[Add] Adding initial directory structure and initial code.
This commit is contained in:
commit
6b23b97921
7
.gitignore
vendored
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7
.gitignore
vendored
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src/LibD
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src/Makefile
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*.pro.user
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moc_*
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*.o
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*.log
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*swp
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24
Bin/Makefile
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24
Bin/Makefile
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CC = g++
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CFLAGS = -ansi -Wall -g
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LDADD = -lGL -lGLU -lglut -lSDL -lSDL_image -lSDL_gfx -lSDL_ttf -ltinyxml
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LDADDSTATIC = -Wl,-Bstatic -lSDL -lSDL_image -lopenal -lalut -L/usr/X11 -Wl,-Bdynamic -lasound -lartsc -lesd -lpulse -lpulse-simple -ldirectfb -lvga -laa -lcaca -ljpeg -ltiff -
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.PHONY: default static all clean
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default: all
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all:
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$(MAKE) -C ../src/Main
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$(CC) $(CFLAGS) -o LibD ../src/Main/main.cpp ../src/Main/Main/*.o $(LDADD)
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static:
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@echo -e "\033[1;31mThis is an experimental build, if it does not work, don't complain...\033[0m"
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@sleep 1
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$(MAKE) -C ../src/Main/Main
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$(CC) $(CFLAGS) -o build/LibD-static ../src/Main/main.cpp ../src/Main/Main/*.o $(LDADDSTATIC)
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clean:
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$(MAKE) -C ../src/Main/Main clean
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rm -f LibD
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BIN
Data/Img/test.bmp
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BIN
Data/Img/test.bmp
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Binary file not shown.
After Width: | Height: | Size: 117 KiB |
BIN
Data/Img/test.png
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BIN
Data/Img/test.png
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Binary file not shown.
After Width: | Height: | Size: 1005 B |
192
src/Main/GLWindow.cpp
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192
src/Main/GLWindow.cpp
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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 "GLWindow.h"
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using std::string;
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typedef GLXConext (*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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gettimeofdat(&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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GLWindow::GLWindow(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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GLWindow::~GLWindow(void) {
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}
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bool GLWindow::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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std::cerr << "Could not open the display." << std::endl;
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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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XF86VidModeInfo **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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return false;
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}
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_XF86DeskMode = *modes[0];
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int bestModes = -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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bestModes = i;
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}
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}
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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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return false;
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}
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int doubleBufferAttribList[] = {
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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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std::cerr << "Could not create a double buffere window.. Sux.." <<std::endl;
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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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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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}
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// Get a pointer to the GL 3.0 context creation.
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PFNGLXCREATECONTECTATTRIBSARBPROC glXCreateContextAttribs
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= (PFNGLXCREATECONTECTATTRIBSARBPROC) glXGetProcAddress((GLubyte*)"glXCreateContextAttribsARB");
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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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_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 = glCreateContextAttribs(_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.even_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 | CWColorMap | CWEventMask | CWOverrideRedirect;
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XF86VidModeSwitchToMode(_display, _screenID, modes[bestModes]);
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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 = "Some GL Demo stuff..";
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// TODO;
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if(fullscreen) {
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// Some code here..
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} else {
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// Some more code here..
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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 GLWindow::Destroy(void) {
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if(_glContext) {
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// Some code here.
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}
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if(_isFullscreen) {
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// And here..
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}
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XCloseDisplay(_display);
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}
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void GLWindow::ProcessEvents(void) {
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// Events are boring.. do the later.
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}
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float GLWindow::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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50
src/Main/GLWindow.h
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src/Main/GLWindow.h
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#pragma once
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#include <GL/glx.h>
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#include <glx/glxext.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 GLWindow {
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public:
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GLWindow(void);
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virtual ~GLWindow(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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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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XF86VidModeInfo _XF86DeskMode;
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XSetWindowAttributes _XSetAttr;
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int _screenID;
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bool _isFullscreen;
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unsigned int _width;
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unsigned int _height;
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unsigned int _bpp;
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bool _GL3Supported;
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// I think that's about all I need for now.. FOR NOW!!!
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}
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20
src/Main/Makefile
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20
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CC = g++
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CFLAGS = -ansi -Wall -g
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LDADD = -lGL -lGLU -lSDL -lSDL_image
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objects = GLWindow.o \
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.PHONY: default all clean
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default: all
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%.cpp: %.h
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%.o: %.cpp
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$(CC) $(CFLAGS) -c -o $@ $<
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all: $(objects)
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clean:
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rm -f $(objects)
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