diff --git a/test/meshviewer.cpp b/test/meshviewer.cpp index a913e3d3..af9d30fb 100644 --- a/test/meshviewer.cpp +++ b/test/meshviewer.cpp @@ -69,13 +69,13 @@ enum KEY_MAX, }; -enum +enum MessageType { MSG_IN, MSG_OUT, MSG_MAX -} MessageType; +}; class MeshViewer : public WorldEntity { @@ -83,6 +83,7 @@ public: MeshViewer(char const *file_name = "data/mesh-buffer.txt") : m_file_name(file_name) { +#if !__native_client__ /* Register an input controller for the keyboard */ m_controller = new Controller("Default", KEY_MAX, 0); @@ -110,6 +111,7 @@ public: m_controller->GetKey(KEY_F4).Bind("Keyboard", "F4"); m_controller->GetKey(KEY_F5).Bind("Keyboard", "F5"); m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape"); +#endif //!__native_client__ // Message Service MessageService::Setup(MSG_MAX); @@ -170,22 +172,32 @@ public: WorldEntity::TickGame(seconds); //TODO : This should probably be "standard LoL behaviour" +#if !__native_client__ { //Shutdown logic if (m_controller->GetKey(KEY_ESC).IsReleased()) Ticker::Shutdown(); } +#endif //!__native_client__ //Mesh Change +#if !__native_client__ m_mesh_id = clamp(m_mesh_id + ((int)m_controller->GetKey(KEY_MESH_PREV).IsPressed() - (int)m_controller->GetKey(KEY_MESH_NEXT).IsPressed()), 0, m_meshes.Count() - 1); +#endif //!__native_client__ m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds); //Camera update - bool is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown(); - bool is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown(); + bool is_pos = false; + bool is_fov = false; + vec2 tmp = vec2(0.f); + +#if !__native_client__ + is_pos = m_controller->GetKey(KEY_CAM_POS).IsDown(); + is_fov = m_controller->GetKey(KEY_CAM_FOV).IsDown(); vec2 tmp = vec2((float)m_controller->GetKey(KEY_CAM_UP ).IsDown() - (float)m_controller->GetKey(KEY_CAM_DOWN).IsDown(), ((float)m_controller->GetKey(KEY_CAM_RIGHT ).IsDown() - (float)m_controller->GetKey(KEY_CAM_LEFT).IsDown())); +#endif //!__native_client__ //Base data vec2 rot = (!is_pos && !is_fov)?(tmp):(vec2(.0f)); rot = vec2(rot.x, rot.y); @@ -199,10 +211,11 @@ public: float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f); m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds); float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f); - m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED, .2f, seconds); + m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED * zom_factor, .2f, seconds); m_rot += m_rot_speed * seconds; +#if !__native_client__ //Transform update if (!m_controller->GetKey(KEY_CAM_RESET).IsDown()) { @@ -210,6 +223,7 @@ public: m_fov += m_fov_speed * seconds; m_zoom += m_zoom_speed * seconds; } +#endif //!__native_client__ //clamp vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y); @@ -218,11 +232,13 @@ public: float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f); float zoom_mesh = SmoothClamp(m_zoom, 0.f, ZOM_CLAMP, ZOM_CLAMP * .1f); +#if !__native_client__ if (m_controller->GetKey(KEY_CAM_RESET).IsDown()) { pos_mesh = vec2(0.f); zoom_mesh = 0.f; } +#endif //!__native_client__ m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds)); m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds)); @@ -316,9 +332,9 @@ public: if (m_stream_update_time > .0f) { m_stream_update_time = -1.f; - MessageService::Send(MSG_IN, "[sc#f8f afcb 1 1 1 0]"); - MessageService::Send(MSG_IN, "[sc#8ff afcb 1 1 1 0]"); - MessageService::Send(MSG_IN, "[sc#ff8 afcb 1 1 1 0]"); +// MessageService::Send(MSG_IN, "[sc#f8f afcb 1 1 1 0]"); +// MessageService::Send(MSG_IN, "[sc#8ff afcb 1 1 1 0]"); +// MessageService::Send(MSG_IN, "[sc#ff8 afcb 1 1 1 0]"); } #elif WIN32 //-- @@ -367,6 +383,7 @@ public: WorldEntity::TickDraw(seconds); //TODO : This should probably be "standard LoL behaviour" +#if !__native_client__ { if (m_controller->GetKey(KEY_F1).IsReleased()) Video::SetDebugRenderMode(DebugRenderMode::Default); @@ -379,7 +396,9 @@ public: if (m_controller->GetKey(KEY_F5).IsReleased()) Video::SetDebugRenderMode(DebugRenderMode::UV); } +#endif //!__native_client__ +#if !__native_client__ if (!m_default_texture) { m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture)); @@ -388,6 +407,7 @@ public: } else if (m_texture && m_default_texture) m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0); +#endif //!__native_client__ for (int i = 0; i < m_meshes.Count(); i++) {