From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001
From: David Walter Seikel
Date: Sun, 13 Jan 2013 18:54:10 +1000
Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I
did not go overboard.
---
.../irrlicht-1.8/examples/18.SplitScreen/Makefile | 76 ++--
.../examples/18.SplitScreen/SplitScreen.dev | 118 ++---
.../examples/18.SplitScreen/SplitScreen.vcproj | 264 +++++------
.../18.SplitScreen/SplitScreen_vc10.vcxproj | 378 ++++++++--------
.../18.SplitScreen/SplitScreen_vc11.vcxproj | 386 ++++++++--------
.../examples/18.SplitScreen/SplitScreen_vc8.vcproj | 378 ++++++++--------
.../examples/18.SplitScreen/SplitScreen_vc9.vcproj | 376 ++++++++--------
.../irrlicht-1.8/examples/18.SplitScreen/main.cpp | 488 ++++++++++-----------
8 files changed, 1232 insertions(+), 1232 deletions(-)
(limited to 'libraries/irrlicht-1.8/examples/18.SplitScreen')
diff --git a/libraries/irrlicht-1.8/examples/18.SplitScreen/Makefile b/libraries/irrlicht-1.8/examples/18.SplitScreen/Makefile
index 5ad6913..b560b82 100644
--- a/libraries/irrlicht-1.8/examples/18.SplitScreen/Makefile
+++ b/libraries/irrlicht-1.8/examples/18.SplitScreen/Makefile
@@ -1,38 +1,38 @@
-# Makefile for Irrlicht Examples
-# It's usually sufficient to change just the target name and source file list
-# and be sure that CXX is set to a valid compiler
-Target = 18.SplitScreen
-Sources = main.cpp
-
-# general compiler settings
-CPPFLAGS = -I../../include -I/usr/X11R6/include
-CXXFLAGS = -O3 -ffast-math
-#CXXFLAGS = -g -Wall
-
-#default target is Linux
-all: all_linux
-
-ifeq ($(HOSTTYPE), x86_64)
-LIBSELECT=64
-endif
-
-# target specific settings
-all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
-all_linux clean_linux: SYSTEM=Linux
-all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
-all_win32 clean_win32: SYSTEM=Win32-gcc
-all_win32 clean_win32: SUF=.exe
-# name of the binary - only valid for targets which set SYSTEM
-DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
-
-all_linux all_win32:
- $(warning Building...)
- $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
-
-clean: clean_linux clean_win32
- $(warning Cleaning...)
-
-clean_linux clean_win32:
- @$(RM) $(DESTPATH)
-
-.PHONY: all all_win32 clean clean_linux clean_win32
+# Makefile for Irrlicht Examples
+# It's usually sufficient to change just the target name and source file list
+# and be sure that CXX is set to a valid compiler
+Target = 18.SplitScreen
+Sources = main.cpp
+
+# general compiler settings
+CPPFLAGS = -I../../include -I/usr/X11R6/include
+CXXFLAGS = -O3 -ffast-math
+#CXXFLAGS = -g -Wall
+
+#default target is Linux
+all: all_linux
+
+ifeq ($(HOSTTYPE), x86_64)
+LIBSELECT=64
+endif
+
+# target specific settings
+all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
+all_linux clean_linux: SYSTEM=Linux
+all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
+all_win32 clean_win32: SYSTEM=Win32-gcc
+all_win32 clean_win32: SUF=.exe
+# name of the binary - only valid for targets which set SYSTEM
+DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
+
+all_linux all_win32:
+ $(warning Building...)
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
+
+clean: clean_linux clean_win32
+ $(warning Cleaning...)
