annotate Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/main.c @ 3409:c8f580ebc96a

Adam Strzelecki to SDL Sending a patch for fullscreen Mac OS X SDL 1.3 (SVN) Cocoa mouse position handling. In fullscreen mouse coordinates should be relative to SCREEN not to the window, which doesn't really occupy fullscreen. Without this patch mouse position (especially Y) was totally incorrect (shifted) in fullscreen.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 22 Oct 2009 04:46:11 +0000
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3331
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1
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2 /* Simple program: Create a blank window, wait for keypress, quit.
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3
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4 Please see the SDL documentation for details on using the SDL API:
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5 /Developer/Documentation/SDL/docs.html
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6 */
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7
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8 #include <stdio.h>
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9 #include <stdlib.h>
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10 #include <string.h>
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11 #include <math.h>
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12
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13 #include "SDL.h"
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14
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15 extern void Atlantis_Init ();
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16 extern void Atlantis_Reshape (int w, int h);
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17 extern void Atlantis_Animate ();
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18 extern void Atlantis_Display ();
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19
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20 static SDL_Surface *gScreen;
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21
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22 static void initAttributes ()
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23 {
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24 // Setup attributes we want for the OpenGL context
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25
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26 int value;
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27
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28 // Don't set color bit sizes (SDL_GL_RED_SIZE, etc)
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29 // Mac OS X will always use 8-8-8-8 ARGB for 32-bit screens and
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30 // 5-5-5 RGB for 16-bit screens
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31
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32 // Request a 16-bit depth buffer (without this, there is no depth buffer)
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33 value = 16;
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34 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value);
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35
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36
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37 // Request double-buffered OpenGL
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38 // The fact that windows are double-buffered on Mac OS X has no effect
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39 // on OpenGL double buffering.
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40 value = 1;
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41 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, value);
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42 }
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43
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44 static void printAttributes ()
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45 {
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46 // Print out attributes of the context we created
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47 int nAttr;
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48 int i;
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49
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50 int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE,
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51 SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE };
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52
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53 char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n",
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54 "Alpha size: %d bits\n", "Color buffer size: %d bits\n",
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55 "Depth bufer size: %d bits\n" };
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56
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57 nAttr = sizeof(attr) / sizeof(int);
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58
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59 for (i = 0; i < nAttr; i++) {
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60
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61 int value;
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62 SDL_GL_GetAttribute (attr[i], &value);
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63 printf (desc[i], value);
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64 }
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65 }
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66
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67 static void createSurface (int fullscreen)
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68 {
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69 Uint32 flags = 0;
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70
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71 flags = SDL_OPENGL;
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72 if (fullscreen)
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73 flags |= SDL_FULLSCREEN;
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74
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75 // Create window
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76 gScreen = SDL_SetVideoMode (640, 480, 0, flags);
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77 if (gScreen == NULL) {
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78
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79 fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
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80 SDL_GetError());
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81 SDL_Quit();
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82 exit(2);
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83 }
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84 }
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85
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86 static void initGL ()
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87 {
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88 Atlantis_Init ();
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89 Atlantis_Reshape (gScreen->w, gScreen->h);
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90 }
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91
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92 static void drawGL ()
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93 {
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94 Atlantis_Animate ();
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95 Atlantis_Display ();
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96 }
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97
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98 static void mainLoop ()
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99 {
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100 SDL_Event event;
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101 int done = 0;
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102 int fps = 24;
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103 int delay = 1000/fps;
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104 int thenTicks = -1;
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105 int nowTicks;
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106
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107 while ( !done ) {
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108
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109 /* Check for events */
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110 while ( SDL_PollEvent (&event) ) {
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111 switch (event.type) {
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112
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113 case SDL_MOUSEMOTION:
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114 break;
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115 case SDL_MOUSEBUTTONDOWN:
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116 break;
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117 case SDL_KEYDOWN:
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118 /* Any keypress quits the app... */
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119 case SDL_QUIT:
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120 done = 1;
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121 break;
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122 default:
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123 break;
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124 }
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125 }
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126
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127 // Draw at 24 hz
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128 // This approach is not normally recommended - it is better to
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129 // use time-based animation and run as fast as possible
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130 drawGL ();
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131 SDL_GL_SwapBuffers ();
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132
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133 // Time how long each draw-swap-delay cycle takes
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134 // and adjust delay to get closer to target framerate
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135 if (thenTicks > 0) {
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136 nowTicks = SDL_GetTicks ();
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137 delay += (1000/fps - (nowTicks-thenTicks));
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138 thenTicks = nowTicks;
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139 if (delay < 0)
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140 delay = 1000/fps;
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141 }
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142 else {
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143 thenTicks = SDL_GetTicks ();
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144 }
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145
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146 SDL_Delay (delay);
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147 }
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148 }
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149
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150 int main(int argc, char *argv[])
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151 {
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152 // Init SDL video subsystem
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153 if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
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154
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155 fprintf(stderr, "Couldn't initialize SDL: %s\n",
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156 SDL_GetError());
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157 exit(1);
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158 }
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159
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160 // Set GL context attributes
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161 initAttributes ();
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162
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163 // Create GL context
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164 createSurface (0);
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165
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166 // Get GL context attributes
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167 printAttributes ();
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168
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169 // Init GL state
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170 initGL ();
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171
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172 // Draw, get events...
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173 mainLoop ();
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174
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175 // Cleanup
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176 SDL_Quit();
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177
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178 return 0;
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179 }