ADD = 1,
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_NET_WM_STATE_TOGGLE =2
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};
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uint64_t lastTickCount;
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//------------------------------------------------------------------------
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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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//------------------------------------------------------------------------
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Display* gXDisplay = NULL;
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Window gXWindow = NULL;
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GLXWindow glxWin = NULL;
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static queue< pair<KeyCode, u32> > gKeyBuffer;
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static u32 gControllerState = 0;
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static u32 gPrevControllerState = 0;
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static u32 gHolds = 0;
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static const struct { KeySym keysym; u32 pspCode; } gDefaultBindings[] =
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{
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{ XK_Escape, PSP_CTRL_START },
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{ XK_Return, PSP_CTRL_START },
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{ XK_BackSpace, PSP_CTRL_SELECT },
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{ XK_Up, PSP_CTRL_UP },
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{ XK_KP_Up, PSP_CTRL_UP },
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{ XK_Down, PSP_CTRL_DOWN },
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{ XK_KP_Down, PSP_CTRL_DOWN },
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{ XK_Left, PSP_CTRL_LEFT },
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{ XK_KP_Left, PSP_CTRL_LEFT },
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{ XK_Right, PSP_CTRL_RIGHT },
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{ XK_KP_Right, PSP_CTRL_RIGHT },
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{ XK_space, PSP_CTRL_CIRCLE },
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{ XK_Control_L, PSP_CTRL_CIRCLE },
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{ XK_Control_R, PSP_CTRL_CIRCLE },
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{ XK_Tab, PSP_CTRL_TRIANGLE },
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{ XK_Alt_L, PSP_CTRL_SQUARE },
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{ XK_Caps_Lock, PSP_CTRL_CROSS },
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{ XK_Shift_L, PSP_CTRL_LTRIGGER },
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{ XK_Shift_R, PSP_CTRL_RTRIGGER },
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{ XK_F1, PSP_CTRL_HOME },
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{ XK_F2, PSP_CTRL_HOLD },
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{ XK_F3, PSP_CTRL_NOTE }
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};
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static vector< pair<KeyCode, u32> > gKeyCodes;
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize The GL Window
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{
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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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GLvoid SizeGLScene(GLsizei width, GLsizei height) // Initialize The GL Window
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{
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if (0 == height) // Prevent A Divide By Zero By
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height=1; // Making Height Equal One
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glViewport(0, 0, width, height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(75.0f, ACTUAL_RATIO, 0.5f, 1000.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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// glutReshapeWindow(width, height);
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ReSizeGLScene(width, height);
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}
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int InitGL(void) // All Setup For OpenGL Goes Here
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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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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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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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return true; // Initialization Went OK
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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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struct timeval tv;
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gettimeofday(&tv, NULL);
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lastTickCount = tv.tv_sec * 1000 + tv.tv_usec / 1000;
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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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void KillGLWindow(void) // Properly Kill The Window
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{
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DestroyGame();
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if (gXWindow && gXDisplay)
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XDestroyWindow(gXDisplay, gXWindow);
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gXWindow = NULL;
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}
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// Some parameters we wanna give to XGl
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static const int doubleBufferAttributes[] = {
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GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DOUBLEBUFFER, True, /* Request a double-buffered color buffer with */
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GLX_RED_SIZE, 1, /* the maximum number of bits per component */
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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None
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};
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static Bool WaitForNotify(Display *dpy, XEvent *event, XPointer arg)
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{
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return (event->type == MapNotify) && (event->xmap.window == (Window) arg);
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}
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/* This Code Creates Our OpenGL Window. Parameters Are: *
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* title - Title To Appear At The Top Of The Window *
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* width - Width Of The GL Window Or Fullscreen Mode *
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* height - Height Of The GL Window Or Fullscreen Mode *
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* bits - Number Of Bits To Use For Color (8/16/24/32) *
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* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits __attribute__((unused)), bool fullscreenflag __attribute__((unused)))
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{
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// Open a connection to the X server
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gXDisplay = XOpenDisplay(NULL);
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if (NULL == gXDisplay)
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{
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printf("Unable to open a connection to the X server\n");
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return false;
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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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gKeyCodes[i] = make_pair(XKeysymToKeycode(gXDisplay, gDefaultBindings[i].keysym), gDefaultBindings[i].pspCode);