+
+clean_linux clean_win32:
+ @$(RM) $(DESTPATH)
+
+.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen.dev b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen.dev
index cd843c6..d2cb0bb 100644
--- a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen.dev
+++ b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen.dev
@@ -1,59 +1,59 @@
-[Project]
-FileName=example.dev
-Name=Irrlicht Example 18 SplitScreen
-UnitCount=1
-Type=1
-Ver=1
-ObjFiles=
-Includes=..\..\include
-Libs=
-PrivateResource=
-ResourceIncludes=
-MakeIncludes=
-Compiler=
-CppCompiler=
-Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
-IsCpp=1
-Icon=
-ExeOutput=../../bin/Win32-gcc
-ObjectOutput=obj
-OverrideOutput=1
-OverrideOutputName=18.SplitScreen.exe
-HostApplication=
-Folders=
-CommandLine=
-IncludeVersionInfo=0
-SupportXPThemes=0
-CompilerSet=0
-CompilerSettings=0000000000000000000000
-UseCustomMakefile=0
-CustomMakefile=
-
-[Unit1]
-FileName=main.cpp
-CompileCpp=1
-Folder=Projekt1
-Compile=1
-Link=1
-Priority=1000
-OverrideBuildCmd=0
-BuildCmd=
-
-[VersionInfo]
-Major=0
-Minor=1
-Release=1
-Build=1
-LanguageID=1033
-CharsetID=1252
-CompanyName=
-FileVersion=
-FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
-InternalName=
-LegalCopyright=
-LegalTrademarks=
-OriginalFilename=
-ProductName=
-ProductVersion=
-AutoIncBuildNr=0
-
+[Project]
+FileName=example.dev
+Name=Irrlicht Example 18 SplitScreen
+UnitCount=1
+Type=1
+Ver=1
+ObjFiles=
+Includes=..\..\include
+Libs=
+PrivateResource=
+ResourceIncludes=
+MakeIncludes=
+Compiler=
+CppCompiler=
+Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
+IsCpp=1
+Icon=
+ExeOutput=../../bin/Win32-gcc
+ObjectOutput=obj
+OverrideOutput=1
+OverrideOutputName=18.SplitScreen.exe
+HostApplication=
+Folders=
+CommandLine=
+IncludeVersionInfo=0
+SupportXPThemes=0
+CompilerSet=0
+CompilerSettings=0000000000000000000000
+UseCustomMakefile=0
+CustomMakefile=
+
+[Unit1]
+FileName=main.cpp
+CompileCpp=1
+Folder=Projekt1
+Compile=1
+Link=1
+Priority=1000
+OverrideBuildCmd=0
+BuildCmd=
+
+[VersionInfo]
+Major=0
+Minor=1
+Release=1
+Build=1
+LanguageID=1033
+CharsetID=1252
+CompanyName=
+FileVersion=
+FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
+InternalName=
+LegalCopyright=
+LegalTrademarks=
+OriginalFilename=
+ProductName=
+ProductVersion=
+AutoIncBuildNr=0
+
diff --git a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen.vcproj b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen.vcproj
index 46cb6b7..8506a89 100644
--- a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen.vcproj
+++ b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen.vcproj
@@ -1,132 +1,132 @@
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diff --git a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc10.vcxproj b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc10.vcxproj
index 7db11fe..02fcc36 100644
--- a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc10.vcxproj
@@ -1,190 +1,190 @@
-
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-
-
- Debug
- Win32
-
-
- Debug
- x64
-
-
- Release
- Win32
-
-
- Release
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- 18.SplitScreen
- {1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}
- 18.SplitScreen
- Win32Proj
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- ..\..\bin\Win32-VisualStudio\
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- true
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- ..\..\bin\Win32-VisualStudio\
- ..\..\bin\Win64-VisualStudio\
-
-
- AllRules.ruleset
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- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)
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- Level3
- EditAndContinue
-
-
- ..\..\bin\Win32-VisualStudio\18.SplitScreen.exe
- ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
- true
- $(OutDir)SplitScreen.pdb
- Console
-
-
-
-
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-
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- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)
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- ..\..\bin\Win64-VisualStudio\18.SplitScreen.exe
- ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
- true
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- Console
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- true
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- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
- MultiThreaded
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-
-
- Level3
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- Cdecl
-
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- ..\..\bin\Win32-VisualStudio\18.SplitScreen.exe
- ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
- false
- Console
- true
- true
-
-
-
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- true
- Speed
- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
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- Level3
-
-
- Cdecl
-
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- ..\..\bin\Win64-VisualStudio\18.SplitScreen.exe
- ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
