[Change] -- Changed GLWindow to GLXWindow as this uses X11.

-- Added start of GLWindow, this will use WinAPI.
This commit is contained in:
Rtch90 2012-04-05 23:34:36 +01:00
parent 087db447e5
commit 8f3e6d2f9d
4 changed files with 292 additions and 292 deletions

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#include <iostream>
#include <string>
#ifdef _unix_
#include <sys/time.h>
#endif
#include "GLWindow.h"
#include "Game.h"
using std::string;
typedef GLXConext (*PFNGLXCREATECONTEXTATTRIBSARBPROC)(Display* dpy, GLXFBConfig config,
GLXContext share_context, bool direct, const int* attrib_list);
unsigned int GetTickCount(void) {
struct timeval t;
gettimeofdat(&t, NULL);
unsigned long secs = t.tv_sec * 1000;
secs += (t.tv_usec / 1000);
return secs;
}
GLWindow::GLWindow(void) :
_game(NULL),
_isRunning(true),
_lastTime(0),
_display(NULL),
_xWindow(0),
_glContext(0),
_screenID(0),
_isFullscreen(false),
_width(0),
_height(0),
_bpp(0),
_GL3Supported(false) {}
GLWindow::~GLWindow(void) {
}
bool GLWindow::Create(int width, int height, int bpp, bool fullscreen) {
// Open the default display.
_display = XOpenDisplay(0);
if(!_display) {
std::cerr << "Could not open the display." << std::endl;
return false;
}
// Get the default screen ID.
_screenID = DefaultScreen(_display);
int n = 0, modeNum = 0;
// Get a frambuffer config useing the default attributes.
GLXFBConfig framebufferConfig = (*glXChooseFBConfig(_display, DefaultScreen(_display), 0, &n));
XF86VidModeInfo **modes;
if(!XF86VidModeGetAllModeLines(_display, _screenID, *modeNum, &modes)) {
std::cerr << "Could not query the video modes." << std::endl;
return false;
}
_XF86DeskMode = *modes[0];
int bestModes = -1;
for(int i = 0; i < modeNum; i++) {
if((modes[i]->hdisplay == width) && (modes[i]->vdisplay == height)) {
bestModes = i;
}
}
if(bestMode == -1 {
std::cerr << "Could not find a suitable graphics mode." << std::endl;
return false;
}
int doubleBufferAttribList[] = {
GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 4,
GLX_GREEN_SIZE, 4,
GLX_BLUE_SIZE, 4,
GLX_DEPTH_SIZE, 16,
None
};
XVisualInfo* vi = NULL;
// Attempt to create a double buffered window.
vi = glXChooseVisual(_display, _screenID, doubleBufferedAttribList);
if(!vi) {
std::cerr << "Could not create a double buffere window.. Sux.." <<std::endl;
}
// Time to create a GL 2.1 context.
GLXContext gl2Context = glXCreateContext(_display, vi, 0, GL_TRUE);
if(!gl2Context) {
std::cerr << "Could Not create a GL 2.1 context, check your darn graphics drivers" << std::endl;
return false;
}
// Get a pointer to the GL 3.0 context creation.
PFNGLXCREATECONTECTATTRIBSARBPROC glXCreateContextAttribs
= (PFNGLXCREATECONTECTATTRIBSARBPROC) glXGetProcAddress((GLubyte*)"glXCreateContextAttribsARB");
if(!glXCreateContextAttribs == NULL) {
std::cerr << "OpenGL 3.0 is not supported, falling back to 2.1" << std::endl;
_glContext = gl2Context;
_GL3Supported = false;
} else {
// We create a GL 3.0 context..
int attribs[] = {
GLX_CONTEXT_MAJOR_VERSION_ARB, 3, // We want a 3.0 context.
GLX_CONTEXT_MINOR_VERSION_ARB, 0,
0 // Zero indicates the end of the array.
