Mercurial > sdl-ios-xcode
view test/testgl.c @ 1348:40d0975c1769
Date: Mon, 6 Feb 2006 11:41:04 -0500
From: "mystml@adinet.com.uy"
Subject: [SDL] ALT-F4 using DirectX
My game isn't getting SDL_QUIT when I press ALT-F4 using the DirectX
driver; it does get SDL_QUIT when I press the red X in the window.
I tracked this down to DX5_HandleMessage() in SDL_dx5events.c;
WM_SYSKEYDOWN is being trapped and ignored which causes Windows not to post
a WM_CLOSE, hence no SDL_QUIT is being generated.
The relevant code is this :
/* The keyboard is handled via DirectInput */
case WM_SYSKEYUP:
case WM_SYSKEYDOWN:
case WM_KEYUP:
case WM_KEYDOWN: {
/* Ignore windows keyboard messages */;
}
return(0);
If I comment the WM_SYSKEYDOWN case, it falls through DefWindowProc() and
ALT-F4 starts working again.
I'm not sure about the best way to fix this. One option is handling ALT-F4
as a particular case somehow, but doesn't sound good. Another option would
be to handle WM_SYSKEYDOWN separately and breaking instead of returning 0,
so processing falls through and goes to DefWindowProc which does The Right
Thing (TM). This seems to be the minimal change that makes ALT-F4 work and
normal keyboard input continues to work.
Does this sound reasonable? Am I overlooking anything? Do I submit a patch?
--Gabriel
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 08 Feb 2006 17:19:43 +0000 |
parents | 670e74bf5cc8 |
children | 4d3bb026cd16 |
line wrap: on
line source
#include <stdlib.h> #include <stdio.h> #include <string.h> #include <math.h> #include "SDL.h" #ifdef HAVE_OPENGL #include "SDL_opengl.h" /* Undefine this if you want a flat cube instead of a rainbow cube */ #define SHADED_CUBE /* Define this to be the name of the logo image to use with -logo */ #define LOGO_FILE "icon.bmp" /* The SDL_OPENGLBLIT interface is deprecated. The code is still available for benchmark purposes though. */ static SDL_bool USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; static SDL_Surface *global_image = NULL; static GLuint global_texture = 0; static GLuint cursor_texture = 0; /**********************************************************************/ void HotKey_ToggleFullScreen(void) { SDL_Surface *screen; screen = SDL_GetVideoSurface(); if ( SDL_WM_ToggleFullScreen(screen) ) { printf("Toggled fullscreen mode - now %s\n", (screen->flags&SDL_FULLSCREEN) ? "fullscreen" : "windowed"); } else { printf("Unable to toggle fullscreen mode\n"); } } void HotKey_ToggleGrab(void) { SDL_GrabMode mode; printf("Ctrl-G: toggling input grab!\n"); mode = SDL_WM_GrabInput(SDL_GRAB_QUERY); if ( mode == SDL_GRAB_ON ) { printf("Grab was on\n"); } else { printf("Grab was off\n"); } mode = SDL_WM_GrabInput(!mode); if ( mode == SDL_GRAB_ON ) { printf("Grab is now on\n"); } else { printf("Grab is now off\n"); } } void HotKey_Iconify(void) { printf("Ctrl-Z: iconifying window!\n"); SDL_WM_IconifyWindow(); } int HandleEvent(SDL_Event *event) { int done; done = 0; switch( event->type ) { case SDL_ACTIVEEVENT: /* See what happened */ printf( "app %s ", event->active.gain ? "gained" : "lost" ); if ( event->active.state & SDL_APPACTIVE ) { printf( "active " ); } else if ( event->active.state & SDL_APPMOUSEFOCUS ) { printf( "mouse " ); } else if ( event->active.state & SDL_APPINPUTFOCUS ) { printf( "input " ); } printf( "focus\n" ); break; case SDL_KEYDOWN: if ( event->key.keysym.sym == SDLK_ESCAPE ) { done = 1; } if ( (event->key.keysym.sym == SDLK_g) && (event->key.keysym.mod & KMOD_CTRL) ) { HotKey_ToggleGrab(); } if ( (event->key.keysym.sym == SDLK_z) && (event->key.keysym.mod & KMOD_CTRL) ) { HotKey_Iconify(); } if ( (event->key.keysym.sym == SDLK_RETURN) && (event->key.keysym.mod & KMOD_ALT) ) { HotKey_ToggleFullScreen(); } printf("key '%s' pressed\n", SDL_GetKeyName(event->key.keysym.sym)); break; case SDL_QUIT: done = 1; break; } return(done); } void SDL_GL_Enter2DMode() { SDL_Surface *screen = SDL_GetVideoSurface(); /* Note, there may be other things you need to change, depending on how you have your OpenGL state set up. */ glPushAttrib(GL_ENABLE_BIT); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); /* This allows alpha blending of 2D textures with the scene */ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, screen->w, screen->h); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0, (GLdouble)screen->w, (GLdouble)screen->h, 0.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); } void SDL_GL_Leave2DMode() { glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); } /* Quick utility function for texture creation */ static int power_of_two(int input) { int value = 1; while ( value < input ) { value <<= 1; } return value; } GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord) { GLuint texture; int w, h; SDL_Surface *image; SDL_Rect area; Uint32 saved_flags; Uint8 saved_alpha; /* Use the surface width and height expanded to powers of 2 */ w = power_of_two(surface->w); h = power_of_two(surface->h); texcoord[0] = 0.0f; /* Min X */ texcoord[1] = 0.0f; /* Min Y */ texcoord[2] = (GLfloat)surface->w / w; /* Max X */ texcoord[3] = (GLfloat)surface->h / h; /* Max Y */ image = SDL_CreateRGBSurface( SDL_SWSURFACE, w, h, 32, #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #endif ); if ( image == NULL ) { return 0; } /* Save the alpha blending attributes */ saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK); saved_alpha = surface->format->alpha; if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { SDL_SetAlpha(surface, 0, 0); } /* Copy the surface into the GL texture image */ area.x = 0; area.y = 0; area.w = surface->w; area.h = surface->h; SDL_BlitSurface(surface, &area, image, &area); /* Restore the alpha blending attributes */ if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { SDL_SetAlpha(surface, saved_flags, saved_alpha); } /* Create an OpenGL texture for the image */ glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); SDL_FreeSurface(image); /* No longer needed */ return texture; } void DrawLogoCursor(void) { static GLfloat texMinX, texMinY; static GLfloat texMaxX, texMaxY; static int w, h; int x, y; SDL_Surface *screen = SDL_GetVideoSurface(); if ( ! cursor_texture ) { SDL_Surface *image; GLfloat texcoord[4]; /* Load the image (could use SDL_image library here) */ image = SDL_LoadBMP(LOGO_FILE); if ( image == NULL ) { return; } w = image->w; h = image->h; /* Convert the image into an OpenGL texture */ cursor_texture = SDL_GL_LoadTexture(image, texcoord); /* Make texture coordinates easy to understand */ texMinX = texcoord[0]; texMinY = texcoord[1]; texMaxX = texcoord[2]; texMaxY = texcoord[3]; /* We don't need the original image anymore */ SDL_FreeSurface(image); /* Make sure that the texture conversion is okay */ if ( ! cursor_texture ) { return; } } /* Move the image around */ SDL_GetMouseState(&x, &y); x -= w/2; y -= h/2; /* Show the image on the screen */ SDL_GL_Enter2DMode(); glBindTexture(GL_TEXTURE_2D, cursor_texture); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(texMinX, texMinY); glVertex2i(x, y ); glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y ); glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y+h); glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h); glEnd(); SDL_GL_Leave2DMode(); } void DrawLogoTexture(void) { static GLfloat texMinX, texMinY; static GLfloat texMaxX, texMaxY; static int x = 0; static int y = 0; static int w, h; static int delta_x = 1; static int delta_y = 1; static Uint32 last_moved = 0; SDL_Surface *screen = SDL_GetVideoSurface(); if ( ! global_texture ) { SDL_Surface *image; GLfloat texcoord[4]; /* Load the image (could use SDL_image library here) */ image = SDL_LoadBMP(LOGO_FILE); if ( image == NULL ) { return; } w = image->w; h = image->h; /* Convert the image into an OpenGL texture */ global_texture = SDL_GL_LoadTexture(image, texcoord); /* Make texture coordinates easy to understand */ texMinX = texcoord[0]; texMinY = texcoord[1]; texMaxX = texcoord[2]; texMaxY = texcoord[3]; /* We don't need the original image anymore */ SDL_FreeSurface(image); /* Make sure that the texture conversion is okay */ if ( ! global_texture ) { return; } } /* Move the image around */ x += delta_x; if ( x < 0 ) { x = 0; delta_x = -delta_x; } else if ( (x+w) > screen->w ) { x = screen->w-w; delta_x = -delta_x; } y += delta_y; if ( y < 0 ) { y = 0; delta_y = -delta_y; } else if ( (y+h) > screen->h ) { y = screen->h-h; delta_y = -delta_y; } /* Show the image on the screen */ SDL_GL_Enter2DMode(); glBindTexture(GL_TEXTURE_2D, global_texture); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(texMinX, texMinY); glVertex2i(x, y ); glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y ); glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y+h); glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h); glEnd(); SDL_GL_Leave2DMode(); } /* This code is deprecated, but available for speed comparisons */ void DrawLogoBlit(void) { static int x = 0; static int y = 0; static int w, h; static int delta_x = 1; static int delta_y = 1; static Uint32 last_moved = 0; SDL_Rect dst; SDL_Surface *screen = SDL_GetVideoSurface(); if ( global_image == NULL ) { SDL_Surface *temp; /* Load the image (could use SDL_image library here) */ temp = SDL_LoadBMP(LOGO_FILE); if ( temp == NULL ) { return; } w = temp->w; h = temp->h; /* Convert the image into the screen format */ global_image = SDL_CreateRGBSurface( SDL_SWSURFACE, w, h, screen->format->BitsPerPixel, screen->format->Rmask, screen->format->Gmask, screen->format->Bmask, screen->format->Amask); if ( global_image ) { SDL_BlitSurface(temp, NULL, global_image, NULL); } SDL_FreeSurface(temp); /* Make sure that the texture conversion is okay */ if ( ! global_image ) { return; } } /* Move the image around Note that we do not clear the old position. This is because we perform a glClear() which clears the framebuffer and then only update the new area. Note that you can also achieve interesting effects by modifying the screen surface alpha channel. It's set to 255 by default.. */ x += delta_x; if ( x < 0 ) { x = 0; delta_x = -delta_x; } else if ( (x+w) > screen->w ) { x = screen->w-w; delta_x = -delta_x; } y += delta_y; if ( y < 0 ) { y = 0; delta_y = -delta_y; } else if ( (y+h) > screen->h ) { y = screen->h-h; delta_y = -delta_y; } dst.x = x; dst.y = y; dst.w = w; dst.h = h; SDL_BlitSurface(global_image, NULL, screen, &dst); /* Show the image on the screen */ SDL_UpdateRects(screen, 1, &dst); } int RunGLTest( int argc, char* argv[], int logo, int logocursor, int slowly, int bpp, float gamma, int noframe, int fsaa ) { int i; int rgb_size[3]; int w = 640; int h = 480; int done = 0; int frames; Uint32 start_time, this_time; float color[8][3]= {{ 1.0, 1.0, 0.0}, { 1.0, 0.0, 0.0}, { 0.0, 0.0, 0.0}, { 0.0, 1.0, 0.0}, { 0.0, 1.0, 1.0}, { 1.0, 1.0, 1.0}, { 1.0, 0.0, 1.0}, { 0.0, 0.0, 1.0}}; float cube[8][3]= {{ 0.5, 0.5, -0.5}, { 0.5, -0.5, -0.5}, {-0.5, -0.5, -0.5}, {-0.5, 0.5, -0.5}, {-0.5, 0.5, 0.5}, { 0.5, 0.5, 0.5}, { 0.5, -0.5, 0.5}, {-0.5, -0.5, 0.5}}; Uint32 video_flags; int value; if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { fprintf(stderr,"Couldn't initialize SDL: %s\n",SDL_GetError()); exit( 1 ); } /* See if we should detect the display depth */ if ( bpp == 0 ) { if ( SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8 ) { bpp = 8; } else { bpp = 16; /* More doesn't seem to work */ } } /* Set the flags we want to use for setting the video mode */ if ( logo && USE_DEPRECATED_OPENGLBLIT ) { video_flags = SDL_OPENGLBLIT; } else { video_flags = SDL_OPENGL; } for ( i=1; argv[i]; ++i ) { if ( strcmp(argv[i], "-fullscreen") == 0 ) { video_flags |= SDL_FULLSCREEN; } } if (noframe) { video_flags |= SDL_NOFRAME; } /* Initialize the display */ switch (bpp) { case 8: rgb_size[0] = 3; rgb_size[1] = 3; rgb_size[2] = 2; break; case 15: case 16: rgb_size[0] = 5; rgb_size[1] = 5; rgb_size[2] = 5; break; default: rgb_size[0] = 8; rgb_size[1] = 8; rgb_size[2] = 8; break; } SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] ); SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); if ( fsaa ) { SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ); SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa ); } if ( SDL_SetVideoMode( w, h, bpp, video_flags ) == NULL ) { fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError()); SDL_Quit(); exit(1); } printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel); printf("\n"); printf( "Vendor : %s\n", glGetString( GL_VENDOR ) ); printf( "Renderer : %s\n", glGetString( GL_RENDERER ) ); printf( "Version : %s\n", glGetString( GL_VERSION ) ); printf( "Extensions : %s\n", glGetString( GL_EXTENSIONS ) ); printf("\n"); SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value ); printf( "SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0],value); SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value ); printf( "SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1],value); SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value ); printf( "SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2],value); SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value ); printf( "SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value ); SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value ); printf( "SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value ); if ( fsaa ) { SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &value ); printf( "SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value ); SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &value ); printf( "SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value ); } /* Set the window manager title bar */ SDL_WM_SetCaption( "SDL GL test", "testgl" ); /* Set the gamma for the window */ if ( gamma != 0.0 ) { SDL_SetGamma(gamma, gamma, gamma); } glViewport( 0, 0, w, h ); glMatrixMode( GL_PROJECTION ); glLoadIdentity( ); glOrtho( -2.0, 2.0, -2.0, 2.0, -20.0, 20.0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity( ); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glShadeModel(GL_SMOOTH); /* Loop until done. */ start_time = SDL_GetTicks(); frames = 0; while( !done ) { GLenum gl_error; char* sdl_error; SDL_Event event; /* Do our drawing, too. */ glClearColor( 0.0, 0.0, 0.0, 1.0 ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin( GL_QUADS ); #ifdef SHADED_CUBE