From 386dc30166871cd37cc4619c9c9b8bbd4ae3bcf8 Mon Sep 17 00:00:00 2001 From: sf17k Date: Thu, 5 May 2011 23:39:40 -0400 Subject: [PATCH] beginnings of windowed mode support --- Source/OpenGL_Windows.cpp | 163 ++++++++++++++++++++++---------------- 1 file changed, 95 insertions(+), 68 deletions(-) diff --git a/Source/OpenGL_Windows.cpp b/Source/OpenGL_Windows.cpp index 23a5f1a..c74939e 100644 --- a/Source/OpenGL_Windows.cpp +++ b/Source/OpenGL_Windows.cpp @@ -188,24 +188,95 @@ 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; + } + + //TODO: load textures here +} + +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 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(); + } + 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; + } } - return; + break; } } @@ -337,46 +408,7 @@ 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; @@ -389,13 +421,6 @@ 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; @@ -689,9 +714,8 @@ int main(int argc, char **argv) while (!gDone&&!game.quit&&(!game.tryquit)) { - if (IsFocused()) - { - gameFocused = true; + //if (IsFocused()) { + //gameFocused = true; // check windows messages @@ -700,22 +724,24 @@ 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 @@ -731,6 +757,7 @@ int main(int argc, char **argv) else if (evt.type == SDL_QUIT) gDone = true; } + */ } } -- 2.39.2