Added a main menu and fixed som things. added explotions to and fixed the economy

This commit is contained in:
Ziver Koc 2007-04-28 22:09:39 +00:00
parent 5bb373573d
commit 88771fad29
56 changed files with 1859 additions and 1999 deletions

View file

@ -1,16 +1,22 @@
package ei.engine.state;
import ei.engine.LWJGLGameWindow;
import ei.engine.input.InputHandler;
import ei.engine.renderer.Camera;
import ei.engine.util.MultiPrintStream;
public abstract class GameState {
private String name;
private InputHandler input;
private boolean enabled = false;
private boolean init;
private Camera cam;
public GameState(String name){
this.name = name;
input = new InputHandler();
init = false;
cam = new Camera();
}
/**
@ -28,6 +34,15 @@ public abstract class GameState {
*/
public void setEnabled(boolean b){
enabled = b;
if(enabled){
if(!init){
init();
init = true;
}
if(LWJGLGameWindow.getCamera() != cam){
LWJGLGameWindow.setCamera(cam);
}
}
MultiPrintStream.out.println("Enabling("+b+") State: "+getName());
}
@ -63,6 +78,8 @@ public abstract class GameState {
input.render();
}
public abstract void init();
public abstract void update();
public abstract void render();

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@ -19,6 +19,10 @@ public class GameStateTestState extends GameState{
public GameStateTestState(String name){
super(name);
}
@Override
public void init() {
rootNode = new Node("InGameNode");
sprite1 = new Sprite("tank","data/units/tank.png");

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@ -1,141 +0,0 @@
/*
* Copyright (c) 2002-2004 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package ei.engine.test.ex;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.openal.AL;
import org.lwjgl.openal.AL10;
import org.lwjgl.opengl.DisplayMode;
/**
*
* This is a basic test, which contains the most used stuff
*
* @author Brian Matzon <brian@matzon.dk>
* @version $Revision$
* $Id$
*/
public abstract class BasicSoundTest {
/**
* Creates an instance of PlayTest
*/
public BasicSoundTest() {
try {
String[] imps = AL.getImplementations();
if(imps.length > 0) {
System.out.println("Available devices: ");
for(int i=0; i<imps.length; i++) {
System.out.println(" " + i + ": " + imps[i]);
}
}
} catch (Exception e) {
System.out.println("Unable to query available devices: " + e.getMessage());
}
try {
AL.create();
} catch (Exception e) {
System.out.println("Unable to create OpenAL.\nPlease make sure that OpenAL is available on this system. Exception: " + e);
return;
}
}
/**
* Shutdowns OpenAL
*/
protected void alExit() {
if(AL.isCreated()) {
AL.destroy();
}
}
/**
* Creates a float buffer to hold specified float array
* - strictly a utility method
*
* @param array to hold
* @return created FloatBuffer
*/
protected FloatBuffer createFloatBuffer(float[] data) {
FloatBuffer temp = BufferUtils.createFloatBuffer(data.length).put(data);
temp.flip();
return temp;
}
/**
* Pauses the invoking thread for specified milliseconds
*
* @param time Milliseconds to sleep
*/
protected void pause(long time) {
try {
Thread.sleep(time);
} catch (InterruptedException inte) {
}
}
/**
* Exits the test NOW, printing errorcode to stdout
*
* @param error Error code causing exit
*/
protected void exit(int error) {
System.out.println("OpenAL Error: " + AL10.alGetString(error));
alExit();
System.exit(-1);
}
/**
* Sets the display mode for fullscreen mode
*/
protected boolean setDisplayMode() {
try {
// get modes
DisplayMode[] dm = org.lwjgl.util.Display.getAvailableDisplayModes(640, 480, -1, -1, -1, -1, 60, 60);
org.lwjgl.util.Display.setDisplayMode(dm, new String[] {
"width=" + 640,
"height=" + 480,
"freq=" + 60,
"bpp=" + org.lwjgl.opengl.Display.getDisplayMode().getBitsPerPixel()
});
return true;
} catch (Exception e) {
e.printStackTrace();
}
return false;
}
}

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@ -1,367 +0,0 @@
package ei.engine.test.ex;
/*
* This Code Was Created By Jeff Molofee 2000
* Modified by Shawn T. to handle (%3.2f, num) parameters.
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics2D;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.text.NumberFormat;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.glu.GLU;
import org.lwjgl.input.Keyboard;
/**
* @author Mark Bernard
* date: 26-May-2004
*
* Port of NeHe's Lesson 13 to LWJGL
* Title: Bitmap fonts
* Uses version 0.9alpha of LWJGL http://www.lwjgl.org/
*
* Be sure that the LWJGL libraries are in your classpath
*
* Ported directly from the C++ version
*
* The main point of this tutorial is to get fonts on the screen. The original OpenGL did
* not port directly as it used Windows specific extensions and I could not get some OpenGL
* commands to work. In the end, what you see on the screen is the same, but it is written
* somewhat differently. I have noted the differences in the code with comments.
*
* 2004-10-08: Updated to version 0.92alpha of LWJGL.