};
_glContext = glCreateContextAttribs(_display, frameBufferConfig, 0, true, &attribs[0]);
// We can destroy thr GL 2.0 context once the 3.0 one has been checked.
glXDestroyContext(_display, gl2Context);
_gl3Supported = true;
}
Colormap cmap = XCreateColorMap(_display, RootWindow(_display, vi->screen), vi->visual, AllocNone);
_XSetAttr.colormap = cmap;
_XSetAttr.border_pixel = 0;
_XSetAttr.even_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
StructureNotifyMask;
_XSetAttr.override_redirect = False;
unsigned long windowAttributes = CWBorderPixel | CWColorMap | CWEventMask;
if(fullscreen) {
windowAttributes = CWBorderPixel | CWColorMap | CWColorMap | CWEventMask | CWOverrideRedirect;
XF86VidModeSwitchToMode(_display, _screenID, modes[bestModes]);
XF86VidModeSetViewPort(_display, _screenID, 0, 0);
_XSetAttr.override_redirect = True;
}
_xWindow = XCreateWindow(_display, RootWindow(_display, vi->screen),
0, 0, width, height, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColorMap | CWEventMask, &_XSetAttr);
string title = "LibD";
if(fullscreen) {
XWarpPointer(_display, None, _xWindow, 0, 0, 0, 0, 0, 0);
XMapRaised(_display, _xWindow);
XGrabKeyboard(_display, _xWindow, True, GrabModeAsync, GrabModeAsync, CurrentTime);
XGrabPointer(_display, _xWindow, True, ButtonPressMask, GrabModeAsync, GrabModeAsync,
_xWindow, None, CurrenTime);
} else {
Atom wmDelete = XInternAtom(_display, "WM_DELETE_WINDOW", True);
XSetWMProtocols(_display, _xWindow, title.c_str(), None, NULL, NULL, 0, NULL);
XMapRaised(_display, _xWindow);
}
XFree(modes);
glXMakeCurrent(_display, _xWindow, _glContext);
int posX = 0;
int posY = 0;
Window winDummy;
unsigned int borderDummy;
_width = (unsigned) width;
_height = (unsigned) height;
_bpp = (unsigned) bpp;
XGetGeometry(_display, _xWindow, &winDummy, &posX, &posY,
&_width, &_height, &borderDummy, &_bpp);
// Init the time.
_lastTime = GetTickCount();
return true;
}
void GLWindow::Destroy(void) {
if(_glContext) {
glXMakeCurrent(_display, None, NULL);
glXDestroyContext(_display, _glContext);
_glContext = NULL;
}
if(_isFullscreen) {
XF86VidModeSwitchToMode(_display, _screeID, &_XF86DeskMode);
XF86VidModeSetViewPort(_display, _screenID, 0, 0);
}
XCloseDisplay(_display);
}
void GLWindow::ProcessEvents(void) {
XEvent event;
while(XPending(_display) > 0) {
XNextEvent(_display, &event);
switch(event.type) {
case Expose:
if(event.xexpose.count != 0)
break;
break;
case ConfigureNotify:
{
int width = event.xconfigure.width;
int height = event.xconfigure.height;
GetAttachedGame()->OnResize(width, height);
}
break;
case keyPress:
{
if(XLookupKeysym(&event.xkey, 0) = XK_Escape) {
_isRunning = false;
}
// Register the key press with keyboard interface.
}
break;
case KeyRelease:
{
// Code here NAW!
}
break;
case ClientMessage:
if(string(XGetAtomName(_display, event.xclient.message_type)) == string("WM_PROTOCOLA")) {
_isRunning = true;
}
break;
default:
break;
}
}
}
float GLWindow::GetElapsedSeconds(void) {
unsigned int currentTime = GetTickCount();
unsigned int diff = currentTime - _lastTime;
_lastTime = currentTime;
return float(diff) / 1000.0f);
}

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#pragma once
#include <GL/glx.h>
#include <glx/glxext.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/extensions/xf86vmode.h>
#include <X11/keysym.h>
#include <ctime>
class Game;
class GLWindow {
public:
GLWindow(void);
virtual ~GLWindow(void);
bool Create(int width, int hight, int bpp, bool fullscreen);
void Destroy(void);
void ProcessEvents(void);
void AttachGame(Game* game) { _game = game; }
bool IsRunning(void) { return _isRunning; }
void SwapBuffers(void) { glxSwapBuffers(_display, _xWindow); }
float GetElapsedSeconds(void);
private:
// A pointer to our game thingy..
Game* _game;
// Check to see if the window is still running FFS.
bool _isRunning;
Game* GetAttachedGame(void) { return _game; }
unsigned int _lastTime;
Display _display;
Window _xWindow;
GLXContext _glContext;
XF86VidModeInfo _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!!!
