This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
#include "Game.h"
extern "C" {
- #include "zlib.h"
- #include "png.h"
- #ifdef WIN32
- #define INT32 INT32_jpeg
- #include "jpeglib.h"
- #undef INT32
- #else
- #include "jpeglib.h"
- #endif
+#include "zlib.h"
+#include "png.h"
+#ifdef WIN32
+#define INT32 INT32_jpeg
+#include "jpeglib.h"
+#undef INT32
+#else
+#include "jpeglib.h"
+#endif
}
+using namespace Game;
+
static bool load_image(const char * fname, TGAImageRec & tex);
static bool load_png(const char * fname, TGAImageRec & tex);
static bool load_jpg(const char * fname, TGAImageRec & tex);
extern bool freeze;
extern bool stillloading;
extern int mainmenu;
-/*extern*/ bool gameFocused;
+/*extern*/
+bool gameFocused;
extern float slomospeed;
extern float slomofreq;
NULL
};
-void DrawGL(Game & game);
-
-Boolean SetUp (Game & game);
-void DoUpdate (Game & game);
+Boolean SetUp ();
+void DoUpdate ();
void CleanUp (void);
static bool lookup_glsym(const char *funcname, void **func)
{
*func = SDL_GL_GetProcAddress(funcname);
- if (*func == NULL)
- {
+ if (*func == NULL) {
fprintf(stderr, "Failed to find OpenGL symbol \"%s\"\n", funcname);
return false;
}
static bool lookup_all_glsyms(void)
{
bool retval = true;
- #define GL_FUNC(ret,fn,params,call,rt) \
+#define GL_FUNC(ret,fn,params,call,rt) \
if (!lookup_glsym(#fn, (void **) &p##fn)) retval = false;
- #include "glstubs.h"
- #undef GL_FUNC
+#include "glstubs.h"
+#undef GL_FUNC
return retval;
}
Boolean gDone = false;
-Game * pgame = 0;
-
#ifndef __MINGW32__
static int _argc = 0;
static char **_argv = NULL;
bool cmdline(const char *cmd)
{
- for (int i = 1; i < _argc; i++)
- {
+ for (int i = 1; i < _argc; i++) {
char *arg = _argv[i];
while (*arg == '-')
arg++;
// OpenGL Drawing
-void initGL(){
- glClear( GL_COLOR_BUFFER_BIT );
- swap_gl_buffers();
-
- // clear all states
- glDisable( GL_ALPHA_TEST);
- glDisable( GL_BLEND);
- glDisable( GL_DEPTH_TEST);
- // glDisable( GL_DITHER);
- glDisable( GL_FOG);
- glDisable( GL_LIGHTING);
- glDisable( GL_LOGIC_OP);
- glDisable( GL_TEXTURE_1D);
- glDisable( GL_TEXTURE_2D);
- glPixelTransferi( GL_MAP_COLOR, GL_FALSE);
- glPixelTransferi( GL_RED_SCALE, 1);
- glPixelTransferi( GL_RED_BIAS, 0);
- glPixelTransferi( GL_GREEN_SCALE, 1);
- glPixelTransferi( GL_GREEN_BIAS, 0);
- glPixelTransferi( GL_BLUE_SCALE, 1);
- glPixelTransferi( GL_BLUE_BIAS, 0);
- glPixelTransferi( GL_ALPHA_SCALE, 1);
- glPixelTransferi( GL_ALPHA_BIAS, 0);
-
- // set initial rendering states
- glShadeModel( GL_SMOOTH);
- glClearDepth( 1.0f);
- glDepthFunc( GL_LEQUAL);
- glDepthMask( GL_TRUE);
- // glDepthRange( FRONT_CLIP, BACK_CLIP);
- glEnable( GL_DEPTH_TEST);
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- glCullFace( GL_FRONT);
- glEnable( GL_CULL_FACE);
- glEnable( GL_LIGHTING);
-// glEnable( GL_LIGHT_MODEL_AMBIENT);
- glEnable( GL_DITHER);
- glEnable( GL_COLOR_MATERIAL);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glAlphaFunc( GL_GREATER, 0.5f);
-
- if ( CanInitStereo(stereomode) ) {
- InitStereo(stereomode);
- } else {
- fprintf(stderr, "Failed to initialize stereo, disabling.\n");
- stereomode = stereoNone;
- }