* 2004-12-19: Updated to version 0.94alpha of LWJGL
*/
public class FontTest {
private boolean done = false;
private boolean fullscreen = false;
private final String windowTitle = "NeHe's OpenGL Lesson 13 for LWJGL (Bitmap Fonts)";
private boolean f1 = false;
private DisplayMode displayMode;
private int texture;
//build colours for font with alpha transparency
private static final Color OPAQUE_WHITE = new Color(0xFFFFFFFF, true);
private static final Color TRANSPARENT_BLACK = new Color(0x00000000, true);
private NumberFormat numberFormat = NumberFormat.getInstance();
private int base; // Base Display List For The Font Set
private float cnt1; // 1st Counter Used To Move Text & For Coloring
private float cnt2; // 2nd Counter Used To Move Text & For Coloring
public static void main(String args[]) {
boolean fullscreen = false;
if(args.length>0) {
if(args[0].equalsIgnoreCase("fullscreen")) {
fullscreen = true;
}
}
FontTest l13 = new FontTest();
l13.run(fullscreen);
}
public void run(boolean fullscreen) {
this.fullscreen = fullscreen;
try {
init();
while (!done) {
mainloop();
render();
Display.update();
}
cleanup();
}
catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
private void mainloop() {
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { // Exit if Escape is pressed
done = true;
}
if(Display.isCloseRequested()) { // Exit if window is closed
done = true;
}
if(Keyboard.isKeyDown(Keyboard.KEY_F1) && !f1) { // Is F1 Being Pressed?
f1 = true; // Tell Program F1 Is Being Held
switchMode(); // Toggle Fullscreen / Windowed Mode
}
if(!Keyboard.isKeyDown(Keyboard.KEY_F1)) { // Is F1 Being Pressed?
f1 = false;
}
}
private void switchMode() {
fullscreen = !fullscreen;
try {
Display.setFullscreen(fullscreen);
}
catch(Exception e) {
e.printStackTrace();
}
}
private boolean render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
GL11.glLoadIdentity(); // Reset The Current Modelview Matrix
// Position The Text On The Screen
GL11.glTranslatef(-0.9f + 0.05f * ((float)Math.cos(cnt1)), 0.32f * ((float)Math.sin(cnt2)), -2.0f); // Move One Unit Into The Screen
// Pulsing Colors Based On Text Position
float red = 1.0f * ((float)Math.cos(cnt1));
float green = 1.0f * ((float)Math.sin(cnt2));
float blue = 1.0f - 0.5f * ((float)Math.cos(cnt1 + cnt2));
GL11.glColor3f(red, green, blue);
//format the floating point number to 2 decimal places
numberFormat.setMaximumFractionDigits(2);
numberFormat.setMinimumFractionDigits(2);
glPrint("Active OpenGL Text With NeHe - " + numberFormat.format(cnt1)); // Print GL Text To The Screen
cnt1 += 0.051f; // Increase The First Counter
cnt2 += 0.005f; // Increase The Second Counter
return true;
}
/* Some liberties had to be taken with this method. I could not get the glCallLists() to work, so
* it is done manually instead.
*/
private void glPrint(String msg) { // Custom GL "Print" Routine
if(msg != null) {
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
for(int i=0;i<msg.length();i++) {
GL11.glCallList(base + msg.charAt(i));
GL11.glTranslatef(0.05f, 0.0f, 0.0f);
}
}
}
private void createWindow() throws Exception {
Display.setFullscreen(fullscreen);
DisplayMode d[] = Display.getAvailableDisplayModes();
for (int i = 0; i < d.length; i++) {
if (d[i].getWidth() == 640
&& d[i].getHeight() == 480
&& d[i].getBitsPerPixel() == 32) {
displayMode = d[i];
break;
}
}
Display.setDisplayMode(displayMode);
Display.setTitle(windowTitle);
Display.create();
}
private void init() throws Exception {
createWindow();
initGL();
buildFont();
}
private void initGL() {
GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Black Background
GL11.glClearDepth(1.0); // Depth Buffer Setup
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
//GL11.glEnable(GL11.GL_CULL_FACE);
// The Type Of Depth Testing To Do
GL11.glMatrixMode(GL11.GL_PROJECTION);
// Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(45.0f,
(float) displayMode.getWidth() / (float) displayMode.getHeight(),
0.1f,100.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
// Select The Modelview Matrix
// Really Nice Perspective Calculations
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}
private void cleanup() {
Display.destroy();
}
/* The original tutorial number 13 used a windows specific extension to generate a bitmap
* for the font. I had to replace that with a custom bitmap generation that you see below.
*
*/
private void buildFont() { // Build Our Bitmap Font
Font font; // Font object
/* Note that I have set the font to Courier New. This font is not guraunteed to be on all
* systems. However it is very common so it is likely to be there. You can replace this name
* with any named font on your system or use the Java default names that are guraunteed to be there.
* Also note that this will work well with monospace fonts, but does not look as good with
* proportional fonts.
*/
String fontName = "Courier New"; // Name of the font to use
BufferedImage fontImage; // image for creating the bitmap
int bitmapSize = 512; // set the size for the bitmap texture
boolean sizeFound = false;
boolean directionSet = false;
int delta = 0;
int fontSize = 24;
/* To find out how much space a Font takes, you need to use a the FontMetrics class.
* To get the FontMetrics, you need to get it from a Graphics context. A Graphics context is
* only available from a displayable surface, ie any class that subclasses Component or any Image.
* First the font is set on a Graphics object. Then get the FontMetrics and find out the width
* and height of the widest character (W). Then take the largest of the 2 values and find the
* maximum size font that will fit in the size allocated.
*/
while(!sizeFound) {
font = new Font(fontName, Font.PLAIN, fontSize); // Font Name
// use BufferedImage.TYPE_4BYTE_ABGR to allow alpha blending
fontImage = new BufferedImage(bitmapSize, bitmapSize, BufferedImage.TYPE_4BYTE_ABGR);
Graphics2D g = (Graphics2D)fontImage.getGraphics();
g.setFont(font);
FontMetrics fm = g.getFontMetrics();
int width = fm.stringWidth("W");
int height = fm.getHeight();
int lineWidth = (width > height) ? width * 16 : height * 16;
if(!directionSet) {
if(lineWidth > bitmapSize) {
delta = -2;
}
else {
delta = 2;
}
directionSet = true;
}
if(delta > 0) {
if(lineWidth < bitmapSize) {
fontSize += delta;
}
else {
sizeFound = true;
fontSize -= delta;
}
}
else if(delta < 0) {
if(lineWidth > bitmapSize) {
fontSize += delta;
}
else {
sizeFound = true;
fontSize -= delta;
}
}
}
/* Now that a font size has been determined, create the final image, set the font and draw the
* standard/extended ASCII character set for that font.
