view ext/guichan-0.8.2/examples/openglsdl.hpp @ 502:96c4922c1c24

Added some imports to the world initialization code. I had to do this because you were not able to use the editor with the shooter demo map files without manually adding the imports to the map file. You do not have to do this now (note the TODO in the comments). I have also hard coded the camera zoom level to ensure the map editors zoom level at the time of saving the map is not used.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Tue, 18 May 2010 14:48:33 +0000
parents 64738befdf3b
children
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/*
 * Code that sets up an OpenGL application with Guichan using the 
 * Guichan OpenGL back end and the SDL back end (as OpenGL cannot
 * load images nor check for user input an additional back end needs
 * to be used).
 */

#include <guichan.hpp>
#include <guichan/opengl.hpp>
// The openglsdlimageloader.hpp header file needs to be included
// in order to get the image loader that uses OpenGL and SDL.
#include <guichan/opengl/openglsdlimageloader.hpp>
#include <guichan/sdl.hpp>

namespace openglsdl
{
    bool running = true;
    SDL_Surface* screen;

    // All back ends contain objects to make Guichan work on a
    // specific target. They are a Graphics object to make Guichan 
    // able to draw itself using OpenGL, 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 OpenGL and SDL.
    gcn::OpenGLGraphics* graphics;
    gcn::SDLInput* input;
    gcn::OpenGLSDLImageLoader* imageLoader;

    /**
     * Initialises the OpenGL and SDL application. This function creates the global
     * Gui object that can be populated by various examples.
     */
    void init()
    {
        // We simply initialise OpenGL and SDL as we would do with any OpenGL
        // and SDL application.
        SDL_Init(SDL_INIT_VIDEO);
        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

        screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE | SDL_OPENGL | SDL_HWACCEL);

        glViewport(0, 0, 640, 480);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        // 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 OpenGL back end
        // and the Guichan SDL back end.

        imageLoader = new gcn::OpenGLSDLImageLoader();
        // The ImageLoader Guichan should use needs to be passed to the Image object
        // using a static function.
        gcn::Image::setImageLoader(imageLoader);
        graphics = new gcn::OpenGLGraphics();
        // We need to tell the OpenGL Graphics object how big the screen is.
        graphics->setTargetPlane(640, 480);
        input = new gcn::SDLInput();

        // Now we create the Gui object to be used with this OpenGL
        // and 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 OpenGL and SDL implementations of these objects hence 
        // making Guichan able to utilise OpenGL and SDL.
        globals::gui->setGraphics(graphics);
        globals::gui->setInput(input);
    }

    /**
     * Halts the OpenGL and SDL application.
     */
    void halt()
    {
        delete globals::gui;

        delete imageLoader;
        delete input;
        delete graphics;

        SDL_Quit();
    }

    /**
     * Runs the OpenGL and 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_GL_SwapBuffers();
        }
    }
}