m_gl_context = SDL_GL_CreateContext(m_window);
+ glClearColor(1.f,1.f,1.f,1.f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ Present();
+
+ ResizeViewport(800, 600);
+
}
Screen::~Screen()
break;
}
break;
+ case SDL_MOUSEMOTION:
+ m_last_mouse_x = evt.motion.x;
+ m_last_mouse_y = evt.motion.y;
+ if (m_mouse_handler)
+ {
+ m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0);
+ }
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+ m_last_mouse_x = evt.button.x;
+ m_last_mouse_y = evt.button.y;
+ if (m_mouse_handler)
+ {
+ m_mouse_handler(evt.button.x, evt.button.y, evt.button.state, 0);
+ }
+ break;
+ case SDL_MOUSEWHEEL:
+ if (m_mouse_handler)
+ {
+ m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y);
+ }
+ break;
+ case SDL_KEYDOWN:
+ {
+ Debug("Key %c down", (char)evt.key.keysym.sym);
+ if (isalnum((char)evt.key.keysym.sym))
+ {
+ char filename[] = "0.bmp";
+ filename[0] = (char)evt.key.keysym.sym;
+ ScreenShot(filename);
+ }
+ }
default:
break;
}
return no_quit_requested;
}
+void Screen::SetMouseCursor(Screen::MouseCursors cursor)
+{
+ SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
+ switch (cursor)
+ {
+ case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
+ case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
+ case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
+ case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
+ case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
+ default: break;
+ }
+ SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
+ SDL_SetCursor(system_cursor);
+ //TODO: Check if we need to free the system cursors.
+}
+
void Screen::Present()
{
SDL_GL_SwapWindow(m_window);
}
+void Screen::ScreenShot(const char * filename) const
+{
+ Debug("Attempting to save BMP to file %s", filename);
+
+ int w = ViewportWidth();
+ int h = ViewportHeight();
+ unsigned char * pixels = new unsigned char[w*h*4];
+ if (pixels == NULL)
+ Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
+
+ glReadPixels(0,0,w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0,0,0,0);
+ if (surf == NULL)
+ Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
+
+ GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
+ 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);
+
+ if (SDL_SaveBMP(surf, filename) != 0)
+ Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
+
+ SDL_FreeSurface(surf);
+ delete [] pixels;
+ Debug("Succeeded!");
+}
+
+/**
+ * Render a BMP
+ * NOT PART OF THE DOCUMENT FORMAT
+ */
+void Screen::RenderBMP(const char * filename) const
+{
+ SDL_Surface * bmp = SDL_LoadBMP(filename);
+ if (bmp == NULL)
+ Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
+
+ int w = bmp->w;
+ int h = bmp->h;
+
+ GLenum texture_format;
+ switch (bmp->format->BytesPerPixel)
+ {
+ case 4: //contains alpha
+ texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
+ break;
+ case 3: //does not contain alpha
+ texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;
+ break;
+ default:
+ Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
+ break;
+ }
+
+ //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);
+
+
+ GLuint texID;
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &texID);
+ glBindTexture(GL_TEXTURE_2D, texID);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glBegin(GL_QUADS);
+ glTexCoord2i(0,0); glVertex2f(0,0);
+ glTexCoord2i(1,0); glVertex2f(1,0);
+ glTexCoord2i(1,1); glVertex2f(1,1);
+ glTexCoord2i(0,1); glVertex2f(0,1);
+ glEnd();
+
+ glDisable(GL_TEXTURE_2D);
+ SDL_FreeSurface(bmp);
+}