*/
font = new Font(fontName, Font.BOLD, fontSize); // Font Name
// use BufferedImage.TYPE_4BYTE_ABGR to allow alpha blending
fontImage = new BufferedImage(bitmapSize, bitmapSize, BufferedImage.TYPE_4BYTE_ABGR);
Graphics2D g = (Graphics2D)fontImage.getGraphics();
g.setFont(font);
g.setColor(OPAQUE_WHITE);
g.setBackground(TRANSPARENT_BLACK);
FontMetrics fm = g.getFontMetrics();
for(int i=0;i<256;i++) {
int x = i % 16;
int y = i / 16;
char ch[] = {(char)i};
String temp = new String(ch);
g.drawString(temp, (x * 32) + 1, (y * 32) + fm.getAscent());
}
/* The following code is taken directly for the LWJGL example code.
* It takes a Java Image and converts it into an OpenGL texture.
* This is a very powerful feature as you can use this to generate textures on the fly out
* of anything.
*/
// Flip Image
AffineTransform tx = AffineTransform.getScaleInstance(1, -1);
tx.translate(0, -fontImage.getHeight(null));
AffineTransformOp op =
new AffineTransformOp(tx, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
fontImage = op.filter(fontImage, null);
// Put Image In Memory
ByteBuffer scratch =
ByteBuffer.allocateDirect(
4 * fontImage.getWidth() * fontImage.getHeight());
byte data[] =
(byte[])fontImage.getRaster().getDataElements(
0,
0,
fontImage.getWidth(),
fontImage.getHeight(),
null);
scratch.clear();
scratch.put(data);
scratch.rewind();
// Create A IntBuffer For Image Address In Memory
IntBuffer buf =
ByteBuffer
.allocateDirect(4)
.order(ByteOrder.nativeOrder())
.asIntBuffer();
GL11.glGenTextures(buf); // Create Texture In OpenGL
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
// Typical Texture Generation Using Data From The Image
// Linear Filtering
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
// Linear Filtering
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
// Generate The Texture
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, fontImage.getWidth(), fontImage.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, scratch);
texture = buf.get(0); // Return Image Address In Memory
base = GL11.glGenLists(256); // Storage For 256 Characters
/* Generate the display lists. One for each character in the standard/extended ASCII chart.
*/
float textureDelta = 1.0f / 16.0f;
for(int i=0;i<256;i++) {
float u = ((float)(i % 16)) / 16.0f;
float v = 1.f - (((float)(i / 16)) / 16.0f);
GL11.glNewList(base + i, GL11.GL_COMPILE);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(u, v);
GL11.glVertex3f(-0.0450f, 0.0450f, 0.0f);
GL11.glTexCoord2f((u + textureDelta), v);
GL11.glVertex3f(0.0450f, 0.0450f, 0.0f);
GL11.glTexCoord2f((u + textureDelta), v - textureDelta);
GL11.glVertex3f(0.0450f, -0.0450f, 0.0f);
GL11.glTexCoord2f(u, v - textureDelta);
GL11.glVertex3f(-0.0450f, -0.0450f, 0.0f);
GL11.glEnd();
GL11.glEndList();
}
}
}

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@ -1,333 +0,0 @@
package ei.engine.test.ex;
/*
* This Code Was Created By Jeff Molofee and GB Schmick 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit Our Sites At www.tiptup.com and nehe.gamedev.net
*/
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.glu.GLU;
import org.lwjgl.input.Keyboard;
import ei.engine.texture.Texture;
import ei.engine.texture.TextureLoader;
import ei.engine.util.MultiPrintStream;
/**
* @author Mark Bernard
* date: 23-Jun-2004
*
* Port of NeHe's Lesson 19 to LWJGL
* Title: Particle Engine Using Triangle Strips
* Uses version 0.9alpha of LWJGL http://www.lwjgl.org/
*
* Be sure that the LWJGL libraries are in your classpath
*
* Ported directly from the C++ version
*
* 2004-10-08: Updated to version 0.92alpha of LWJGL.
* 2004-12-19: Updated to version 0.94alpha of LWJGL and to use
* DevIL for image loading.
*/
public class ParticleTest {
private boolean done = false;
private boolean fullscreen = false;
private final String windowTitle = "NeHe's OpenGL Lesson 19 for LWJGL (Particle Engine Using Triangle Strips)";
private boolean f1 = false;
private DisplayMode displayMode;
private final int MAX_PARTICLES = 1000;
private Particle particle[];
boolean rainbow = true; // Rainbow Mode?
boolean sp; // Spacebar Pressed?
boolean rp; // Enter Key Pressed?
float slowdown = 2.0f; // Slow Down Particles
float xspeed; // Base X Speed (To Allow Keyboard Direction Of Tail)
float yspeed; // Base Y Speed (To Allow Keyboard Direction Of Tail)
float zoom = -20.0f; // Used To Zoom Out
int col; // Current Color Selection
int delay; // Rainbow Effect Delay
int texture; // Storage For Our Particle Texture
private static float colors[][]= // Rainbow Of Colors
{
{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
};
public static void main(String args[]) {
MultiPrintStream.makeInstance(new MultiPrintStream("log.txt"));
boolean fullscreen = false;
if(args.length>0) {
if(args[0].equalsIgnoreCase("fullscreen")) {
fullscreen = true;
}
}
ParticleTest l19 = new ParticleTest();
l19.run(fullscreen);
}
public void run(boolean fullscreen) {
this.fullscreen = fullscreen;
try {
init();
while (!done) {
mainloop();
render();
Display.update();
}
cleanup();
}
catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
private void mainloop() {
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { // Exit if Escape is pressed
done = true;
}
if(Display.isCloseRequested()) { // Exit if window is closed
done = true;
}
if(Keyboard.isKeyDown(Keyboard.KEY_F1) && !f1) { // Is F1 Being Pressed?