-
- //TODO: load textures here
+void initGL()
+{
+ glClear( GL_COLOR_BUFFER_BIT );
+ swap_gl_buffers();
+
+ // clear all states
+ glDisable( GL_ALPHA_TEST);
+ glDisable( GL_BLEND);
+ glDisable( GL_DEPTH_TEST);
+ //glDisable( GL_DITHER);
+ glDisable( GL_FOG);
+ glDisable( GL_LIGHTING);
+ glDisable( GL_LOGIC_OP);
+ glDisable( GL_TEXTURE_1D);
+ glDisable( GL_TEXTURE_2D);
+ glPixelTransferi( GL_MAP_COLOR, GL_FALSE);
+ glPixelTransferi( GL_RED_SCALE, 1);
+ glPixelTransferi( GL_RED_BIAS, 0);
+ glPixelTransferi( GL_GREEN_SCALE, 1);
+ glPixelTransferi( GL_GREEN_BIAS, 0);
+ glPixelTransferi( GL_BLUE_SCALE, 1);
+ glPixelTransferi( GL_BLUE_BIAS, 0);
+ glPixelTransferi( GL_ALPHA_SCALE, 1);
+ glPixelTransferi( GL_ALPHA_BIAS, 0);
+
+ // set initial rendering states
+ glShadeModel( GL_SMOOTH);
+ glClearDepth( 1.0f);
+ glDepthFunc( GL_LEQUAL);
+ glDepthMask( GL_TRUE);
+ //glDepthRange( FRONT_CLIP, BACK_CLIP);
+ glEnable( GL_DEPTH_TEST);
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+ glCullFace( GL_FRONT);
+ glEnable( GL_CULL_FACE);
+ glEnable( GL_LIGHTING);
+ //glEnable( GL_LIGHT_MODEL_AMBIENT);
+ glEnable( GL_DITHER);
+ glEnable( GL_COLOR_MATERIAL);
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glAlphaFunc( GL_GREATER, 0.5f);
+
+ if ( CanInitStereo(stereomode) ) {
+ InitStereo(stereomode);
+ } else {
+ fprintf(stderr, "Failed to initialize stereo, disabling.\n");
+ stereomode = stereoNone;
+ }
}
-static void toggleFullscreen(){
- SDL_Surface* screen=SDL_GetVideoSurface();
- Uint32 flags=screen->flags;
- screen=SDL_SetVideoMode(0,0,0,flags^SDL_FULLSCREEN);
- if(!screen)
- screen=SDL_SetVideoMode(0,0,0,flags);
- if(!screen)
- exit(1);
- initGL();
+static void toggleFullscreen()
+{
+ if (!SDL_WM_ToggleFullScreen(SDL_GetVideoSurface())) {
+ SDL_Surface* screen = SDL_GetVideoSurface();
+ Uint32 flags = screen->flags;
+ screen = SDL_SetVideoMode(0, 0, 0, flags ^ SDL_FULLSCREEN);
+ if (!screen)
+ screen = SDL_SetVideoMode(0, 0, 0, flags);
+ if (!screen)
+ exit(1);
+ //reload opengl state
+ initGL();
+ Texture::reloadAll();
+ if (text)
+ text->BuildFont();
+ if (firstload) {
+ screentexture = 0;
+ LoadScreenTexture();
+ }
+ screentexture2 = 0;
+ }
}
-static void sdlEventProc(const SDL_Event &e, Game &game){
- switch(e.type){
- case SDL_MOUSEMOTION:
- game.deltah += e.motion.xrel;
- game.deltav += e.motion.yrel;
- break;
- case SDL_KEYDOWN:
- if ((e.key.keysym.sym == SDLK_g) &&
- (e.key.keysym.mod & KMOD_CTRL) &&
- !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) ) {
- SDL_WM_GrabInput( ((SDL_WM_GrabInput(SDL_GRAB_QUERY)==SDL_GRAB_ON) ? SDL_GRAB_OFF:SDL_GRAB_ON) );
- } else if ( (e.key.keysym.sym == SDLK_RETURN) && (e.key.keysym.mod & KMOD_ALT) ) {
- toggleFullscreen();
- }
- break;
- case SDL_ACTIVEEVENT:
- if(e.active.state&SDL_APPINPUTFOCUS){
- if(e.active.gain){
- SDL_WM_GrabInput(SDL_GRAB_ON);
- gameFocused=true;
- }else{
- SDL_WM_GrabInput(SDL_GRAB_OFF);
- gameFocused=false;
- }
- }
- break;
+static void sdlEventProc(const SDL_Event &e)
+{
+ switch (e.type) {
+ case SDL_MOUSEMOTION:
+ deltah += e.motion.xrel;
+ deltav += e.motion.yrel;
+ break;
+
+ case SDL_KEYDOWN:
+ if ((e.key.keysym.sym == SDLK_g) &&
