Sun, 09 Nov 2008 20:55:10 +0000
Added menu items to buddy list context menu to start voice and video sessions
After discussing the matter with Maiku, we decided to have two choises.
"Audio call" which will show up if audio sessions is possible with a buddy and
the other item is either "Audio/Video" or "Video" depending on if the buddy
supports both at the same time or not
#include "face.h" #include "sharky.h" #include <GL/gl.h> #include <GL/glu.h> #include "models.h" #define NUM_SHARKS 12 #define NUM_SHARK_LIDS 10 #define NUM_FINS 4 #define NUM_SHARK_EYES 1 #define NUM_SHARK_PUPILS 1 #define NUM_SHARK_IRIS 1 #define SHARK_SCALE .025 #define SHARK_EYES_Y 7.5*SHARK_SCALE // .295 #define SHARK_EYES_X 28.89*SHARK_SCALE // .26 #define SHARK_EYES_Z 56*SHARK_SCALE // .38 #define SHARK_FINS_X 75*SHARK_SCALE //.65 #define SHARK_FINS_Y -44*SHARK_SCALE//.18 #define SHARK_FINS_Z -15*SHARK_SCALE //.05 #define SHARK_IRIS_X 0*SHARK_SCALE #define SHARK_IRIS_Y 1.67*SHARK_SCALE//.015 #define SHARK_IRIS_Z 5.0*SHARK_SCALE//.08 #define SHARK_PUP_X 0*SHARK_SCALE #define SHARK_PUP_Y 0*SHARK_SCALE #define SHARK_PUP_Z 2.5*SHARK_SCALE //.028 #define SHARK_IRIS_SCALE .10*SHARK_SCALE #define SHARK_PUP_SCALE .08*SHARK_SCALE #define SHARK_FIN_SCALE .9*SHARK_SCALE #define SHARK_EYE_SCALE .7*SHARK_SCALE #define SHARK_LID_SCALE .84*SHARK_SCALE #define SHARK_HEAD_SCALE .58*SHARK_SCALE #define TOP_FIN_X 0*SHARK_SCALE #define TOP_FIN_Y 4*SHARK_SCALE #define TOP_FIN_Z 25*SHARK_SCALE #define BOT_FIN_X 0*SHARK_SCALE #define BOT_FIN_Y 9*SHARK_SCALE #define BOT_FIN_Z -70*SHARK_SCALE #define TOP_FIN_SCALE 2*SHARK_SCALE #define MAX_FIN_ANGLE 90.0 #define MIN_FIN_ANGLE -20.0 #define ANGLE_INC 60 float fins=0; char shark_mtl_file[MAX_FILE_LEN] = "dog.mtl"; // the initial dog materials GLint init_shark_mats[NUM_PARTS] = {1, 2, 3, 4, 5, 3, 5, 0, 0, 0}; void draw_shark_pupil(FACE f, PART p) { struct shark_struct* shark=(struct shark_struct*)f->char_struct; glPushMatrix(); glTranslatef(SHARK_IRIS_X, -SHARK_IRIS_Z, SHARK_IRIS_Y); if(p==LEFT_IRIS) glmSetMat(f->materials, f->mat_indeces[LEFT_IRIS]); else glmSetMat(f->materials, f->mat_indeces[RIGHT_IRIS]); glCallList(shark->iris[0]); glTranslatef(SHARK_PUP_X, -SHARK_PUP_Z, SHARK_PUP_Y); glmSetMat(f->materials, f->mat_indeces[PUPIL]); glCallList(shark->pupil[0]); glPopMatrix(); } void draw_shark_left_eye(FACE f, BOOL open, int max) { struct shark_struct* shark=(struct shark_struct*)f->char_struct; if(f->my_mode==CRAZY2) shark->curr_left_lid=NUM_SHARK_LIDS-1; else shark->curr_left_lid = compute_lid(open, shark->curr_left_lid, max); glPushMatrix(); glTranslatef(-SHARK_EYES_X, 0.0, 0.0); glPushMatrix(); glTranslatef(0.0, -f->curr_eye_pop, 