}

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src/Main/GLXWindow.cpp Normal file
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#include <iostream>
#include <string>
#ifdef _unix_
#include <sys/time.h>
#endif
#include "GLXWindow.h"
#include "Game.h"
using std::string;
typedef GLXConext (*PFNGLXCREATECONTEXTATTRIBSARBPROC)(Display* dpy, GLXFBConfig config,
GLXContext share_context, bool direct, const int* attrib_list);
unsigned int GetTickCount(void) {
struct timeval t;
gettimeofdat(&t, NULL);
unsigned long secs = t.tv_sec * 1000;
secs += (t.tv_usec / 1000);
return secs;
}
GLXWindow::GLXWindow(void) :
_game(NULL),
_isRunning(true),
_lastTime(0),
_display(NULL),
_xWindow(0),
_glContext(0),
_screenID(0),
_isFullscreen(false),
_width(0),
_height(0),
_bpp(0),
_GL3Supported(false) {}
GLXWindow::~GLXWindow(void) {
}
bool GLXWindow::Create(int width, int height, int bpp, bool fullscreen) {
// Open the default display.
_display = XOpenDisplay(0);
if(!_display) {
std::cerr << "Could not open the display." << std::endl;
return false;
}
// Get the default screen ID.
_screenID = DefaultScreen(_display);
int n = 0, modeNum = 0;
// Get a frambuffer config useing the default attributes.
GLXFBConfig framebufferConfig = (*glXChooseFBConfig(_display, DefaultScreen(_display), 0, &n));
XF86VidModeInfo **modes;
if(!XF86VidModeGetAllModeLines(_display, _screenID, *modeNum, &modes)) {
std::cerr << "Could not query the video modes." << std::endl;
return false;
}
_XF86DeskMode = *modes[0];
int bestModes = -1;
for(int i = 0; i < modeNum; i++) {
if((modes[i]->hdisplay == width) && (modes[i]->vdisplay == height)) {
bestModes = i;
}
}
if(bestMode == -1 {
std::cerr << "Could not find a suitable graphics mode." << std::endl;
return false;
}
int doubleBufferAttribList[] = {
GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 4,
GLX_GREEN_SIZE, 4,
GLX_BLUE_SIZE, 4,
GLX_DEPTH_SIZE, 16,
None
};
XVisualInfo* vi = NULL;
// Attempt to create a double buffered window.
vi = glXChooseVisual(_display, _screenID, doubleBufferedAttribList);
if(!vi) {
std::cerr << "Could not create a double buffere window.. Sux.." <<std::endl;
}
// Time to create a GL 2.1 context.
GLXContext gl2Context = glXCreateContext(_display, vi, 0, GL_TRUE);
if(!gl2Context) {
std::cerr << "Could Not create a GL 2.1 context, check your darn graphics drivers" << std::endl;
return false;
}
// Get a pointer to the GL 3.0 context creation.
PFNGLXCREATECONTECTATTRIBSARBPROC glXCreateContextAttribs
= (PFNGLXCREATECONTECTATTRIBSARBPROC) glXGetProcAddress((GLubyte*)"glXCreateContextAttribsARB");
if(!glXCreateContextAttribs == NULL) {
std::cerr << "OpenGL 3.0 is not supported, falling back to 2.1" << std::endl;
_glContext = gl2Context;
_GL3Supported = false;
} else {
// We create a GL 3.0 context..
int attribs[] = {
GLX_CONTEXT_MAJOR_VERSION_ARB, 3, // We want a 3.0 context.
GLX_CONTEXT_MINOR_VERSION_ARB, 0,
0 // Zero indicates the end of the array.
