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-rw-r--r--Client/Source/Phy2D/Tests/test_p2d.cpp272
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