view ext/guichan-0.8.2/examples/sdl.hpp @ 547:e59ece21ab3e

Item serialization will now assume some default values if they are not found in the save files. The 'spawn' console command can now spawn items with default values. Cleaned up some print statements.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Fri, 04 Jun 2010 21:01:34 +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);
        }
    }
}