+ (e.key.keysym.mod & KMOD_CTRL) &&
+ !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) ) {
+ SDL_WM_GrabInput( ((SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON) ? SDL_GRAB_OFF : SDL_GRAB_ON) );
+ } else if ( (e.key.keysym.sym == SDLK_RETURN) && (e.key.keysym.mod & KMOD_ALT) ) {
+ toggleFullscreen();
+ }
+ break;
}
}
+
// --------------------------------------------------------------------------
static Point gMidPoint;
-Boolean SetUp (Game & game)
+Boolean SetUp ()
{
- char string[10];
+ char string[10];
+
+ LOGFUNC;
- LOGFUNC;
+ osx = 0;
+ cellophane = 0;
+ texdetail = 4;
+ slomospeed = 0.25;
+ slomofreq = 8012;
- osx = 0;
- cellophane=0;
- texdetail=4;
- slomospeed=0.25;
- slomofreq=8012;
- numplayers=1;
-
- DefaultSettings(game);
+ DefaultSettings();
if (!SDL_WasInit(SDL_INIT_VIDEO))
- if (SDL_Init(SDL_INIT_VIDEO) == -1)
- {
+ if (SDL_Init(SDL_INIT_VIDEO) == -1) {
fprintf(stderr, "SDL_Init() failed: %s\n", SDL_GetError());
return false;
}
- if(!LoadSettings(game)) {
- fprintf(stderr, "Failed to load config, creating default\n");
- SaveSettings(game);
- }
- if(kBitsPerPixel!=32&&kBitsPerPixel!=16){
- kBitsPerPixel=16;
- }
-
- if (SDL_GL_LoadLibrary(NULL) == -1)
- {
- fprintf(stderr, "SDL_GL_LoadLibrary() failed: %s\n", SDL_GetError());
- SDL_Quit();
- return false;
- }
-
- SDL_Rect **res = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_OPENGL);
- if ( (res == NULL) || (res == ((SDL_Rect **)-1)) || (res[0] == NULL) || (res[0]->w < 640) || (res[0]->h < 480) )
- res = hardcoded_resolutions;
-
- // reverse list (it was sorted biggest to smallest by SDL)...
- int count;
- for (count = 0; res[count]; count++)
- {
- if ((res[count]->w < 640) || (res[count]->h < 480))
- break; // sane lower limit.
- }
-
- static SDL_Rect *resolutions_block = NULL;
- resolutions_block = (SDL_Rect*) realloc(resolutions_block, sizeof (SDL_Rect) * count);
- resolutions = (SDL_Rect**) realloc(resolutions, sizeof (SDL_Rect *) * (count + 1));
- if ((resolutions_block == NULL) || (resolutions == NULL))
- {
- SDL_Quit();
- fprintf(stderr, "Out of memory!\n");
- return false;
- }
-
- resolutions[count--] = NULL;
- for (int i = 0; count >= 0; i++, count--)
- {
- memcpy(&resolutions_block[count], res[i], sizeof (SDL_Rect));
- resolutions[count] = &resolutions_block[count];
- }
-
- if (cmdline("showresolutions"))
- {
- printf("Resolutions we think are okay:\n");
- for (int i = 0; resolutions[i]; i++)
- printf(" %d x %d\n", (int) resolutions[i]->w, (int) resolutions[i]->h);
- }
+ if (!LoadSettings()) {
+ fprintf(stderr, "Failed to load config, creating default\n");
+ SaveSettings();
+ }
+ if (kBitsPerPixel != 32 && kBitsPerPixel != 16) {
+ kBitsPerPixel = 16;
+ }
+
+ if (SDL_GL_LoadLibrary(NULL) == -1) {
+ fprintf(stderr, "SDL_GL_LoadLibrary() failed: %s\n", SDL_GetError());
+ SDL_Quit();
+ return false;
+ }
+
+ SDL_Rect **res = SDL_ListModes(NULL, SDL_FULLSCREEN | SDL_OPENGL);
+ if ( (res == NULL) || (res == ((SDL_Rect **) - 1)) || (res[0] == NULL) || (res[0]->w < 640) || (res[0]->h < 480) )
+ res = hardcoded_resolutions;
+
+ // reverse list (it was sorted biggest to smallest by SDL)...
