4 #include "SDL_opengl.h"
11 SDL_Init(SDL_INIT_VIDEO);
12 m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
13 800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
17 Fatal("Couldn't create window!");
20 m_gl_context = SDL_GL_CreateContext(m_window);
22 ResizeViewport(800, 600);
32 SDL_GL_DeleteContext(m_gl_context);
33 SDL_DestroyWindow(m_window);
37 void Screen::Clear(float r, float g, float b, float a)
39 glClearColor(r,g,b,a);
40 glClear(GL_COLOR_BUFFER_BIT);
43 void Screen::ResizeViewport(int width, int height)
45 glViewport(0, 0, width, height);
46 m_viewport_width = width;
47 m_viewport_height = height;
50 bool Screen::PumpEvents()
53 bool no_quit_requested = true;
54 while (SDL_PollEvent(&evt))
59 no_quit_requested = false;
62 switch (evt.window.event)
64 case SDL_WINDOWEVENT_RESIZED:
65 case SDL_WINDOWEVENT_SIZE_CHANGED:
66 ResizeViewport(evt.window.data1, evt.window.data2);
71 m_last_mouse_x = evt.motion.x;
72 m_last_mouse_y = evt.motion.y;
75 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0);
78 case SDL_MOUSEBUTTONDOWN:
79 case SDL_MOUSEBUTTONUP:
80 m_last_mouse_x = evt.button.x;
81 m_last_mouse_y = evt.button.y;
84 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state, 0);
90 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y);
95 Debug("Key %c down", (char)evt.key.keysym.sym);
96 if (isalnum((char)evt.key.keysym.sym))
98 char filename[] = "0.bmp";
99 filename[0] = (char)evt.key.keysym.sym;
100 ScreenShot(filename);
107 return no_quit_requested;
110 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
112 SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
115 case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
116 case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
117 case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
118 case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
119 case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
122 SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
123 SDL_SetCursor(system_cursor);
124 //TODO: Check if we need to free the system cursors.
127 void Screen::Present()
129 SDL_GL_SwapWindow(m_window);
132 void Screen::ScreenShot(const char * filename) const
134 Debug("Attempting to save BMP to file %s", filename);
136 int w = ViewportWidth();
137 int h = ViewportHeight();
138 unsigned char * pixels = new unsigned char[w*h*4];
140 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
142 for (int y = 0; y < h; ++y)
144 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
147 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
148 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
150 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
153 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
155 GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
156 Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", surf->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
158 if (SDL_SaveBMP(surf, filename) != 0)
159 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
161 SDL_FreeSurface(surf);
168 * NOT PART OF THE DOCUMENT FORMAT
170 void Screen::RenderBMP(const char * filename) const
172 SDL_Surface * bmp = SDL_LoadBMP(filename);
174 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
179 GLenum texture_format;
180 switch (bmp->format->BytesPerPixel)
182 case 4: //contains alpha
183 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
185 case 3: //does not contain alpha
186 texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
189 Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
193 //Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", bmp->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
197 glEnable(GL_TEXTURE_2D);
198 glGenTextures(1, &texID);
199 glBindTexture(GL_TEXTURE_2D, texID);
201 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
202 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
203 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
204 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
206 glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
208 glMatrixMode(GL_PROJECTION);
210 glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
211 glMatrixMode(GL_MODELVIEW);
215 glTexCoord2i(0,0); glVertex2f(0,0);
216 glTexCoord2i(1,0); glVertex2f(1,0);
217 glTexCoord2i(1,1); glVertex2f(1,1);
218 glTexCoord2i(0,1); glVertex2f(0,1);
221 glDisable(GL_TEXTURE_2D);
222 SDL_FreeSurface(bmp);