diff options
Diffstat (limited to 'Client/Source/Phy2D/Tests/test_p2d.cpp')
-rw-r--r-- | Client/Source/Phy2D/Tests/test_p2d.cpp | 272 |
1 files changed, 136 insertions, 136 deletions
diff --git a/Client/Source/Phy2D/Tests/test_p2d.cpp b/Client/Source/Phy2D/Tests/test_p2d.cpp index ff040c5..9050ccd 100644 --- a/Client/Source/Phy2D/Tests/test_p2d.cpp +++ b/Client/Source/Phy2D/Tests/test_p2d.cpp @@ -1,20 +1,20 @@ -#include "test.h" -#if TEST == TEST_P2D - -#include "libfixmath/libfixmath/fixmath.h" -#include <iostream> -#include <time.h> -#include <math.h> -#include "SDL2/SDL.h" -#include "../Rendering/Visualize.h" -#include "imgui/imgui.h" -#include "imgui/backends/imgui_impl_opengl2.h" -#include "imgui/backends/imgui_impl_sdl.h" - -#include "../Phy2D.h" - -using namespace std; -using namespace Phy2D; +#include "test.h"
+#if TEST == TEST_P2D
+
+#include "libfixmath/libfixmath/fixmath.h"
+#include <iostream>
+#include <time.h>
+#include <math.h>
+#include "SDL2/SDL.h"
+#include "../Rendering/Visualize.h"
+#include "imgui/imgui.h"
+#include "imgui/backends/imgui_impl_opengl2.h"
+#include "imgui/backends/imgui_impl_sdl.h"
+
+#include "../Phy2D.h"
+
+using namespace std;
+using namespace Phy2D;
namespace { @@ -464,72 +464,72 @@ static void InitDemo() demoIndex = 0; Demo5(bodies, joints); } - -int main(int argc, char **argv) { - - // Setup SDL - // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, - // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) - if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) - { - printf("Error: %s\n", SDL_GetError()); - return -1; - } - - // Setup window - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); - SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); - SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Phy2D", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, window_flags); - SDL_GLContext gl_context = SDL_GL_CreateContext(window); - - if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) { - std::cerr << "Failed to initialize the OpenGL context." << std::endl; - exit(1); - } - - SDL_GL_MakeCurrent(window, gl_context); - SDL_GL_SetSwapInterval(1); // Enable vsync - - // Setup Dear ImGui context - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - - // Setup Dear ImGui style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsClassic(); - - // Setup Platform/Renderer backends - ImGui_ImplSDL2_InitForOpenGL(window, gl_context); - ImGui_ImplOpenGL2_Init(); - - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'docs/FONTS.md' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != NULL); - - // Our state - bool show_demo_window = true; - bool show_another_window = false; - ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - - glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); +
+int main(int argc, char **argv) {
+
+ // Setup SDL
+ // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
+ // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Setup window
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Phy2D", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, window_flags);
+ SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+
+ if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
+ std::cerr << "Failed to initialize the OpenGL context." << std::endl;
+ exit(1);
+ }
+
+ SDL_GL_MakeCurrent(window, gl_context);
+ SDL_GL_SetSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
+ ImGui_ImplOpenGL2_Init();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -543,41 +543,41 @@ int main(int argc, char **argv) { { // aspect < 1, set the width to -1 to 1, with larger height glOrtho(-zoom, zoom, -zoom / aspect + pan_y, zoom / aspect + pan_y, -1.0, 1.0); - } - - InitDemo(); - - // Main loop - bool done = false; - while (!done) - { - //glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); - glClearColor(0, 0, 0, 0); - glClear(GL_COLOR_BUFFER_BIT); - - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - SDL_Event event; - while (SDL_PollEvent(&event)) - { - ImGui_ImplSDL2_ProcessEvent(&event); - if (event.type == SDL_QUIT) - done = true; - if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) - done = true; - } - - // Start the Dear ImGui frame - ImGui_ImplOpenGL2_NewFrame(); - ImGui_ImplSDL2_NewFrame(); - ImGui::NewFrame(); - - // Rendering - ImGui::Render(); - + }
+
+ InitDemo();
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ //glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // Rendering
+ ImGui::Render();
+
glMatrixMode(GL_MODELVIEW); glLoadIdentity(); @@ -604,22 +604,22 @@ int main(int argc, char **argv) { } glEnd(); glPointSize(1.0f); - - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); - SDL_GL_SwapWindow(window); - } - - // Cleanup - ImGui_ImplOpenGL2_Shutdown(); - ImGui_ImplSDL2_Shutdown(); - ImGui::DestroyContext(); - - SDL_GL_DeleteContext(gl_context); - SDL_DestroyWindow(window); - SDL_Quit(); - - return 0; -} - +
+ //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+ SDL_GL_SwapWindow(window);
+ }
+
+ // Cleanup
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_GL_DeleteContext(gl_context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
+
#endif
\ No newline at end of file |