cleanup tabs -> spaces

This commit is contained in:
headshot2017
2023-01-12 16:55:27 -04:00
parent 40215dacc1
commit 8eace1b904
+51 -51
View File
@@ -96,7 +96,7 @@ int main( void )
major = 2; minor = 0; major = 2; minor = 0;
renderer = &gl20_renderer; renderer = &gl20_renderer;
} }
else else
{ {
printf("Launching with OpenGL 3.3 Core\n\n"); printf("Launching with OpenGL 3.3 Core\n\n");
major = 3; minor = 3; major = 3; minor = 3;
@@ -108,9 +108,9 @@ int main( void )
if (selection == 2) if (selection == 2)
{ {
printf("Launching in 800x600\n"); printf("Launching in 800x600\n");
WINDOW_WIDTH = 800; WINDOW_HEIGHT = 600; WINDOW_WIDTH = 800; WINDOW_HEIGHT = 600;
} }
else else
printf("Launching in 1280x600\n"); printf("Launching in 1280x600\n");
context_init( "libsm64", WINDOW_WIDTH, WINDOW_HEIGHT, major, minor ); context_init( "libsm64", WINDOW_WIDTH, WINDOW_HEIGHT, major, minor );
@@ -139,7 +139,7 @@ int main( void )
uint64_t start = SDL_GetPerformanceCounter(); uint64_t start = SDL_GetPerformanceCounter();
SDL_GameController *controller = context_get_controller(); SDL_GameController *controller = context_get_controller();
float x_axis, y_axis, x0_axis; float x_axis, y_axis, x0_axis;
if (!controller) // keyboard if (!controller) // keyboard
{ {
@@ -147,57 +147,57 @@ int main( void )
float dir; float dir;
float spd = 0; float spd = 0;
if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT]) if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT])
{ {
dir = -M_PI * 0.25f; dir = -M_PI * 0.25f;
spd = 1; spd = 1;
} }
else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT]) else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT])
{ {
dir = -M_PI * 0.75f; dir = -M_PI * 0.75f;
spd = 1; spd = 1;
} }
else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT]) else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT])
{ {
dir = M_PI * 0.25f; dir = M_PI * 0.25f;
spd = 1; spd = 1;
} }
else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT]) else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT])
{ {
dir = M_PI * 0.75f; dir = M_PI * 0.75f;
spd = 1; spd = 1;
} }
else if (state[SDL_SCANCODE_UP]) else if (state[SDL_SCANCODE_UP])
{ {
dir = -M_PI * 0.5f; dir = -M_PI * 0.5f;
spd = 1; spd = 1;
} }
else if (state[SDL_SCANCODE_DOWN]) else if (state[SDL_SCANCODE_DOWN])
{ {
dir = M_PI * 0.5f; dir = M_PI * 0.5f;
spd = 1; spd = 1;
} }
else if (state[SDL_SCANCODE_LEFT]) else if (state[SDL_SCANCODE_LEFT])
{ {
dir = M_PI; dir = M_PI;
spd = 1; spd = 1;
} }
else if (state[SDL_SCANCODE_RIGHT]) else if (state[SDL_SCANCODE_RIGHT])
{ {
dir = 0; dir = 0;
spd = 1; spd = 1;
} }
x_axis = cosf(dir) * spd; x_axis = cosf(dir) * spd;
y_axis = sinf(dir) * spd; y_axis = sinf(dir) * spd;
x0_axis = state[SDL_SCANCODE_LSHIFT] ? 1 : state[SDL_SCANCODE_RSHIFT] ? -1 : 0; x0_axis = state[SDL_SCANCODE_LSHIFT] ? 1 : state[SDL_SCANCODE_RSHIFT] ? -1 : 0;
marioInputs.buttonA = state[SDL_SCANCODE_X]; marioInputs.buttonA = state[SDL_SCANCODE_X];
marioInputs.buttonB = state[SDL_SCANCODE_C]; marioInputs.buttonB = state[SDL_SCANCODE_C];
marioInputs.buttonZ = state[SDL_SCANCODE_Z]; marioInputs.buttonZ = state[SDL_SCANCODE_Z];
} }
else else
{ {
x_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTX )); x_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTX ));
y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY )); y_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_LEFTY ));
x0_axis = read_axis( SDL_GameControllerGetAxis( controller, SDL_CONTROLLER_AXIS_RIGHTX )); 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.buttonA = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_A );
marioInputs.buttonB = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_X ); marioInputs.buttonB = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_X );
marioInputs.buttonZ = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER ); marioInputs.buttonZ = SDL_GameControllerGetButton( controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER );
} }
cameraRot += x0_axis * dt * 2; cameraRot += x0_axis * dt * 2;
cameraPos[0] = marioState.position[0] + 1000.0f * cosf( cameraRot ); cameraPos[0] = marioState.position[0] + 1000.0f * cosf( cameraRot );
@@ -235,8 +235,8 @@ int main( void )
renderer->draw( &renderState, cameraPos, &marioState, &marioGeometry ); renderer->draw( &renderState, cameraPos, &marioState, &marioGeometry );
uint64_t end = SDL_GetPerformanceCounter(); uint64_t end = SDL_GetPerformanceCounter();
dt = (float)(end-start) / (float)SDL_GetPerformanceFrequency(); dt = (float)(end-start) / (float)SDL_GetPerformanceFrequency();
tick += dt; tick += dt;
} }
while( context_flip_frame_poll_events() ); while( context_flip_frame_poll_events() );