[Fix] Initialized some uninitialized variables.
[Fix] Changed Allanis' bounding box class to use SDL surfaces. [Add] Initial Qt Creator support in Windows.
This commit is contained in:
parent
1a2ba29855
commit
06e13c3c33
@ -1,13 +1,15 @@
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CONFIG -= qt
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LIBS += -lGL \
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-lSDL \
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-lSDL_ttf \
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-lSDL_image \
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-lSDL_gfx \
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-ltinyxml \
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-lGLU \
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-lz \
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-ltinyxml
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win32: {
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LIBS -= -lGL -lGLU
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LIBS += -lkernel32 -luser32 -lgdi32 -lopengl32 -lglu32
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}
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HEADERS += ../src/Actor/Player.h \
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../src/Collision/AABB.h \
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../src/Global/Constants.h \
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@ -17,7 +19,6 @@ HEADERS += ../src/Actor/Player.h \
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../src/Level/Level.h \
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../src/Level/Layer.h \
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../src/Level/Tileset.h \
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../src/Main/LGLXWindow.h \
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../src/Main/GLWindow.h \
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../src/Main/Game.h \
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../src/Math/Timer.h \
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@ -52,7 +53,6 @@ SOURCES += ../src/Actor/Player.cpp \
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../src/Level/Tileset.cpp \
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../src/Level/Level.cpp \
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../src/Level/Layer.cpp \
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../src/Main/LGLXWindow.cpp \
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../src/Main/GLWindow.cpp \
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../src/Main/Game.cpp \
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../src/Main/main.cpp \
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@ -6,11 +6,13 @@ Player::Player(void) {
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_allowCollision = true;
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_notColliding = false;
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_blueCollision = false;
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_player = new Sprite();
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_player->LoadSprite("../Data/Img/Player.png");
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// Loading of sprites and collision details.
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// This should be directed to a collision sheet.
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//_collisionBound = new AABB();
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//_collisionBound->CreateAABBFromSprite("../Data/Img/Player");
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_collisionBound = new AABB();
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_collisionBound->CreateAABBFromSprite("../Data/Img/Player");
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//_environmentCollisionBound = new AABB();
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//_environmentCollisionBound->SetMin(_collisionBound->GetMin().x, _collisionBound->GetMax().y - 50.0f);
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@ -23,9 +25,6 @@ Player::~Player(void) {
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}
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void Player::Update(void) {
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if(!_player) {
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_player->LoadSprite("../Data/Img/Player.png");
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}
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// Position and collision bound with the player.
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//_collisionBound->SetPositionOffset(_player->GetX(), _player->GetY());
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//_environmentCollisionBound->SetPositionOffset(_player->GetX, _player->GetY());
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@ -1,6 +1,6 @@
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#include <SDL/SDL_image.h>
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#include "AABB.h"
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typedef Uint32 DWORD;
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AABB::AABB(void) {
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@ -21,8 +21,10 @@ AABB::AABB(Vec2 &min, Vec2 &max) {
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}
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AABB::~AABB(void) {
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if(_sprite)
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delete _sprite;
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if(_sprite) {
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SDL_FreeSurface(_sprite);
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_sprite = NULL;
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}
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}
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void AABB::SetRelativePosition(float x, float y) {
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@ -53,22 +55,24 @@ bool AABB::InCollision(AABB* otherAABB) {
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void AABB::CreateAABBFromSprite(const char* filename) {
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std::string tempName(filename);
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tempName += ".png";
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_sprite = new Sprite();
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_sprite->LoadSprite(tempName);
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_sprite = IMG_Load(filename);
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if(!_sprite) {
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return;
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}
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// I have no methods here, hopefully KonoM will have it
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// implemented real soon...
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//float spriteWidth = _sprite->GetWidth();
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//float spriteHeight = _sprite->GetHeight();
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//float spriteWidth = _sprite->w;
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//float spriteHeight = _sprite->h;
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// Find the min, look through until we find a first instance of a white color.
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bool found = false;
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int color = 0;
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DWORD* pixels = (DWORD*)screen->pixels;
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DWORD* pixels = (DWORD*)_sprite->pixels;
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for(int width = 0; width < _sprite->GetWidth(); width++) {
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for(int height = 0; height < _sprite->GetHeight(); height++) {
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for(int width = 0; width < _sprite->w; width++) {
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for(int height = 0; height < _sprite->h; height++) {
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// FUCKING PAIN IN THE ASS MOTHERFUCKER!!!!