- false
- Console
- true
- true
-
-
-
-
-
-
-
-
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-
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ 18.SplitScreen
+ {1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}
+ 18.SplitScreen
+ Win32Proj
+
+
+
+ Application
+ MultiByte
+
+
+ Application
+ MultiByte
+
+
+ Application
+ MultiByte
+
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+ MultiByte
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+
+
+
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+
+
+ <_ProjectFileVersion>10.0.30319.1
+ ..\..\bin\Win32-VisualStudio\
+ ..\..\bin\Win64-VisualStudio\
+ true
+ true
+ ..\..\bin\Win32-VisualStudio\
+ ..\..\bin\Win64-VisualStudio\
+
+
+ AllRules.ruleset
+ AllRules.ruleset
+
+
+
+
+ AllRules.ruleset
+ AllRules.ruleset
+
+
+
+
+
+
+
+ Disabled
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ true
+ EnableFastChecks
+ MultiThreadedDebug
+
+
+ Level3
+ EditAndContinue
+
+
+ ..\..\bin\Win32-VisualStudio\18.SplitScreen.exe
+ ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
+ true
+ $(OutDir)SplitScreen.pdb
+ Console
+
+
+
+
+
+
+ Disabled
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ EnableFastChecks
+ MultiThreadedDebug
+
+
+ Level3
+ ProgramDatabase
+
+
+ ..\..\bin\Win64-VisualStudio\18.SplitScreen.exe
+ ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
+ true
+ $(OutDir)SplitScreen.pdb
+ Console
+
+
+
+
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+
+ true
+ Speed
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ MultiThreaded
+ false
+
+
+ Level3
+
+
+ Cdecl
+
+
+ ..\..\bin\Win32-VisualStudio\18.SplitScreen.exe
+ ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
+ false
+ Console
+ true
+ true
+
+
+
+
+
+
+ true
+ Speed
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ MultiThreaded
+ false
+
+
+ Level3
+
+
+ Cdecl
+
+
+ ..\..\bin\Win64-VisualStudio\18.SplitScreen.exe
+ ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
+ false
+ Console
+ true
+ true
+
+
+
+
+
+
+
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+
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\ No newline at end of file
diff --git a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc11.vcxproj b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc11.vcxproj
index 954ace3..40e9954 100644
--- a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc11.vcxproj
+++ b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc11.vcxproj
@@ -1,194 +1,194 @@
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- {1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}
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+
+
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+
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+
+
+ <_ProjectFileVersion>10.0.30319.1
+ ..\..\bin\Win32-VisualStudio\
+ ..\..\bin\Win64-VisualStudio\
+ true
+ true
+ ..\..\bin\Win32-VisualStudio\
+ ..\..\bin\Win64-VisualStudio\
+
+
+ AllRules.ruleset
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+
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+
+
+ Level3
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+
+
+ ..\..\bin\Win32-VisualStudio\18.SplitScreen.exe
+ ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
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+
+
+
+
+
+
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+ ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
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+ Console
+
+
+
+
+
+
+ true
+ Speed
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ MultiThreaded
+ false
+
+
+ Level3
+
+
+ Cdecl
+
+
+ ..\..\bin\Win32-VisualStudio\18.SplitScreen.exe
+ ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
+ false
+ Console
+ true
+ true
+
+
+
+
+
+
+ true
+ Speed
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
+ MultiThreaded
+ false
+
+
+ Level3
+
+
+ Cdecl
+
+
+ ..\..\bin\Win64-VisualStudio\18.SplitScreen.exe
+ ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
+ false
+ Console
+ true
+ true
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc8.vcproj b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc8.vcproj
index 906b950..73960ba 100644
--- a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc8.vcproj
+++ b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc8.vcproj
@@ -1,189 +1,189 @@
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diff --git a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc9.vcproj b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc9.vcproj
index 86f6552..92e3e68 100644
--- a/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc9.vcproj
+++ b/libraries/irrlicht-1.8/examples/18.SplitScreen/SplitScreen_vc9.vcproj
@@ -1,188 +1,188 @@
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diff --git a/libraries/irrlicht-1.8/examples/18.SplitScreen/main.cpp b/libraries/irrlicht-1.8/examples/18.SplitScreen/main.cpp
index 32266c5..4447143 100644
--- a/libraries/irrlicht-1.8/examples/18.SplitScreen/main.cpp
+++ b/libraries/irrlicht-1.8/examples/18.SplitScreen/main.cpp
@@ -1,244 +1,244 @@
-/** Example 018 Splitscreen
-
-A tutorial by Max Winkel.