f1 = true; // Tell Program F1 Is Being Held
switchMode(); // Toggle Fullscreen / Windowed Mode
}
if(!Keyboard.isKeyDown(Keyboard.KEY_F1)) { // Is F1 Being Released?
f1 = false;
}
if((Keyboard.isKeyDown(Keyboard.KEY_SPACE) && !sp) || (rainbow && (delay > 25))) {
if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {
rainbow = false; // If Spacebar Is Pressed Disable Rainbow Mode
}
sp = true; // Set Flag Telling Us Space Is Pressed
delay = 0; // Reset The Rainbow Color Cycling Delay
col++; // Change The Particle Color
if(col > 11) {
col = 0; // If Color Is Too High Reset It
}
}
if(!Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {
sp = false;
}
if(Keyboard.isKeyDown(Keyboard.KEY_ADD) && (slowdown > 1.0f)) {
slowdown -= 0.01f; // Speed Up Particles
}
if(Keyboard.isKeyDown(Keyboard.KEY_SUBTRACT) && (slowdown < 4.0f)) {
slowdown += 0.01f; // Slow Down Particles
}
if(Keyboard.isKeyDown(Keyboard.KEY_PRIOR)) {
zoom += 0.1f; // Zoom In
}
if(Keyboard.isKeyDown(Keyboard.KEY_NEXT)) {
zoom -= 0.1f; // Zoom Out
}
if(Keyboard.isKeyDown(Keyboard.KEY_RETURN) && !rp) { // Return Key Pressed
rp = true; // Set Flag Telling Us It's Pressed
rainbow = !rainbow; // Toggle Rainbow Mode On / Off
}
if(!Keyboard.isKeyDown(Keyboard.KEY_RETURN)) {
rp = false; // If Return Is Released Clear Flag
}
delay++; // Increase Rainbow Mode Color Cycling Delay Counter
}
private void switchMode() {
fullscreen = !fullscreen;
try {
Display.setFullscreen(fullscreen);
}
catch(Exception e) {
e.printStackTrace();
}
}
private void createWindow() throws Exception {
Display.setFullscreen(fullscreen);
DisplayMode d[] = Display.getAvailableDisplayModes();
for (int i = 0; i < d.length; i++) {
if (d[i].getWidth() == 640
&& d[i].getHeight() == 480
&& d[i].getBitsPerPixel() == 32) {
displayMode = d[i];
break;
}
}
Display.setDisplayMode(displayMode);
Display.setTitle(windowTitle);
Display.create();
}
private void init() throws Exception {
particle = new Particle[MAX_PARTICLES];
for(int i=0;i<MAX_PARTICLES;i++) {
particle[i] = new Particle();
}
createWindow();
loadTextures();
initGL();
}
private void loadTextures() { // Load Bitmaps And Convert To Textures
texture = loadTexture("data/particle.bmp");
}
private void initGL() { // All Setup For OpenGL Goes Here
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
GL11.glClearDepth(1.0f); // Depth Buffer Setup
// Really Nice Perspective Calculations
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(45.0f,
(float) displayMode.getWidth() / (float) displayMode.getHeight(),
0.1f,100.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); // Type Of Blending To Perform
GL11.glEnable(GL11.GL_BLEND); // Enable Blending
for (int i=0;i<MAX_PARTICLES;i++) // Initials All The Textures
{
particle[i].active = true; // Make All The Particles Active
particle[i].life = 1.0f; // Give All The Particles Full Life
particle[i].fade = ((float)(Math.random() * 100.0)) / 1000.0f + 0.003f; // Random Fade Speed
particle[i].r = colors[i * (12 / MAX_PARTICLES)][0]; // Select Red Rainbow Color
particle[i].g = colors[i * (12 / MAX_PARTICLES)][1]; // Select Red Rainbow Color
particle[i].b = colors[i * (12 / MAX_PARTICLES)][2]; // Select Red Rainbow Color
particle[i].xi = ((float)((Math.random() * 50.0)) - 26.0f) * 10.0f; // Random Speed On X Axis
particle[i].yi = ((float)((Math.random() * 50.0)) - 25.0f) * 10.0f; // Random Speed On Y Axis
particle[i].zi = ((float)((Math.random() * 50.0)) - 25.0f) * 10.0f; // Random Speed On Z Axis
particle[i].xg = 0.0f; // Set Horizontal Pull To Zero
particle[i].yg = -0.8f; // Set Vertical Pull Downward
particle[i].zg = 0.0f; // Set Pull On Z Axis To Zero
}
}
private void render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
GL11.glLoadIdentity(); // Reset The ModelView Matrix
for(int i=0;i<MAX_PARTICLES;i++) { // Loop Through All The Particles
if (particle[i].active) { // If The Particle Is Active
float x = particle[i].x; // Grab Our Particle X Position
float y = particle[i].y; // Grab Our Particle Y Position
float z = particle[i].z + zoom; // Particle Z Pos + Zoom
// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
GL11.glColor4f(particle[i].r, particle[i].g, particle[i].b, particle[i].life);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(x + 0.5f, y + 0.5f, z); // Top Right
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(x - 0.5f, y + 0.5f, z); // Top Left
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(x + 0.5f, y - 0.5f, z); // Bottom Right
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(x - 0.5f, y - 0.5f, z); // Bottom Left
GL11.glEnd(); // Done Building Triangle Strip
particle[i].x += particle[i].xi / (slowdown * 1000);// Move On The X Axis By X Speed
particle[i].y += particle[i].yi / (slowdown * 1000);// Move On The Y Axis By Y Speed
particle[i].z += particle[i].zi / (slowdown * 1000);// Move On The Z Axis By Z Speed
particle[i].xi += particle[i].xg; // Take Pull On X Axis Into Account
particle[i].yi += particle[i].yg; // Take Pull On Y Axis Into Account
particle[i].zi += particle[i].zg; // Take Pull On Z Axis Into Account
particle[i].life -= particle[i].fade; // Reduce Particles Life By 'Fade'
if (particle[i].life < 0.0f) { // If Particle Is Burned Out
particle[i].life = 1.0f; // Give It New Life
particle[i].fade = ((float)(Math.random() * 100.0)) / 1000.0f + 0.003f; // Random Fade Value
particle[i].x = 0.0f; // Center On X Axis
particle[i].y = 0.0f; // Center On Y Axis