+ int count;
+ for (count = 0; res[count]; count++) {
+ if ((res[count]->w < 640) || (res[count]->h < 480))
+ break; // sane lower limit.
+ }
+
+ static SDL_Rect *resolutions_block = NULL;
+ resolutions_block = (SDL_Rect*) realloc(resolutions_block, sizeof (SDL_Rect) * count);
+ resolutions = (SDL_Rect**) realloc(resolutions, sizeof (SDL_Rect *) * (count + 1));
+ if ((resolutions_block == NULL) || (resolutions == NULL)) {
+ SDL_Quit();
+ fprintf(stderr, "Out of memory!\n");
+ return false;
+ }
+
+ resolutions[count--] = NULL;
+ for (int i = 0; count >= 0; i++, count--) {
+ memcpy(&resolutions_block[count], res[i], sizeof (SDL_Rect));
+ resolutions[count] = &resolutions_block[count];
+ }
+
+ if (cmdline("showresolutions")) {
+ printf("Resolutions we think are okay:\n");
+ for (int i = 0; resolutions[i]; i++)
+ printf(" %d x %d\n", (int) resolutions[i]->w, (int) resolutions[i]->h);
+ }
Uint32 sdlflags = SDL_OPENGL;
+
if (!cmdline("windowed"))
sdlflags |= SDL_FULLSCREEN;
#if SDL_VERSION_ATLEAST(1, 2, 10)
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vblsync);
#endif
-
- if (SDL_SetVideoMode(kContextWidth, kContextHeight, 0, sdlflags) == NULL)
- {
+
+ if (SDL_SetVideoMode(kContextWidth, kContextHeight, 0, sdlflags) == NULL) {
fprintf(stderr, "SDL_SetVideoMode() failed: %s\n", SDL_GetError());
fprintf(stderr, "forcing 640x480...\n");
kContextWidth = 640;
kContextHeight = 480;
- if (SDL_SetVideoMode(kContextWidth, kContextHeight, 0, sdlflags) == NULL)
- {
+ if (SDL_SetVideoMode(kContextWidth, kContextHeight, 0, sdlflags) == NULL) {
fprintf(stderr, "SDL_SetVideoMode() failed: %s\n", SDL_GetError());
fprintf(stderr, "forcing 640x480 windowed mode...\n");
sdlflags &= ~SDL_FULLSCREEN;
- if (SDL_SetVideoMode(kContextWidth, kContextHeight, 0, sdlflags) == NULL)
- {
+ if (SDL_SetVideoMode(kContextWidth, kContextHeight, 0, sdlflags) == NULL) {
fprintf(stderr, "SDL_SetVideoMode() failed: %s\n", SDL_GetError());
return false;
}
}
int dblbuf = 0;
- if ((SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &dblbuf) == -1) || (!dblbuf))
- {
+ if ((SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &dblbuf) == -1) || (!dblbuf)) {
fprintf(stderr, "Failed to get double buffered GL context!\n");
SDL_Quit();
return false;
}
- if (!lookup_all_glsyms())
- {
+ if (!lookup_all_glsyms()) {
SDL_Quit();
return false;
}
initGL();
- GLint width = kContextWidth;
- GLint height = kContextHeight;
- gMidPoint.h = width / 2;
- gMidPoint.v = height / 2;
- screenwidth=width;
- screenheight=height;
+ GLint width = kContextWidth;
+ GLint height = kContextHeight;
+ gMidPoint.h = width / 2;
+ gMidPoint.v = height / 2;
+ screenwidth = width;
+ screenheight = height;
- game.newdetail=detail;
- game.newscreenwidth=screenwidth;
- game.newscreenheight=screenheight;
+ newdetail = detail;
+ newscreenwidth = screenwidth;
+ newscreenheight = screenheight;
- game.InitGame();
+ InitGame();
- return true;
+ return true;
}
-static void DoMouse(Game & game)
+static void DoMouse()
{
- if(mainmenu|| ( (abs(game.deltah)<10*realmultiplier*1000) && (abs(game.deltav)<10*realmultiplier*1000) ))
- {
- game.deltah *= usermousesensitivity;
- game.deltav *= usermousesensitivity;
- game.mousecoordh += game.deltah;
- game.mousecoordv += game.deltav;
- if (game.mousecoordh < 0)
- game.mousecoordh = 0;
- else if (game.mousecoordh >= kContextWidth)
- game.mousecoordh = kContextWidth - 1;
- if (game.mousecoordv < 0)
- game.mousecoordv = 0;
- else if (game.mousecoordv >= kContextHeight)
- game.mousecoordv = kContextHeight - 1;
- }