-
-In this tutorial we'll learn how to use splitscreen (e.g. for racing-games)
-with Irrlicht. We'll create a viewport divided
-into 4 parts, with 3 fixed cameras and one user-controlled.
-
-Ok, let's start with the headers (I think there's
-nothing to say about it)
-*/
-
-#include
-#include "driverChoice.h"
-
-#ifdef _MSC_VER
-#pragma comment(lib, "Irrlicht.lib")
-#endif
-
-//Namespaces for the engine
-using namespace irr;
-using namespace core;
-using namespace video;
-using namespace scene;
-
-/*
-Now we'll define the resolution in a constant for use in
-initializing the device and setting up the viewport. In addition
-we set up a global variable saying splitscreen is active or not.
-*/
-//Resolution
-const int ResX=800;
-const int ResY=600;
-const bool fullScreen=false;
-
-//Use SplitScreen?
-bool SplitScreen=true;
-
-/*
-Now we need four pointers to our cameras which are created later:
-*/
-//cameras
-ICameraSceneNode *camera[4]={0,0,0,0};
-/*
-In our event-receiver we switch the SplitScreen-variable,
-whenever the user press the S-key. All other events are sent
-to the FPS camera.
-*/
-
-class MyEventReceiver : public IEventReceiver
-{
- public:
- virtual bool OnEvent(const SEvent& event)
- {
- //Key S enables/disables SplitScreen
- if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
- event.KeyInput.Key == KEY_KEY_S && event.KeyInput.PressedDown)
- {
- SplitScreen = !SplitScreen;
- return true;
- }
- //Send all other events to camera4
- if (camera[3])
- return camera[3]->OnEvent(event);
- return false;
- }
-};
-
-/*
-Ok, now the main-function:
-First, we initialize the device, get the SourceManager and
-VideoDriver, load an animated mesh from .md2 and a map from
-.pk3. Because that's old stuff, I won't explain every step.
-Just take care of the maps position.
-*/
-int main()
-{
- // ask user for driver
- video::E_DRIVER_TYPE driverType=driverChoiceConsole();
- if (driverType==video::EDT_COUNT)
- return 1;
-
- //Instance of the EventReceiver
- MyEventReceiver receiver;
-
- //Initialise the engine
- IrrlichtDevice *device = createDevice(driverType,
- dimension2du(ResX,ResY), 32, fullScreen,
- false, false, &receiver);
- if (!device)
- return 1;
-
- ISceneManager *smgr = device->getSceneManager();
- IVideoDriver *driver = device->getVideoDriver();
-
- //Load model
- IAnimatedMesh *model = smgr->getMesh("../../media/sydney.md2");
- if (!model)
- return 1;
- IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model);
- //Load texture
- if (model_node)
- {
- ITexture *texture = driver->getTexture("../../media/sydney.bmp");
- model_node->setMaterialTexture(0,texture);
- model_node->setMD2Animation(scene::EMAT_RUN);
- //Disable lighting (we've got no light)
- model_node->setMaterialFlag(EMF_LIGHTING,false);
- }
-
- //Load map
- device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
- IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp");
- if (map)
- {
- ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0));
- //Set position
- map_node->setPosition(vector3df(-850,-220,-850));
- }
-
-/*
-Now we create our four cameras. One is looking at the model
-from the front, one from the top and one from the side. In
-addition there's a FPS-camera which can be controlled by the
-user.
