view Xcode/TemplatesForXcode/SDL OpenGL Application/main.c @ 2213:59a667370c57

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author Bob Pendleton <bob@pendleton.com>
date Tue, 24 Jul 2007 18:46:45 +0000
parents d63e9f5944ae
children 23a2cb765052
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/* Simple program:  Create a blank window, wait for keypress, quit.

   Please see the SDL documentation for details on using the SDL API:
   /Developer/Documentation/SDL/docs.html
*/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>

#include "SDL.h"

extern void Atlantis_Init();
extern void Atlantis_Reshape(int w, int h);
extern void Atlantis_Animate();
extern void Atlantis_Display();

static SDL_Surface *gScreen;

static void
initAttributes()
{
    // Setup attributes we want for the OpenGL context

    int value;

    // Don't set color bit sizes (SDL_GL_RED_SIZE, etc)
    //    Mac OS X will always use 8-8-8-8 ARGB for 32-bit screens and
    //    5-5-5 RGB for 16-bit screens

    // Request a 16-bit depth buffer (without this, there is no depth buffer)
    value = 16;
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, value);


    // Request double-buffered OpenGL
    //     The fact that windows are double-buffered on Mac OS X has no effect
    //     on OpenGL double buffering.
    value = 1;
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, value);
}

static void
printAttributes()
{
    // Print out attributes of the context we created
    int nAttr;
    int i;

    int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE,
        SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE
    };

    char *desc[] =
        { "Red size: %d bits\n", "Blue size: %d bits\n",
 "Green size: %d bits\n",
        "Alpha size: %d bits\n", "Color buffer size: %d bits\n",
        "Depth bufer size: %d bits\n"
    };

    nAttr = sizeof(attr) / sizeof(int);

    for (i = 0; i < nAttr; i++) {

        int value;
        SDL_GL_GetAttribute(attr[i], &value);
        printf(desc[i], value);
    }
}

static void
createSurface(int fullscreen)
{
    Uint32 flags = 0;

    flags = SDL_OPENGL;
    if (fullscreen)
        flags |= SDL_FULLSCREEN;

    // Create window
    gScreen = SDL_SetVideoMode(640, 480, 0, flags);
    if (gScreen == NULL) {

        fprintf(stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
                SDL_GetError());
        SDL_Quit();
        exit(2);
    }
}

static void
initGL()
{
    Atlantis_Init();
    Atlantis_Reshape(gScreen->w, gScreen->h);
}

static void
drawGL()
{
    Atlantis_Animate();
    Atlantis_Display();
}

static void
mainLoop()
{
    SDL_Event event;
    int done = 0;
    int fps = 24;
    int delay = 1000 / fps;
    int thenTicks = -1;
    int nowTicks;

    while (!done) {

        /* Check for events */
        while (SDL_PollEvent(&event)) {
            switch (event.type) {

            case SDL_MOUSEMOTION:
                break;
            case SDL_MOUSEBUTTONDOWN:
                break;
            case SDL_KEYDOWN:
                /* Any keypress quits the app... */
            case SDL_QUIT:
                done = 1;
                break;
            default:
                break;
            }
        }

        // Draw at 24 hz
        //     This approach is not normally recommended - it is better to
        //     use time-based animation and run as fast as possible
        drawGL();
        SDL_GL_SwapBuffers();

        // Time how long each draw-swap-delay cycle takes
        // and adjust delay to get closer to target framerate
        if (thenTicks > 0) {
            nowTicks = SDL_GetTicks();
            delay += (1000 / fps - (nowTicks - thenTicks));
            thenTicks = nowTicks;
            if (delay < 0)
                delay = 1000 / fps;
        } else {
            thenTicks = SDL_GetTicks();
        }

        SDL_Delay(delay);
    }
}

int
main(int argc, char *argv[])
{
    // Init SDL video subsystem
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {

        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
        exit(1);
    }
    // Set GL context attributes
    initAttributes();

    // Create GL context
    createSurface(0);

    // Get GL context attributes
    printAttributes();

    // Init GL state
    initGL();

    // Draw, get events...
    mainLoop();

    // Cleanup
    SDL_Quit();

    return 0;
}