parent
a3d1eaf94f
commit
029bc6117e
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@ -31,13 +31,13 @@
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*/
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package org.lwjgl.test.input;
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import org.lwjgl.DisplayMode;
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import org.lwjgl.input.Mouse;
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import org.lwjgl.input.Keyboard;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.Window;
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import org.lwjgl.opengl.GLU;
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import org.lwjgl.opengl.glu.GLU;
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import org.lwjgl.vector.Vector2f;
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import org.lwjgl.vector.Vector3f;
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/**
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* $Id$
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@ -48,35 +48,81 @@ import org.lwjgl.vector.Vector2f;
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* @version $Revision$
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*/
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public class MouseTest {
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/** GLU instance */
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private GLU glu;
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/** position of quad to draw */
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private Vector2f position = new Vector2f(320.0f, 240.0f);
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/** Direction mouse has moved */
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private int direction;
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/** Display mode selected */
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private DisplayMode displayMode;
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/** Last button pressed */
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private int lastButton = 0;
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/** Last direction we scrolled in */
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private int lastScrollDirection = -1;
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/** Width of window */
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private static int WINDOW_WIDTH = 640;
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/** Height of window */
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private static int WINDOW_HEIGHT = 640;
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/** Triangle size (in ½) */
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private Vector2f triangleSize = new Vector2f(120, 100);
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/** Triangle color */
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private Vector3f triangleColor[] = new Vector3f[] {
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new Vector3f(1,1,1),
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new Vector3f(1,0,0),
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new Vector3f(0,1,0),
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new Vector3f(0,0,1)
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};
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private Vector3f quadColor[] = new Vector3f[] {
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new Vector3f(1,1,1),
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new Vector3f(1,0,0),
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new Vector3f(0,1,0),
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new Vector3f(0,0,1)
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};
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/** Triangles to paint */
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private Vector2f[] triangles = {
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new Vector2f(WINDOW_WIDTH/2, WINDOW_HEIGHT - triangleSize.y),
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new Vector2f(triangleSize.y, WINDOW_HEIGHT/2),
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new Vector2f(WINDOW_WIDTH/2, triangleSize.y),
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new Vector2f(WINDOW_WIDTH-triangleSize.y, WINDOW_HEIGHT/2)
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};
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/** Whether the test is closing */
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private boolean closing = false;
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/** Fullscreen or not */
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public static final boolean FULLSCREEN = false;
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/** Buffered mouse or not */
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public static final boolean BUFFERED_MOUSE = true;
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private int bufferSize;
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/** Creates a new instance of MouseTest */
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public MouseTest() {
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}
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private void initialize() {
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// create display and opengl
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setupDisplay(false);
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setupDisplay();
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try {
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Keyboard.create();
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} catch (Exception e) {
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e.printStackTrace();
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System.exit(-1);
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}
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createMouse();
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createKeyboard();
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}
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private void setupDisplay(boolean fullscreen) {
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/**
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* Setup display
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*/
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private void setupDisplay() {
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try {
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Window.create("MouseTest", 50, 50, 640, 480, 16, 0, 0, 0);
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if (FULLSCREEN) {
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Window.create("MouseTest", 16, 0, 0, 0);
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} else {
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Window.create("MouseTest", 50, 50, WINDOW_WIDTH, WINDOW_HEIGHT, 16, 0, 0, 0);
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}
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Window.setVSyncEnabled(true);
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} catch (Exception e) {
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e.printStackTrace();
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System.exit(-1);
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@ -85,23 +131,31 @@ public class MouseTest {
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initializeOpenGL();
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}
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/**
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* Initializes OpenGL
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*
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*/
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private void initializeOpenGL() {
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GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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GLU.gluOrtho2D(0.0, 640, 0, 480);
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GLU.gluOrtho2D(0.0f, WINDOW_WIDTH, 0, WINDOW_HEIGHT);
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}
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/**
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* Executes the actual test
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*/
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public void executeTest() {
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initialize();
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createMouse();
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wiggleMouse();
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runTest();
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Mouse.destroy();
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Keyboard.destroy();
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Window.destroy();
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}
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/**
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* Creates the mouse
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*/
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private void createMouse() {
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try {
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Mouse.create();
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@ -109,73 +163,276 @@ public class MouseTest {
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e.printStackTrace();
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System.exit(-1);
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}
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}
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private void wiggleMouse() {
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while (!Window.isCloseRequested()) {
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Window.update();
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if(Window.isMinimized()) {