particle[i].z = 0.0f; // Center On Z Axis
particle[i].xi = xspeed + ((float)(Math.random() * 60.0)) - 32.0f; // X Axis Speed And Direction
particle[i].yi = yspeed + ((float)(Math.random() * 60.0)) - 30.0f; // Y Axis Speed And Direction
particle[i].zi = ((float)(Math.random() * 60.0)) - 30.0f; // Z Axis Speed And Direction
particle[i].r = colors[col][0]; // Select Red From Color Table
particle[i].g = colors[col][1]; // Select Green From Color Table
particle[i].b = colors[col][2]; // Select Blue From Color Table
}
// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD8) && (particle[i].yg<1.5f)) {
particle[i].yg += 0.01f;
}
// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD2) && (particle[i].yg>-1.5f)) {
particle[i].yg -= 0.01f;
}
// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD6) && (particle[i].xg<1.5f)) {
particle[i].xg += 0.01f;
}
// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD4) && (particle[i].xg>-1.5f)) {
particle[i].xg -= 0.01f;
}
if (Keyboard.isKeyDown(Keyboard.KEY_TAB)) { // Tab Key Causes A Burst
particle[i].x = 0.0f; // Center On X Axis
particle[i].y = 0.0f; // Center On Y Axis
particle[i].z = 0.0f; // Center On Z Axis
particle[i].xi = ((float)(Math.random() * 50.0) - 26.0f) * 10.0f; // Random Speed On X Axis
particle[i].yi = ((float)(Math.random() * 50.0) - 25.0f) * 10.0f; // Random Speed On Y Axis
particle[i].zi = ((float)(Math.random() * 50.0) - 25.0f) * 10.0f; // Random Speed On Z Axis
}
}
}
}
private void cleanup() {
Display.destroy();
}
private int loadTexture(String path) {
Texture tex;
tex = TextureLoader.getTextureLoaderInstance().getTexture(path);
return tex.getGLTarget(); // Return Image Address In Memory
}
}
class Particle { // Particles Structure
public boolean active; // Active (Yes/No)
public float life; // Particle Life
public float fade; // Fade Speed
public float r; // Red Value
public float g; // Green Value
public float b; // Blue Value
public float x; // X Position
public float y; // Y Position
public float z; // Z Position
public float xi; // X Direction
public float yi; // Y Direction
public float zi; // Z Direction
public float xg; // X Gravity
public float yg; // Y Gravity
public float zg; // Z Gravity
}

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@ -1,549 +0,0 @@
/*
* Copyright (c) 2002-2004 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package ei.engine.test.ex;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLUtil;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.openal.AL;
import org.lwjgl.openal.AL10;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.glu.GLU;
import org.lwjgl.util.WaveData;
/**
* <br>
* This test demonstrates OpenAL positioning Based on the example by Chad Armstrong
* (http://www.edenwaith.com/products/pige/tutorials/openal.php)
*
* @author Brian Matzon <brian@matzon.dk>
* @version $Revision$
* $Id$
*/
public class SoundPositionTest extends BasicSoundTest {
/** *Small* glut implementation :) */
private GLUT glut;
/** Width of window */
public static final int WINDOW_WIDTH = 640;
/** Height of window */
public static final int WINDOW_HEIGHT = 480;
/** LEFT enumeration */
public static final int LEFT = 0;
/** CENTER enumeration */
public static final int CENTER = 1;
/** RIGHT enumeration */
public static final int RIGHT = 2;
/** Whether the demo is done */
private boolean finished = false;
/** Whether in pause mode */
private boolean pauseMode = false;
// OpenAL stuff
// ===================================================
/** OpenAL buffers */
private IntBuffer soundBuffers = BufferUtils.createIntBuffer(3);
/** OpenAL sources */
private IntBuffer soundSources = BufferUtils.createIntBuffer(3);
/** Position of listener */
private FloatBuffer listenerPosition = createFloatBuffer(new float[] { 0.0f, 0.0f, 0.0f });
/** Velocity of listener */
private FloatBuffer listenerVelocity = createFloatBuffer(new float[] { 0.0f, 0.0f, 0.0f });
/** Orientation of listener */
private FloatBuffer listenerOrientation =
createFloatBuffer(new float[] { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f });
/** Position of left sound */
private FloatBuffer leftPosition = createFloatBuffer(new float[] { -2.0f, 0.0f, 0.0f });
/** Velocity of left sound */
private FloatBuffer leftVelocity = createFloatBuffer(new float[] { 0.0f, 0.0f, 0.0f });
/** Position of center sound */
private FloatBuffer centerPosition = createFloatBuffer(new float[] { 0.0f, 0.0f, -4.0f });
/** Velocity of center sound */
private FloatBuffer centerVelocity = createFloatBuffer(new float[] { 0.0f, 0.0f, 0.0f });
/** Position of right sound */
private FloatBuffer rightPosition = createFloatBuffer(new float[] { 2.0f, 0.0f, 0.0f });
/** Velocity of right sound */
private FloatBuffer rightVelocity = createFloatBuffer(new float[] { 0.0f, 0.0f, 0.0f });
// ---------------------------------------------------
/**
* Runs the actual test, using supplied arguments
*/
protected void execute(String[] args) {
// Setup needed stuff
try {
setup();
} catch (Exception e) {
System.out.println("Error setting up demonstration: ");
e.printStackTrace();
System.exit(-1);
}
// run the actual demonstration
run();
// shutdown
shutdown();
}
/**
* Performs setup of demonstration
*/
private void setup() throws Exception {
// Setup Window
// =====================================================
LWJGLUtil.log("Setting up window");
// setup window
