Add documentation for geometry (ML rip-off) and Android corner-cases
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1300 7f0cb862-5218-0410-a997-914c9d46530a
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@ -185,10 +185,13 @@ int32_t handle_input(struct android_app* app, AInputEvent* event) {
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if (window == NULL)
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return EVENT_NOT_HANDLED;
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/* FIXME: in Android, when key is repeated, down and up events
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happen most often at the exact same time. This makes it
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impossible to animate based on key press time. */
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/* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
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/* FIXME: in Android, when a key is repeated, down
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and up events happen most often at the exact same time. This
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makes it impossible to animate based on key press time. */
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/* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
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/* This looks like a bug in the virtual keyboard system :/ Real
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buttons such as the Back button appear to work correctly (series
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of down events with proper getRepeatCount value */
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {
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/* LOGI("action: %d", AKeyEvent_getAction(event)); */
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@ -317,10 +320,10 @@ void handle_cmd(struct android_app* app, int32_t cmd) {
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break;
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case APP_CMD_INIT_WINDOW: /* surfaceCreated */
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/* The window is being shown, get it ready. */
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LOGI("handle_cmd: APP_CMD_INIT_WINDOW");
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LOGI("handle_cmd: APP_CMD_INIT_WINDOW %p", app->window);
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fgDisplay.pDisplay.single_native_window = app->window;
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/* glPlatformOpenWindow was waiting for Handle to be defined and
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will now return from fgPlatformProcessSingleEvent() */
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/* start|resume: glPlatformOpenWindow was waiting for Handle to be
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defined and will now continue processing */
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break;
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case APP_CMD_GAINED_FOCUS:
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LOGI("handle_cmd: APP_CMD_GAINED_FOCUS");
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@ -450,6 +453,9 @@ void fgPlatformProcessSingleEvent ( void )
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if (app->destroyRequested != 1) {
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/* Android is full-screen only, simplified call.. */
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/* Ideally we'd have a fgPlatformReopenWindow() */
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/* If we're hidden by a non-fullscreen or translucent activity,
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we'll be paused but not stopped, and keep the current
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surface; in which case fgPlatformOpenWindow will no-op. */
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fgPlatformOpenWindow(window, "", GL_FALSE, 0, 0, GL_FALSE, 0, 0, GL_FALSE, GL_FALSE);
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/* TODO: INVOKE_WCB(*window, Pause?); */
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/* TODO: INVOKE_WCB(*window, LoadResources/ContextLost/...?); */
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@ -55,6 +55,8 @@
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* from face to face.
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*/
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/** See comment for fghDrawGeometryWire **/
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/* Version for OpenGL (ES) 1.1 */
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#ifndef GL_ES_VERSION_2_0
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static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
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@ -198,6 +200,20 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n
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fghDeleteBuffers(1, &ibo_elements2);
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}
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/**
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* Draw geometric shape in wire mode (only edges)
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*
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* Arguments: the sphere, in wire mode, consists of multiple line
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* loops for the stacks, and for the slices. The vertex indices for
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* all slices are thrown together. numParts is how many separate loops
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* are in the array, numVertIdxsPerPart is how many vertices there are
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* per loop. For those suffixed with 2, its exactly the same
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* principle, the number of stacks and slices is not the same.
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*
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* Feel free to contribute better naming ;)
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*
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* See comment for fghDrawGeometrySolid
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*/
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static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
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GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
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GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
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@ -221,15 +237,6 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num
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}
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/* Draw the geometric shape with filled triangles
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*
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* - If the shape is naturally triangulated (numEdgePerFace==3), each
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* vertex+normal pair is used only once, so no vertex indices.
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*
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* - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
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* vertex+normal pairs are reused, so use vertex indices.
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*/
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/* Version for OpenGL (ES) 1.1 */
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#ifndef GL_ES_VERSION_2_0
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static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
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@ -346,6 +353,14 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLushort
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fghDeleteBuffers(1, &ibo_elements);
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}
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/* Draw the geometric shape with filled triangles
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*
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* - If the shape is naturally triangulated (numEdgePerFace==3), each
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* vertex+normal pair is used only once, so no vertex indices.
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*
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* - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
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* vertex+normal pairs are reused, so use vertex indices.
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*/
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static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
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GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart)
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{
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@ -364,6 +379,8 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort *
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#endif
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}
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/* Shape decomposition to triangles
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* We'll use glDrawElements to draw all shapes that are not naturally
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* composed of triangles, so generate an index vector here, using the
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