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DWORD offset = height * screen->pitch + width;
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// if(((DWORD)pixels[offset]) != 0 && !found) {
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@ -76,17 +80,17 @@ void AABB::CreateAABBFromSprite(const char* filename) {
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// found = true;
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// color = ((DWORD)pixels[offset]);
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// // Break out of these god forsaken loops.
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// width = _sprite->GetWidth();
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// height = _sprite->GetHeight();
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// width = _sprite->w;
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// height = _sprite->h;
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// }
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}
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}
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// Let's try to find the max.x now..
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_max.x = (float)_sprite->GetWidth();
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_max.x = (float)_sprite->w;
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found = false;
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for(int width = (int)_min.x; width < _sprite->GetWidth(); width++) {
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DWORD offset = _min.y * screen->pitch + width;
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for(int width = (int)_min.x; width < _sprite->w; width++) {
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DWORD offset = (DWORD)_min.y * screen->pitch + width;
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// if(((DWORD)pixels[offset] != color && !found)) {
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// found = true;
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// _max.x = (float)width;
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@ -94,10 +98,10 @@ void AABB::CreateAABBFromSprite(const char* filename) {
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}
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// Now for the max.y
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_max.y = (float)_sprite->GetHeight();
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_max.y = (float)_sprite->h;
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found = false;
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for(int height = (int)_min.y; height < _sprite->GetWidth(); height++) {
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DWORD offset = (DWORD)(height * screen->pitch + _min.x);
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for(int height = (int)_min.y; height < _sprite->w; height++) {
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DWORD offset = height * screen->pitch + (DWORD)_min.x;
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// if(((DWORD)pixels[offset]) != color && !found) {
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// found = true;
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// _max.y = (float)height;
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@ -2,7 +2,6 @@
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#include <string>
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#include "../Math/Vec2.h"
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#include "../Sprite/Sprite.h"
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#include "../Global/Globals.h"
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/*
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@ -13,6 +12,8 @@
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* against other bounding box's.
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*/
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struct SDL_Surface;
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class AABB {
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public:
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AABB(void);
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@ -39,5 +40,5 @@ private:
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Vec2 _staticMin;
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Vec2 _staticMax;
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Sprite* _sprite;
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SDL_Surface* _sprite;
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};
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@ -35,7 +35,7 @@ bool Game::Init(void) {
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glAlphaFunc(GL_GREATER, 0.1f);
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_level->Load("../Data/Map/Ugly.tmx");
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_player->Update();
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// Return success.
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return true;
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}
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@ -1,242 +0,0 @@
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#include <iostream>
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#include <string>
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#ifdef __unix__
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#include <sys/time.h>
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#endif
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#include "../System/Debug.h"
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#include "LGLXWindow.h"
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#include "Game.h"
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using std::string;
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//typedef GLXContext (*PFNGLXCREATECONTEXTATTRIBSARBPROC)(Display* dpy, GLXFBConfig config,
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// GLXContext share_context, bool direct, const int* attrib_list);
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unsigned int GetTickCount(void) {
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struct timeval t;
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gettimeofday(&t, NULL);
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unsigned long secs = t.tv_sec * 1000;
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secs += (t.tv_usec / 1000);
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return secs;
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}
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LGLXWindow::LGLXWindow(void) :
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_game(NULL),
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_isRunning(true),
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_lastTime(0),
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_display(NULL),
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_xWindow(0),
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_glContext(0),
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_screenID(0),
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_isFullscreen(false),
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_width(0),
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_height(0),
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_bpp(0),
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_GL3Supported(false)
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{ CreateInput(); }
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LGLXWindow::~LGLXWindow(void) {
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}
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bool LGLXWindow::Create(int width, int height, int bpp, bool fullscreen) {
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// Open the default display.
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_display = XOpenDisplay(0);
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if(!_display) {
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Debug::logger->message("Could not open the display.");
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return false;
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}
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// Get the default screen ID.
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_screenID = DefaultScreen(_display);
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int n = 0, modeNum = 0;
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// Get a frambuffer config useing the default attributes.
