]> git.jsancho.org Git - lugaru.git/blobdiff - Source/OpenGL_Windows.cpp
convert Game class to namespace
[lugaru.git] / Source / OpenGL_Windows.cpp
index 776eb4308bb7eda34bfe7255d7e6004dca96a156..a9edfb56952e54b6a068342e2d366fe18e99fea0 100644 (file)
@@ -45,6 +45,8 @@ extern "C" {
        #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);
@@ -54,25 +56,15 @@ static bool save_png(const char * fname);
 
 #include "openal_wrapper.h"
 
-// ADDED GWC
-#ifdef _MSC_VER
-#pragma comment(lib, "opengl32.lib")
-#pragma comment(lib, "glu32.lib")
-#pragma comment(lib, "glaux.lib")
-#endif
-
 extern float multiplier;
 extern float sps;
 extern float realmultiplier;
 extern int slomo;
 extern bool cellophane;
-extern float terraindetail;
 extern float texdetail;
 
 extern bool osx;
-extern int numplayers;
 extern bool freeze;
-extern Person player[maxplayers];
 extern bool stillloading;
 extern int mainmenu;
 /*extern*/ bool gameFocused;
@@ -109,10 +101,8 @@ static SDL_Rect *hardcoded_resolutions[] = {
     NULL
 };
 
-void DrawGL(Game & game);
-
-Boolean SetUp (Game & game);
-void DoUpdate (Game & game);
+Boolean SetUp ();
+void DoUpdate ();
 
 void CleanUp (void);
 
@@ -173,8 +163,6 @@ int kContextHeight;
 
 Boolean gDone = false;
 
-Game * pgame = 0;
-
 #ifndef __MINGW32__
 static int _argc = 0;
 static char **_argv = NULL;
@@ -198,49 +186,114 @@ bool cmdline(const char *cmd)
 
 // OpenGL Drawing
 
-static void sdlEventProc(const SDL_Event &e, Game &game)
+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_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();
+    //~ for(std::vector<TextureInfo>::iterator it=Game::textures.begin(); it!=Game::textures.end(); it++) {
+        //~ it->load();
+    //~ }
+    //~ pgame->text.BuildFont();
+    //~ pgame->LoadScreenTexture();
+}
+
+static void sdlEventProc(const SDL_Event &e)
 {
-    switch(e.type)
-       {
+    switch(e.type) {
         case SDL_MOUSEMOTION:
-            game.deltah += e.motion.xrel;
-            game.deltav += e.motion.yrel;
-            return;
+            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) ) {
-                               SDL_WM_ToggleFullScreen(SDL_GetVideoSurface());
+                                (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();
             }
-            return;
+            break;
     }
 }
 
 
+
 // --------------------------------------------------------------------------
 
 static Point gMidPoint;
 
-Boolean SetUp (Game & game)
+Boolean SetUp ()
 {
        char string[10];
 
        LOGFUNC;
 
-       randSeed = UpTime().lo;
-
        osx = 0;
        cellophane=0;
        texdetail=4;
-       terraindetail=2;
        slomospeed=0.25;
        slomofreq=8012;
        numplayers=1;
        
-       DefaultSettings(game);
+       DefaultSettings();
 
     if (!SDL_WasInit(SDL_INIT_VIDEO))
         if (SDL_Init(SDL_INIT_VIDEO) == -1)
@@ -248,9 +301,9 @@ Boolean SetUp (Game & game)
             fprintf(stderr, "SDL_Init() failed: %s\n", SDL_GetError());
             return false;
         }
-       if(!LoadSettings(game)) {
+       if(!LoadSettings()) {
                fprintf(stderr, "Failed to load config, creating default\n");
-               SaveSettings(game);
+               SaveSettings();
        }
        if(kBitsPerPixel!=32&&kBitsPerPixel!=16){
                kBitsPerPixel=16;
@@ -300,6 +353,7 @@ Boolean SetUp (Game & game)
        }
 
     Uint32 sdlflags = SDL_OPENGL;
+    
     if (!cmdline("windowed"))
         sdlflags |= SDL_FULLSCREEN;
 
