some cleanup in interface main

This commit is contained in:
Stephen Birarda 2013-05-03 15:58:55 -07:00
parent 24c1ea5e7f
commit 66e2771135

View file

@ -208,8 +208,7 @@ bool justStarted = true;
// Every second, check the frame rates and other stuff
void Timer(int extra)
{
void Timer(int extra) {
gettimeofday(&timerEnd, NULL);
FPS = (float)frameCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
packetsPerSecond = (float)packetCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f);
@ -227,8 +226,7 @@ void Timer(int extra)
}
}
void displayStats(void)
{
void displayStats(void) {
int statsVerticalOffset = 50;
if (::menuOn == 0) {
statsVerticalOffset = 8;
@ -269,6 +267,7 @@ void displayStats(void)
Agent *avatarMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
char avatarMixerStats[200];
if (avatarMixer) {
sprintf(avatarMixerStats, "Avatar Mixer: %.f kbps, %.f pps",
roundf(avatarMixer->getAverageKilobitsPerSecond()),
@ -276,6 +275,7 @@ void displayStats(void)
} else {
sprintf(avatarMixerStats, "No Avatar Mixer");
}
drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, avatarMixerStats);
if (::perfStatsOn) {
@ -293,8 +293,7 @@ void displayStats(void)
}
}
void initDisplay(void)
{
void initDisplay(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -306,8 +305,7 @@ void initDisplay(void)
if (fullscreen) glutFullScreen();
}
void init(void)
{
void init(void) {
voxels.init();
voxels.setViewerAvatar(&myAvatar);
voxels.setCamera(&myCamera);
@ -360,8 +358,7 @@ void terminate () {
exit(EXIT_SUCCESS);
}
void reset_sensors()
{
void reset_sensors() {
myAvatar.setPosition(start_location);
headMouseX = WIDTH/2;
@ -377,16 +374,13 @@ void reset_sensors()
//
// Using gyro data, update both view frustum and avatar head position
//
void updateAvatar(float frametime)
{
void updateAvatar(float frametime) {
float gyroPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE);
float gyroYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE );
myAvatar.UpdateGyros(frametime, &serialPort, &gravity);
//
// Update gyro-based mouse (X,Y on screen)
//
const float MIN_MOUSE_RATE = 30.0;
const float MOUSE_SENSITIVITY = 0.1f;
if (powf(gyroYawRate*gyroYawRate +
@ -401,7 +395,7 @@ void updateAvatar(float frametime)
headMouseY = min(headMouseY, HEIGHT);
// Update head and body pitch and yaw based on measured gyro rates
if (::gyroLook) {
if (::gyroLook) {
// Yaw
const float MIN_YAW_RATE = 50;
const float YAW_SENSITIVITY = 1.0;