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GLXFBConfig framebufferConfig = (*glXChooseFBConfig(_display, DefaultScreen(_display), 0, &n));
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XF86VidModeModeInfo **modes;
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if(!XF86VidModeGetAllModeLines(_display, _screenID, &modeNum, &modes)) {
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Debug::logger->message("Could not query the video modes.");
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return false;
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}
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_XF86DeskMode = *modes[0];
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int bestMode = -1;
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for(int i = 0; i < modeNum; i++) {
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if((modes[i]->hdisplay == width) && (modes[i]->vdisplay == height)) {
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bestMode = i;
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}
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}
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if(bestMode == -1) {
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Debug::logger->message("Could not find a suitable graphics mode.");
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return false;
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}
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int doubleBufferedAttribList[] = {
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GLX_RGBA, GLX_DOUBLEBUFFER,
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GLX_RED_SIZE, 4,
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GLX_GREEN_SIZE, 4,
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GLX_BLUE_SIZE, 4,
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GLX_DEPTH_SIZE, 16,
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None
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};
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XVisualInfo* vi = NULL;
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// Attempt to create a double buffered window.
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vi = glXChooseVisual(_display, _screenID, doubleBufferedAttribList);
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if(!vi) {
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Debug::logger->message("Could not create a double buffere window.. Sux..");
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}
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// Time to create a GL 2.1 context.
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GLXContext gl2Context = glXCreateContext(_display, vi, 0, GL_TRUE);
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if(!gl2Context) {
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Debug::logger->message("Could Not create a GL 2.1 context, check your darn graphics drivers");
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return false;
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}
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// Get a pointer to the GL 3.0 context creation.
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PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribs
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= (PFNGLXCREATECONTEXTATTRIBSARBPROC) glXGetProcAddress((GLubyte*)"glXCreateContextAttribsARB");
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if(glXCreateContextAttribs == NULL) {
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Debug::logger->message("OpenGL 3.0 is not supported, falling back to 2.1");
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_glContext = gl2Context;
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_GL3Supported = false;
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} else {
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// We create a GL 3.0 context..
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int attribs[] = {
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GLX_CONTEXT_MAJOR_VERSION_ARB, 3, // We want a 3.0 context.
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GLX_CONTEXT_MINOR_VERSION_ARB, 0,
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0 // Zero indicates the end of the array.
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};
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_glContext = glXCreateContextAttribs(_display, framebufferConfig, 0, true, &attribs[0]);
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// We can destroy thr GL 2.0 context once the 3.0 one has been checked.
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glXDestroyContext(_display, gl2Context);
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_GL3Supported = true;
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}
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Colormap cmap = XCreateColormap(_display, RootWindow(_display, vi->screen), vi->visual, AllocNone);
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_XSetAttr.colormap = cmap;
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_XSetAttr.border_pixel = 0;
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_XSetAttr.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
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StructureNotifyMask;
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_XSetAttr.override_redirect = False;
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//unsigned long windowAttributes = CWBorderPixel | CWColormap | CWEventMask;
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if(fullscreen) {
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//windowAttributes = CWBorderPixel | CWColormap | CWEventMask | CWOverrideRedirect;
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XF86VidModeSwitchToMode(_display, _screenID, modes[bestMode]);
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XF86VidModeSetViewPort(_display, _screenID, 0, 0);
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_XSetAttr.override_redirect = True;
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}
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_xWindow = XCreateWindow(_display, RootWindow(_display, vi->screen),
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0, 0, width, height, 0, vi->depth, InputOutput, vi->visual,
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CWBorderPixel | CWColormap | CWEventMask, &_XSetAttr);
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string title = "LibD";
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if(fullscreen) {
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XWarpPointer(_display, None, _xWindow, 0, 0, 0, 0, 0, 0);
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XMapRaised(_display, _xWindow);
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XGrabKeyboard(_display, _xWindow, True, GrabModeAsync, GrabModeAsync, CurrentTime);
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XGrabPointer(_display, _xWindow, True, ButtonPressMask, GrabModeAsync, GrabModeAsync,
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_xWindow, None, CurrentTime);
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} else {
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Atom wmDelete = XInternAtom(_display, "WM_DELETE_WINDOW", True);
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XSetWMProtocols(_display, _xWindow, &wmDelete, 1);
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XSetStandardProperties(_display, _xWindow, title.c_str(), None, 0, NULL, 0, NULL);
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XMapRaised(_display, _xWindow);
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}
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XFree(modes);
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glXMakeCurrent(_display, _xWindow, _glContext);
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int posX = 0;
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int posY = 0;
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Window winDummy;
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unsigned int borderDummy;
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_width = (unsigned) width;
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_height = (unsigned) height;
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_bpp = (unsigned) bpp;
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XGetGeometry(_display, _xWindow, &winDummy, &posX, &posY,
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&_width, &_height, &borderDummy, &_bpp);
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// Init the time.
