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Marble and Madness | |||||||
FRAMES NO FRAMES | ||||||||
SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
Field Summary | |
GameView* |
Game
Global Variable storing the current Game Section It can point either to GS or to GI |
GameView |
GS
Global Variable storing the Game Session |
Method Summary | |
void |
Display( void )
Glut Callback to Draw everything. |
void |
Idle( void )
Glut Idle Callback . |
void |
Key( unsigned char key, int x, int y )
Glut Callback on pression of keys. |
int |
main( int argc, char** argv )
The Classical Main Function It has to setup all the glut callbacks, initialize Openglstatus and start the glutMainLoop. |
void |
Mouse( int button, int state, int x, int y )
Glut Callback to press botton Mouse |
void |
processMouseActiveMotion( int x, int y )
Glut Callback to Mouse active movement |
void |
Reshape( GLsizei w, GLsizei h )
Glut Callback on Window Reshape. |
void |
SpecialKey( int key, int x, int y )
Glut Callback on pression of arrow keys. |
void |
SpecialKeyUp( int key, int x, int y )
Glut Callback on release of arrow keys. |
void |
Visible( int vis )
Glut Callback on Window visibility. |
Field Detail |
GameView* Game;
GameView GS;
Method Detail |
void Display( void );
void Idle( void );
See marblegame.cpp.
void Key( unsigned char key, int x, int y );
int main( int argc, char** argv );
void Mouse( int button, int state, int x, int y );
void processMouseActiveMotion( int x, int y );
void Reshape( GLsizei w, GLsizei h );
void SpecialKey( int key, int x, int y );
void SpecialKeyUp( int key, int x, int y );
void Visible( int vis );
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Marble and Madness | |||||||
FRAMES NO FRAMES | ||||||||
SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |