Mercurial > sdlxcode4templates
comparison SDL 1.2 Mac OpenGL Application.xctemplate/main.c @ 0:b0b91cadc484
Initial Xcode 4 templates for SDL/Mac 1.2 and 1.3. The major difference between
the two is SDLMain.
Copy all templates to
~/Library/Developer/Xcode/Templates/SDL
or
/Library/Developer/Xcode/Templates/SDL
Templates based off information documented here:
http://blog.boreal-kiss.net/2011/03/11/a-minimal-project-template-for-xcode-4/
author | Eric Wing <ewing . public |-at-| gmail . com> |
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date | Sun, 02 Oct 2011 21:14:53 -0700 |
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-1:000000000000 | 0:b0b91cadc484 |
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1 | |
2 /* Simple program: Create a blank window, wait for keypress, quit. | |
3 | |
4 Please see the SDL documentation for details on using the SDL API: | |
5 /Developer/Documentation/SDL/docs.html | |
6 */ | |
7 | |
8 #include <stdio.h> | |
9 #include <stdlib.h> | |
10 #include <string.h> | |
11 #include <math.h> | |
12 | |
13 #include "SDL.h" | |
14 | |
15 extern void Atlantis_Init (); | |
16 extern void Atlantis_Reshape (int w, int h); | |
17 extern void Atlantis_Animate (); | |
18 extern void Atlantis_Display (); | |
19 | |
20 static SDL_Surface *gScreen; | |
21 | |
22 static void initAttributes () | |
23 { | |
24 // Setup attributes we want for the OpenGL context | |
25 | |
26 int value; | |
27 | |
28 // Don't set color bit sizes (SDL_GL_RED_SIZE, etc) | |
29 // Mac OS X will always use 8-8-8-8 ARGB for 32-bit screens and | |
30 // 5-5-5 RGB for 16-bit screens | |
31 | |
32 // Request a 16-bit depth buffer (without this, there is no depth buffer) | |
33 value = 16; | |
34 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value); | |
35 | |
36 | |
37 // Request double-buffered OpenGL | |
38 // The fact that windows are double-buffered on Mac OS X has no effect | |
39 // on OpenGL double buffering. | |
40 value = 1; | |
41 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, value); | |
42 } | |
43 | |
44 static void printAttributes () | |
45 { | |
46 // Print out attributes of the context we created | |
47 int nAttr; | |
48 int i; | |
49 | |
50 int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE, | |
51 SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE }; | |
52 | |
53 char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n", | |
54 "Alpha size: %d bits\n", "Color buffer size: %d bits\n", | |
55 "Depth bufer size: %d bits\n" }; | |
56 | |
57 nAttr = sizeof(attr) / sizeof(int); | |
58 | |
59 for (i = 0; i < nAttr; i++) { | |
60 | |
61 int value; | |
62 SDL_GL_GetAttribute (attr[i], &value); | |
63 printf (desc[i], value); | |
64 } | |
65 } | |
66 | |
67 static void createSurface (int fullscreen) | |
68 { | |
69 Uint32 flags = 0; | |
70 | |
71 flags = SDL_OPENGL; | |
72 if (fullscreen) | |
73 flags |= SDL_FULLSCREEN; | |
74 | |
75 // Create window | |
76 gScreen = SDL_SetVideoMode (640, 480, 0, flags); | |
77 if (gScreen == NULL) { | |
78 | |
79 fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n", | |
80 SDL_GetError()); | |
81 SDL_Quit(); | |
82 exit(2); | |
83 } | |
84 } | |
85 | |
86 static void initGL () | |
87 { | |
88 Atlantis_Init (); | |
89 Atlantis_Reshape (gScreen->w, gScreen->h); | |
90 } | |
91 | |
92 static void drawGL () | |
93 { | |
94 Atlantis_Animate (); | |
95 Atlantis_Display (); | |
96 } | |
97 | |
98 static void mainLoop () | |
99 { | |
100 SDL_Event event; | |
101 int done = 0; | |
102 int fps = 24; | |
103 int delay = 1000/fps; | |
104 int thenTicks = -1; | |
105 int nowTicks; | |
106 | |
107 while ( !done ) { | |
108 | |
109 /* Check for events */ | |
110 while ( SDL_PollEvent (&event) ) { | |
111 switch (event.type) { | |
112 | |
113 case SDL_MOUSEMOTION: | |
114 break; | |
115 case SDL_MOUSEBUTTONDOWN: | |
116 break; | |
117 case SDL_KEYDOWN: | |
118 /* Any keypress quits the app... */ | |
119 case SDL_QUIT: | |
120 done = 1; | |
121 break; | |
122 default: | |
123 break; | |
124 } | |
125 } | |
126 | |
127 // Draw at 24 hz | |
128 // This approach is not normally recommended - it is better to | |
129 // use time-based animation and run as fast as possible | |
130 drawGL (); | |
131 SDL_GL_SwapBuffers (); | |
132 | |
133 // Time how long each draw-swap-delay cycle takes | |
134 // and adjust delay to get closer to target framerate | |
135 if (thenTicks > 0) { | |
136 nowTicks = SDL_GetTicks (); | |
137 delay += (1000/fps - (nowTicks-thenTicks)); | |
138 thenTicks = nowTicks; | |
139 if (delay < 0) | |
140 delay = 1000/fps; | |
141 } | |
142 else { | |
143 thenTicks = SDL_GetTicks (); | |
144 } | |
145 | |
146 SDL_Delay (delay); | |
147 } | |
148 } | |
149 | |
150 int main(int argc, char *argv[]) | |
151 { | |
152 // Init SDL video subsystem | |
153 if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) { | |
154 | |
155 fprintf(stderr, "Couldn't initialize SDL: %s\n", | |
156 SDL_GetError()); | |
157 exit(1); | |
158 } | |
159 | |
160 // Set GL context attributes | |
161 initAttributes (); | |
162 | |
163 // Create GL context | |
164 createSurface (0); | |
165 | |
166 // Get GL context attributes | |
167 printAttributes (); | |
168 | |
169 // Init GL state | |
170 initGL (); | |
171 | |
172 // Draw, get events... | |
173 mainLoop (); | |
174 | |
175 // Cleanup | |
176 SDL_Quit(); | |
177 | |
178 return 0; | |
179 } |