remove unused code from cave_main

This commit is contained in:
Sean Barrett 2015-03-12 00:07:50 -07:00
parent 0cd5465f52
commit 673cbb1ee4

View File

@ -1,47 +1,43 @@
#define _WIN32_WINNT 0x400
#include <assert.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
//#include "game.h"
#include <windows.h>
// stb.h
#define STB_DEFINE
#include "stb.h"
// stb_gl.h
#define STB_GL_IMPLEMENTATION
#define STB_GLEXT_DEFINE "glext_list.h"
#include "stb_gl.h"
#define STB_DEFINE
#include "stb.h"
#include "caveview.h"
// SDL
#include "sdl.h"
#include "SDL_opengl.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
// stb_glprog.h
#define STB_GLPROG_IMPLEMENTATION
#define STB_GLPROG_ARB_DEFINE_EXTENSIONS
#include "stb_glprog.h"
// stb_image.h
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
// stb_easy_font.h
#include "stb_easy_font.h" // doesn't require an IMPLEMENTATION
#include "caveview.h"
char *game_name = "caveview";
// assume only a single texture with all sprites
float texture_s_scale;
float texture_t_scale;
GLuint interface_tex, logo_tex;
extern int screen_x, screen_y; // main.c
#define REVERSE_DEPTH
void print_string(float x, float y, char *text, float r, float g, float b)
static void print_string(float x, float y, char *text, float r, float g, float b)
{
static char buffer[99999];
int num_quads;
@ -55,11 +51,11 @@ void print_string(float x, float y, char *text, float r, float g, float b)
glDisableClientState(GL_VERTEX_ARRAY);
}
float text_color[3];
float pos_x = 10;
float pos_y = 10;
static float text_color[3];
static float pos_x = 10;
static float pos_y = 10;
void print(char *text, ...)
static void print(char *text, ...)
{
char buffer[999];
va_list va;
@ -70,24 +66,10 @@ void print(char *text, ...)
pos_y += 10;
}
// mouse offsetting 'pixel to virtual'
float xs_p2v, ys_p2v;// xoff_p2v, yoff_p2v;
// viewport offseting 'virtual to pixel'
float xs_v2p, ys_v2p, xoff_v2p, yoff_v2p;
float camang[3], camloc[3] = { 0,0,75 };
float player_zoom = 1.0;
int third_person;
float rotate_view = 0.0;
#define REVERSE_DEPTH
void init_game(void)
{
// init_graphics();
}
void camera_to_worldspace(float world[3], float cam_x, float cam_y, float cam_z)
{
@ -293,23 +275,8 @@ void draw_main(void)
glLoadIdentity();
stbgl_initCamera_zup_facing_y();
//glTranslatef(0,150,-5);
// position the camera and render it
if (third_person) {
glTranslatef(0,2.5,0);
glRotatef(-camang[0],1,0,0);
glTranslatef(0,2,0);
glRotatef(-camang[2]-rotate_view,0,0,1);
//glTranslatef(0,0,1);
//glTranslatef(0,0,-1);
} else {
glRotatef(-camang[0],1,0,0);
glRotatef(-camang[2],0,0,1);
}
glRotatef(-camang[0],1,0,0);
glRotatef(-camang[2],0,0,1);
glTranslatef(-camloc[0], -camloc[1], -camloc[2]);
start_time = SDL_GetPerformanceCounter();
@ -355,7 +322,6 @@ void ods(char *fmt, ...)
static SDL_Window *window;
extern void init_game(void);
extern void draw_main(void);
extern void process_tick(float dt);
extern void editor_init(void);
@ -377,17 +343,11 @@ float carried_dt = 0;
int raw_level_time;
extern void init_game(void);
extern void draw_main(void);
float global_timer;
int loopmode(float dt, int real, int in_client)
{
float actual_dt = dt;
float jump_timer = dt;
if (!initialized) return 0;
if (!real)
@ -413,10 +373,6 @@ int loopmode(float dt, int real, int in_client)
static int quit;
//int winproc(void *data, stbwingraph_event *e)
extern int editor_scale;
extern void editor_key(enum stbte_action act);
extern int controls;
void active_control_set(int key)
@ -444,8 +400,6 @@ void process_event(SDL_Event *e)
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEWHEEL:
//stbte_mouse_sdl(edit_map, e, 1.0f/editor_scale,1.0f/editor_scale,0,0);
break;
case SDL_QUIT:
@ -462,36 +416,13 @@ void process_event(SDL_Event *e)
}
break;
case SDL_TEXTINPUT:
switch(e->text.text[0]) {
#if 0
case 27: {
#if 0
int result;
SDL_ShowCursor(SDL_ENABLE);
if (MessageBox(e->handle, "Exit CLTT?", "CLTT", MB_OKCANCEL) == IDOK);
#endif
{
quit = 1;
break;
}
//SDL_ShowCursor(SDL_DISABLE);
break;
}
#endif
}
break;
case SDL_KEYDOWN: {
int k = e->key.keysym.sym;
int s = e->key.keysym.scancode;
SDL_Keymod mod;
mod = SDL_GetModState();
if (k == SDLK_ESCAPE) {
#ifndef DO_EDITOR
if (k == SDLK_ESCAPE)
quit = 1;
#endif
}
if (s == SDL_SCANCODE_D) active_control_set(0);
if (s == SDL_SCANCODE_A) active_control_set(1);
@ -573,10 +504,6 @@ static float getTimestep(float minimum_time)
void APIENTRY gl_debug(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *param)
{
#if 0
if (severity == GL_DEBUG_SEVERITY_LOW_ARB)
return;
#endif
ods("%s\n", message);
}
@ -643,7 +570,6 @@ int SDL_main(int argc, char **argv)
mesh_init();
world_init();
init_game();
initialized = 1;
while (!quit) {
@ -652,7 +578,6 @@ int SDL_main(int argc, char **argv)
process_event(&e);
loopmode(getTimestep(0.0166f/8), 1, 1);
quit=quit;
}
return 0;