[Clean] Fixed formatting for good.
This commit is contained in:
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8834fcc762
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48a056984d
@ -12,10 +12,10 @@ public:
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bool Create(int width, int height, int bpp, bool fullscreen);
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bool Create(int width, int height, int bpp, bool fullscreen);
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void Destroy(bool);
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void Destroy(bool);
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void ProcessEvents(void);
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void ProcessEvents(void);
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void AttachGame(Game* game) { _game = game; }
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void AttachGame(Game* game) { _game = game; }
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bool IsRunning(void) { return _isRunning; }
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bool IsRunning(void) { return _isRunning; }
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void SwapBuffers(void) { SwapBuffers(_hdc); }
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void SwapBuffers(void) { SwapBuffers(_hdc); }
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static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAP wParam, LPARAM lParam);
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static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAP wParam, LPARAM lParam);
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LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam);
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LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam);
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@ -27,15 +27,15 @@ private:
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Game* GetAttachedGame(void) { return _game; }
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Game* GetAttachedGame(void) { return _game; }
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// A pointer to the application.
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// A pointer to the application.
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Game* _game;
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Game* _game;
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bool _isRunning;
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bool _isRunning;
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bool _isFullScreen;
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bool _isFullScreen;
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float _lastTime;
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float _lastTime;
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HWND _hwnd; // Window handle.
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HWND _hwnd; // Window handle.
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HGLRC _hglrc; // Rendering context.
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HGLRC _hglrc; // Rendering context.
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HDC _hdc; // Device context.
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HDC _hdc; // Device context.
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RECT _windowRect; // Window bound.
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RECT _windowRect; // Window bound.
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HINSTANCE _hinstance; // Application instance.
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HINSTANCE _hinstance; // Application instance.
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WNDCLASSEX _windowClass;
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WNDCLASSEX _windowClass;
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}
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}
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@ -27,7 +27,7 @@ void Game::Prepare(float dt) {
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const float SPEED = 15.0f;
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const float SPEED = 15.0f;
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_rotationAngle += SPEED*dt;
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_rotationAngle += SPEED*dt;
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if(_rotationAngle > 360.0f) {
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if(_rotationAngle > 360.0f) {
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_rotationAngle -= 360.0f;
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_rotationAngle -= 360.0f;
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}
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}
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}
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}
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@ -11,7 +11,7 @@
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using std::string;
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using std::string;
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//typedef GLXContext (*PFNGLXCREATECONTEXTATTRIBSARBPROC)(Display* dpy, GLXFBConfig config,
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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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// GLXContext share_context, bool direct, const int* attrib_list);
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unsigned int GetTickCount(void) {
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unsigned int GetTickCount(void) {
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struct timeval t;
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struct timeval t;
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@ -23,18 +23,18 @@ unsigned int GetTickCount(void) {
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}
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}
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LGLXWindow::LGLXWindow(void) :
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LGLXWindow::LGLXWindow(void) :
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_game(NULL),
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_game(NULL),
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_isRunning(true),
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_isRunning(true),
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_lastTime(0),
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_lastTime(0),
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_display(NULL),
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_display(NULL),
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_xWindow(0),
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_xWindow(0),
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_glContext(0),
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_glContext(0),
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_screenID(0),
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_screenID(0),
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_isFullscreen(false),
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_isFullscreen(false),
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_width(0),
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_width(0),
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_height(0),
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_height(0),
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_bpp(0),
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_bpp(0),
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_GL3Supported(false) {}
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_GL3Supported(false) {}
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LGLXWindow::~LGLXWindow(void) {
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LGLXWindow::~LGLXWindow(void) {
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@ -57,61 +57,61 @@ bool LGLXWindow::Create(int width, int height, int bpp, bool fullscreen) {
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XF86VidModeModeInfo **modes;
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XF86VidModeModeInfo **modes;
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if(!XF86VidModeGetAllModeLines(_display, _screenID, &modeNum, &modes)) {
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if(!XF86VidModeGetAllModeLines(_display, _screenID, &modeNum, &modes)) {
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std::cerr << "Could not query the video modes." << std::endl;
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std::cerr << "Could not query the video modes." << std::endl;
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return false;
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return false;
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}
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}
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_XF86DeskMode = *modes[0];
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_XF86DeskMode = *modes[0];
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int bestMode = -1;
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int bestMode = -1;
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for(int i = 0; i < modeNum; i++) {
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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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if((modes[i]->hdisplay == width) && (modes[i]->vdisplay == height)) {
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bestMode = i;
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bestMode = i;
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}
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}
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}
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}
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if(bestMode == -1) {
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if(bestMode == -1) {
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std::cerr << "Could not find a suitable graphics mode." << std::endl;
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std::cerr << "Could not find a suitable graphics mode." << std::endl;
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return false;
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return false;
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}
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}
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int doubleBufferedAttribList[] = {
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int doubleBufferedAttribList[] = {
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GLX_RGBA, GLX_DOUBLEBUFFER,
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GLX_RGBA, GLX_DOUBLEBUFFER,
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GLX_RED_SIZE, 4,
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GLX_RED_SIZE, 4,
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GLX_GREEN_SIZE, 4,
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GLX_GREEN_SIZE, 4,
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GLX_BLUE_SIZE, 4,
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GLX_BLUE_SIZE, 4,
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GLX_DEPTH_SIZE, 16,
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GLX_DEPTH_SIZE, 16,
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None
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None
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};
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};
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XVisualInfo* vi = NULL;
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XVisualInfo* vi = NULL;
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// Attempt to create a double buffered window.
