conworlds

diff src/sdl/main_sdl.cc @ 21:2da585428507

added both glut and sdl2 versions just for fun...
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 27 Aug 2014 04:16:22 +0300
parents
children
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/sdl/main_sdl.cc	Wed Aug 27 04:16:22 2014 +0300
     1.3 @@ -0,0 +1,154 @@
     1.4 +#ifdef USE_SDL
     1.5 +
     1.6 +#include <stdio.h>
     1.7 +#include <stdlib.h>
     1.8 +#include <SDL2/SDL.h>
     1.9 +#include "opengl.h"
    1.10 +#include "game.h"
    1.11 +#include "gameopt.h"
    1.12 +#include "vr/vr.h"
    1.13 +
    1.14 +#define ANYPOS	SDL_WINDOWPOS_UNDEFINED
    1.15 +
    1.16 +static bool init();
    1.17 +static void cleanup();
    1.18 +static void handle_event(SDL_Event *ev);
    1.19 +
    1.20 +static SDL_Window *win;
    1.21 +static SDL_GLContext ctx;
    1.22 +
    1.23 +int main(int argc, char **argv)
    1.24 +{
    1.25 +	if(!parse_args(argc, argv)) {
    1.26 +		return 1;
    1.27 +	}
    1.28 +
    1.29 +	SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
    1.30 +
    1.31 +	unsigned int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
    1.32 +	if(!(win = SDL_CreateWindow("oculus test", ANYPOS, ANYPOS, 1024, 600, flags))) {
    1.33 +		fprintf(stderr, "failed to create window\n");
    1.34 +		return 1;
    1.35 +	}
    1.36 +
    1.37 +	SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
    1.38 +	SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
    1.39 +
    1.40 +	if(!(ctx = SDL_GL_CreateContext(win))) {
    1.41 +		fprintf(stderr, "failed to create OpenGL context\n");
    1.42 +		return 1;
    1.43 +	}
    1.44 +
    1.45 +	if(!init()) {
    1.46 +		return 1;
    1.47 +	}
    1.48 +	atexit(cleanup);
    1.49 +
    1.50 +	int xsz, ysz;
    1.51 +	SDL_GetWindowSize(win, &xsz, &ysz);
    1.52 +	game_reshape(xsz, ysz);
    1.53 +
    1.54 +	for(;;) {
    1.55 +		SDL_Event ev;
    1.56 +
    1.57 +		while(SDL_PollEvent(&ev)) {
    1.58 +			handle_event(&ev);
    1.59 +		}
    1.60 +
    1.61 +		unsigned int msec = SDL_GetTicks();
    1.62 +
    1.63 +		game_update(msec);
    1.64 +		game_render();
    1.65 +	}
    1.66 +
    1.67 +	return 0;
    1.68 +}
    1.69 +
    1.70 +static bool init()
    1.71 +{
    1.72 +	glewInit();
    1.73 +
    1.74 +	if(!game_init()) {
    1.75 +		return false;
    1.76 +	}
    1.77 +
    1.78 +	if(opt.vr) {
    1.79 +		int win_xsz = vr_get_opti(VR_OPT_DISPLAY_WIDTH);
    1.80 +		int win_ysz = vr_get_opti(VR_OPT_DISPLAY_HEIGHT);
    1.81 +		if(win_xsz && win_ysz) {
    1.82 +			SDL_SetWindowSize(win, win_xsz, win_ysz);
    1.83 +		}
    1.84 +	}
    1.85 +	return true;
    1.86 +}
    1.87 +
    1.88 +static void cleanup()
    1.89 +{
    1.90 +	game_cleanup();
    1.91 +}
    1.92 +
    1.93 +static void handle_event(SDL_Event *ev)
    1.94 +{
    1.95 +	static bool fullscr;
    1.96 +	static int prev_xpos, prev_ypos;
    1.97 +	static int prev_xsz, prev_ysz;
    1.98 +
    1.99 +	switch(ev->type) {
   1.100 +	case SDL_KEYDOWN:
   1.101 +	case SDL_KEYUP:
   1.102 +		if(ev->key.keysym.sym == 'f' && ev->key.state == SDL_PRESSED) {
   1.103 +			fullscr = !fullscr;
   1.104 +			if(fullscr) {
   1.105 +				int xoffs, yoffs;
   1.106 +
   1.107 +				SDL_GetWindowPosition(win, &prev_xpos, &prev_ypos);
   1.108 +				SDL_GetWindowSize(win, &prev_xsz, &prev_ysz);
   1.109 +
   1.110 +				xoffs = vr_get_opti(VR_OPT_WIN_XOFFS);
   1.111 +				yoffs = vr_get_opti(VR_OPT_WIN_YOFFS);
   1.112 +				if(xoffs || yoffs) {
   1.113 +					printf("repositioning: %d,%d\n", xoffs, yoffs);
   1.114 +					SDL_SetWindowPosition(win, xoffs, yoffs);
   1.115 +				}
   1.116 +				SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
   1.117 +			} else {
   1.118 +				SDL_SetWindowFullscreen(win, 0);
   1.119 +				/*SDL_SetWindowPosition(win, prev_xpos, prev_ypos);
   1.120 +				SDL_SetWindowSize(win, prev_xsz, prev_ysz);*/
   1.121 +			}
   1.122 +			break;
   1.123 +		}
   1.124 +
   1.125 +		game_keyboard(ev->key.keysym.sym, ev->key.state == SDL_PRESSED);
   1.126 +		break;
   1.127 +
   1.128 +	case SDL_MOUSEBUTTONDOWN:
   1.129 +	case SDL_MOUSEBUTTONUP:
   1.130 +		game_mouse(ev->button.button - SDL_BUTTON_LEFT, ev->button.state == SDL_PRESSED,
   1.131 +				ev->button.x, ev->button.y);
   1.132 +		break;
   1.133 +
   1.134 +	case SDL_MOUSEWHEEL:
   1.135 +		game_mwheel(ev->wheel.y);
   1.136 +		break;
   1.137 +
   1.138 +	case SDL_MOUSEMOTION:
   1.139 +		game_motion(ev->motion.x, ev->motion.y);
   1.140 +		break;
   1.141 +
   1.142 +	case SDL_WINDOWEVENT:
   1.143 +		switch(ev->window.event) {
   1.144 +		case SDL_WINDOWEVENT_RESIZED:
   1.145 +			game_reshape(ev->window.data1, ev->window.data2);
   1.146 +			break;
   1.147 +
   1.148 +		default:
   1.149 +			break;
   1.150 +		}
   1.151 +
   1.152 +	default:
   1.153 +		break;
   1.154 +	}
   1.155 +}
   1.156 +
   1.157 +#endif	// USE_SDL