+ if (mainmenu || ( (abs(deltah) < 10 * realmultiplier * 1000) && (abs(deltav) < 10 * realmultiplier * 1000) )) {
+ deltah *= usermousesensitivity;
+ deltav *= usermousesensitivity;
+ mousecoordh += deltah;
+ mousecoordv += deltav;
+ if (mousecoordh < 0)
+ mousecoordh = 0;
+ else if (mousecoordh >= kContextWidth)
+ mousecoordh = kContextWidth - 1;
+ if (mousecoordv < 0)
+ mousecoordv = 0;
+ else if (mousecoordv >= kContextHeight)
+ mousecoordv = kContextHeight - 1;
+ }
}
void DoFrameRate (int update)
-{
- static long frames = 0;
-
- static AbsoluteTime time = {0,0};
- static AbsoluteTime frametime = {0,0};
- AbsoluteTime currTime = UpTime ();
- double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
-
- if (0 > deltaTime) // if negative microseconds
- deltaTime /= -1000000.0;
- else // else milliseconds
- deltaTime /= 1000.0;
-
- multiplier=deltaTime;
- if(multiplier<.001) multiplier=.001;
- if(multiplier>10) multiplier=10;
- if(update) frametime = currTime; // reset for next time interval
-
- deltaTime = (float) AbsoluteDeltaToDuration (currTime, time);
-
- if (0 > deltaTime) // if negative microseconds
- deltaTime /= -1000000.0;
- else // else milliseconds
- deltaTime /= 1000.0;
- frames++;
- if (0.001 <= deltaTime) // has update interval passed
- {
- if(update){
- time = currTime; // reset for next time interval
- frames = 0;
- }
- }
+{
+ static long frames = 0;
+
+ static AbsoluteTime time = {0, 0};
+ static AbsoluteTime frametime = {0, 0};
+ AbsoluteTime currTime = UpTime ();
+ double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
+
+ if (0 > deltaTime) // if negative microseconds
+ deltaTime /= -1000000.0;
+ else // else milliseconds
+ deltaTime /= 1000.0;
+
+ multiplier = deltaTime;
+ if (multiplier < .001)
+ multiplier = .001;
+ if (multiplier > 10)
+ multiplier = 10;
+ if (update)
+ frametime = currTime; // reset for next time interval
+
+ deltaTime = (float) AbsoluteDeltaToDuration (currTime, time);
+
+ if (0 > deltaTime) // if negative microseconds
+ deltaTime /= -1000000.0;
+ else // else milliseconds
+ deltaTime /= 1000.0;
+ frames++;
+ if (0.001 <= deltaTime) { // has update interval passed
+ if (update) {
+ time = currTime; // reset for next time interval
+ frames = 0;
+ }
+ }
}
-void DoUpdate (Game & game)
+void DoUpdate ()
{
- static float sps=200;
- static int count;
- static float oldmult;
-
- DoFrameRate(1);
- if(multiplier>.6)multiplier=.6;
-
- game.fps=1/multiplier;
-
- count = multiplier*sps;
- if(count<2)count=2;
-
- realmultiplier=multiplier;
- multiplier*=gamespeed;
- if(difficulty==1)multiplier*=.9;
- if(difficulty==0)multiplier*=.8;
-
- if(game.loading==4)multiplier*=.00001;
- if(slomo&&!mainmenu)multiplier*=slomospeed;
- oldmult=multiplier;
- multiplier/=(float)count;
-
- DoMouse(game);
-
- game.TickOnce();
-
- for(int i=0;i<count;i++)
- {
- game.Tick();
- }
- multiplier=oldmult;
-
- game.TickOnceAfter();
-/* - Debug code to test how many channels were active on average per frame
- static long frames = 0;
-
- static AbsoluteTime start = {0,0};
- AbsoluteTime currTime = UpTime ();
- static int num_channels = 0;
-
- num_channels += OPENAL_GetChannelsPlaying();
- double deltaTime = (float) AbsoluteDeltaToDuration (currTime, start);
-
- if (0 > deltaTime) // if negative microseconds
- deltaTime /= -1000000.0;
- else // else milliseconds
- deltaTime /= 1000.0;
-
- ++frames;
-
- if (deltaTime >= 1)
- {
- start = currTime;
- float avg_channels = (float)num_channels / (float)frames;
-
- ofstream opstream("log.txt",ios::app);
- opstream << "Average frame count: ";
- opstream << frames;
- opstream << " frames - ";
- opstream << avg_channels;