-*/
- // Create 3 fixed and one user-controlled cameras
- //Front
- camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));
- //Top
- camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
- //Left
- camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));
- //User-controlled
- camera[3] = smgr->addCameraSceneNodeFPS();
- // don't start at sydney's position
- if (camera[3])
- camera[3]->setPosition(core::vector3df(-50,0,-50));
-
-/*
-Create a variable for counting the fps and hide the mouse:
-*/
- //Hide mouse
- device->getCursorControl()->setVisible(false);
- //We want to count the fps
- int lastFPS = -1;
-
-/*
-There wasn't much new stuff - till now!
-Only by defining four cameras, the game won't be splitscreen.
-To do this you need several steps:
- - Set the viewport to the whole screen
- - Begin a new scene (Clear screen)
-
- - The following 3 steps are repeated for every viewport in the splitscreen
- - Set the viewport to the area you wish
- - Activate the camera which should be "linked" with the viewport
- - Render all objects
-
- - If you have a GUI:
- - Set the viewport the whole screen
- - Display the GUI
- - End scene
-
-Sounds a little complicated, but you'll see it isn't:
-*/
-
- while(device->run())
- {
- //Set the viewpoint to the whole screen and begin scene
- driver->setViewPort(rect(0,0,ResX,ResY));
- driver->beginScene(true,true,SColor(255,100,100,100));
- //If SplitScreen is used
- if (SplitScreen)
- {
- //Activate camera1
- smgr->setActiveCamera(camera[0]);
- //Set viewpoint to the first quarter (left top)
- driver->setViewPort(rect(0,0,ResX/2,ResY/2));
- //Draw scene
- smgr->drawAll();
- //Activate camera2
- smgr->setActiveCamera(camera[1]);
- //Set viewpoint to the second quarter (right top)
- driver->setViewPort(rect(ResX/2,0,ResX,ResY/2));
- //Draw scene
- smgr->drawAll();
- //Activate camera3
- smgr->setActiveCamera(camera[2]);
- //Set viewpoint to the third quarter (left bottom)
- driver->setViewPort(rect(0,ResY/2,ResX/2,ResY));
- //Draw scene
- smgr->drawAll();
- //Set viewport the last quarter (right bottom)
- driver->setViewPort(rect(ResX/2,ResY/2,ResX,ResY));
- }
- //Activate camera4
- smgr->setActiveCamera(camera[3]);
- //Draw scene
- smgr->drawAll();
- driver->endScene();
-
- /*
- As you can probably see, the image is rendered for every
- viewport separately. That means, that you'll loose much performance.
- Ok, if you're asking "How do I have to set the viewport
- to get this or that screen?", don't panic. It's really
- easy: In the rect-function you define 4 coordinates:
- - X-coordinate of the corner left top
- - Y-coordinate of the corner left top
- - X-coordinate of the corner right bottom
- - Y-coordinate of the corner right bottom
-
- That means, if you want to split the screen into 2 viewports
- you would give the following coordinates:
- - 1st viewport: 0,0,ResX/2,ResY
- - 2nd viewport: ResX/2,0,ResX,ResY
-
- If you didn't fully understand, just play around with the example
- to check out what happens.
-
- Now we just view the current fps and shut down the engine,
- when the user wants to:
- */
- //Get and show fps
- if (driver->getFPS() != lastFPS)
- {
- lastFPS = driver->getFPS();
- core::stringw tmp = L"Irrlicht SplitScreen-Example (FPS: ";
- tmp += lastFPS;
- tmp += ")";
- device->setWindowCaption(tmp.c_str());
- }
- }
- //Delete device
- device->drop();
- return 0;
-}
-/*
-That's it! Just compile and play around with the program.
