Mercurial > fife-parpg
view ext/guichan-0.8.2/examples/sdl.hpp @ 591:378b588216d6
* Improved addTransparentArea(). Now you can set a list with namespaces.
author | helios2000@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 13 Aug 2010 20:28:52 +0000 |
parents | 64738befdf3b |
children |
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/* * Code that sets up an SDL application with Guichan using the * Guichan SDL back end. */ #include <guichan.hpp> #include <guichan/sdl.hpp> namespace sdl { bool running = true; SDL_Surface* screen; // All back ends contain objects to make Guichan work on a // specific target - in this case SDL - and they are a Graphics // object to make Guichan able to draw itself using SDL, an // input objec to make Guichan able to get user input using SDL // and an ImageLoader object to make Guichan able to load images // using SDL. gcn::SDLGraphics* graphics; gcn::SDLInput* input; gcn::SDLImageLoader* imageLoader; /** * Initialises the SDL application. This function creates the global * Gui object that can be populated by various examples. */ void init() { // We simply initialise SDL as we would do with any SDL application. SDL_Init(SDL_INIT_VIDEO); screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE); // We want unicode for the SDLInput object to function properly. SDL_EnableUNICODE(1); // We also want to enable key repeat. SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); // Now it's time to initialise the Guichan SDL back end. imageLoader = new gcn::SDLImageLoader(); // The ImageLoader Guichan should use needs to be passed to the Image object // using a static function. gcn::Image::setImageLoader(imageLoader); graphics = new gcn::SDLGraphics(); // The Graphics object needs a target to draw to, in this case it's the // screen surface, but any surface will do, it doesn't have to be the screen. graphics->setTarget(screen); input = new gcn::SDLInput(); // Now we create the Gui object to be used with this SDL application. globals::gui = new gcn::Gui(); // The Gui object needs a Graphics to be able to draw itself and an Input // object to be able to check for user input. In this case we provide the // Gui object with SDL implementations of these objects hence making Guichan // able to utilise SDL. globals::gui->setGraphics(graphics); globals::gui->setInput(input); } /** * Halts the SDL application. */ void halt() { delete globals::gui; delete imageLoader; delete input; delete graphics; SDL_Quit(); } /** * Runs the SDL application. */ void run() { // The main loop while(running) { // Check user input SDL_Event event; while(SDL_PollEvent(&event)) { if (event.type == SDL_KEYDOWN) { if (event.key.keysym.sym == SDLK_ESCAPE) { running = false; } if (event.key.keysym.sym == SDLK_f) { if (event.key.keysym.mod & KMOD_CTRL) { // Works with X11 only SDL_WM_ToggleFullScreen(screen); } } } else if(event.type == SDL_QUIT) { running = false; } // After we have manually checked user input with SDL for // any attempt by the user to halt the application we feed // the input to Guichan by pushing the input to the Input // object. input->pushInput(event); } // Now we let the Gui object perform its logic. globals::gui->logic(); // Now we let the Gui object draw itself. globals::gui->draw(); // Finally we update the screen. SDL_Flip(screen); } } }