view test/testdyngl.c @ 1207:c9ec00d3e8bc

To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Wed, 21 Dec 2005 13:39:39 +0100 Subject: [SDL] Another mouse bug patch for Mac OS X Oh my, yet another change in the quartz mouse handling code! :) The attached patch fixes the following bug: Calling SDL_WarpMouse() while the cursor is invisible and grabbed should only update SDL's internal mouse location, not try to warp the system cursor (which is not at that location, but fixed in the middle of the window). Otherwise, the next mouse motion event is wrong. Please apply. Thanks Christian
author Ryan C. Gordon <icculus@icculus.org>
date Wed, 21 Dec 2005 18:02:36 +0000
parents be9c9c8f6d53
children 2b7e0180a72c
line wrap: on
line source

/*
 * 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 HAVE_OPENGL

#include "SDL_opengl.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);
	}
}

typedef struct
{
	void(APIENTRY*glBegin)(GLenum);
	void(APIENTRY*glEnd)();
	void(APIENTRY*glVertex3f)(GLfloat, GLfloat, GLfloat);
	void(APIENTRY*glClearColor)(GLfloat, GLfloat, GLfloat, GLfloat);
	void(APIENTRY*glClear)(GLbitfield);
	void(APIENTRY*glDisable)(GLenum);
	void(APIENTRY*glEnable)(GLenum);
	void(APIENTRY*glColor4ub)(GLubyte,GLubyte,GLubyte,GLubyte);
	void(APIENTRY*glPointSize)(GLfloat);
	void(APIENTRY*glHint)(GLenum,GLenum);
	void(APIENTRY*glBlendFunc)(GLenum,GLenum);
	void(APIENTRY*glMatrixMode)(GLenum);
	void(APIENTRY*glLoadIdentity)();
	void(APIENTRY*glOrtho)(GLdouble,GLdouble,GLdouble,GLdouble,GLdouble,GLdouble);
	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->glBegin=get_funcaddr("glBegin");
	f->glEnd=get_funcaddr("glEnd");
	f->glVertex3f=get_funcaddr("glVertex3f");
	f->glClearColor=get_funcaddr("glClearColor");
	f->glClear=get_funcaddr("glClear");
	f->glDisable=get_funcaddr("glDisable");
	f->glEnable=get_funcaddr("glEnable");
	f->glColor4ub=get_funcaddr("glColor4ub");
	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->glOrtho=get_funcaddr("glOrtho");
	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];
#if defined(_WIN32)
	char *gl_library = "OpenGL32.DLL";
#elif defined(__QNXNTO__)
	char *gl_library = "libGL.so.3";
#else
	char *gl_library = "libGL.so.1";
#endif
	
	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_SetAttribute(SDL_GL_DOUBLEBUFFER,1)<0)
	{
		printf("Unable to set GL attribute : %s\n",SDL_GetError());
		quit(1);
	}
	
	if (SDL_GL_LoadLibrary(gl_library)<0)
	{
		printf("Unable to dynamically open GL lib : %s\n",SDL_GetError());
		quit(1);
	}

	if (SDL_SetVideoMode(640,480,0,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 Loading Test", "testdyngl" );

	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;
	}
	
	f.glViewport(0,0,640,480);
	
	f.glMatrixMode(GL_PROJECTION);
	f.glLoadIdentity();
	f.glOrtho(-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(5.0f);
	f.glEnable(GL_FOG);
	f.glFogf(GL_FOG_START,-500);
	f.glFogf(GL_FOG_END,500);
	f.glFogf(GL_FOG_DENSITY,0.005);
	
	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.glColor4ub(255,255,255,255);
		f.glBegin(GL_POINTS);
		for(i=0;i<NB_PIXELS;i++)
		{
			f.glVertex3f(pixels[3*i],pixels[3*i+1],pixels[3*i+2]);
		}
		f.glEnd();
		SDL_GL_SwapBuffers();

		while(SDL_PollEvent(&event))
		{
			if(event.type & SDL_KEYDOWN)
				done=1;
		}

		SDL_Delay(20);
	}
	while(!done);
	
	SDL_Quit();
	return 0;
}

#else /* HAVE_OPENGL */

int main(int argc, char *argv[])
{
	printf("No OpenGL support on this system\n");
	return 1;
}

#endif /* HAVE_OPENGL */