0.0); draw_shark_pupil(f, LEFT_IRIS); glmSetMat(f->materials, f->mat_indeces[EYES]); glCallList(shark->eyes[shark->curr_left_eye]); glPopMatrix(); glmSetMat(f->materials, f->mat_indeces[LIDS]); glCallList(shark->lids[shark->curr_left_lid]); glPopMatrix(); } void draw_shark_right_eye(FACE f, BOOL open, int max) { struct shark_struct* shark=(struct shark_struct*)f->char_struct; if(f->my_mode==CRAZY2) shark->curr_right_lid=NUM_SHARK_LIDS-1; else shark->curr_right_lid = compute_lid(open, shark->curr_right_lid, max); glPushMatrix(); glTranslatef(SHARK_EYES_X, 0.0, 0.0); glPushMatrix(); glTranslatef(0.0, -f->curr_eye_pop, 0.0); draw_shark_pupil(f, RIGHT_IRIS); glmSetMat(f->materials, f->mat_indeces[EYES]); glCallList(shark->eyes[shark->curr_right_eye]); glPopMatrix(); glmSetMat(f->materials, f->mat_indeces[LIDS]); glCallList(shark->lids[shark->curr_right_lid]); glPopMatrix(); } void shark_eyes(FACE f, GLfloat angle, GLfloat yangle, BOOL left_open, BOOL right_open, DIRECTION dir) { struct shark_struct* shark=(struct shark_struct*)f->char_struct; int max_eye; if(dir==CONST) { //then not moving, eyes are gettin sleepy f->eye_count--; } else{ f->eye_count=EYE_TIME*NUM_SHARK_LIDS-1; } max_eye=f->eye_count/EYE_TIME; if(max_eye<0) max_eye=0; if(f->my_mode==CRAZY2) f->curr_eye_pop=f->curr_eye_pop + (MAX_EYE_POP - f->curr_eye_pop)/2; else f->curr_eye_pop=f->curr_eye_pop - (f->curr_eye_pop-0)/2; glPushMatrix(); glTranslatef(0, 0, SHARK_EYES_Y); glTranslatef(0, -SHARK_EYES_Z,0); draw_shark_left_eye(f, left_open, max_eye); draw_shark_right_eye(f, right_open, max_eye); glPopMatrix(); } void shark_fins(FACE f, DIRECTION dir){ struct shark_struct* shark=(struct shark_struct*)f->char_struct; if(dir==DOWN){ if(shark->curr_fin < (NUM_FINS-1)) shark->curr_fin++; shark->curr_fin_angle = shark->curr_fin_angle+(MAX_FIN_ANGLE-shark->curr_fin_angle)/2; } if(dir==UP){ if(shark->curr_fin > 0) shark->curr_fin--; shark->curr_fin_angle = shark->curr_fin_angle+(MIN_FIN_ANGLE-shark->curr_fin_angle)/2; } else if(dir==CONST){ shark->curr_fin=1; shark->curr_fin_angle = shark->curr_fin_angle+(0-shark->curr_fin_angle)/3; } glPushMatrix(); glTranslatef(-SHARK_FINS_X, -SHARK_FINS_Z, SHARK_FINS_Y); if(f->my_mode==CRAZY1) glRotatef(MAX_FIN_ANGLE, 0.0, 1.0, 0.0); else glRotatef(shark->curr_fin_angle, 0.0, 1.0, 0.0); glmSetMat(f->materials, f->mat_indeces[APPENDAGE]); glCallList(shark->fins[shark->curr_fin]); glPopMatrix(); glPushMatrix(); glTranslatef(SHARK_FINS_X, -SHARK_FINS_Z, SHARK_FINS_Y); glScalef(-1, 1, 1); if(f->my_mode==CRAZY1) glRotatef(MIN_FIN_ANGLE, 0.0, 1.0, 0.0); else glRotatef(shark->curr_fin_angle, 0.0, 1.0, 