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// Get a suitable framebuffer config
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int numReturned;
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GLXFBConfig *fbConfigs = glXChooseFBConfig(gXDisplay, DefaultScreen(gXDisplay), doubleBufferAttributes, &numReturned);
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if (NULL == fbConfigs)
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{
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printf("Unable to get a double buffered configuration\n");
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return false;
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}
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// Create an X colormap and window with a visual matching the framebuffer config
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XVisualInfo *vInfo = glXGetVisualFromFBConfig(gXDisplay, fbConfigs[0]);
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// We must create a color map - I didn't understand why very well since we require TrueColor
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XSetWindowAttributes swa;
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swa.border_pixel = 0;
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swa.event_mask = StructureNotifyMask;
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swa.colormap = XCreateColormap(gXDisplay, RootWindow(gXDisplay, vInfo->screen), vInfo->visual, AllocNone);
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// Create the window itself
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gXWindow = XCreateWindow(gXDisplay, RootWindow(gXDisplay, vInfo->screen), 0, 0, width, height,
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0, vInfo->depth, InputOutput, vInfo->visual,
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CWBorderPixel | CWColormap | CWEventMask, &swa);
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// Create a GLX context for OpenGL rendering
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GLXContext context = glXCreateNewContext(gXDisplay, fbConfigs[0], GLX_RGBA_TYPE, NULL, True);
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// Associate the frame buffer configuration with the created X window
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glxWin = glXCreateWindow(gXDisplay, fbConfigs[0], gXWindow, NULL);
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// Map the window to the screen
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XMapWindow(gXDisplay, gXWindow);
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// Wait for the window to appear
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XEvent event;
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XIfEvent(gXDisplay, &event, WaitForNotify, (XPointer) gXWindow);
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// Bind the GLX context to the Window
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glXMakeContextCurrent(gXDisplay, glxWin, glxWin, context);
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SizeGLScene(width, height);
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if (!InitGL())
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{
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KillGLWindow();
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printf("Initializing GL failed.");
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return false;
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}
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if (!InitGame())
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{
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KillGLWindow();
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printf("Initializing game failed.");
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return false;
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}
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return true;
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}
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void JGEControl()
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{
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gPrevControllerState = gControllerState;
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}
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void Update(int dt)
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{
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g_engine->SetDelta(dt);
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g_engine->Update();
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JGEControl();
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}
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int DrawGLScene(void) // Here's Where We Do All The Drawing
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{
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// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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// glLoadIdentity (); // Reset The Modelview Matrix
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//if (g_app)
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// g_app->Render();
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g_engine->Render();
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// glFlush ();
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return true; // Everything Went OK
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}
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bool JGEGetButtonState(u32 button)
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{
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return gControllerState & button;
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}
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bool JGEGetButtonClick(u32 button)
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{
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return ((gControllerState & button) && (!(gPrevControllerState & button)));
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}
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bool JGEGetKeyState(int key __attribute__((unused)))
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{
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return false;
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}
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u32 JGEReadKey()
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{
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if (gKeyBuffer.empty()) return 0;
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u32 val = gKeyBuffer.front().second;
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gHolds &= ~val;
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gKeyBuffer.pop();
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return val;
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}
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u32 JGEReadLocalKey()
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{
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if (gKeyBuffer.empty()) return 0;
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pair <KeyCode, u32> val = gKeyBuffer.front();
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gHolds &= ~val.second;
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gKeyBuffer.pop();
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return val.first;
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}
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void JGEBindLocalKey(u32 localKey, u32 pspSymbol)
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{
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}
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void JGEResetInput()
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{
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while (!gKeyBuffer.empty()) gKeyBuffer.pop();
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}
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void reshapeFunc(int width, int height)
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{
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ReSizeGLScene(width, height);
