Mercurial > fife-parpg
view ext/guichan-0.8.2/examples/openglallegro.hpp @ 697:ecaa4d98f05f tip
Abstracted the GUI code and refactored the GUIChan-specific code into its own module.
* Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring.
* GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass.
* The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class.
* The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged.
* Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 18 Jun 2011 00:28:40 -1000 |
parents | 64738befdf3b |
children |
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/* * Code that sets up an OpenGL application with Guichan using the * Guichan OpenGL back end and the Allegro back end (as OpenGL cannot * load images nor check for user input an additional back end needs * to be used). */ // The openglallegroimageloader.hpp header file needs to be included // in order to get the image loader that uses OpenGL and Allegro. #include <guichan/opengl/openglallegroimageloader.hpp> #include <guichan.hpp> #include <guichan/opengl.hpp> #include <guichan/allegro.hpp> namespace openglallegro { // 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 Allegro and an ImageLoader // object to make Guichan able to load images using OpenGL and Allegro. gcn::OpenGLGraphics* graphics; gcn::AllegroInput* input; gcn::OpenGLAllegroImageLoader* imageLoader; /** * Initialises the OpenGL and Allegro application. This function creates the global * Gui object that can be populated by various examples. */ void init() { // We simply initialise OpenGL and Allegro as we would do with any OpenGL // and Allegro application. allegro_init(); install_allegro_gl(); allegro_gl_clear_settings(); allegro_gl_set (AGL_COLOR_DEPTH, 32); allegro_gl_set (AGL_Z_DEPTH, 24); allegro_gl_set (AGL_FULLSCREEN, TRUE); allegro_gl_set (AGL_DOUBLEBUFFER, 1); allegro_gl_set (AGL_SUGGEST, AGL_COLOR_DEPTH | AGL_Z_DEPTH | AGL_DOUBLEBUFFER); set_gfx_mode(GFX_OPENGL_WINDOWED, 640, 480, 0, 0); install_keyboard(); install_mouse(); install_timer(); glViewport(0, 0, 640, 480); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Now it's time to initialise the Guichan OpenGL back end // and the Guichan Allegro back end. imageLoader = new gcn::OpenGLAllegroImageLoader(); // 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::AllegroInput(); // Now we create the Gui object to be used with this OpenGL // and 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 OpenGL and Allegro implementations of these objects hence // making Guichan able to utilise OpenGL and Allegro. globals::gui->setGraphics(graphics); globals::gui->setInput(input); } /** * Halts the OpenGL and Allegro application. */ void halt() { delete globals::gui; delete imageLoader; delete input; delete graphics; } /** * Runs the OpenGL and 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(); // Now we draw the mouse cursor. allegro_gl_set_allegro_mode(); show_mouse(screen); algl_draw_mouse(); allegro_gl_unset_allegro_mode(); // Finally we update the screen. allegro_gl_flip(); } } }