@@ -309,6 +363,9 @@ Boolean SetUp (Game & game)
 
     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1);
+#if SDL_VERSION_ATLEAST(1, 2, 10)
+    SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vblsync);
+#endif
     
     if (SDL_SetVideoMode(kContextWidth, kContextHeight, 0, sdlflags) == NULL)
     {
@@ -347,46 +404,7 @@ Boolean SetUp (Game & game)
         SDL_WM_GrabInput(SDL_GRAB_ON);
 
 
-       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);
+    initGL();
 
        GLint width = kContextWidth;
        GLint height = kContextHeight;
@@ -395,40 +413,33 @@ Boolean SetUp (Game & game)
        screenwidth=width;
        screenheight=height;
 
-       game.newdetail=detail;
-       game.newscreenwidth=screenwidth;
-       game.newscreenheight=screenheight;
+       newdetail=detail;
+       newscreenwidth=screenwidth;
+       newscreenheight=screenheight;
 
-       if ( CanInitStereo(stereomode) ) {
-               InitStereo(stereomode);
-       } else {
-               fprintf(stderr, "Failed to initialize stereo, disabling.\n");
-               stereomode = stereoNone;
-       }
-
-       game.InitGame();
+       InitGame();
 
        return true;
 }
 
 
-static void DoMouse(Game & game)
+static void DoMouse()
 {
 
-       if(mainmenu||(abs(game.deltah)<10*realmultiplier*1000&&abs(game.deltav)<10*realmultiplier*1000))
+       if(mainmenu|| ( (abs(deltah)<10*realmultiplier*1000) && (abs(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;
+               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;
        }
 
 }
@@ -469,7 +480,7 @@ void DoFrameRate (int update)
 }
 
 
-void DoUpdate (Game & game)
+void DoUpdate ()
 {
        static float sps=200;
        static int count;
@@ -478,35 +489,32 @@ void DoUpdate (Game & game)
        DoFrameRate(1);
        if(multiplier>.6)multiplier=.6;
 
-       game.fps=1/multiplier;
+       fps=1/multiplier;
 
        count = multiplier*sps;
        if(count<2)count=2;
-       //if(count>10)count=10;
 
        realmultiplier=multiplier;
        multiplier*=gamespeed;
        if(difficulty==1)multiplier*=.9;
        if(difficulty==0)multiplier*=.8;
 
-       if(game.loading==4)multiplier*=.00001;
-       //multiplier*.9;
+       if(loading==4)multiplier*=.00001;
        if(slomo&&!mainmenu)multiplier*=slomospeed;
-       //if(freeze)multiplier*=0.00001;
        oldmult=multiplier;
        multiplier/=(float)count;
 
-       DoMouse(game);
+       DoMouse();
 
-       game.TickOnce();
+       TickOnce();
 
        for(int i=0;i<count;i++)
        {
-               game.Tick();
+               Tick();
        }
        multiplier=oldmult;
 
-       game.TickOnceAfter();
+       TickOnceAfter();
 /* - Debug code to test how many channels were active on average per frame
        static long frames = 0;
 
@@ -541,7 +549,7 @@ void DoUpdate (Game & game)
                num_channels = 0;
        }
 */
-       game.DrawGL();
+       DrawGL();
 }
 
 // --------------------------------------------------------------------------
@@ -569,29 +577,6 @@ static bool IsFocused()
 }
 
 
-static void launch_web_browser(const char *url)
-{
-#ifdef WIN32
-    ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
-
-#elif (defined(__APPLE__) && defined(__MACH__))
-    const char *fmt = "open '%s'";
-    const size_t len = strlen(fmt) + strlen(url) + 16;
-    char *buf = new char[len];
-    snprintf(buf, len, fmt, url);
-    system(buf);
-    delete[] buf;
-
-#elif PLATFORM_LINUX
-    const char *fmt = "PATH=$PATH:. xdg-open '%s'";
-    const size_t len = strlen(fmt) + strlen(url) + 16;
-    char *buf = new char[len];
-    snprintf(buf, len, fmt, url);
-    system(buf);
-    delete[] buf;
-#endif
-}
-
 
