]> git.jsancho.org Git - lugaru.git/blobdiff - Source/OpenGL_Windows.cpp
merge
[lugaru.git] / Source / OpenGL_Windows.cpp
index f5aed92e9a0851d151ef68d4a57d5f28ac0cd747..cc8103ce8e80e7cfbbf61f4093006d0c421c3aea 100644 (file)
@@ -188,24 +188,99 @@ bool cmdline(const char *cmd)
 
 // OpenGL Drawing
 
-static void sdlEventProc(const SDL_Event &e, Game &game)
-{
-    switch(e.type)
-       {
+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);
+    //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){
         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());
+                toggleFullscreen();
             }
-            return;
+            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;
     }
 }
 
@@ -287,8 +362,9 @@ Boolean SetUp (Game & game)
        }
 
     Uint32 sdlflags = SDL_OPENGL;
-    if (!cmdline("windowed"))
-        sdlflags |= SDL_FULLSCREEN;
+    //TODO: commented out temporarily
+    //if (!cmdline("windowed"))
+        //sdlflags |= SDL_FULLSCREEN;
 
     SDL_WM_SetCaption("Lugaru", "Lugaru");
 
@@ -296,6 +372,9 @@ 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)
     {
@@ -334,46 +413,7 @@ 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;
@@ -386,13 +426,6 @@ Boolean SetUp (Game & game)
        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;
@@ -686,9 +719,8 @@ int main(int argc, char **argv)
 
                        while (!gDone&&!game.quit&&(!game.tryquit))
                        {
-                               if (IsFocused())
-                               {
-                                       gameFocused = true;
+                               //if (IsFocused()) {
+                                       //gameFocused = true;
 
                                        // check windows messages
                        
@@ -697,22 +729,24 @@ int main(int argc, char **argv)
                                        SDL_Event e;
                                        if(!game.isWaiting()) {
                                                // message pump
-                                               while( SDL_PollEvent( &e ) )
-                                               {
-                                                       if( e.type == SDL_QUIT )
-                                                       {
-                                                               gDone=true;
-                                                               break;
+                                               while( SDL_PollEvent( &e ) ){
+                            switch(e.type){
+                            case SDL_QUIT:
+                                gDone=true;
+                                break;
+                            default:
+                                sdlEventProc(e, game);
+                                break;
                                                        }
-                                                       sdlEventProc(e, game);
                                                }
                                        }
 
                                        // game
                                        DoUpdate(game);
-                               }
-                               else
-                               {
+                               /*
+                }
+                else
+                {
                                        if (gameFocused)
                                        {
                                                // allow game chance to pause
@@ -728,6 +762,7 @@ int main(int argc, char **argv)
                                        else if (evt.type == SDL_QUIT)
                                                gDone = true;
                                }
+                */
                        }
 
                }