-Note: With the S-Key you can switch between using splitscreen
-and not.
-**/
-
+/** Example 018 Splitscreen
+
+A tutorial by Max Winkel.
+
+In this tutorial we'll learn how to use splitscreen (e.g. for racing-games)
+with Irrlicht. We'll create a viewport divided
+into 4 parts, with 3 fixed cameras and one user-controlled.
+
+Ok, let's start with the headers (I think there's
+nothing to say about it)
+*/
+
+#include
+#include "driverChoice.h"
+
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+//Namespaces for the engine
+using namespace irr;
+using namespace core;
+using namespace video;
+using namespace scene;
+
+/*
+Now we'll define the resolution in a constant for use in
+initializing the device and setting up the viewport. In addition
+we set up a global variable saying splitscreen is active or not.
+*/
+//Resolution
+const int ResX=800;
+const int ResY=600;
+const bool fullScreen=false;
+
+//Use SplitScreen?
+bool SplitScreen=true;
+
+/*
+Now we need four pointers to our cameras which are created later:
+*/
+//cameras
+ICameraSceneNode *camera[4]={0,0,0,0};
+/*
+In our event-receiver we switch the SplitScreen-variable,
+whenever the user press the S-key. All other events are sent
+to the FPS camera.
+*/
+
+class MyEventReceiver : public IEventReceiver
+{
+ public:
+ virtual bool OnEvent(const SEvent& event)
+ {
+ //Key S enables/disables SplitScreen
+ if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
+ event.KeyInput.Key == KEY_KEY_S && event.KeyInput.PressedDown)
+ {
+ SplitScreen = !SplitScreen;
+ return true;
+ }
+ //Send all other events to camera4
+ if (camera[3])
+ return camera[3]->OnEvent(event);
+ return false;
+ }
+};
+
+/*
+Ok, now the main-function:
+First, we initialize the device, get the SourceManager and
+VideoDriver, load an animated mesh from .md2 and a map from
+.pk3. Because that's old stuff, I won't explain every step.
+Just take care of the maps position.
+*/
+int main()
+{
+ // ask user for driver
+ video::E_DRIVER_TYPE driverType=driverChoiceConsole();
+ if (driverType==video::EDT_COUNT)
+ return 1;
+
+ //Instance of the EventReceiver
+ MyEventReceiver receiver;
+
+ //Initialise the engine
+ IrrlichtDevice *device = createDevice(driverType,
+ dimension2du(ResX,ResY), 32, fullScreen,
+ false, false, &receiver);
+ if (!device)
+ return 1;
+
+ ISceneManager *smgr = device->getSceneManager();
+ IVideoDriver *driver = device->getVideoDriver();
+
+ //Load model
+ IAnimatedMesh *model = smgr->getMesh("../../media/sydney.md2");
+ if (!model)
+ return 1;
+ IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model);
+ //Load texture
+ if (model_node)
+ {
+ ITexture *texture = driver->getTexture("../../media/sydney.bmp");
+ model_node->setMaterialTexture(0,texture);
+ model_node->setMD2Animation(scene::EMAT_RUN);
+ //Disable lighting (we've got no light)
+ model_node->setMaterialFlag(EMF_LIGHTING,false);
+ }
+
+ //Load map
+ device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
+ IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp");
+ if (map)
+ {
+ ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0));
+ //Set position
+ map_node->setPosition(vector3df(-850,-220,-850));
+ }
+
+/*
+Now we create our four cameras. One is looking at the model
+from the front, one from the top and one from the side. In
+addition there's a FPS-camera which can be controlled by the
+user.