0.0); glCallList(shark->fins[shark->curr_fin]); glPopMatrix(); } void draw_back_fins(FACE f){ struct shark_struct* shark=(struct shark_struct*)f->char_struct; glPushMatrix(); glTranslatef(0, fins, TOP_FIN_Y); glRotatef(180, 0.0, 1.0, 0.0); glScalef(.5*TOP_FIN_SCALE,TOP_FIN_SCALE,TOP_FIN_SCALE); glmSetMat(f->materials, f->mat_indeces[APPENDAGE]); glCallList(shark->fins[2]); glPopMatrix(); } void draw_shark(FACE f, GLfloat angle, GLfloat yangle, BOOL left_open, BOOL right_open, GLfloat open, DIRECTION dir, OUTPUT_MODE mode){ int next_face; struct shark_struct* shark; f->crazy_count--; if(f->crazy_count==0){ f->my_mode = mode; if(mode!=NORMAL) f->crazy_count = CRAZY_COUNT; else f->crazy_count = 1; } apply_output_mode(f, &angle, &yangle, &left_open, &right_open, &open, &dir); next_face = NUM_SHARKS - open*NUM_SHARKS - 1; shark = (struct shark_struct*)f->char_struct; if(next_face > shark->curr_face) shark->curr_face++; else if(next_face < shark->curr_face) shark->curr_face--; glPushMatrix(); glRotatef(-90, 1.0, 0.0, 0.0); glRotatef(-yangle, 0.0, 0.0, -1.0); glRotatef(-angle, 0, 1, 0); shark_eyes(f, angle, yangle, left_open, right_open, dir); shark_fins(f, dir); //draw_back_fins(f); glmSetMat(f->materials, f->mat_indeces[HEAD]); glCallList(shark->faces[shark->curr_face]); glPopMatrix(); } void init_shark(FACE f){ int i; struct shark_struct* shark; f->char_struct = (struct shark_struct*)malloc(sizeof(struct shark_struct)); f->materials = glmMTL(shark_mtl_file); f->mat_indeces=(GLint*)malloc(sizeof(GLint)*NUM_PARTS); //initialize all of the parts to some colors change_materials(f, init_shark_mats, NUM_PARTS); f->my_mode = NORMAL; f->eye_count = EYE_TIME*NUM_SHARK_LIDS-1; f->crazy_count = 1; f->curr_z_angle = 0; f->curr_eye_pop = 0; f->name = strdup("sharky"); f->draw_func = draw_shark; shark = (struct shark_struct*)f->char_struct; printf("\nReading models: "); fflush(0); //initialize the draw lists init_lists(&shark->faces, &shark->m_faces, NUM_SHARKS, f->name, SHARK_HEAD_SCALE); init_lists(&shark->lids, &shark->m_lids, NUM_SHARK_LIDS, "sharkylid", SHARK_LID_SCALE); init_lists(&shark->fins, &shark->m_fins, NUM_FINS, "sharkyfin", SHARK_FIN_SCALE); init_lists(&shark->eyes, &shark->m_eyes, NUM_SHARK_EYES, "sharkyeye", SHARK_EYE_SCALE); init_lists(&shark->pupil, &shark->m_pupil, NUM_SHARK_PUPILS, "sharkypupil", SHARK_PUP_SCALE); init_lists(&shark->iris, &shark->m_iris, NUM_SHARK_IRIS, "sharkyiris", SHARK_IRIS_SCALE); printf("\n"); fflush(0); shark->curr_face = 0; shark->curr_fin = 1; shark->curr_left_lid = 0; shark->curr_right_lid = 0; shark->curr_left_eye = 0; shark->curr_right_eye = 0; shark->curr_pupil = 0; shark->curr_fin_angle = 0; }