Mercurial > fife-parpg
view ext/guichan-0.8.1/examples/allegro.hpp @ 14:3a7f83ccbc28
* Modified map layers so the player character should be able to walk diagonally now as well
* However he does not! looks like a pather issue
author | mvbarracuda@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Sun, 06 Jul 2008 22:03:52 +0000 |
parents | 4a0efb7baf70 |
children |
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/* * Code that sets up an Allegro application with Guichan using the * Guichan Allegro back end. */ #include <guichan.hpp> #include <guichan/allegro.hpp> namespace allegro { BITMAP* screenBuffer; // All back ends contain objects to make Guichan work on a // specific target - in this case Allegro - and they are a Graphics // object to make Guichan able to draw itself using Allegro, an // input objec to make Gopenglsdluichan able to get user input using Allegro // and an ImageLoader object to make Guichan able to load images // using Allegro. gcn::AllegroGraphics* graphics; gcn::AllegroInput* input; gcn::AllegroImageLoader* imageLoader; /** * Initialises the Allegro application. This function creates the global * Gui object that can be populated by various examples. */ void init() { // We simply initialise Allegro as we would do with any Allegro application. allegro_init(); int bpp = desktop_color_depth(); if (bpp == 0) { bpp = 16; } set_color_depth(bpp); if (set_gfx_mode(GFX_AUTODETECT_WINDOWED, 640, 480, 0, 0)) { if (set_gfx_mode(GFX_AUTODETECT, 640, 480, 0, 0)) { throw GCN_EXCEPTION("Unable to set graphics mode"); } } screenBuffer = create_bitmap(SCREEN_W, SCREEN_H); if (screenBuffer == NULL) { throw GCN_EXCEPTION("Unable to create a screen buffer"); } install_keyboard(); install_mouse(); install_timer(); // Now it's time to initialise the Guichan Allegro back end. imageLoader = new gcn::AllegroImageLoader(); // The ImageLoader Guichan should use needs to be passed to the Image object // using a static function. gcn::Image::setImageLoader(imageLoader); graphics = new gcn::AllegroGraphics(); // Set the target for the graphics object to be the doublebuffer // for the screen. Drawing to the screen directly is not a good // idea, as it will produce flicker, unless you use page flipping. graphics->setTarget(screenBuffer); input = new gcn::AllegroInput(); // Now we create the Gui object to be used with this Allegro 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 Allegro implementations of these objects hence making Guichan // able to utilise Allegro. globals::gui->setGraphics(graphics); globals::gui->setInput(input); } /** * Halts the Allegro application. */ void halt() { delete globals::gui; delete imageLoader; delete input; delete graphics; destroy_bitmap(screenBuffer); } /** * Runs the Allegro application. */ void run() { while(!key[KEY_ESC]) { // Now we let the Gui object perform its logic. globals::gui->logic(); // Now we let the Gui object draw itself. globals::gui->draw(); // We draw the mouse pointer manually, as Allegro's mouse // drawing code is so wierd. draw_sprite(screenBuffer, mouse_sprite, mouse_x, mouse_y); // Finally we update the screen. blit(screenBuffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H); } } }