From 8eace1b904aec0f72436a9fc4cad683cda46ced4 Mon Sep 17 00:00:00 2001 From: headshot2017 Date: Thu, 12 Jan 2023 16:55:27 -0400 Subject: [PATCH] cleanup tabs -> spaces --- test/main.cpp | 102 +++++++++++++++++++++++++------------------------- 1 file changed, 51 insertions(+), 51 deletions(-) diff --git a/test/main.cpp b/test/main.cpp index 2f3dd79..08f75c0 100644 --- a/test/main.cpp +++ b/test/main.cpp @@ -96,7 +96,7 @@ int main( void ) major = 2; minor = 0; renderer = &gl20_renderer; } - else + else { printf("Launching with OpenGL 3.3 Core\n\n"); major = 3; minor = 3; @@ -108,9 +108,9 @@ int main( void ) if (selection == 2) { printf("Launching in 800x600\n"); - WINDOW_WIDTH = 800; WINDOW_HEIGHT = 600; + WINDOW_WIDTH = 800; WINDOW_HEIGHT = 600; } - else + else printf("Launching in 1280x600\n"); context_init( "libsm64", WINDOW_WIDTH, WINDOW_HEIGHT, major, minor ); @@ -139,7 +139,7 @@ int main( void ) uint64_t start = SDL_GetPerformanceCounter(); SDL_GameController *controller = context_get_controller(); - float x_axis, y_axis, x0_axis; + float x_axis, y_axis, x0_axis; if (!controller) // keyboard { @@ -147,57 +147,57 @@ int main( void ) float dir; float spd = 0; - if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT]) - { - dir = -M_PI * 0.25f; - spd = 1; - } - else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT]) - { - dir = -M_PI * 0.75f; - spd = 1; - } - else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT]) - { - dir = M_PI * 0.25f; - spd = 1; - } - else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT]) - { - dir = M_PI * 0.75f; - spd = 1; - } - else if (state[SDL_SCANCODE_UP]) - { - dir = -M_PI * 0.5f; - spd = 1; - } - else if (state[SDL_SCANCODE_DOWN]) - { - dir = M_PI * 0.5f; - spd = 1; - } - else if (state[SDL_SCANCODE_LEFT]) - { - dir = M_PI; - spd = 1; - } - else if (state[SDL_SCANCODE_RIGHT]) - { - dir = 0; - spd = 1; - } + if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT]) + { + dir = -M_PI * 0.25f; + spd = 1; + } + else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT]) + { + dir = -M_PI * 0.75f; + spd = 1; + } + else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT]) + { + dir = M_PI * 0.25f; + spd = 1; + } + else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT]) + { + dir = M_PI * 0.75f; + spd = 1; + } + else if (state[SDL_SCANCODE_UP]) + { + dir = -M_PI * 0.5f; + spd = 1; + } + else if (state[SDL_SCANCODE_DOWN]) + { + dir = M_PI * 0.5f; + spd = 1; + } + else if (state[SDL_SCANCODE_LEFT]) + { + dir = M_PI; + spd = 1; + } + else if (state[SDL_SCANCODE_RIGHT]) + { + dir = 0; + spd = 1; + } - x_axis = cosf(dir) * spd; - y_axis = sinf(dir) * spd; + x_axis = cosf(dir) * spd; + y_axis = sinf(dir) * spd; x0_axis = state[SDL_SCANCODE_LSHIFT] ? 1 : state[SDL_SCANCODE_RSHIFT] ? -1 : 0; marioInputs.buttonA = state[SDL_SCANCODE_X]; marioInputs.buttonB = state[SDL_SCANCODE_C]; marioInputs.buttonZ = state[SDL_SCANCODE_Z]; } - else - { + else + { x_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTX )); y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY )); x0_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_RIGHTX )); @@ -205,7 +205,7 @@ int main( void ) marioInputs.buttonA = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_A ); marioInputs.buttonB = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_X ); marioInputs.buttonZ = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER ); - } + } cameraRot += x0_axis * dt * 2; cameraPos[0] = marioState.position[0] + 1000.0f * cosf( cameraRot ); @@ -235,8 +235,8 @@ int main( void ) renderer->draw( &renderState, cameraPos, &marioState, &marioGeometry ); uint64_t end = SDL_GetPerformanceCounter(); - dt = (float)(end-start) / (float)SDL_GetPerformanceFrequency(); - tick += dt; + dt = (float)(end-start) / (float)SDL_GetPerformanceFrequency(); + tick += dt; } while( context_flip_frame_poll_events() );