setDisplayMode();
Display.create();
// -----------------------------------------------------
// Setup OpenGL
// =====================================================
LWJGLUtil.log("Setting up OpenGL");
GL11.glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(50.0f, (float) WINDOW_WIDTH / WINDOW_HEIGHT, 0.0f, 50.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glTranslatef(0.0f, 0.0f, -6.6f);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glut = this.new GLUT();
Display.setVSyncEnabled(true);
// -----------------------------------------------------
// Setup OpenAL
// =====================================================
LWJGLUtil.log("Setting up OpenAL");
AL10.alListener(AL10.AL_POSITION, listenerPosition);
AL10.alListener(AL10.AL_VELOCITY, listenerVelocity);
AL10.alListener(AL10.AL_ORIENTATION, listenerOrientation);
// creating buffers
LWJGLUtil.log("Creating buffers");
AL10.alGenBuffers(soundBuffers);
soundBuffers.rewind();
// creating sources
AL10.alGenSources(soundSources);
soundSources.rewind();
// load sound files (left, center, right).wav
LWJGLUtil.log("Loading soundfiles...");
LWJGLUtil.log("Loading left.wav");
WaveData left = WaveData.create("data/sounds/left.wav");
AL10.alBufferData(soundBuffers.get(LEFT), left.format, left.data, left.samplerate);
AL10.alSourcef(soundSources.get(LEFT), AL10.AL_PITCH, 1.0f);
AL10.alSourcef(soundSources.get(LEFT), AL10.AL_GAIN, 1.0f);
AL10.alSource(soundSources.get(LEFT), AL10.AL_POSITION, leftPosition);
AL10.alSource(soundSources.get(LEFT), AL10.AL_VELOCITY, leftVelocity);
AL10.alSourcei(soundSources.get(LEFT), AL10.AL_BUFFER, soundBuffers.get(LEFT));
AL10.alSourcei(soundSources.get(LEFT), AL10.AL_LOOPING, AL10.AL_TRUE);
LWJGLUtil.log("Loading center.wav");
WaveData center = WaveData.create("data/sounds/center.wav");
AL10.alBufferData(soundBuffers.get(CENTER), center.format, center.data, center.samplerate);
AL10.alSourcef(soundSources.get(CENTER), AL10.AL_PITCH, 1.0f);
AL10.alSourcef(soundSources.get(CENTER), AL10.AL_GAIN, 1.0f);
AL10.alSource(soundSources.get(CENTER), AL10.AL_POSITION, centerPosition);
AL10.alSource(soundSources.get(CENTER), AL10.AL_VELOCITY, centerVelocity);
AL10.alSourcei(soundSources.get(CENTER), AL10.AL_BUFFER, soundBuffers.get(CENTER));
AL10.alSourcei(soundSources.get(CENTER), AL10.AL_LOOPING, AL10.AL_TRUE);
LWJGLUtil.log("Loading right.wav");
WaveData right = WaveData.create("data/sounds/right.wav");
AL10.alBufferData(soundBuffers.get(RIGHT), right.format, right.data, right.samplerate);
AL10.alSourcef(soundSources.get(RIGHT), AL10.AL_PITCH, 1.0f);
AL10.alSourcef(soundSources.get(RIGHT), AL10.AL_GAIN, 1.0f);
AL10.alSource(soundSources.get(RIGHT), AL10.AL_POSITION, rightPosition);
AL10.alSource(soundSources.get(RIGHT), AL10.AL_VELOCITY, rightVelocity);
AL10.alSourcei(soundSources.get(RIGHT), AL10.AL_BUFFER, soundBuffers.get(RIGHT));
AL10.alSourcei(soundSources.get(RIGHT), AL10.AL_LOOPING, AL10.AL_TRUE);
LWJGLUtil.log("Soundfiles loaded successfully");
// -----------------------------------------------------
Mouse.setGrabbed(true);
}
/**
* Runs the actual demonstration
*/
private void run() {
boolean firstRun = true;
System.out.println("Press 1/4 (left), 2/5 (center) or 3/6 (right) to toggle sound");
System.out.println("Press LEFT/RIGHT to move along x axis");
System.out.println("Press SHIFT and either UP/DOWN to move along y axis");
System.out.println("Press UP/DOWN to move along z axis");
System.out.println("Move along the x and y axis with the mouse");
System.out.println("Press LEFT or RIGHT mouse button to move along z axis");
System.out.println("Press ESC to exit demo");
LWJGLUtil.log(
"Listener position: "
+ listenerPosition.get(0)
+ ", "
+ listenerPosition.get(1)
+ ", "
+ listenerPosition.get(2));
LWJGLUtil.log("Left position: " + leftPosition.get(0) + ", " + leftPosition.get(1) + ", " + leftPosition.get(2));
LWJGLUtil.log("Center position: " + centerPosition.get(0) + ", " + centerPosition.get(1) + ", " + centerPosition.get(2));
LWJGLUtil.log("Right position: " + rightPosition.get(0) + ", " + rightPosition.get(1) + ", " + rightPosition.get(2));
while (!finished) {
// handle any input
handleInput();
// allow window to process internal messages
Display.update();
// render and paint if !minimized and not dirty
if(Display.isVisible()) {
render();
} else {
// sleeeeeep
pause(100);
}
// act on pause mode
paused(!(Display.isVisible() || Display.isActive()));
// start sound after first paint, since we don't want
// the delay before something is painted on the screen
if (firstRun && !pauseMode) {
firstRun = false;
// start sounds with delays
startSounds();
}
}
}
/**
* Starts playing the sounds at different times
*/
private void startSounds() {
AL10.alSourcePlay(soundSources.get(LEFT));
pause(300);
AL10.alSourcePlay(soundSources.get(CENTER));
pause(500);
AL10.alSourcePlay(soundSources.get(RIGHT));
}
/**
* Handles any changes in pause mode
*
* @param paused Which pause mode to enter
*/
private void paused(boolean paused) {
// if requesting pause, and not paused - pause and stop sound
if(paused && !pauseMode) {
pauseMode = true;
AL10.alSourcePause(soundSources);
System.out.println("pauseMode = true");
}
// else go out of pause mode and start sounds
else if(!paused && pauseMode) {
pauseMode = false;
startSounds();
System.out.println("pauseMode = false");
}
}
/**
* Handles any input
*/
private void handleInput() {
// User wants to exit?
