Mercurial > sdl-ios-xcode
view test/testdyngles.c @ 4733:983eb9d5ed31
Change SDL to not use DefWindowProc as the window class' window procedure.
For some reason, having lpfnWndProc=DefWindowProc during window class registration causes IME input to not work in windows.
With this small change, IME input should now work in SDL windows but not in fullscreen mode.
author | dewyatt |
---|---|
date | Tue, 08 Jun 2010 05:22:49 -0400 |
parents | f4bc25567731 |
children | 1435f8a6425c |
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/* * Small SDL example to demonstrate dynamically loading * OpenGL lib and functions * * (FYI it was supposed to look like snow in the wind or something...) * * Compile with : * gcc testdyngl.c `sdl-config --libs --cflags` -o testdyngl -DHAVE_OPENGL * * You can specify a different OpenGL lib on the command line, i.e. : * ./testdyngl /usr/X11R6/lib/libGL.so.1.2 * or * ./testdyngl /usr/lib/libGL.so.1.0.4496 * */ #include <stdio.h> #include <stdlib.h> #include "SDL.h" #ifdef __IPHONEOS__ #define HAVE_OPENGLES #endif #ifdef HAVE_OPENGLES #include "SDL_opengles.h" /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } void * get_funcaddr(const char *p) { void *f = SDL_GL_GetProcAddress(p); if (f) { return f; } else { printf("Unable to get function pointer for %s\n", p); quit(1); } return NULL; } typedef struct { void (APIENTRY * glEnableClientState) (GLenum array); void (APIENTRY * glDisableClientState) (GLenum array); void (APIENTRY * glVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid * pointer); void (APIENTRY * glDrawArrays) (GLenum mode, GLint first, GLsizei count); void (APIENTRY * glClearColor) (GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glClear) (GLbitfield); void (APIENTRY * glDisable) (GLenum); void (APIENTRY * glEnable) (GLenum); void (APIENTRY * glColor4f) (GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glPointSize) (GLfloat); void (APIENTRY * glHint) (GLenum, GLenum); void (APIENTRY * glBlendFunc) (GLenum, GLenum); void (APIENTRY * glMatrixMode) (GLenum); void (APIENTRY * glLoadIdentity) (); void (APIENTRY * glOrthof) (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glRotatef) (GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glViewport) (GLint, GLint, GLsizei, GLsizei); void (APIENTRY * glFogf) (GLenum, GLfloat); } glfuncs; void init_glfuncs(glfuncs * f) { f->glEnableClientState = get_funcaddr("glEnableClientState"); f->glDisableClientState = get_funcaddr("glDisableClientState"); f->glVertexPointer = get_funcaddr("glVertexPointer"); f->glDrawArrays = get_funcaddr("glDrawArrays"); f->glClearColor = get_funcaddr("glClearColor"); f->glClear = get_funcaddr("glClear"); f->glDisable = get_funcaddr("glDisable"); f->glEnable = get_funcaddr("glEnable"); f->glColor4f = get_funcaddr("glColor4f"); f->glPointSize = get_funcaddr("glPointSize"); f->glHint = get_funcaddr("glHint"); f->glBlendFunc = get_funcaddr("glBlendFunc"); f->glMatrixMode = get_funcaddr("glMatrixMode"); f->glLoadIdentity = get_funcaddr("glLoadIdentity"); f->glOrthof = get_funcaddr("glOrthof"); f->glRotatef = get_funcaddr("glRotatef"); f->glViewport = get_funcaddr("glViewport"); f->glFogf = get_funcaddr("glFogf"); } #define NB_PIXELS 1000 int main(int argc, char *argv[]) { glfuncs f; int i; SDL_Event event; int done = 0; GLfloat pixels[NB_PIXELS * 3]; const char *gl_library = NULL; /* Use the default GL library */ int video_w, video_h; /* you may want to change these according to the platform */ video_w = 320; video_h = 480; #ifdef __QNXNTO__ video_w = 480; video_h = 640; #endif /* __QNXNTO__ */ if (argv[1]) { gl_library = argv[1]; } if (SDL_Init(SDL_INIT_VIDEO) < 0) { printf("Unable to init SDL : %s\n", SDL_GetError()); return (1); } if (SDL_GL_LoadLibrary(gl_library) < 0) { printf("Unable to dynamically open GL ES lib : %s\n", SDL_GetError()); quit(1); } if (SDL_SetVideoMode(video_h, video_w, 0, SDL_OPENGL) == NULL) { printf("Unable to open video mode : %s\n", SDL_GetError()); quit(1); } /* Set the window manager title bar */ SDL_WM_SetCaption("SDL Dynamic OpenGL ES Loading Test", "testdyngles"); init_glfuncs(&f); for (i = 0; i < NB_PIXELS; i++) { pixels[3 * i] = rand() % 250 - 125; pixels[3 * i + 1] = rand() % 250 - 125; pixels[3 * i + 2] = rand() % 250 - 125; } #ifdef __QNXNTO__ f.glViewport(0, 0, video_h, video_w); #else f.glViewport(0, 0, video_w, video_h); #endif /* __QNXNTO__ */ f.glMatrixMode(GL_PROJECTION); f.glLoadIdentity(); f.glOrthof(-100, 100, -100, 100, -500, 500); f.glMatrixMode(GL_MODELVIEW); f.glLoadIdentity(); f.glEnable(GL_DEPTH_TEST); f.glDisable(GL_TEXTURE_2D); f.glEnable(GL_BLEND); f.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); f.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); f.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f.glEnable(GL_POINT_SMOOTH); f.glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); f.glPointSize(1.0f); f.glEnable(GL_FOG); f.glFogf(GL_FOG_START, -500); f.glFogf(GL_FOG_END, 500); f.glFogf(GL_FOG_DENSITY, 0.005); f.glVertexPointer(3, GL_FLOAT, 0, pixels); f.glEnableClientState(GL_VERTEX_ARRAY); do { f.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f.glRotatef(2.0, 1.0, 1.0, 1.0); f.glRotatef(1.0, 0.0, 1.0, 1.0); f.glColor4f(1.0, 1.0, 1.0, 1.0); f.glDrawArrays(GL_POINTS, 0, NB_PIXELS); SDL_GL_SwapBuffers(); while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) done = 1; if (event.type == SDL_KEYDOWN) done = 1; } SDL_Delay(20); } while (!done); f.glDisableClientState(GL_VERTEX_ARRAY); SDL_Quit(); return 0; } #else /* HAVE_OPENGLES */ int main(int argc, char *argv[]) { printf("No OpenGL ES support on this system\n"); return 1; } #endif /* HAVE_OPENGLES */