Mercurial > fife-parpg
annotate ext/guichan-0.8.1/examples/sdl.hpp @ 362:6da97ffede18
Patch by amo-ej1 (Elie de Brauwer):
* Fixes the map editor's save map as functionality
* Close #382
author | mvbarracuda@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Sun, 18 Oct 2009 20:13:21 +0000 |
parents | 4a0efb7baf70 |
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rev | line source |
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1 /* |
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2 * Code that sets up an SDL application with Guichan using the |
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3 * Guichan SDL back end. |
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4 */ |
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5 |
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6 #include <guichan.hpp> |
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7 #include <guichan/sdl.hpp> |
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8 |
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9 namespace sdl |
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10 { |
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11 bool running = true; |
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12 SDL_Surface* screen; |
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13 |
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14 // All back ends contain objects to make Guichan work on a |
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15 // specific target - in this case SDL - and they are a Graphics |
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16 // object to make Guichan able to draw itself using SDL, an |
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17 // input objec to make Guichan able to get user input using SDL |
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18 // and an ImageLoader object to make Guichan able to load images |
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19 // using SDL. |
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20 gcn::SDLGraphics* graphics; |
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21 gcn::SDLInput* input; |
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22 gcn::SDLImageLoader* imageLoader; |
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23 |
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24 /** |
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25 * Initialises the SDL application. This function creates the global |
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26 * Gui object that can be populated by various examples. |
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27 */ |
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28 void init() |
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29 { |
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30 // We simply initialise SDL as we would do with any SDL application. |
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31 SDL_Init(SDL_INIT_VIDEO); |
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32 screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE); |
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33 // We want unicode for the SDLInput object to function properly. |
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34 SDL_EnableUNICODE(1); |
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35 // We also want to enable key repeat. |
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36 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); |
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37 |
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38 // Now it's time to initialise the Guichan SDL back end. |
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39 |
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40 imageLoader = new gcn::SDLImageLoader(); |
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41 // The ImageLoader Guichan should use needs to be passed to the Image object |
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42 // using a static function. |
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43 gcn::Image::setImageLoader(imageLoader); |
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44 graphics = new gcn::SDLGraphics(); |
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45 // The Graphics object needs a target to draw to, in this case it's the |
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46 // screen surface, but any surface will do, it doesn't have to be the screen. |
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47 graphics->setTarget(screen); |
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48 input = new gcn::SDLInput(); |
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49 |
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50 // Now we create the Gui object to be used with this SDL application. |
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51 globals::gui = new gcn::Gui(); |
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52 // The Gui object needs a Graphics to be able to draw itself and an Input |
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53 // object to be able to check for user input. In this case we provide the |
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54 // Gui object with SDL implementations of these objects hence making Guichan |
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55 // able to utilise SDL. |
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56 globals::gui->setGraphics(graphics); |
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57 globals::gui->setInput(input); |
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58 } |
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59 |
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60 /** |
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61 * Halts the SDL application. |
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62 */ |
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63 void halt() |
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64 { |
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65 delete globals::gui; |
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66 |
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67 delete imageLoader; |
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68 delete input; |
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69 delete graphics; |
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70 |
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71 SDL_Quit(); |
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72 } |
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73 |
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74 /** |
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75 * Runs the SDL application. |
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76 */ |
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77 void run() |
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78 { |
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79 // The main loop |
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80 while(running) |
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81 { |
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82 // Check user input |
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83 SDL_Event event; |
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84 while(SDL_PollEvent(&event)) |
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85 { |
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86 if (event.type == SDL_KEYDOWN) |
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87 { |
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88 if (event.key.keysym.sym == SDLK_ESCAPE) |
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89 { |
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90 running = false; |
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91 } |
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92 if (event.key.keysym.sym == SDLK_f) |
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93 { |
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94 if (event.key.keysym.mod & KMOD_CTRL) |
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95 { |
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96 // Works with X11 only |
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97 SDL_WM_ToggleFullScreen(screen); |
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98 } |
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99 } |
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100 } |
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101 else if(event.type == SDL_QUIT) |
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102 { |
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103 running = false; |
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104 } |
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105 |
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106 // After we have manually checked user input with SDL for |
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107 // any attempt by the user to halt the application we feed |
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108 // the input to Guichan by pushing the input to the Input |
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109 // object. |
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110 input->pushInput(event); |
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111 } |
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112 // Now we let the Gui object perform its logic. |
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113 globals::gui->logic(); |
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114 // Now we let the Gui object draw itself. |
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115 globals::gui->draw(); |
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116 // Finally we update the screen. |
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117 SDL_Flip(screen); |
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118 } |
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119 } |
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120 } |