finished = Display.isCloseRequested() || Keyboard.isKeyDown(Keyboard.KEY_ESCAPE);
if (finished) {
return;
}
boolean shift = Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT);
// Test for play
// ============================================
if (Keyboard.isKeyDown(Keyboard.KEY_1)) {
AL10.alSourcePlay(soundSources.get(LEFT));
LWJGLUtil.log("Playing left.wav");
}
if (Keyboard.isKeyDown(Keyboard.KEY_2)) {
AL10.alSourcePlay(soundSources.get(CENTER));
LWJGLUtil.log("Playing center.wav");
}
if (Keyboard.isKeyDown(Keyboard.KEY_3)) {
AL10.alSourcePlay(soundSources.get(RIGHT));
LWJGLUtil.log("Playing right.wav");
}
// --------------------------------------------
// Test for stop
// ============================================
if (Keyboard.isKeyDown(Keyboard.KEY_4)) {
AL10.alSourceStop(soundSources.get(LEFT));
LWJGLUtil.log("Stopped left.wav");
}
if (Keyboard.isKeyDown(Keyboard.KEY_5)) {
AL10.alSourceStop(soundSources.get(CENTER));
LWJGLUtil.log("Stopped center.wav");
}
if (Keyboard.isKeyDown(Keyboard.KEY_6)) {
AL10.alSourceStop(soundSources.get(RIGHT));
LWJGLUtil.log("Stopped right.wav");
}
// --------------------------------------------
// Test for movement with keyboard
// ============================================
if (Keyboard.isKeyDown(Keyboard.KEY_LEFT)) {
listenerPosition.put(0, listenerPosition.get(0) - 0.1f);
AL10.alListener(AL10.AL_POSITION, listenerPosition);
}
if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) {
listenerPosition.put(0, listenerPosition.get(0) + 0.1f);
AL10.alListener(AL10.AL_POSITION, listenerPosition);
}
if (Keyboard.isKeyDown(Keyboard.KEY_UP)) {
if (shift) {
listenerPosition.put(1, listenerPosition.get(1) + 0.1f);
} else {
listenerPosition.put(2, listenerPosition.get(2) - 0.1f);
}
AL10.alListener(AL10.AL_POSITION, listenerPosition);
}
if (Keyboard.isKeyDown(Keyboard.KEY_DOWN)) {
if (shift) {
listenerPosition.put(1, listenerPosition.get(1) - 0.1f);
} else {
listenerPosition.put(2, listenerPosition.get(2) + 0.1f);
}
AL10.alListener(AL10.AL_POSITION, listenerPosition);
}
// --------------------------------------------
// Test for movement with Mouse
// ============================================
listenerPosition.put(0, listenerPosition.get(0) + (0.01f * Mouse.getDX()));
listenerPosition.put(1, listenerPosition.get(1) + (0.01f * Mouse.getDY()));
if (Mouse.isButtonDown(0)) {
listenerPosition.put(2, listenerPosition.get(2) - 0.1f);
}
if (Mouse.isButtonDown(1)) {
listenerPosition.put(2, listenerPosition.get(2) + 0.1f);
}
AL10.alListener(AL10.AL_POSITION, listenerPosition);
// empty mouse buffer
while(Mouse.next());
}
/**
* Render the scene
*/
private void render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glPushMatrix();
{
GL11.glRotatef(20.0f, 1.0f, 1.0f, 0.0f);
// left
GL11.glPushMatrix();
{
GL11.glTranslatef(leftPosition.get(0), leftPosition.get(1), leftPosition.get(2));
GL11.glColor3f(1.0f, 0.0f, 0.0f);
glut.glutWireCube(0.5f);
}
GL11.glPopMatrix();
// center
GL11.glPushMatrix();
{
GL11.glTranslatef(centerPosition.get(0), centerPosition.get(1), centerPosition.get(2));
GL11.glColor3f(0.0f, 0.0f, 1.0f);
glut.glutWireCube(0.5f);
}
GL11.glPopMatrix();
// right
GL11.glPushMatrix();
{
GL11.glTranslatef(rightPosition.get(0), rightPosition.get(1), rightPosition.get(2));
GL11.glColor3f(0.0f, 1.0f, 0.0f);
glut.glutWireCube(0.5f);
}
GL11.glPopMatrix();
// listener
GL11.glPushMatrix();
{
GL11.glTranslatef(listenerPosition.get(0), listenerPosition.get(1), listenerPosition.get(2));
GL11.glColor3f(1.0f, 1.0f, 1.0f);
glut.glutSolidCube(0.5f);
}
GL11.glPopMatrix();
}
GL11.glPopMatrix();
}
/**
* Shutdown of demonstration
*/
private void shutdown() {
LWJGLUtil.log("Shutting down OpenAL");
AL10.alSourceStop(soundSources);
AL10.alDeleteSources(soundSources);
AL10.alDeleteBuffers(soundBuffers);
AL.destroy();
LWJGLUtil.log("Shutting down Window");
Display.destroy();
}
/**
* main entry point
*
* @param args
* String array containing arguments
*/
public static void main(String[] args) {
SoundPositionTest positionTest = new SoundPositionTest();
positionTest.execute(args);
System.exit(0);
}
/**
* Minute implementation of GLUT: <br>COPYRIGHT:
*
* The OpenGL Utility Toolkit distribution for Win32 (Windows NT & Windows
* 95) contains source code modified from the original source code for GLUT
* version 3.3 which was developed by Mark J. Kilgard. The original source
* code for GLUT is Copyright 1997 by Mark J. Kilgard. GLUT for Win32 is
* Copyright 1997 by Nate Robins and is not in the public domain, but it is
* freely distributable without licensing fees. It is provided without
* guarantee or warrantee expressed or implied. It was ported with the
* permission of Mark J. Kilgard by Nate Robins.