- opstream << " per frame.\n";
- opstream.close();
-
- frames = 0;
- num_channels = 0;
- }
-*/
- game.DrawGL();
+ static float sps = 200;
+ static int count;
+ static float oldmult;
+
+ DoFrameRate(1);
+ if (multiplier > .6)
+ multiplier = .6;
+
+ fps = 1 / multiplier;
+
+ count = multiplier * sps;
+ if (count < 2)
+ count = 2;
+
+ realmultiplier = multiplier;
+ multiplier *= gamespeed;
+ if (difficulty == 1)
+ multiplier *= .9;
+ if (difficulty == 0)
+ multiplier *= .8;
+
+ if (loading == 4)
+ multiplier *= .00001;
+ if (slomo && !mainmenu)
+ multiplier *= slomospeed;
+ oldmult = multiplier;
+ multiplier /= (float)count;
+
+ DoMouse();
+
+ TickOnce();
+
+ for (int i = 0; i < count; i++) {
+ Tick();
+ }
+ multiplier = oldmult;
+
+ TickOnceAfter();
+ /* - Debug code to test how many channels were active on average per frame
+ static long frames = 0;
+
+ static AbsoluteTime start = {0,0};
+ AbsoluteTime currTime = UpTime ();
+ static int num_channels = 0;
+
+ num_channels += OPENAL_GetChannelsPlaying();
+ double deltaTime = (float) AbsoluteDeltaToDuration (currTime, start);
+
+ if (0 > deltaTime) // if negative microseconds
+ deltaTime /= -1000000.0;
+ else // else milliseconds
+ deltaTime /= 1000.0;
+
+ ++frames;
+
+ if (deltaTime >= 1)
+ {
+ start = currTime;
+ float avg_channels = (float)num_channels / (float)frames;
+
+ ofstream opstream("log.txt",ios::app);
+ opstream << "Average frame count: ";
+ opstream << frames;
+ opstream << " frames - ";
+ opstream << avg_channels;
+ opstream << " per frame.\n";
+ opstream.close();
+
+ frames = 0;
+ num_channels = 0;
+ }
+ */
+ if ( stereomode == stereoNone ) {
+ DrawGLScene(stereoCenter);
+ } else {
+ DrawGLScene(stereoLeft);
+ DrawGLScene(stereoRight);
+ }
}
// --------------------------------------------------------------------------
void CleanUp (void)
{
- LOGFUNC;
+ LOGFUNC;
SDL_Quit();
- #define GL_FUNC(ret,fn,params,call,rt) p##fn = NULL;
- #include "glstubs.h"
- #undef GL_FUNC
+#define GL_FUNC(ret,fn,params,call,rt) p##fn = NULL;
+#include "glstubs.h"
+#undef GL_FUNC
// cheat here...static destructors are calling glDeleteTexture() after
// the context is destroyed and libGL unloaded by SDL_Quit().
pglDeleteTextures = glDeleteTextures_doNothing;
char *start = envr;
char *ptr;
- do
- {
+ do {
size_t size;
ptr = strchr(start, ':'); /* find next $PATH separator. */
if (ptr)
*ptr = '\0';
size = strlen(start) + strlen(bin) + 2;
- if (size > alloc_size)
- {
+ if (size > alloc_size) {
char *x = (char *) realloc(exe, size);
- if (x == NULL)
- {
+ if (x == NULL) {
if (exe != NULL)
free(exe);
return(NULL);
strcat(exe, "/");
strcat(exe, bin);
- if (access(exe, X_OK) == 0) /* Exists as executable? We're done. */
- {
+ if (access(exe, X_OK) == 0) { /* Exists as executable? We're done. */
strcpy(exe, start); /* i'm lazy. piss off. */
return(exe);
} /* if */
char *envr;
const char *ptr = strrchr((char *)argv0, '/');
- if (strchr(argv0, '/'))
- {
+ if (strchr(argv0, '/')) {
retval = strdup(argv0);
if (retval)
*((char *) strrchr(retval, '/')) = '\0';
}
envr = getenv("PATH");
- if (!envr) return NULL;
+ if (!envr)
+ return NULL;
envr = strdup(envr);
- if (!envr) return NULL;
+ if (!envr)
+ return NULL;
retval = findBinaryInPath(argv0, envr);
free(envr);
return(retval);
static inline void chdirToAppPath(const char *argv0)
{
char *dir = calcBaseDir(argv0);
- if (dir)
- {
- #if (defined(__APPLE__) && defined(__MACH__))
+ if (dir) {
+#if (defined(__APPLE__) && defined(__MACH__))
// Chop off /Contents/MacOS if it's at the end of the string, so we
// land in the base of the app bundle.