};
_glContext = glCreateContextAttribs(_display, frameBufferConfig, 0, true, &attribs[0]);
// We can destroy thr GL 2.0 context once the 3.0 one has been checked.
glXDestroyContext(_display, gl2Context);
_gl3Supported = true;
}
Colormap cmap = XCreateColorMap(_display, RootWindow(_display, vi->screen), vi->visual, AllocNone);
_XSetAttr.colormap = cmap;
_XSetAttr.border_pixel = 0;
_XSetAttr.even_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
StructureNotifyMask;
_XSetAttr.override_redirect = False;
unsigned long windowAttributes = CWBorderPixel | CWColorMap | CWEventMask;
if(fullscreen) {
windowAttributes = CWBorderPixel | CWColorMap | CWColorMap | CWEventMask | CWOverrideRedirect;
XF86VidModeSwitchToMode(_display, _screenID, modes[bestModes]);
XF86VidModeSetViewPort(_display, _screenID, 0, 0);
_XSetAttr.override_redirect = True;
}
_xWindow = XCreateWindow(_display, RootWindow(_display, vi->screen),
0, 0, width, height, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColorMap | CWEventMask, &_XSetAttr);
string title = "LibD";
if(fullscreen) {
XWarpPointer(_display, None, _xWindow, 0, 0, 0, 0, 0, 0);
XMapRaised(_display, _xWindow);
XGrabKeyboard(_display, _xWindow, True, GrabModeAsync, GrabModeAsync, CurrentTime);
XGrabPointer(_display, _xWindow, True, ButtonPressMask, GrabModeAsync, GrabModeAsync,
_xWindow, None, CurrenTime);
} else {
Atom wmDelete = XInternAtom(_display, "WM_DELETE_WINDOW", True);
XSetWMProtocols(_display, _xWindow, title.c_str(), None, NULL, NULL, 0, NULL);
XMapRaised(_display, _xWindow);
}
XFree(modes);
glXMakeCurrent(_display, _xWindow, _glContext);
int posX = 0;
int posY = 0;
Window winDummy;
unsigned int borderDummy;
_width = (unsigned) width;
_height = (unsigned) height;
_bpp = (unsigned) bpp;
XGetGeometry(_display, _xWindow, &winDummy, &posX, &posY,
&_width, &_height, &borderDummy, &_bpp);
// Init the time.
_lastTime = GetTickCount();
return true;
}
void GLXWindow::Destroy(void) {
if(_glContext) {
glXMakeCurrent(_display, None, NULL);
glXDestroyContext(_display, _glContext);
_glContext = NULL;
}
if(_isFullscreen) {
XF86VidModeSwitchToMode(_display, _screeID, &_XF86DeskMode);
XF86VidModeSetViewPort(_display, _screenID, 0, 0);
}
XCloseDisplay(_display);
}
void GLXWindow::ProcessEvents(void) {
XEvent event;
while(XPending(_display) > 0) {
XNextEvent(_display, &event);
switch(event.type) {
case Expose:
if(event.xexpose.count != 0)
break;
break;
case ConfigureNotify:
{
int width = event.xconfigure.width;
int height = event.xconfigure.height;
GetAttachedGame()->OnResize(width, height);
}
break;
case keyPress:
{
if(XLookupKeysym(&event.xkey, 0) = XK_Escape) {
_isRunning = false;
}
// Register the key press with keyboard interface.
}
break;
case KeyRelease:
{
// Code here NAW!
}
break;
case ClientMessage:
if(string(XGetAtomName(_display, event.xclient.message_type)) == string("WM_PROTOCOLA")) {
_isRunning = true;
}
break;
default:
break;
}
}
}
float GLXWindow::GetElapsedSeconds(void) {
unsigned int currentTime = GetTickCount();
unsigned int diff = currentTime - _lastTime;
_lastTime = currentTime;
return float(diff) / 1000.0f);
}

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#pragma once
#include <GL/glx.h>
#include <glx/glxext.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/extensions/xf86vmode.h>
#include <X11/keysym.h>
#include <ctime>
class Game;
class GLXWindow {
public:
GLXWindow(void);
virtual ~GLXWindow(void);
bool Create(int width, int hight, int bpp, bool fullscreen);
void Destroy(void);
void ProcessEvents(void);
void AttachGame(Game* game) { _game = game; }
bool IsRunning(void) { return _isRunning; }
void SwapBuffers(void) { glxSwapBuffers(_display, _xWindow); }
float GetElapsedSeconds(void);
private:
// A pointer to our game thingy..
Game* _game;
// Check to see if the window is still running FFS.
bool _isRunning;
Game* GetAttachedGame(void) { return _game; }
unsigned int _lastTime;
Display _display;
Window _xWindow;
GLXContext _glContext;
XF86VidModeInfo _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!!!
}