glColor3fv(color[0]); glVertex3fv(cube[0]); glColor3fv(color[1]); glVertex3fv(cube[1]); glColor3fv(color[2]); glVertex3fv(cube[2]); glColor3fv(color[3]); glVertex3fv(cube[3]); glColor3fv(color[3]); glVertex3fv(cube[3]); glColor3fv(color[4]); glVertex3fv(cube[4]); glColor3fv(color[7]); glVertex3fv(cube[7]); glColor3fv(color[2]); glVertex3fv(cube[2]); glColor3fv(color[0]); glVertex3fv(cube[0]); glColor3fv(color[5]); glVertex3fv(cube[5]); glColor3fv(color[6]); glVertex3fv(cube[6]); glColor3fv(color[1]); glVertex3fv(cube[1]); glColor3fv(color[5]); glVertex3fv(cube[5]); glColor3fv(color[4]); glVertex3fv(cube[4]); glColor3fv(color[7]); glVertex3fv(cube[7]); glColor3fv(color[6]); glVertex3fv(cube[6]); glColor3fv(color[5]); glVertex3fv(cube[5]); glColor3fv(color[0]); glVertex3fv(cube[0]); glColor3fv(color[3]); glVertex3fv(cube[3]); glColor3fv(color[4]); glVertex3fv(cube[4]); glColor3fv(color[6]); glVertex3fv(cube[6]); glColor3fv(color[1]); glVertex3fv(cube[1]); glColor3fv(color[2]); glVertex3fv(cube[2]); glColor3fv(color[7]); glVertex3fv(cube[7]); #else // flat cube glColor3f(1.0, 0.0, 0.0); glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]); glColor3f(0.0, 1.0, 0.0); glVertex3fv(cube[3]); glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[2]); glColor3f(0.0, 0.0, 1.0); glVertex3fv(cube[0]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[1]); glColor3f(0.0, 1.0, 1.0); glVertex3fv(cube[5]); glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glColor3f(1.0, 1.0, 0.0); glVertex3fv(cube[5]); glVertex3fv(cube[0]); glVertex3fv(cube[3]); glVertex3fv(cube[4]); glColor3f(1.0, 0.0, 1.0); glVertex3fv(cube[6]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[7]); #endif /* SHADED_CUBE */ glEnd( ); glMatrixMode(GL_MODELVIEW); glRotatef(5.0, 1.0, 1.0, 1.0); /* Draw 2D logo onto the 3D display */ if ( logo ) { if ( USE_DEPRECATED_OPENGLBLIT ) { DrawLogoBlit(); } else { DrawLogoTexture(); } } if ( logocursor ) { DrawLogoCursor(); } SDL_GL_SwapBuffers( ); /* Check for error conditions. */ gl_error = glGetError( ); if( gl_error != GL_NO_ERROR ) { fprintf( stderr, "testgl: OpenGL error: %d\n", gl_error ); } sdl_error = SDL_GetError( ); if( sdl_error[0] != '\0' ) { fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error); SDL_ClearError(); } /* Allow the user to see what's happening */ if ( slowly ) { SDL_Delay( 20 ); } /* Check if there's a pending event. */ while( SDL_PollEvent( &event ) ) { done = HandleEvent(&event); } ++frames; } /* Print out the frames per second */ this_time = SDL_GetTicks(); if ( this_time != start_time ) { printf("%2.2f FPS\n", ((float)frames/(this_time-start_time))*1000.0); } if ( global_image ) { SDL_FreeSurface(global_image); global_image = NULL; } if ( global_texture ) { glDeleteTextures( 1, &global_texture ); global_texture = 0; } if ( cursor_texture ) { glDeleteTextures( 1, &cursor_texture ); cursor_texture = 0; } /* Destroy our GL context, etc. */ SDL_Quit( ); return(0); } int main(int argc, char *argv[]) { int i, logo, logocursor; int numtests; int bpp = 0; int slowly; float gamma = 0.0; int noframe = 0; int fsaa = 0; logo = 0; slowly = 0; numtests = 1; for ( i=1; argv[i]; ++i ) { if ( strcmp(argv[i], "-twice") == 0 ) { ++numtests; } if ( strcmp(argv[i], "-logo") == 0 ) { logo = 1; USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; } if ( strcmp(argv[i], "-logoblit") == 0 ) { logo = 1; USE_DEPRECATED_OPENGLBLIT = SDL_TRUE; } if ( strcmp(argv[i], "-logocursor") == 0 ) { logocursor = 1; } if ( strcmp(argv[i], "-slow") == 0 ) { slowly = 1; } if ( strcmp(argv[i], "-bpp") == 0 ) { bpp = atoi(argv[++i]); } if ( strcmp(argv[i], "-gamma") == 0 ) { gamma = (float)atof(argv[++i]); } if ( strcmp(argv[i], "-noframe") == 0 ) { noframe = 1; } if ( strcmp(argv[i], "-fsaa") == 0 ) { ++fsaa; } if ( strncmp(argv[i], "-h", 2) == 0 ) { printf( "Usage: %s [-twice] [-logo] [-logocursor] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa] [-fullscreen]\n", argv[0]); exit(0); } } for ( i=0; i<numtests; ++i ) { RunGLTest(argc, argv, logo, logocursor, slowly, bpp, gamma, noframe, fsaa); } return 0; } #else /* HAVE_OPENGL */ int main(int argc, char *argv[]) { printf("No OpenGL support on this system\n"); return 1; } #endif /* HAVE_OPENGL */