const size_t len = strlen(dir);
const char *bundledirs = "/Contents/MacOS";
const size_t bundledirslen = strlen(bundledirs);
- if (len > bundledirslen)
- {
+ if (len > bundledirslen) {
char *ptr = (dir + len) - bundledirslen;
if (strcasecmp(ptr, bundledirs) == 0)
*ptr = '\0';
}
- #endif
+#endif
chdir(dir);
free(dir);
}
chdirToAppPath(argv[0]);
#endif
- LOGFUNC;
+ LOGFUNC;
- try
- {
- {
- Game game;
- pgame = &game;
+ try {
+ {
+ newGame();
- //ofstream os("error.txt");
- //os.close();
- //ofstream os("log.txt");
- //os.close();
+ //ofstream os("error.txt");
+ //os.close();
+ //ofstream os("log.txt");
+ //os.close();
- if (!SetUp (game))
+ if (!SetUp ())
return 42;
- while (!gDone&&!game.quit&&(!game.tryquit))
- {
- //if (IsFocused()) {
- //gameFocused = true;
-
- // check windows messages
-
- game.deltah = 0;
- game.deltav = 0;
- SDL_Event e;
- if(!game.isWaiting()) {
- // message pump
- while( SDL_PollEvent( &e ) ){
- switch(e.type){
- case SDL_QUIT:
- gDone=true;
- break;
- default:
- sdlEventProc(e, game);
- break;
- }
- }
- }
+ while (!gDone && !tryquit) {
+ if (IsFocused()) {
+ gameFocused = true;
+
+ // check windows messages
- // game
- DoUpdate(game);
- /*
+ deltah = 0;
+ deltav = 0;
+ SDL_Event e;
+ if (!waiting) {
+ // message pump
+ while ( SDL_PollEvent( &e ) ) {
+ if ( e.type == SDL_QUIT ) {
+ gDone = true;
+ break;
+ }
+ sdlEventProc(e);
+ }
+ }
+
+ // game
+ DoUpdate();
+ } else {
+ if (gameFocused) {
+ // allow game chance to pause
+ gameFocused = false;
+ DoUpdate();
+ }
+
+ // game is not in focus, give CPU time to other apps by waiting for messages instead of 'peeking'
+ SDL_ActiveEvent evt;
+ SDL_WaitEvent((SDL_Event*)&evt);
+ if (evt.type == SDL_ACTIVEEVENT && evt.gain == 1)
+ gameFocused = true;
+ else if (evt.type == SDL_QUIT)
+ gDone = true;
}
- else
- {
- if (gameFocused)
- {
- // allow game chance to pause
- gameFocused = false;
- DoUpdate(game);
- }
-
- // game is not in focus, give CPU time to other apps by waiting for messages instead of 'peeking'
- SDL_ActiveEvent evt;
- SDL_WaitEvent((SDL_Event*)&evt);
- if (evt.type == SDL_ACTIVEEVENT && evt.gain == 1)
- gameFocused = true;
- else if (evt.type == SDL_QUIT)
- gDone = true;
- }
- */
- }
-
- }
- pgame = 0;
-
- CleanUp ();
-
- return 0;
- }
- catch (const std::exception& error)
- {
- CleanUp();
-
- std::string e = "Caught exception: ";
- e += error.what();
-
- LOG(e);
-
- MessageBox(g_windowHandle, error.what(), "ERROR", MB_OK | MB_ICONEXCLAMATION);
- }
-
- CleanUp();
-
- return -1;
+ }
+
+ deleteGame();
+ }
+
+ CleanUp ();
+
+ return 0;
+ } catch (const std::exception& error) {
+ CleanUp();
+
+ std::string e = "Caught exception: ";
+ e += error.what();
+
+ LOG(e);
+
+ MessageBox(g_windowHandle, error.what(), "ERROR", MB_OK | MB_ICONEXCLAMATION);
+ }
+
+ CleanUp();
+
+ return -1;
}
bool LoadImage(const char * fname, TGAImageRec & tex)
{
- if ( tex.data == NULL )
- return false;
- else
- return load_image(fname, tex);
+ if ( tex.data == NULL )
+ return false;
+ else
+ return load_image(fname, tex);
}
void ScreenShot(const char * fname)
{
-
+
}
static bool load_image(const char *file_name, TGAImageRec &tex)
{
const char *ptr = strrchr((char *)file_name, '.');
- if (ptr)
- {