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try {
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Thread.sleep(100);
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} catch (InterruptedException inte) {
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inte.printStackTrace();
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}
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continue;
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// if compiled for buffered mode, enable that
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if(BUFFERED_MOUSE) {
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try {
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Mouse.enableBuffer();
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} catch (Exception e) {
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e.printStackTrace();
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System.exit(-1);
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}
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Mouse.poll();
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Keyboard.poll();
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if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
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return;
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}
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position.x += Mouse.dx;
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position.y += Mouse.dy;
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if(position.x<0) {
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position.x = 0;
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} else if (position.x>640-60) {
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position.x = 640-60;
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}
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if(position.y < 0) {
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position.y = 0;
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} else if (position.y>480-30) {
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position.y = 480-30;
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}
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render();
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Window.paint();
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}
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}
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/**
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* Creates the keyboard
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*/
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private void createKeyboard() {
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try {
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Keyboard.create();
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} catch (Exception e) {
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e.printStackTrace();
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System.exit(-1);
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}
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}
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/**
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* Runs the test
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*/
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private void runTest() {
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// while not exiting
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while (!closing) {
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handleWindow();
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// secondary check
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if(!closing) {
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// poll and check keyboard and mouse
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handleKeyboard();
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handleMouse();
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// pause and continue if minimized
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if(Window.isMinimized()) {
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pause(100);
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continue;
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}
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// render and flip
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logic();
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render();
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Window.paint();
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}
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Thread.yield();
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}
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}
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/**
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* Pauses the current thread for a specified time
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*
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* @param time milliseconds to pause
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*/
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private void pause(long time) {
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try {
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Thread.sleep(time);
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} catch (InterruptedException inte) {
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inte.printStackTrace();
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}
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}
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/**
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* Handles the window
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*/
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private void handleWindow() {
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Window.update();
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closing = Window.isCloseRequested();
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}
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/**
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* handles the mouse
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*/
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private void handleMouse() {
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if(BUFFERED_MOUSE) {
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readBufferedMouse();
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} else {
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readUnbufferedMouse();
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}
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}
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/**
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* reads a mouse in buffered mode
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*/
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private void readBufferedMouse() {
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// poll for current values
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Mouse.poll();
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// read events
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Mouse.read();
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// iterate all events, use the last button down
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while(Mouse.next()) {
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if(Mouse.getEventButtonState()) {
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lastButton = Mouse.getEventButton();
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}
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}
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updateState();
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}
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/**
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* Reads the mouse in unbuffered mode
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*/
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private void readUnbufferedMouse() {
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// poll for current values
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Mouse.poll();
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// get last button down
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for(int i=0;i<Mouse.getButtonCount(); i++) {
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if(Mouse.isButtonDown(i)) {
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lastButton = i;
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}
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}
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updateState();
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}
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/**
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* Updates our "model"
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*
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*/
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private void updateState() {
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direction = -1;
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// get out if no movement
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if (Mouse.getDX() == Mouse.getDY() && Mouse.getDX() == 0 && Mouse.getDWheel() == 0) {
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return;
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}
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// determine direction moved
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// ============================
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if(Mouse.getDX() > 0) {
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direction = 3;
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}
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if(Mouse.getDX() < 0) {
