#include <stdio.h>
#include <stdlib.h>
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
int g_LeaveGameMode = 0;
int g_InGameMode = 1;
* Have an orthogonal projection matrix set
*/
glOrtho( 0, glutGet( GLUT_WINDOW_WIDTH ),
- 0, glutGet( GLUT_WINDOW_HEIGHT ),
- -1, +1
+ 0, glutGet( GLUT_WINDOW_HEIGHT ),
+ -1, +1
);
/*
glLoadIdentity();
/*
- * Now the main text
+ * Now the main text
*/
glColor3ub( 0, 0, 0 );
glRasterPos2i( nX, nY );
for( p=pszText, lines=0; *p; p++ )
{
- if( *p == '\n' )
- {
- lines++;
- glRasterPos2i( nX, nY-(lines*18) );
- }
-
- glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18, *p );
+ if( *p == '\n' )
+ {
+ lines++;
+ glRasterPos2i( nX, nY-(lines*18) );
+ }
+
+ glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18, *p );
}
-
+
/*
* Revert to the old matrix modes
*/
* And then drawn...
*/
glColor3f( 1, 1, 0 );
- //glutWireCube( 20.0 );
- glutWireTeapot( 20.0 );
+ //glutWireCube( 20.0 );
+ glutWireTeapot( 20.0 );
//glutWireSpher( 15.0, 15, 15 );
//glColor3f( 0, 1, 0 );
//glutWireCube( 30.0 );
/*
* Don't forget about the model-view matrix
*/
- glPopMatrix();
+ glPopMatrix( );
/*
* Draw a silly text
*/
if( g_InGameMode == 0 )
- PrintText( 20, 20, "Hello there cruel world!" );
+ PrintText( 20, 20, "Hello there cruel world!" );
else
- PrintText( 20, 20, "Press ESC to leave the game mode!" );
+ PrintText( 20, 20, "Press ESC to leave the game mode!" );
/*
* And swap this context's buffers
*/
- glutSwapBuffers();
+ glutSwapBuffers( );
}
/*
if( g_LeaveGameMode == 1 )
{
- glutLeaveGameMode();
+ glutLeaveGameMode( );
g_LeaveGameMode = 0;
- g_InGameMode = 0;
+ g_InGameMode = 0;
}
}
* Move back the camera a bit
*/
glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
+ glLoadIdentity( );
glTranslatef( 0.0, 0.0, -40.0f );
/*
*/
void SampleKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
{
- printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n", cChar, nMouseX, nMouseY );
+ printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n",
+ cChar, nMouseX, nMouseY );
}
/*
void SampleGameModeKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
{
if( cChar == 27 )
- g_LeaveGameMode = 1;
+ g_LeaveGameMode = 1;
}
*/
void SampleSpecial( int nSpecial, int nMouseX, int nMouseY )
{
- printf( "SampleSpecial(): special keypress %i at (%i,%i)\n", nSpecial, nMouseX, nMouseY );
+ printf( "SampleSpecial(): special keypress %i at (%i,%i)\n",
+ nSpecial, nMouseX, nMouseY );
}
/*
{
int menuID, subMenuA, subMenuB;
- glutInit( &argc, argv );
-
glutInitDisplayString( "stencil~2 rgb double depth>=16 samples" );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutInitWindowPosition( 100, 100 );
+ glutInit( &argc, argv );
+
subMenuA = glutCreateMenu( SampleMenu );
glutAddMenuEntry( "Sub menu A1 (01)", 1 );
glutAddMenuEntry( "Sub menu A2 (02)", 2 );
glutAttachMenu( GLUT_LEFT_BUTTON );
printf( "current window is %ix%i+%i+%i",
- glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y ),
- glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT )
- );
+ glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y ),
+ glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT )
+ );
/*
* Enter the main FreeGLUT processing loop
/*
* This is never reached in FreeGLUT. Is that good?
*/
- return( EXIT_SUCCESS );
+ return EXIT_SUCCESS;
}
/*** END OF FILE ***/