- if (strcasecmp(ptr+1, "png") == 0)
+ if (ptr) {
+ if (strcasecmp(ptr + 1, "png") == 0)
return load_png(file_name, tex);
- else if (strcasecmp(ptr+1, "jpg") == 0)
+ else if (strcasecmp(ptr + 1, "jpg") == 0)
return load_jpg(file_name, tex);
}
struct my_error_mgr {
- struct jpeg_error_mgr pub; /* "public" fields */
- jmp_buf setjmp_buffer; /* for return to caller */
+ struct jpeg_error_mgr pub; /* "public" fields */
+ jmp_buf setjmp_buffer; /* for return to caller */
};
typedef struct my_error_mgr * my_error_ptr;
static void my_error_exit(j_common_ptr cinfo)
{
- struct my_error_mgr *err = (struct my_error_mgr *)cinfo->err;
- longjmp(err->setjmp_buffer, 1);
+ struct my_error_mgr *err = (struct my_error_mgr *)cinfo->err;
+ longjmp(err->setjmp_buffer, 1);
}
/* stolen from public domain example.c code in libjpg distribution. */
{
struct jpeg_decompress_struct cinfo;
struct my_error_mgr jerr;
- JSAMPROW buffer[1]; /* Output row buffer */
- int row_stride; /* physical row width in output buffer */
+ JSAMPROW buffer[1]; /* Output row buffer */
+ int row_stride; /* physical row width in output buffer */
FILE *infile = fopen(file_name, "rb");
if (infile == NULL)
while (cinfo.output_scanline < cinfo.output_height) {
buffer[0] = (JSAMPROW)(char *)tex.data +
- ((cinfo.output_height-1) - cinfo.output_scanline) * row_stride;
+ ((cinfo.output_height - 1) - cinfo.output_scanline) * row_stride;
(void) jpeg_read_scanlines(&cinfo, buffer, 1);
}
png_byte **row_pointers = NULL;
FILE *fp = fopen(file_name, "rb");
- if (fp == NULL)
+ if (fp == NULL) {
+ cerr << file_name << " not found" << endl;
return(NULL);
+ }
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (png_ptr == NULL)
if (!row_pointers)
goto png_done;
- if (!hasalpha)
- {
+ if (!hasalpha) {
png_byte *dst = tex.data;
- for (int i = height-1; i >= 0; i--)
- {
+ for (int i = height - 1; i >= 0; i--) {
png_byte *src = row_pointers[i];
- for (int j = 0; j < width; j++)
- {
+ for (int j = 0; j < width; j++) {
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
}
}
- else
- {
+ else {
png_byte *dst = tex.data;
int pitch = width * 4;
- for (int i = height-1; i >= 0; i--, dst += pitch)
+ for (int i = height - 1; i >= 0; i--, dst += pitch)
memcpy(dst, row_pointers[i], pitch);
}
retval = true;
png_done:
+ if (!retval) {
+ cerr << "There was a problem loading " << file_name << endl;
+ }
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
if (fp)
fclose(fp);
bool save_image(const char *file_name)
{
const char *ptr = strrchr((char *)file_name, '.');
- if (ptr)
- {
- if (strcasecmp(ptr+1, "png") == 0)
+ if (ptr) {
+ if (strcasecmp(ptr + 1, "png") == 0)
return save_png(file_name);
}
goto save_png_done;
for (int i = 0; i < kContextHeight; i++)
- row_pointers[i] = screenshot + ((kContextWidth * ((kContextHeight-1) - i)) * 3);
+ row_pointers[i] = screenshot + ((kContextWidth * ((kContextHeight - 1) - i)) * 3);
png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (png_ptr == NULL)
if (setjmp(png_jmpbuf(png_ptr)))
goto save_png_done;
- png_write_image(png_ptr, row_pointers);
+ png_write_image(png_ptr, row_pointers);
- if (setjmp(png_jmpbuf(png_ptr)))
+ if (setjmp(png_jmpbuf(png_ptr)))
goto save_png_done;
png_write_end(png_ptr, NULL);