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// Attempt to create a double buffered window.
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vi = glXChooseVisual(_display, _screenID, doubleBufferedAttribList);
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vi = glXChooseVisual(_display, _screenID, doubleBufferedAttribList);
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if(!vi) {
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if(!vi) {
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std::cerr << "Could not create a double buffere window.. Sux.." <<std::endl;
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std::cerr << "Could not create a double buffere window.. Sux.." <<std::endl;
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}
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}
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// Time to create a GL 2.1 context.
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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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GLXContext gl2Context = glXCreateContext(_display, vi, 0, GL_TRUE);
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if(!gl2Context) {
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if(!gl2Context) {
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std::cerr << "Could Not create a GL 2.1 context, check your darn graphics drivers" << std::endl;
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std::cerr << "Could Not create a GL 2.1 context, check your darn graphics drivers" << std::endl;
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return false;
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return false;
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}
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}
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// Get a pointer to the GL 3.0 context creation.
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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 glXCreateContextAttribs
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= (PFNGLXCREATECONTEXTATTRIBSARBPROC) glXGetProcAddress((GLubyte*)"glXCreateContextAttribsARB");
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= (PFNGLXCREATECONTEXTATTRIBSARBPROC) glXGetProcAddress((GLubyte*)"glXCreateContextAttribsARB");
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if(glXCreateContextAttribs == NULL) {
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if(glXCreateContextAttribs == NULL) {
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std::cerr << "OpenGL 3.0 is not supported, falling back to 2.1" << std::endl;
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std::cerr << "OpenGL 3.0 is not supported, falling back to 2.1" << std::endl;
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_glContext = gl2Context;
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_glContext = gl2Context;
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_GL3Supported = false;
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_GL3Supported = false;
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} else {
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} else {
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// We create a GL 3.0 context..
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// We create a GL 3.0 context..
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int attribs[] = {
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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_MAJOR_VERSION_ARB, 3, // We want a 3.0 context.
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GLX_CONTEXT_MINOR_VERSION_ARB, 0,
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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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0 // Zero indicates the end of the array.
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};
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};
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_glContext = glXCreateContextAttribs(_display, framebufferConfig, 0, true, &attribs[0]);
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_glContext = glXCreateContextAttribs(_display, framebufferConfig, 0, true, &attribs[0]);
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@ -121,10 +121,10 @@ bool LGLXWindow::Create(int width, int height, int bpp, bool fullscreen) {
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}
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}
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Colormap cmap = XCreateColormap(_display, RootWindow(_display, vi->screen), vi->visual, AllocNone);
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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.colormap = cmap;
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_XSetAttr.border_pixel = 0;
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_XSetAttr.border_pixel = 0;
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_XSetAttr.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
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_XSetAttr.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
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StructureNotifyMask;
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StructureNotifyMask;
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_XSetAttr.override_redirect = False;
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_XSetAttr.override_redirect = False;
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//unsigned long windowAttributes = CWBorderPixel | CWColormap | CWEventMask;
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//unsigned long windowAttributes = CWBorderPixel | CWColormap | CWEventMask;
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@ -138,8 +138,8 @@ bool LGLXWindow::Create(int width, int height, int bpp, bool fullscreen) {
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}
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}
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_xWindow = XCreateWindow(_display, RootWindow(_display, vi->screen),
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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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0, 0, width, height, 0, vi->depth, InputOutput, vi->visual,
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CWBorderPixel | CWColormap | CWEventMask, &_XSetAttr);
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CWBorderPixel | CWColormap | CWEventMask, &_XSetAttr);
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string title = "LibD";
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string title = "LibD";
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if(fullscreen) {
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if(fullscreen) {
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@ -147,7 +147,7 @@ bool LGLXWindow::Create(int width, int height, int bpp, bool fullscreen) {
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XMapRaised(_display, _xWindow);
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XMapRaised(_display, _xWindow);
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XGrabKeyboard(_display, _xWindow, True, GrabModeAsync, GrabModeAsync, CurrentTime);
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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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XGrabPointer(_display, _xWindow, True, ButtonPressMask, GrabModeAsync, GrabModeAsync,
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_xWindow, None, CurrentTime);
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_xWindow, None, CurrentTime);
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} else {
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} else {
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Atom wmDelete = XInternAtom(_display, "WM_DELETE_WINDOW", True);
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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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XSetWMProtocols(_display, _xWindow, &wmDelete, 1);
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@ -159,17 +159,17 @@ bool LGLXWindow::Create(int width, int height, int bpp, bool fullscreen) {
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glXMakeCurrent(_display, _xWindow, _glContext);
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glXMakeCurrent(_display, _xWindow, _glContext);
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int posX = 0;
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int posX = 0;
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int posY = 0;
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int posY = 0;
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Window winDummy;
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Window winDummy;
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unsigned int borderDummy;
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unsigned int borderDummy;
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_width = (unsigned) width;
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_width = (unsigned) width;
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_height = (unsigned) height;
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_height = (unsigned) height;
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_bpp = (unsigned) bpp;
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_bpp = (unsigned) bpp;
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XGetGeometry(_display, _xWindow, &winDummy, &posX, &posY,
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XGetGeometry(_display, _xWindow, &winDummy, &posX, &posY,
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&_width, &_height, &borderDummy, &_bpp);
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&_width, &_height, &borderDummy, &_bpp);
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// Init the time.