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direction = 1;
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}
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if(Mouse.getDY() > 0) {
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direction = 0;
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}
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if(Mouse.getDY() < 0) {
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direction = 2;
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}
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// ----------------------------
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if(direction > -1) {
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// based on which button was last pushed, update model
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switch(lastButton) {
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case -1:
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break;
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case 1:
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triangleColor[direction].y = 1;
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break;
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case 2:
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triangleColor[direction].z = 1;
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break;
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case 3:
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triangleColor[direction].x = 1;
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triangleColor[direction].y = 1;
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triangleColor[direction].z = 1;
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break;
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case 0: // fall through
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default:
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triangleColor[direction].x = 1;
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break;
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}
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}
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// get direction to update in
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if (Mouse.getDWheel() > 0) {
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lastScrollDirection++;
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} else if (Mouse.getDWheel() < 0) {
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lastScrollDirection--;
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} else if (Mouse.getDWheel() == 0) {
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return;
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}
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// over/underflow
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if(lastScrollDirection < 0) {
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lastScrollDirection = 3;
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}
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if(lastScrollDirection > 3) {
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lastScrollDirection = 0;
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}
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// update colors
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quadColor[lastScrollDirection].x = (float) Math.random();
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quadColor[lastScrollDirection].y = (float) Math.random();
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quadColor[lastScrollDirection].z = (float) Math.random();
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}
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/**
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* Handles the keyboard
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*/
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private void handleKeyboard() {
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Keyboard.poll();
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// closing on ESCAPE
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if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
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closing = true;
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}
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}
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/**
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* Does the "model logic"
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*/
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private void logic() {
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// "we fade to black"
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// ===========================================
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for(int i=0; i<triangleColor.length; i++) {
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triangleColor[i].x -= 0.01;
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triangleColor[i].y -= 0.01;
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triangleColor[i].z -= 0.01;
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}
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for(int i=0; i<quadColor.length; i++) {
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quadColor[i].x -= 0.01;
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quadColor[i].y -= 0.01;
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quadColor[i].z -= 0.01;
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}
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// -------------------------------------------
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}
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/**
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* Render our triangles
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*/
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private void render() {
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
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GL11.glBegin(GL11.GL_POLYGON);
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{
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float color = 1.0f;
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int buttonDown = 0;
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for(int i=0;i<Mouse.buttonCount; i++) {
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if(Mouse.isButtonDown(i)) {
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color = (1.0f / Mouse.buttonCount) * (i+1);
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break;
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// for each triangle, render it at position, rotating degrees for each
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for(int i=0; i<triangles.length; i++) {
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GL11.glPushMatrix(); {
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GL11.glTranslatef(triangles[i].x, triangles[i].y, 0);
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GL11.glRotatef(i*90, 0, 0, 1);
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GL11.glColor3f(triangleColor[i].x, triangleColor[i].y, triangleColor[i].z);
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GL11.glBegin(GL11.GL_TRIANGLES); {
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GL11.glVertex2f(0, triangleSize.y);
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GL11.glVertex2f(-triangleSize.x, -triangleSize.y);
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GL11.glVertex2f(+triangleSize.x, -triangleSize.y);
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}
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GL11.glEnd();
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}
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GL11.glColor3f(color, color, color);
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GL11.glVertex2f(position.x + 0.0f, position.y + 0.0f);
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GL11.glVertex2f(position.x + 0.0f, position.y + 30.0f);
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GL11.glVertex2f(position.x + 40.0f, position.y + 30.0f);
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GL11.glVertex2f(position.x + 60.0f, position.y + 15.f);
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GL11.glVertex2f(position.x + 40.0f, position.y + 0.0f);
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GL11.glPopMatrix();
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}
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GL11.glEnd();
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// paint quad in the middle (yes, wasting cpu cycles by not precalculating)
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GL11.glBegin(GL11.GL_QUADS); {
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GL11.glColor3f(quadColor[0].x, quadColor[0].y, quadColor[0].z);
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GL11.glVertex2f(WINDOW_WIDTH/2-triangleSize.x, WINDOW_HEIGHT/2-triangleSize.x);
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GL11.glColor3f(quadColor[1].x, quadColor[1].y, quadColor[1].z);
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GL11.glVertex2f(WINDOW_WIDTH/2+triangleSize.x, WINDOW_HEIGHT/2-triangleSize.x);
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GL11.glColor3f(quadColor[2].x, quadColor[2].y, quadColor[2].z);
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GL11.glVertex2f(WINDOW_WIDTH/2+triangleSize.x, WINDOW_HEIGHT/2+triangleSize.x);
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GL11.glColor3f(quadColor[3].x, quadColor[3].y, quadColor[3].z);
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GL11.glVertex2f(WINDOW_WIDTH/2-triangleSize.x, WINDOW_HEIGHT/2+triangleSize.x);
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}
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GL11.glEnd();
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}
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/**
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Reference in New Issue