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}
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void fullscreen()
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{
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Atom wmState = XInternAtom(gXDisplay, "_NET_WM_STATE", False);
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Atom fullScreen = XInternAtom(gXDisplay, "_NET_WM_STATE_FULLSCREEN", False);
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XEvent xev;
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xev.xclient.type = ClientMessage;
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xev.xclient.serial = 0;
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xev.xclient.send_event = True;
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xev.xclient.window = gXWindow;
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xev.xclient.message_type = wmState;
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xev.xclient.format = 32;
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xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;
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xev.xclient.data.l[1] = fullScreen;
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xev.xclient.data.l[2] = 0;
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if (window_state.fullscreen)
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{
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XSendEvent(gXDisplay, DefaultRootWindow(gXDisplay), False, SubstructureRedirectMask | SubstructureNotifyMask, &xev);
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XMoveResizeWindow(gXDisplay, gXWindow, window_state.x, window_state.y, window_state.width, window_state.height);
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window_state.fullscreen = false;
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}
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else
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{
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XWindowAttributes xwa;
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Window child_return;
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int x, y;
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XGetWindowAttributes(gXDisplay, gXWindow, &xwa);
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XTranslateCoordinates(gXDisplay, gXWindow, DefaultRootWindow(gXDisplay), xwa.x, xwa.y, &window_state.x, &window_state.y, &child_return);
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window_state.width = xwa.width; window_state.height = xwa.height;
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window_state.fullscreen = true;
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XSendEvent(gXDisplay, DefaultRootWindow(gXDisplay), False, SubstructureRedirectMask | SubstructureNotifyMask, &xev);
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XGetWindowAttributes(gXDisplay, DefaultRootWindow(gXDisplay), &xwa);
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XMoveResizeWindow(gXDisplay, gXWindow, 0, 0, xwa.width, xwa.height);
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}
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}
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int main(int argc, char* argv[])
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{
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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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// Create Our OpenGL Window
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if (!CreateGLWindow(g_launcher->GetName(), ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 32, window_state.fullscreen))
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{
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printf("Could not create the window\n");
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return 1; // Quit If Window Was Not Created
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}
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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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XSelectInput(gXDisplay, gXWindow, KeyPressMask | KeyReleaseMask | StructureNotifyMask);
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XkbSetDetectableAutoRepeat(gXDisplay, true, NULL);
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static uint64_t tickCount;
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while (!g_engine->IsDone())
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{
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struct timeval tv;
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uint dt;
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XEvent event;
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gettimeofday(&tv, NULL);
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tickCount = tv.tv_sec * 1000 + tv.tv_usec / 1000;
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dt = (tickCount - lastTickCount);
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lastTickCount = tickCount;
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Update(dt); // Update frame
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DrawGLScene(); // Draw The Scene
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glXSwapBuffers(gXDisplay, glxWin);
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if (XCheckWindowEvent(gXDisplay, gXWindow, KeyPressMask | KeyReleaseMask | StructureNotifyMask, &event))
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switch (event.type)
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{
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case KeyPress:
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if (XKeycodeToKeysym(gXDisplay, event.xkey.keycode, 1) == XK_F)
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fullscreen();
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for (signed int i = gKeyCodes.size() - 1; i >= 0; --i)
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if (event.xkey.keycode == gKeyCodes[i].first)
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{
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if (!(gHolds & gKeyCodes[i].second))
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gKeyBuffer.push(gKeyCodes[i]);
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gControllerState |= gKeyCodes[i].second;
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gHolds |= gKeyCodes[i].second;
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break;
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}
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break;
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case KeyRelease:
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for (signed int i = sizeof(gKeyCodes)/sizeof(gKeyCodes[0]) - 1; i >= 0; --i)
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if (event.xkey.keycode == gKeyCodes[i].first)
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{
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gControllerState &= ~gKeyCodes[i].second;
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gHolds &= ~gKeyCodes[i].second;
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break;
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}
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break;
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case ConfigureNotify:
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ReSizeGLScene(event.xconfigure.width, event.xconfigure.height);
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break;
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default:
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break;
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}
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}
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if (g_launcher)
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delete g_launcher;
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// Shutdown
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KillGLWindow(); // Kill The Window
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return 0;
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}
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