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// Init the time.
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_lastTime = GetTickCount();
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_lastTime = GetTickCount();
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@ -202,17 +202,17 @@ void LGLXWindow::ProcessEvents(void) {
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break;
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break;
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case ConfigureNotify:
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case ConfigureNotify:
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{
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{
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int width = event.xconfigure.width;
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int width = event.xconfigure.width;
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int height = event.xconfigure.height;
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int height = event.xconfigure.height;
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GetAttachedGame()->OnResize(width, height);
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GetAttachedGame()->OnResize(width, height);
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}
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}
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break;
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break;
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case KeyPress:
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case KeyPress:
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{
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{
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if(XLookupKeysym(&event.xkey, 0) == XK_Escape) {
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if(XLookupKeysym(&event.xkey, 0) == XK_Escape) {
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_isRunning = false;
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_isRunning = false;
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}
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}
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// Register the key press with keyboard interface.
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// Register the key press with keyboard interface.
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}
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}
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break;
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break;
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case KeyRelease:
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case KeyRelease:
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@ -18,10 +18,10 @@ int WINAPI winMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdLine,
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int main(int argc, char** argv) {
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int main(int argc, char** argv) {
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#endif
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#endif
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// Get our window settings.
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// Get our window settings.
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const int windowWidth = 800;
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const int windowWidth = 800;
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const int windowHeight = 600;
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const int windowHeight = 600;
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const int windowBPP = 16;
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const int windowBPP = 16;
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const int windowFullscreen = false;
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const int windowFullscreen = false;
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#ifdef _WIN32_
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#ifdef _WIN32_
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// This is our window.
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// This is our window.
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@ -41,29 +41,29 @@ int main(int argc, char** argv) {
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#ifdef _WIN32_
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#ifdef _WIN32_
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MessageBox(NULL, "Unable to create the OpenGL Window", "An error occured", MB_ICONERROR | MB_OK);
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MessageBox(NULL, "Unable to create the OpenGL Window", "An error occured", MB_ICONERROR | MB_OK);
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#endif
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#endif
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programWindow.Destroy(); // Reset the display and exit.
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programWindow.Destroy(); // Reset the display and exit.
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return 1;
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return 1;
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}
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}
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if(!game.Init()) { // Initialize our game.
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if(!game.Init()) { // Initialize our game.
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#ifdef _WIN32_
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#ifdef _WIN32_
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MessageBox(NULL, "Could not initialize the application", "An error occured", MB_ICONERROR | MB_OK);
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MessageBox(NULL, "Could not initialize the application", "An error occured", MB_ICONERROR | MB_OK);
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#endif
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#endif
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programWindow.Destroy(); // Reset the display and exit.
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programWindow.Destroy(); // Reset the display and exit.
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return 1;
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return 1;
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}
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}
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// This is the main loop, we render frames until IsRunning returns false.
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// This is the main loop, we render frames until IsRunning returns false.
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while(programWindow.IsRunning()) {
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while(programWindow.IsRunning()) {
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programWindow.ProcessEvents(); // Process any window events.
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programWindow.ProcessEvents(); // Process any window events.
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// We get the time that passed since the last frame.
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// We get the time that passed since the last frame.
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float elapsedTime = programWindow.GetElapsedSeconds();
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float elapsedTime = programWindow.GetElapsedSeconds();
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game.Prepare(elapsedTime); // Do any pre-rendering logic.
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game.Prepare(elapsedTime); // Do any pre-rendering logic.
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game.Render(); // Render the scene.
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game.Render(); // Render the scene.
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programWindow.SwapBuffers();
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programWindow.SwapBuffers();
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}
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}
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game.Shutdown(); // Free any resouces.
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game.Shutdown(); // Free any resouces.
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programWindow.Destroy(); // Destroy the program window.
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programWindow.Destroy(); // Destroy the program window.
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return 0;
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return 0;
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}
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}
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