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-/*********************************************
- * Header file:
- * UI INTERFACE
- * Author:
- * Br. Helfrich
- * Summary:
- * This module will create an OpenGL window,
- * enter the OpenGL main loop, and accept events.
- * The main methods are:
- * 1. Constructors - Create the window
- * 2. run() - Run the main loop
- * 3. callback - Specified in Run, this user-provided
- * function will get called with every frame
- * 4. isDown() - Is a given key pressed on this loop?
- **********************************************/
-
-#ifndef UI_INTERFACE_H
-#define UI_INTERFACE_H
-
- #include "point.h"
-
-/********************************************
- * INTERFACE
- * All the data necessary to keep our graphics
- * state in memory
- ********************************************/
-class Interface
-{
-public:
- // Default constructor useful for setting up the random variables
- // or for opening the file for output
- Interface() { initialize(0, 0x0000, "Window", Point(-50, 50), Point(50, -50)); };
-
- // Constructor if you want to set up the window with anything but
- // the default parameters
- Interface(int argc, char ** argv, const char * title, Point topLeft, Point bottomRight)
- {
- initialize(argc, argv, title, topLeft, bottomRight);
- }
-
- // Destructor, incase any housecleaning needs to occr
- ~Interface();
-
- // This will set the game in motion
- void run(void (*callBack)(const Interface *, void *), void *p);
-
- // Is it time to redraw the screen
- bool isTimeToDraw();
-
- // Set the next draw time based on current time and time period
- void setNextDrawTime();
-
- // Retrieve the next tick time... the time of the next draw.
- unsigned int getNextTick() { return nextTick; };
-
- // How many frames per second are we configured for?
- void setFramesPerSecond(double value);
-
- // Key event indicating a key has been pressed or not. The callbacks
- // should be the only onces to call this
- void keyEvent(int key, bool fDown);
- void keyEvent();
-
- // Current frame rate
- double frameRate() const { return timePeriod; };
-
- // Get various key events
- int isDown() const { return isDownPress; };
- int isUp() const { return isUpPress; };
- int isLeft() const { return isLeftPress; };
- int isRight() const { return isRightPress; };
- bool isSpace() const { return isSpacePress; };
-
- static void *p; // for client
- static void (*callBack)(const Interface *, void *);
-
-private:
- void initialize(int argc, char ** argv, const char * title, Point topLeft, Point bottomRight);
-
- static bool initialized; // only run the constructor once!
- static double timePeriod; // interval between frame draws
- static unsigned int nextTick; // time (from clock()) of our next draw
-
- static int isDownPress; // is the down arrow currently pressed?
- static int isUpPress; // " up "
- static int isLeftPress; // " left "
- static int isRightPress; // " right "
- static bool isSpacePress; // " space "
-};
-
-
-
-/************************************************************************
- * DRAW CALLBACK
- * This is the main callback from OpenGL. It gets called constantly by
- * the graphics engine to refresh and draw the window. Here we will
- * clear the background buffer, draw on it, and send it to the forefront
- * when the appropriate time period has passsed.
- *
- * Note: This and all other callbacks can't be member functions, they must
- * have global scope for OpenGL to see them.
- *************************************************************************/
-void drawCallback();
-
-/************************************************************************
- * KEY DOWN CALLBACK
- * When a key on the keyboard has been pressed, we need to pass that
- * on to the client. Currnetly, we are only registering the arrow keys
- *************************************************************************/
-void keyDownCallback(int key, int x, int y);
-
-/************************************************************************
- * KEY UP CALLBACK
- * When the user has released the key, we need to reset the pressed flag
- *************************************************************************/
-void keyUpCallback(int key, int x, int y);
-
-/***************************************************************
- * KEYBOARD CALLBACK
- * Generic callback to a regular ascii keyboard event, such as
- * the space bar or the letter 'q'
- ***************************************************************/
-void keyboardCallback(unsigned char key, int x, int y);
-
-/************************************************************************
- * RUN
- * Set the game in action. We will get control back in our drawCallback
- *************************************************************************/
-void run();
-
-#endif // UI_INTERFACE_H