Mercurial > fife-parpg
annotate ext/guichan-0.8.2/examples/openglsdl.hpp @ 697:ecaa4d98f05f tip
Abstracted the GUI code and refactored the GUIChan-specific code into its own module.
* Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring.
* GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass.
* The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class.
* The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged.
* Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 18 Jun 2011 00:28:40 -1000 |
parents | 64738befdf3b |
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rev | line source |
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378
64738befdf3b
bringing in the changes from the build_system_rework branch in preparation for the 0.3.0 release. This commit will require the Jan2010 devkit. Clients will also need to be modified to the new way to import fife.
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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 |
64738befdf3b
bringing in the changes from the build_system_rework branch in preparation for the 0.3.0 release. This commit will require the Jan2010 devkit. Clients will also need to be modified to the new way to import fife.
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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 } |