#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;
// 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;
+ }
+}
+
+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, Game &game)
{
- switch(e.type)
- {
+ switch(e.type) {
case SDL_MOUSEMOTION:
game.deltah += e.motion.xrel;
game.deltav += e.motion.yrel;
- return;
+ 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;
osx = 0;
cellophane=0;
texdetail=4;
- terraindetail=2;
slomospeed=0.25;
slomofreq=8012;
numplayers=1;
}
Uint32 sdlflags = SDL_OPENGL;
+
if (!cmdline("windowed"))
sdlflags |= SDL_FULLSCREEN;
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)
{
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;
game.newscreenwidth=screenwidth;
game.newscreenheight=screenheight;
- if ( CanInitStereo(stereomode) ) {
- InitStereo(stereomode);
- } else {
- fprintf(stderr, "Failed to initialize stereo, disabling.\n");
- stereomode = stereoNone;
- }
-
game.InitGame();
return true;
try
{
- bool regnow = false;
{
Game game;
pgame = &game;
while (!gDone&&!game.quit&&(!game.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;
+ 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;
+ }
+ sdlEventProc(e, game);
+ }
}
- sdlEventProc(e, game);
- }
- }
- // game
- DoUpdate(game);
- }
- else
- {
- if (gameFocused)
- {
- // allow game chance to pause
- gameFocused = false;
- DoUpdate(game);
+ // game
+ DoUpdate(game);
}
+ 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;
- }
+ // 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;
+
}
pgame = 0;
// --------------------------------------------------------------------------
-extern int channels[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)
{