Mercurial > fife-parpg
view ext/guichan-0.8.1/examples/openglsdl.hpp @ 115:c94c76346027
* Key event fix for map editor by chewie
author | mvbarracuda@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 28 Jul 2008 23:53:03 +0000 |
parents | 4a0efb7baf70 |
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(); } } }