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_lastTime = GetTickCount();
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return true;
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}
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void LGLXWindow::Destroy(void) {
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if(_glContext) {
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glXMakeCurrent(_display, None, NULL);
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glXDestroyContext(_display, _glContext);
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_glContext = NULL;
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}
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if(_isFullscreen) {
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XF86VidModeSwitchToMode(_display, _screenID, &_XF86DeskMode);
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XF86VidModeSetViewPort(_display, _screenID, 0, 0);
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}
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DestroyInput();
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XCloseDisplay(_display);
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}
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void LGLXWindow::ProcessEvents(void) {
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XEvent event;
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while(XPending(_display) > 0) {
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XNextEvent(_display, &event);
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switch(event.type) {
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case Expose:
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if(event.xexpose.count != 0)
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break;
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break;
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case ConfigureNotify:
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{
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int width = event.xconfigure.width;
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int height = event.xconfigure.height;
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GetAttachedGame()->OnResize(width, height);
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}
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break;
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case KeyPress:
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{
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if(XLookupKeysym(&event.xkey, 0) == XK_Escape) {
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_isRunning = false;
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}
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UpdateInput();
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// Register the key press with keyboard interface.
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}
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break;
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case KeyRelease:
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{
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// Code here NAW!
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}
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break;
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case ClientMessage:
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if(string(XGetAtomName(_display, event.xclient.message_type)) == string("WM_PROTOCOLS")) {
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_isRunning = false;
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}
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break;
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default:
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break;
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}
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}
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}
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float LGLXWindow::GetElapsedSeconds(void) {
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unsigned int currentTime = GetTickCount();
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unsigned int diff = currentTime - _lastTime;
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_lastTime = currentTime;
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return float(diff) / 1000.0f;
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}
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#pragma once
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#define GLX_GLXEXT_LEGACY // Use our local glxext.h rather than the system one.
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#include <GL/glx.h>
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#include "../glx/glxext.h"
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#include "../IO/Input.h"
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <X11/extensions/xf86vmode.h>
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#include <X11/keysym.h>
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#include <ctime>
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class Game;
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class LGLXWindow {
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public:
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LGLXWindow(void);
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virtual ~LGLXWindow(void);
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bool Create(int width, int hight, int bpp, bool fullscreen);
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void Destroy(void);
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void ProcessEvents(void);
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void AttachGame(Game* game) { _game = game; }
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bool IsRunning(void) { return _isRunning; }
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void SwapBuffers(void) { glXSwapBuffers(_display, _xWindow); }
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float GetElapsedSeconds(void);
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private:
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// A pointer to our game thingy..
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Game* _game;
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// Check to see if the window is still running FFS.
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bool _isRunning;
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keyboard_t keyboard;
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Game* GetAttachedGame(void) { return _game; }
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unsigned int _lastTime;
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Display* _display;
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Window _xWindow;
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GLXContext _glContext;
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XF86VidModeModeInfo _XF86DeskMode;
|
||||
XSetWindowAttributes _XSetAttr;
|
||||
int _screenID;
|
||||
|
||||
bool _isFullscreen;
|
||||
unsigned int _width;
|
||||
unsigned int _height;
|
||||
unsigned int _bpp;
|
||||
|
||||
bool _GL3Supported;
|
||||
// I think that's about all I need for now.. FOR NOW!!!
|
||||
};
|
@ -3,6 +3,14 @@
|
||||
#include <iostream>
|
||||
using namespace std;
|
||||
|
||||
#ifndef GL_BGR_EXT
|
||||
#define GL_BGR_EXT 0x80E0
|
||||
#endif
|
||||
|
||||
#ifndef GL_BGRA_EXT
|
||||
#define GL_BGRA_EXT 0x80E1
|
||||
#endif
|
||||
|
||||
ResourceManager<Texture> textureManager;
|
||||
|
||||
static GLuint boundTexture = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user