Mercurial > sdl-ios-xcode
view 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> |
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date | Thu, 22 Oct 2009 04:46:11 +0000 |
parents | d44a0a913aa2 |
children |
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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; }