*
* THIS SOURCE CODE IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER
* EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OR MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
*/
class GLUT {
float n[][] = new float[][] { { -1.0f, 0.0f, 0.0f }, {
0.0f, 1.0f, 0.0f }, {
1.0f, 0.0f, 0.0f }, {
0.0f, -1.0f, 0.0f }, {
0.0f, 0.0f, 1.0f }, {
0.0f, 0.0f, -1.0f }
};
int faces[][] = new int[][] { { 0, 1, 2, 3 }, {
3, 2, 6, 7 }, {
7, 6, 5, 4 }, {
4, 5, 1, 0 }, {
5, 6, 2, 1 }, {
7, 4, 0, 3 }
};
float v[][] = new float[8][3];
public void glutWireCube(float size) {
drawBox(size, GL11.GL_LINE_LOOP);
}
public void glutSolidCube(float size) {
drawBox(size, GL11.GL_QUADS);
}
private void drawBox(float size, int type) {
v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;
for (int i = 5; i >= 0; i--) {
GL11.glBegin(type);
GL11.glNormal3f(n[i][0], n[i][1], n[i][2]);
GL11.glVertex3f(v[faces[i][0]][0], v[faces[i][0]][1], v[faces[i][0]][2]);
GL11.glVertex3f(v[faces[i][1]][0], v[faces[i][1]][1], v[faces[i][1]][2]);
GL11.glVertex3f(v[faces[i][2]][0], v[faces[i][2]][1], v[faces[i][2]][2]);
GL11.glVertex3f(v[faces[i][3]][0], v[faces[i][3]][1], v[faces[i][3]][2]);
GL11.glEnd();
}
}
}
}

View file

@ -9,13 +9,20 @@ public class Button extends UiComponent{
private Entity normalButton;
private Entity ontopButton;
private Entity presedButton;
private Entity disabledButton;
private Node buttonNode;
private Vector2f size;
private boolean enabled;
public Button(String name, Vector2f s){
super(name);
buttonNode = new Node(name+"Node");
size = s;
enabled = true;
}
public void setEnabled(boolean b){
enabled = b;
}
public void setButtonSprite(Entity s){
@ -30,8 +37,18 @@ public class Button extends UiComponent{
presedButton = s;
}
public void setDisabledButtonSprite(Entity s){
disabledButton = s;
}
public void mousePos(int x, int y){
if(size != null){
if(!enabled){
if(disabledButton != null && !buttonNode.contains(disabledButton)){
buttonNode.clear();
buttonNode.add(disabledButton);
}
}
else if(size != null){
Vector3f pos = buttonNode.getLocation();
if( x >= (pos.getX()-(size.getX()/2)) && x <= (pos.getX()+(size.getX()/2))
&& y >= (pos.getY()-(size.getY()/2)) && y <= (pos.getY()+(size.getY()/2))){
@ -50,7 +67,7 @@ public class Button extends UiComponent{
}
public void mouseDown(int x, int y, int event){
if(size != null){
if(size != null && enabled){
Vector3f pos = buttonNode.getLocation();
if( x >= (pos.getX()-(size.getX()/2)) && x <= (pos.getX()+(size.getX()/2))
&& y >= (pos.getY()-(size.getY()/2)) && y <= (pos.getY()+(size.getY()/2))){

View file

@ -0,0 +1,82 @@
package ei.engine.util;
import java.io.File;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import java.io.IOException;
import java.io.InputStream;
import java.math.BigInteger;
import java.security.MessageDigest;
import java.security.NoSuchAlgorithmException;
import java.util.ArrayList;
public class FileFinderHasher {
public static void main(String[] args){
ArrayList<File> files = Search(new File("C:\\Documents and Settings\\Ziver\\Mina dokument\\Roligt"));
for(int i=0; i<files.size(); i++){
try {
Hash(files.get(i),"MD5");
} catch (NoSuchAlgorithmException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (FileNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
public static ArrayList<File> Search(File dir){
return Search(dir, new ArrayList<File>());
}
private static ArrayList<File> Search(File dir, ArrayList<File> fileList){
String[] temp = dir.list();
File file;
for(int i=0;i<temp.length;i++){
file = new File(dir.getPath()+File.separator+temp[i]);
//System.out.println(temp[i]);
if(file.isDirectory()){
//System.out.println(file.getPath()+File.separator+temp[i]+File.separator);
Search(new File(dir.getPath()+File.separator+temp[i]+File.separator),fileList);
}
else if(file.isFile()){
fileList.add(file);
}
}
return fileList;
}
public static void Hash(File file, String hashType) throws NoSuchAlgorithmException, FileNotFoundException {
MessageDigest digest = MessageDigest.getInstance(hashType);//"MD5"
InputStream is = new FileInputStream(file);
String output = "";
byte[] buffer = new byte[8192];
int read = 0;
try {
System.out.println("FILE: " + file.toString());
while( (read = is.read(buffer)) > 0) {
System.out.print("#");
digest.update(buffer, 0, read);
}
byte[] md5sum = digest.digest();
BigInteger bigInt = new BigInteger(1, md5sum);
output = bigInt.toString(16);
System.out.println(" DONE");
System.out.println("MD5: " + output);
}
catch(IOException e) {
throw new RuntimeException("Unable to process file for MD5", e);
}
finally {
try {
is.close();
}
catch(IOException e) {
throw new RuntimeException("Unable to close input stream for MD5 calculation", e);
}
}
}
}