add example of switching between fullscreen and windowed mode
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/*
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* Copyright (c) 2003 Lightweight Java Game Library Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'Lightweight Java Game Library' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl.test.opengl;
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import org.lwjgl.*;
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import org.lwjgl.input.*;
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import org.lwjgl.opengl.*;
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import org.lwjgl.vector.Vector2f;
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/**
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* $Id$
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*
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* Tests switching between windowed and fullscreen
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*
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* @author Brian Matzon <brian@matzon.dk>
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* @version $Revision$
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*/
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public class FullScreenWindowedTest {
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/** Intended deiplay mode */
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private DisplayMode mode;
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/** GL instance */
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private GL gl;
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/** GLU instance */
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private GLU glu;
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/** our quad moving around */
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private Vector2f quadPosition;
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/** our quadVelocity */
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private Vector2f quadVelocity;
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/** angle of quad */
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private float angle;
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/** degrees to rotate per frame */
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private float angleRotation = 1.0f;
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/** Max speed of all changable attributes */
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private static final float MAX_SPEED = 20.0f;
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/**
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* Creates a FullScreenWindowedTest
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*/
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public FullScreenWindowedTest() {
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}
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/**
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* Executes the test
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*/
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public void execute() {
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initialize();
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mainLoop();
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cleanup();
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}
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/**
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* Initializes the test
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*/
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private void initialize() {
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try {
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//find displaymode
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mode = findDisplayMode(800, 600, 16);
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// start of in windowed mode
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gl = new GL("Test", 50, 50, mode.width, mode.height, mode.bpp, 0, 0, 0);
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gl.create();
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glu = new GLU(gl);
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glInit();
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Keyboard.create();
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quadPosition = new Vector2f(100f, 100f);
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quadVelocity = new Vector2f(1.0f, 1.0f);
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} catch (Exception e) {
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e.printStackTrace();
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}
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}
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/**
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* Runs the main loop of the "test"
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*/
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private void mainLoop() {
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while(!Keyboard.isKeyDown(Keyboard.KEY_ESCAPE) && !gl.isCloseRequested()) {
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// allow subsystem to get a chance to run too
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gl.tick();
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if(!gl.isMinimized()) {
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// check keyboard input
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processKeyboard();
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// do "game" logic, and render it
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logic();
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render();
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// paint window
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gl.paint();
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} else {
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// no need to render/paint if nothing has changed (ie. window dragged over)
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if(gl.isDirty()) {
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render();
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gl.paint();
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}
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// don't waste cpu time, sleep more
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try {
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Thread.sleep(100);
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} catch(InterruptedException inte) {
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}
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}
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}
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}
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/**
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* Performs the logic
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*/
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private void logic() {
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angle += angleRotation;
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if (angle > 90.0f) {
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angle = 0.0f;
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}
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quadPosition.x += quadVelocity.x;
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quadPosition.y += quadVelocity.y;
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//check colision with vertical border border
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if(quadPosition.x + 50 >= mode.width || quadPosition.x-50 <= 0) {
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quadVelocity.x *= -1;
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}
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//check collision with horizontal border
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if(quadPosition.y + 50 >= mode.height || quadPosition.y-50 <= 0) {
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quadVelocity.y *= -1;
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}
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}
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private void render() {
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//clear background
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gl.clear(GL.COLOR_BUFFER_BIT);
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// draw white quad
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gl.pushMatrix();
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{
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gl.translatef(quadPosition.x, quadPosition.y, 0);
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gl.rotated(angle, 0.0f, 0.0f, 1.0f);
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gl.color3f(1.0f, 1.0f, 1.0f);
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gl.begin(GL.QUADS);
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{
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gl.vertex2i(-50, -50);
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gl.vertex2i(50, -50);
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gl.vertex2i(50, 50);
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gl.vertex2i(-50, 50);
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}
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gl.end();
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}
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gl.popMatrix();
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}
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/**
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* Processes keyboard input
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*/
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private void processKeyboard() {
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Keyboard.poll();
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//check for fullscreen key
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if(Keyboard.isKeyDown(Keyboard.KEY_F)) {
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try {
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gl.destroy();
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Display.setDisplayMode(mode);
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gl = new GL("Test", mode.bpp, 0, 0 ,0);
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gl.create();
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glu = new GLU(gl);
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glInit();
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Keyboard.destroy();
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Keyboard.create();
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} catch(Exception e) {
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e.printStackTrace();
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}
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}
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//check for window key
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if(Keyboard.isKeyDown(Keyboard.KEY_W)) {
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try {
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gl.destroy();
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Display.resetDisplayMode();
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gl = new GL("Test", 50, 50, mode.width, mode.height, mode.bpp, 0, 0 ,0);
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gl.create();
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glu = new GLU(gl);
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glInit();
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Keyboard.destroy();
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Keyboard.create();
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} catch(Exception e) {
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e.printStackTrace();
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}
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}
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//check for speed changes
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if(Keyboard.isKeyDown(Keyboard.KEY_UP)) {
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quadVelocity.y += 0.1f;
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_DOWN)) {
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quadVelocity.y -= 0.1f;
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) {
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quadVelocity.x += 0.1f;
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_LEFT)) {
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quadVelocity.x -= 0.1f;
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_ADD)) {
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angleRotation += 0.1f;
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_SUBTRACT)) {
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angleRotation -= 0.1f;
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}
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//throttle
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if(quadVelocity.x < -MAX_SPEED) {
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quadVelocity.x = -MAX_SPEED;
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}
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if(quadVelocity.x > MAX_SPEED) {
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quadVelocity.x = MAX_SPEED;
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}
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if(quadVelocity.y < -MAX_SPEED) {
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quadVelocity.y = -MAX_SPEED;
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}
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if(quadVelocity.y > MAX_SPEED) {
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quadVelocity.y = MAX_SPEED;
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}
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if(angleRotation < 0.0f) {
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angleRotation = 0.0f;
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}
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if(angleRotation > MAX_SPEED) {
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angleRotation = MAX_SPEED;
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}
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}
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/**
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* Cleans up the test
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*/
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private void cleanup() {
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gl.destroy();
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Keyboard.destroy();
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}
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/**
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* Retrieves a displaymode, if one such is available
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*
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* @param width Required width
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* @param height Required height
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* @param bpp Minimum required bits per pixel
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* @return
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*/
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private DisplayMode findDisplayMode(int width, int height, int bpp) {
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DisplayMode[] modes = Display.getAvailableDisplayModes();
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for (int i = 0; i < modes.length; i++) {
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if (modes[i].width == width
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&& modes[i].height == height
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&& modes[i].bpp >= bpp) {
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return modes[i];
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}
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}
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return null;
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}
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/**
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* Initializes OGL
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*/
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private void glInit() {
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// Go into orthographic projection mode.
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gl.determineAvailableExtensions();
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gl.matrixMode(GL.PROJECTION);
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gl.loadIdentity();
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glu.ortho2D(0, mode.width, 0, mode.height);
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gl.matrixMode(GL.MODELVIEW);
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gl.loadIdentity();
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gl.viewport(0, 0, mode.width, mode.height);
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//set clear color to black
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gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);
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//sync frame (only works on windows)
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if (GL.WGL_EXT_swap_control) {
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GL.wglSwapIntervalEXT(1);
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}
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}
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/**
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* Test entry point
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*/
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public static void main(String[] args) {
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System.out.println("Change between fullscreen and windowed mode, by pressing F and W respectively");
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FullScreenWindowedTest fswTest = new FullScreenWindowedTest();
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fswTest.execute();
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}
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}
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