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https://github.com/GRRLIB/GRRLIB.git
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Use C++11 / C++14 in Particle example
This is the only C++ code in the project and it will require at least devkitPPC release 28.
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1 changed files with 17 additions and 31 deletions
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@ -26,7 +26,6 @@
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// Random Number (0 - 1) in float
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#define RANDOM ((((float)(rand() % 12))/12)-0.5)
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using std::vector;
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Mtx GXmodelView2D;
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// Basic structure to hold particle data
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@ -44,9 +43,9 @@ typedef struct Particle {
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} Particle;
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// Vector used as a container to iterate through all members of GRRLIB_texImg
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static vector<GRRLIB_texImg *> TextureList;
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static vector<Particle *> ParticleList;
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static vector<Particle *> ParticleListTmp;
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static std::vector<GRRLIB_texImg *> TextureList;
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static std::vector<Particle *> ParticleList;
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static std::vector<Particle *> ParticleListTmp;
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// Declare static functions
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static void ExitGame();
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@ -58,10 +57,6 @@ static u8 ClampVar8 (f32 Value);
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// Initialize general variables
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extern GXRModeObj *rmode;
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ir_t P1Mote;
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short WinW;
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short WinH;
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int P1MX, P1MY;
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// Prepare Graphics
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GRRLIB_texImg *GFX_Background;
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@ -71,15 +66,14 @@ GRRLIB_texImg *GFX_Font;
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int main() {
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u32 WPADKeyDown;
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ir_t P1Mote;
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u8 FPS = 0;
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u32 ParticleCnt = 0;
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// Init GRRLIB & WiiUse
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GRRLIB_Init();
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WinW = rmode->fbWidth;
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WinH = rmode->efbHeight;
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short WinW = rmode->fbWidth;
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short WinH = rmode->efbHeight;
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WPAD_Init();
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WPAD_SetIdleTimeout( 60*10 );
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WPAD_SetDataFormat( WPAD_CHAN_0, WPAD_FMT_BTNS_ACC_IR );
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@ -96,38 +90,31 @@ int main() {
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GRRLIB_SetMidHandle( GFX_Smoke, true );
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// Feed the vector with the textures
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TextureList.push_back( GFX_Background );
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TextureList.push_back( GFX_Crosshair );
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TextureList.push_back( GFX_Smoke );
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TextureList.push_back( GFX_Font );
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TextureList = { GFX_Background, GFX_Crosshair, GFX_Smoke, GFX_Font };
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while (true) {
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WPAD_ScanPads();
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WPADKeyDown = WPAD_ButtonsDown(WPAD_CHAN_0);
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u32 WPADKeyDown = WPAD_ButtonsDown(WPAD_CHAN_0);
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WPAD_SetVRes(WPAD_CHAN_0, WinW, WinH);
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WPAD_IR(WPAD_CHAN_0, &P1Mote);
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// Resetting Vars
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GRRLIB_SetBlend( GRRLIB_BLEND_ALPHA );
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ParticleCnt = 0;
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u32 ParticleCnt = 0;
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// WiiMote IR Viewport correction
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P1MX = P1Mote.sx - 150;
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P1MY = P1Mote.sy - 150;
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int P1MX = P1Mote.sx - 150;
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int P1MY = P1Mote.sy - 150;
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// Drawing Background
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GRRLIB_DrawImg( 0, 0, GFX_Background, 0, 1, 1, RGBA(255, 255, 255, 255) );
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// Add any pending objects into the main container
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if (ParticleListTmp.size()) {
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for(u32 i = 0; i<ParticleListTmp.size();i++) {
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ParticleList.push_back(ParticleListTmp[i]);
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}
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ParticleListTmp.clear();
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}
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ParticleList.insert(ParticleList.end(), ParticleListTmp.begin(), ParticleListTmp.end());
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ParticleListTmp.clear();
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// Update and draw all particles
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for (vector<Particle *>::iterator PartIter = ParticleList.begin(); PartIter != ParticleList.end();) {
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for (auto PartIter = ParticleList.begin(); PartIter != ParticleList.end();) {
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if (updateParticle((*PartIter)) == true) {
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GRRLIB_DrawImg( (*PartIter)->x, (*PartIter)->y, (*PartIter)->tex, (*PartIter)->rot, (*PartIter)->scale, (*PartIter)->scale, RGBA( (*PartIter)->red, (*PartIter)->green, (*PartIter)->blue, ClampVar8((*PartIter)->alpha*255) ) );
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} else {
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@ -135,7 +122,7 @@ int main() {
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ParticleList.erase(PartIter);
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continue;
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}
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ParticleCnt += 1;
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ParticleCnt++;
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PartIter++;
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}
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@ -255,9 +242,8 @@ static bool updateParticle( Particle *part ) {
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static void ExitGame() {
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// Free all memory used by textures.
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for (vector<GRRLIB_texImg *>::iterator TexIter = TextureList.begin(); TexIter != TextureList.end(); TexIter++) {
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free((*TexIter)->data);
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free((*TexIter));
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for (auto &TexIter : TextureList) {
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GRRLIB_FreeTexture(TexIter);
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}
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TextureList.clear();
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