+*/
+ // Create 3 fixed and one user-controlled cameras
+ //Front
+ camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));
+ //Top
+ camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
+ //Left
+ camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));
+ //User-controlled
+ camera[3] = smgr->addCameraSceneNodeFPS();
+ // don't start at sydney's position
+ if (camera[3])
+ camera[3]->setPosition(core::vector3df(-50,0,-50));
+
+/*
+Create a variable for counting the fps and hide the mouse:
+*/
+ //Hide mouse
+ device->getCursorControl()->setVisible(false);
+ //We want to count the fps
+ int lastFPS = -1;
+
+/*
+There wasn't much new stuff - till now!
+Only by defining four cameras, the game won't be splitscreen.
+To do this you need several steps:
+ - Set the viewport to the whole screen
+ - Begin a new scene (Clear screen)
+
+ - The following 3 steps are repeated for every viewport in the splitscreen
+ - Set the viewport to the area you wish
+ - Activate the camera which should be "linked" with the viewport
+ - Render all objects
+
+ - If you have a GUI:
+ - Set the viewport the whole screen
+ - Display the GUI
+ - End scene
+
+Sounds a little complicated, but you'll see it isn't:
+*/
+
+ while(device->run())
+ {
+ //Set the viewpoint to the whole screen and begin scene
+ driver->setViewPort(rect(0,0,ResX,ResY));
+ driver->beginScene(true,true,SColor(255,100,100,100));
+ //If SplitScreen is used
+ if (SplitScreen)
+ {
+ //Activate camera1
+ smgr->setActiveCamera(camera[0]);
+ //Set viewpoint to the first quarter (left top)
+ driver->setViewPort(rect(0,0,ResX/2,ResY/2));
+ //Draw scene
+ smgr->drawAll();
+ //Activate camera2
+ smgr->setActiveCamera(camera[1]);
+ //Set viewpoint to the second quarter (right top)
+ driver->setViewPort(rect(ResX/2,0,ResX,ResY/2));
+ //Draw scene
+ smgr->drawAll();
+ //Activate camera3
+ smgr->setActiveCamera(camera[2]);
+ //Set viewpoint to the third quarter (left bottom)
+ driver->setViewPort(rect(0,ResY/2,ResX/2,ResY));
+ //Draw scene
+ smgr->drawAll();
+ //Set viewport the last quarter (right bottom)
+ driver->setViewPort(rect(ResX/2,ResY/2,ResX,ResY));
+ }
+ //Activate camera4
+ smgr->setActiveCamera(camera[3]);
+ //Draw scene
+ smgr->drawAll();
+ driver->endScene();
+
+ /*
+ As you can probably see, the image is rendered for every
+ viewport separately. That means, that you'll loose much performance.
+ Ok, if you're asking "How do I have to set the viewport
+ to get this or that screen?", don't panic. It's really
+ easy: In the rect-function you define 4 coordinates:
+ - X-coordinate of the corner left top
+ - Y-coordinate of the corner left top
+ - X-coordinate of the corner right bottom
+ - Y-coordinate of the corner right bottom
+
+ That means, if you want to split the screen into 2 viewports
+ you would give the following coordinates:
+ - 1st viewport: 0,0,ResX/2,ResY
+ - 2nd viewport: ResX/2,0,ResX,ResY
+
+ If you didn't fully understand, just play around with the example
+ to check out what happens.
+
+ Now we just view the current fps and shut down the engine,
+ when the user wants to:
+ */
+ //Get and show fps
+ if (driver->getFPS() != lastFPS)
+ {
+ lastFPS = driver->getFPS();
+ core::stringw tmp = L"Irrlicht SplitScreen-Example (FPS: ";
+ tmp += lastFPS;
+ tmp += ")";
+ device->setWindowCaption(tmp.c_str());
+ }
+ }
+ //Delete device
+ device->drop();
+ return 0;
+}
+/*
+That's it! Just compile and play around with the program.
+Note: With the S-Key you can switch between using splitscreen
+and not.
+**/
+
--
cgit v1.1