From dd009ccdfd62f9153dbc72f5f5de5d5f72979690 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Tue, 22 Apr 2014 15:13:38 +1000 Subject: Move all source into the new src directory, and shuffle a few other things around. --- ClientHamr/extantz/extantz.h | 215 ------------------------------------------- 1 file changed, 215 deletions(-) delete mode 100644 ClientHamr/extantz/extantz.h (limited to 'ClientHamr/extantz/extantz.h') diff --git a/ClientHamr/extantz/extantz.h b/ClientHamr/extantz/extantz.h deleted file mode 100644 index afb94af..0000000 --- a/ClientHamr/extantz/extantz.h +++ /dev/null @@ -1,215 +0,0 @@ -#define USE_EO 0 -#define USE_PHYSICS 1 -#define USE_EGL 1 // If using Evas_GL, though it might be via Elm. -#define USE_ELM_GL 1 -#define USE_IRR 1 -#define USE_DEMO 1 -#define DO_GEARS 0 - -#if USE_EO - /* Enable access to unstable EFL API that are still in beta */ - #define EFL_BETA_API_SUPPORT 1 - /* Enable access to unstable EFL EO API. */ - #define EFL_EO_API_SUPPORT 1 -#endif - -#include -#include -#include -#include -#include "extantzCamera.h" - - -#ifdef GL_GLES -#include -#include -#else -# include -# include -#endif - - -#ifdef __cplusplus -/* -In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if -you want to use a class of the engine, you have to write irr:: before the name -of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice. -To get rid of the irr:: in front of the name of every class, we tell the -compiler that we use that namespace from now on, and we will not have to write -irr:: anymore. -*/ -using namespace irr; - -/* -There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can -read a detailed description of them in the documentation by clicking on the top -menu item 'Namespace List' or by using this link: -http://irrlicht.sourceforge.net/docu/namespaces.html -Like the irr namespace, we do not want these 5 sub namespaces now, to keep this -example simple. Hence, we tell the compiler again that we do not want always to -write their names. -*/ -using namespace core; -using namespace scene; -using namespace video; - -extern "C"{ -#else - -// Irrlicht stuff. It's C++, so we gotta use incomplete types. -typedef struct IrrlichtDevice IrrlichtDevice; -typedef struct IVideoDriver IVideoDriver; -typedef struct ISceneManager ISceneManager; -typedef struct ICameraSceneNode ICameraSceneNode; - -#endif - - -#define CRI(...) EINA_LOG_DOM_CRIT(_log_domain, _VA_ARGS__) -#define ERR(...) EINA_LOG_DOM_ERR(_log_domain, __VA_ARGS__) -#define WRN(...) EINA_LOG_DOM_WARN(_log_domain, __VA_ARGS__) -#define INF(...) EINA_LOG_DOM_INFO(_log_domain, __VA_ARGS__) -#define DBG(...) EINA_LOG_DOM_DBG(_log_domain, __VA_ARGS__) - -extern int _log_domain; - - -typedef struct _Gear Gear; -typedef struct _GLData GLData; - -typedef enum -{ - EZP_NONE, - EZP_AURORA, - EZP_OPENSIM, - EZP_SECOND_LIFE, - EZP_SLEDJHAMR, - EZP_TRITIUM -} ezPlatform; - -typedef struct -{ - char *name; - char *version; // Version string. - char *path; // OS filesystem path to the viewer install. - char *icon; - uint16_t tag; // The UUID of the texture used in the avatar bake hack. - uint8_t r, g, b; // Colour used for the in world tag. - Elm_Object_Item *item; -} ezViewer; - -typedef struct -{ - Eina_Clist accounts; - Eina_Clist landmarks; - char *name; - char *loginURI; - char *splashPage; - char *helperURI; - char *website; - char *supportPage; - char *registerPage; - char *passwordPage; - char *icon; - ezPlatform platform; - ezViewer *viewer; - Elm_Object_Item *item; -GLData *gld; // Just a temporary evil hack to pass gld to _grid_sel_cb(). -} ezGrid; - -typedef struct -{ - Eina_Clist grid; - char *name; - char *password; // Think we need to pass unencrypted passwords to the viewer. B-( - char *icon; - ezViewer *viewer; -} ezAccount; - -typedef struct -{ - Eina_Clist grid; - char *name; - char *sim; - char *screenshot; - short x, y, z; -} ezLandmark; - - - -struct _Gear -{ - GLfloat *vertices; - GLuint vbo; - int count; -}; - -// GL related data here. -struct _GLData -{ - Evas_Object *win, *winwin; - - Ecore_Evas *ee; - Evas *canvas; - Evas_Native_Surface ns; - - Evas_GL_Context *ctx; - Evas_GL_Surface *sfc; - Evas_GL_Config *cfg; - Evas_GL *evasGl; // The Evas way. - Evas_Object *elmGl; // The Elm way. - Evas_GL_API *glApi; - - GLuint program; - GLuint vtx_shader; - GLuint fgmt_shader; - int scr_w, scr_h; // The size of the screen. - int win_w, win_h; // The size of the window. - int win_x, win_y; // The position of the window. - int sfc_w, sfc_h; // This is what Irrlicht is using, size of the GL image surface / glview. - int img_w, img_h; // Size of the viewport. DON'T reuse sfc_* here. Despite the fach that sfc_* is only used in the init when Irricht is disabled? WTF? - int useEGL : 1; - int useIrr : 1; - int doneIrr : 1; - int gearsInited : 1; - int resized : 1; - - Evas_Object *bx, *r1; - Ecore_Animator *animator; - - IrrlichtDevice *device; - IVideoDriver *driver; - ISceneManager *smgr; - ICameraSceneNode *camera; - - cameraMove *move; - - // Gear Stuff - GLfloat view_rotx; - GLfloat view_roty; - GLfloat view_rotz; - - Gear *gear1; - Gear *gear2; - Gear *gear3; - - GLfloat angle; - - GLuint proj_location; - GLuint light_location; - GLuint color_location; - - GLfloat proj[16]; - GLfloat light[3]; -}; - - -EAPI int startIrr(GLData *gld); -EAPI void drawIrr_start(GLData *gld); -EAPI void drawIrr_end(GLData *gld); -EAPI void finishIrr(GLData *gld); - -#ifdef __cplusplus -} -#endif - -- cgit v1.1