cleanup tabs -> spaces
This commit is contained in:
+51
-51
@@ -96,7 +96,7 @@ int main( void )
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major = 2; minor = 0;
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major = 2; minor = 0;
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renderer = &gl20_renderer;
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renderer = &gl20_renderer;
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}
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}
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else
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else
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{
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{
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printf("Launching with OpenGL 3.3 Core\n\n");
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printf("Launching with OpenGL 3.3 Core\n\n");
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major = 3; minor = 3;
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major = 3; minor = 3;
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@@ -108,9 +108,9 @@ int main( void )
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if (selection == 2)
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if (selection == 2)
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{
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{
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printf("Launching in 800x600\n");
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printf("Launching in 800x600\n");
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WINDOW_WIDTH = 800; WINDOW_HEIGHT = 600;
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WINDOW_WIDTH = 800; WINDOW_HEIGHT = 600;
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}
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}
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else
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else
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printf("Launching in 1280x600\n");
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printf("Launching in 1280x600\n");
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context_init( "libsm64", WINDOW_WIDTH, WINDOW_HEIGHT, major, minor );
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context_init( "libsm64", WINDOW_WIDTH, WINDOW_HEIGHT, major, minor );
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@@ -139,7 +139,7 @@ int main( void )
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uint64_t start = SDL_GetPerformanceCounter();
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uint64_t start = SDL_GetPerformanceCounter();
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SDL_GameController *controller = context_get_controller();
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SDL_GameController *controller = context_get_controller();
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float x_axis, y_axis, x0_axis;
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float x_axis, y_axis, x0_axis;
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if (!controller) // keyboard
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if (!controller) // keyboard
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{
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{
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@@ -147,57 +147,57 @@ int main( void )
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float dir;
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float dir;
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float spd = 0;
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float spd = 0;
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if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT])
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if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT])
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{
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{
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dir = -M_PI * 0.25f;
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dir = -M_PI * 0.25f;
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spd = 1;
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spd = 1;
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}
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}
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else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT])
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else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT])
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{
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{
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dir = -M_PI * 0.75f;
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dir = -M_PI * 0.75f;
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spd = 1;
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spd = 1;
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}
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}
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else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT])
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else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT])
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{
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{
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dir = M_PI * 0.25f;
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dir = M_PI * 0.25f;
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spd = 1;
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spd = 1;
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}
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}
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else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT])
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else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT])
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{
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{
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dir = M_PI * 0.75f;
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dir = M_PI * 0.75f;
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spd = 1;
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spd = 1;
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}
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}
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else if (state[SDL_SCANCODE_UP])
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else if (state[SDL_SCANCODE_UP])
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{
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{
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dir = -M_PI * 0.5f;
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dir = -M_PI * 0.5f;
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spd = 1;
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spd = 1;
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}
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}
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else if (state[SDL_SCANCODE_DOWN])
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else if (state[SDL_SCANCODE_DOWN])
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{
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{
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dir = M_PI * 0.5f;
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dir = M_PI * 0.5f;
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spd = 1;
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spd = 1;
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}
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}
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else if (state[SDL_SCANCODE_LEFT])
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else if (state[SDL_SCANCODE_LEFT])
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{
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{
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dir = M_PI;
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dir = M_PI;
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spd = 1;
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spd = 1;
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}
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}
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else if (state[SDL_SCANCODE_RIGHT])
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else if (state[SDL_SCANCODE_RIGHT])
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{
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{
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dir = 0;
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dir = 0;
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spd = 1;
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spd = 1;
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}
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}
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x_axis = cosf(dir) * spd;
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x_axis = cosf(dir) * spd;
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y_axis = sinf(dir) * spd;
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y_axis = sinf(dir) * spd;
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x0_axis = state[SDL_SCANCODE_LSHIFT] ? 1 : state[SDL_SCANCODE_RSHIFT] ? -1 : 0;
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x0_axis = state[SDL_SCANCODE_LSHIFT] ? 1 : state[SDL_SCANCODE_RSHIFT] ? -1 : 0;
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marioInputs.buttonA = state[SDL_SCANCODE_X];
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marioInputs.buttonA = state[SDL_SCANCODE_X];
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marioInputs.buttonB = state[SDL_SCANCODE_C];
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marioInputs.buttonB = state[SDL_SCANCODE_C];
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marioInputs.buttonZ = state[SDL_SCANCODE_Z];
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marioInputs.buttonZ = state[SDL_SCANCODE_Z];
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}
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}
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else
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else
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{
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{
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x_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTX ));
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x_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTX ));
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y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY ));
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y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY ));
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x0_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_RIGHTX ));
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x0_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_RIGHTX ));
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@@ -205,7 +205,7 @@ int main( void )
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marioInputs.buttonA = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_A );
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marioInputs.buttonA = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_A );
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marioInputs.buttonB = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_X );
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marioInputs.buttonB = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_X );
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marioInputs.buttonZ = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER );
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marioInputs.buttonZ = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER );
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}
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}
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cameraRot += x0_axis * dt * 2;
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cameraRot += x0_axis * dt * 2;
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cameraPos[0] = marioState.position[0] + 1000.0f * cosf( cameraRot );
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cameraPos[0] = marioState.position[0] + 1000.0f * cosf( cameraRot );
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@@ -235,8 +235,8 @@ int main( void )
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renderer->draw( &renderState, cameraPos, &marioState, &marioGeometry );
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renderer->draw( &renderState, cameraPos, &marioState, &marioGeometry );
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uint64_t end = SDL_GetPerformanceCounter();
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uint64_t end = SDL_GetPerformanceCounter();
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dt = (float)(end-start) / (float)SDL_GetPerformanceFrequency();
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dt = (float)(end-start) / (float)SDL_GetPerformanceFrequency();
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tick += dt;
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tick += dt;
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}
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}
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while( context_flip_frame_poll_events() );
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while( context_flip_frame_poll_events() );
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