#include <iostream>
#include <iomanip>
#include <sstream>
#include <cstdarg>
#include <vector>
#include <GL/glew.h>
#include <GL/glut.h>
#include "md3-model/Md3Player.h"
#include "md3-model/TextureManager.h"
Go to the source code of this file.
Defines | |
#define | FREEGLUT_STATIC |
#define | GLUT_STATIC_LIB |
#define | GLEW_STATIC |
Functions | |
static void | animMenu (int item) |
static void | skinMenu (int item) |
int | buildSkinMenu (const Md3Player::SkinMap &skinMap) |
static int | buildAnimMenu (int start, int end) |
static void | shutdownApp () |
static void | init (const string &playerpath, const string &weaponpath) |
static void | reshape (int w, int h) |
static void | updateTimer (struct glut_timer_t *t) |
static void | handleKeyboard (struct keyboard_input_t *k) |
static void | begin2D () |
static void | end2D () |
static int | glPrintf (const char *format,...) |
static void | gameLogic () |
static void | draw3D () |
static void | draw2D () |
static void | display () |
static void | keyPress (unsigned char key, int x, int y) |
static void | keyUp (unsigned char key, int x, int y) |
static void | specialKeyPress (int key, int x, int y) |
static void | specialKeyUp (int key, int x, int y) |
static void | mouseMotion (int x, int y) |
static void | mouseButton (int button, int state, int x, int y) |
static void | idleVisible () |
static void | windowStatus (int state) |
int | main (int argc, char *argv[]) |
Variables | |
struct keyboard_input_t | keyboard |
struct mouse_input_t | mouse |
struct glut_timer_t | timer |
struct Vector_3d | rot |
struct Vector_3d | eye |
const string | animStrings [kMaxAnimations] |
Md3Player * | player = NULL |
Md3Weapon * | weapon = NULL |
bool | bTextured = true |
bool | bLightGL = true |
bool | bAnimated = true |
bool | bWeapon = false |
int | verbose = 2 |
int | fps = 0 |
vector< string > | skinList |
int buildSkinMenu | ( | const Md3Player::SkinMap & | skinMap | ) |
static void init | ( | const string & | playerpath, | |
const string & | weaponpath | |||
) | [static] |
static void updateTimer | ( | struct glut_timer_t * | t | ) | [static] |
static void handleKeyboard | ( | struct keyboard_input_t * | k | ) | [static] |
static void keyPress | ( | unsigned char | key, | |
int | x, | |||
int | y | |||
) | [static] |
static void keyUp | ( | unsigned char | key, | |
int | x, | |||
int | y | |||
) | [static] |
static void specialKeyPress | ( | int | key, | |
int | x, | |||
int | y | |||
) | [static] |
static void specialKeyUp | ( | int | key, | |
int | x, | |||
int | y | |||
) | [static] |
static void mouseButton | ( | int | button, | |
int | state, | |||
int | x, | |||
int | y | |||
) | [static] |
struct keyboard_input_t keyboard |
struct mouse_input_t mouse |
struct glut_timer_t timer |
struct Vector_3d rot |
struct Vector_3d eye |
const string animStrings[kMaxAnimations] |
{ "Both death 1", "Both dead 1", "Both death 2", "Both dead 2", "Both death 3", "Both dead 3", "Torso gesture", "Torso attack", "Torso attack 2", "Torso drop", "Torso raise", "Torso stand", "Torso stand 2", "Legs walk crouch", "Legs walk", "Legs run", "Legs back", "Legs swim", "Legs jump", "Legs land", "Legs jump B", "Legs land B", "Legs idle", "Legs idle crouch", "Legs turn" }