 #ifndef WIN32
 // (code lifted from physfs: http://icculus.org/physfs/ ... zlib license.)
@@ -711,68 +696,65 @@ int main(int argc, char **argv)
 
        try
        {
-               bool regnow = false;
                {
-                       Game game;
-                       pgame = &game;
+                       newGame();
 
                        //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))
+                       while (!gDone&&!quit&&(!tryquit))
                        {
-                               if (IsFocused())
-                               {
-                                       gameFocused = true;
+                                       if (IsFocused())
+                                       {
+                                                       gameFocused = true;
 
-                                       // check windows messages
+                                                       // check windows messages
                        
-                                       game.deltah = 0;
-                                       game.deltav = 0;
-                                       SDL_Event e;
-                                       if(!game.isWaiting()) {
-                                               // message pump
-                                               while( SDL_PollEvent( &e ) )
-                                               {
-                                                       if( e.type == SDL_QUIT )
-                                                       {
-                                                               gDone=true;
-                                                               break;
+                                                       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);
+                                                                       }
                                                        }
-                                                       sdlEventProc(e, game);
-                                               }
-                                       }
 
-                                       // game
-                                       DoUpdate(game);
-                               }
-                               else
-                               {
-                                       if (gameFocused)
-                                       {
-                                               // allow game chance to pause
-                                               gameFocused = false;
-                                               DoUpdate(game);
+                                                       // 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;
-                               }
+                                                       // 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;
+                                       }
                        }
 
-                       regnow = game.registernow;
+            deleteGame();
                }
-               pgame = 0;
 
                CleanUp ();
 
@@ -799,62 +781,6 @@ int main(int argc, char **argv)
 
 // --------------------------------------------------------------------------
 
-extern int channels[100];
-extern OPENAL_SAMPLE * samp[100];
-extern OPENAL_STREAM * strm[20];
-
-extern "C" void PlaySoundEx(int chan, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused)
-{
-       const OPENAL_SAMPLE * currSample = OPENAL_GetCurrentSample(channels[chan]);
-       if (currSample && currSample == samp[chan])
-       {
-               if (OPENAL_GetPaused(channels[chan]))
-               {
-                       OPENAL_StopSound(channels[chan]);
-                       channels[chan] = OPENAL_FREE;
-               }
-               else if (OPENAL_IsPlaying(channels[chan]))
-               {
-                       int loop_mode = OPENAL_GetLoopMode(channels[chan]);
-                       if (loop_mode & OPENAL_LOOP_OFF)
-                       {
-                               channels[chan] = OPENAL_FREE;
-                       }
-               }
-       }
-       else
-       {
-               channels[chan] = OPENAL_FREE;
-       }
-
-       channels[chan] = OPENAL_PlaySoundEx(channels[chan], sptr, dsp, startpaused);
-       if (channels[chan] < 0)
-       {
-               channels[chan] = OPENAL_PlaySoundEx(OPENAL_FREE, sptr, dsp, startpaused);
-       }
-}
-
-extern "C" void PlayStreamEx(int chan, OPENAL_STREAM *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused)
-{
-       const OPENAL_SAMPLE * currSample = OPENAL_GetCurrentSample(channels[chan]);
-       if (currSample && currSample == OPENAL_Stream_GetSample(sptr))
-       {
-                       OPENAL_StopSound(channels[chan]);
-                       OPENAL_Stream_Stop(sptr);
-       }
-       else
-       {
-               OPENAL_Stream_Stop(sptr);
-               channels[chan] = OPENAL_FREE;
-       }
-
-       channels[chan] = OPENAL_Stream_PlayEx(channels[chan], sptr, dsp, startpaused);
-       if (channels[chan] < 0)
-       {
-               channels[chan] = OPENAL_Stream_PlayEx(OPENAL_FREE, sptr, dsp, startpaused);
-       }
-}
-
 
 bool LoadImage(const char * fname, TGAImageRec & tex)
 {