Mercurial > fife-parpg
annotate ext/guichan-0.8.1/examples/openglsdl.hpp @ 89:fa33cda75471
* Reverting back to 2543 as requested by sleek
author | mvbarracuda@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Sat, 19 Jul 2008 11:38:52 +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 OpenGL application with Guichan using the |
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3 * Guichan OpenGL back end and the SDL back end (as OpenGL cannot |
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4 * load images nor check for user input an additional back end needs |
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5 * to be used). |
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6 */ |
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7 |
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8 #include <guichan.hpp> |
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9 #include <guichan/opengl.hpp> |
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10 // The openglsdlimageloader.hpp header file needs to be included |
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11 // in order to get the image loader that uses OpenGL and SDL. |
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12 #include <guichan/opengl/openglsdlimageloader.hpp> |
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13 #include <guichan/sdl.hpp> |
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14 |
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15 namespace openglsdl |
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16 { |
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17 bool running = true; |
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18 SDL_Surface* screen; |
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19 |
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20 // All back ends contain objects to make Guichan work on a |
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21 // specific target. They are a Graphics object to make Guichan |
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22 // able to draw itself using OpenGL, an input objec to make |
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23 // Guichan able to get user input using SDL and an ImageLoader |
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24 // object to make Guichan able to load images using OpenGL and SDL. |
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25 gcn::OpenGLGraphics* graphics; |
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26 gcn::SDLInput* input; |
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27 gcn::OpenGLSDLImageLoader* imageLoader; |
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28 |
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29 /** |
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30 * Initialises the OpenGL and SDL application. This function creates the global |
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31 * Gui object that can be populated by various examples. |
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32 */ |
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33 void init() |
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34 { |
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35 // We simply initialise OpenGL and SDL as we would do with any OpenGL |
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36 // and SDL application. |
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37 SDL_Init(SDL_INIT_VIDEO); |
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38 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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39 |
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40 screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE | SDL_OPENGL | SDL_HWACCEL); |
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41 |
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42 glViewport(0, 0, 640, 480); |
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43 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
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44 |
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45 // We want unicode for the SDLInput object to function properly. |
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46 SDL_EnableUNICODE(1); |
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47 // We also want to enable key repeat. |
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48 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); |
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49 |
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50 // Now it's time to initialise the Guichan OpenGL back end |
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51 // and the Guichan SDL back end. |
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52 |
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53 imageLoader = new gcn::OpenGLSDLImageLoader(); |
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54 // The ImageLoader Guichan should use needs to be passed to the Image object |
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55 // using a static function. |
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56 gcn::Image::setImageLoader(imageLoader); |
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57 graphics = new gcn::OpenGLGraphics(); |
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58 // We need to tell the OpenGL Graphics object how big the screen is. |
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59 graphics->setTargetPlane(640, 480); |
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60 input = new gcn::SDLInput(); |
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61 |
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62 // Now we create the Gui object to be used with this OpenGL |
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63 // and SDL application. |
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64 globals::gui = new gcn::Gui(); |
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65 // The Gui object needs a Graphics to be able to draw itself and an Input |
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66 // object to be able to check for user input. In this case we provide the |
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67 // Gui object with OpenGL and SDL implementations of these objects hence |
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68 // making Guichan able to utilise OpenGL and SDL. |
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69 globals::gui->setGraphics(graphics); |
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70 globals::gui->setInput(input); |
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71 } |
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72 |
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73 /** |
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74 * Halts the OpenGL and SDL application. |
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75 */ |
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76 void halt() |
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77 { |
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78 delete globals::gui; |
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79 |
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80 delete imageLoader; |
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81 delete input; |
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82 delete graphics; |
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83 |
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84 SDL_Quit(); |
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85 } |
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86 |
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87 /** |
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88 * Runs the OpenGL and SDL application. |
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89 */ |
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90 void run() |
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91 { |
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92 // The main loop |
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93 while(running) |
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94 { |
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95 // Check user input |
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96 SDL_Event event; |
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97 while(SDL_PollEvent(&event)) |
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98 { |
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99 if (event.type == SDL_KEYDOWN) |
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100 { |
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101 if (event.key.keysym.sym == SDLK_ESCAPE) |
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102 { |
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103 running = false; |
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104 } |
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105 if (event.key.keysym.sym == SDLK_f) |
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106 { |
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107 if (event.key.keysym.mod & KMOD_CTRL) |
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108 { |
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109 // Works with X11 only |
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110 SDL_WM_ToggleFullScreen(screen); |
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111 } |
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112 } |
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113 } |
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114 else if(event.type == SDL_QUIT) |
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115 { |
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116 running = false; |
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117 } |
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118 |
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119 // After we have manually checked user input with SDL for |
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120 // any attempt by the user to halt the application we feed |
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121 // the input to Guichan by pushing the input to the Input |
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122 // object. |
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123 input->pushInput(event); |
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124 } |
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125 // Now we let the Gui object perform its logic. |
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126 globals::gui->logic(); |
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127 // Now we let the Gui object draw itself. |
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128 globals::gui->draw(); |
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129 // Finally we update the screen. |
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130 SDL_GL_SwapBuffers(); |
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131 } |
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132 } |
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133 } |