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#include "Application.h"
#include <GG/Texture.h>
#include <GG/Cursor.h>
#include "../../../UI/SDLGUI.h"
#include <boost/format.hpp>
extern const unsigned char cursor_data[16 * 16 * 4];
class Application::Impl {
public:
Impl(int argc, char** argv, unsigned width, unsigned height);
virtual ~Impl();
/// The given window will be made visible.
/// Then the event pump is started.
/// This method only returns once the application quits
void Run(std::shared_ptr<GG::Wnd> wnd);
private:
std::unique_ptr<class MinimalGGApp> m_app;
};
class MinimalGGApp : public SDLGUI {
public:
MinimalGGApp(int width, int height, bool calculate_FPS, std::string name,
int x, int y, bool fullscreen, bool fake_mode_change);
virtual ~MinimalGGApp();
void Enter2DMode() override;
void Exit2DMode() override;
virtual void GLInit();
void Initialize() override
{}
protected:
void Render() override;
};
MinimalGGApp::MinimalGGApp(int width, int height, bool calculate_FPS, std::string name,
int x, int y, bool fullscreen, bool fake_mode_change) :
SDLGUI(width, height, calculate_FPS, std::move(name), x, y, fullscreen, fake_mode_change)
{
auto cursor_texture = std::make_shared<GG::Texture>();
cursor_texture->Init(GG::X(16), GG::Y(16), cursor_data, GL_RGBA, GL_UNSIGNED_BYTE, 1);
GG::GetTextureManager().StoreTexture(cursor_texture, "test_cursor");
SetCursor(std::make_shared<GG::TextureCursor>(cursor_texture, GG::Pt(GG::X(1), GG::Y(1))));
RenderCursor(true);
GLInit();
}
MinimalGGApp::~MinimalGGApp() = default;
// The application is assumed to be in "3D mode" (non-orthographic) whenever
// GG is not rendering "in 2D" (orthographic, with coordinates mapped 1-1 onto
// the pixels of the display). To move into "2D" mode, GG calls Enter2DMode()
// at the beginning of each GG rendering iteration. This method is
// responsible for preserving any state it alters, then altering the necessary
// state to match what GG requires. GG requires GL_TEXTURE_2D to be on,
// GL_LIGHTING off, and requires a viewport and orthographic projection as
// shown below. The other code you see here is usually convenient to working
// with GG, but not required.
void MinimalGGApp::Enter2DMode() {
glPushAttrib(GL_ENABLE_BIT | GL_PIXEL_MODE_BIT | GL_TEXTURE_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, Value(AppWidth()), Value(AppHeight()));
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
// This sets up the world coordinate space with the origin in the
// upper-left corner and +x and +y directions right and down,
// respectively. Note that this call leaves the depth of the viewing
// volume is only 1 (from 0.0 to 1.0), which is fine for GG's purposes.
glOrtho(0.0, Value(AppWidth()), Value(AppHeight()), 0.0, 0.0, Value(AppWidth()));
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
// At the end of a single iteration of the GG rendering cycle, GG attempts to
// return GL state to what it was before the call to Enter2DMode() at the
// beginning of the iteration. That is accomplished by calling Exit2DMode().
// Note that Enter- and Exit2DMode() depend entirely on the details of your
// application; there is no default implementation for either of these methods
// in SDLGUI.
void MinimalGGApp::Exit2DMode() {
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
// This gets called once per frame, and should call GG::GUI::Render() at its
// end. Before this call to GG::GUI::Render(), all "3D" (non-GG,
// non-orthographic) rendering should be done. If you don't plan on doing
// anything but using GG's windows and controls, you won't need to override
// this method at all. Note that GG::GUI::Render() calls Enter2DMode() at tis
// beginning and Exit2DMode() at its end.
void MinimalGGApp::Render() {
const double RPM = 4;
const double DEGREES_PER_MS = 360.0 * RPM / 60000.0;
glPushMatrix();
glRotated ( (Ticks() % 60000) * DEGREES_PER_MS, 0.0, 1.0, 0.0);
glBegin (GL_LINES);
glColor3d (0.0, 0.5, 0.0);
glVertex3d (1.0, 1.0, 1.0);
glVertex3d (1.0, -1.0, 1.0);
glVertex3d (1.0, -1.0, 1.0);
glVertex3d (1.0, -1.0, -1.0);
glVertex3d (1.0, -1.0, -1.0);
glVertex3d (1.0, 1.0, -1.0);
glVertex3d (1.0, 1.0, -1.0);
glVertex3d (1.0, 1.0, 1.0);
glVertex3d (1.0, 1.0, 1.0);
glVertex3d (-1.0, 1.0, 1.0);
glVertex3d (1.0, -1.0, 1.0);
glVertex3d (-1.0, -1.0, 1.0);
glVertex3d (1.0, -1.0, -1.0);
glVertex3d (-1.0, -1.0, -1.0);
glVertex3d (1.0, 1.0, -1.0);
glVertex3d (-1.0, 1.0, -1.0);
glEnd();
glPopMatrix();
GG::GUI::Render();
}
// This is where you put any OpenGL initialization code you need to execute at
// the start of the application. This should set up the initial "3D"
// environment, the one that exists before Enter2DMode() and after
// Exit2DMode(). As with Enter- and Exit2DMode(), the needed code is entirely
// application-dependent. Note that this method is called before Render() is
// ever called.
void MinimalGGApp::GLInit() {
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 0);
glViewport(0, 0, Value(AppWidth()), Value(AppHeight()));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// set up perspective with vertical FOV of 50°. 1:1 application
// window ratio, near plane of 1.0 and far plane of 10.0
float ratio = AppWidth() / static_cast<float>(Value(AppHeight()));
float radians = 50.0f * M_PI / 180.f;
float near = 1.0f;
float far = 10.0f;
float cotangent = std::cos(radians) / std::sin(radians);
float projection[4][4] = {{0.0f}};
projection[0][0] = cotangent / ratio;
projection[1][1] = cotangent;
projection[2][2] = -((far + near) / (far - near));
projection[2][3] = -1.0f;
projection[3][2] = -((2.0f * far * near) / (far - near));
projection[3][3] = 0.0f;
glMultMatrixf(&projection[0][0]);
// set up camera in -5.0 z offset from origin looking at origin
GLfloat view[4][4] = {{0.0}};
view[0][0] = -1.0;
view[1][1] = -1.0;
view[2][2] = 1.0;
view[3][3] = 1.0;
glMultMatrixf(&view[0][0]);
glTranslated(-0.0, -0.0, -5.0);
glMatrixMode(GL_MODELVIEW);
}
Application::Application(int argc, char** argv, unsigned width, unsigned height)
{ self = std::make_unique<Application::Impl>(argc, argv, width, height); }
Application::~Application() = default;
void Application::Run(std::shared_ptr<GG::Wnd> wnd)
{ self->Run(std::forward<std::shared_ptr<GG::Wnd>>(wnd)); }
Application::Impl::Impl(int argc, char** argv, unsigned width, unsigned height) {
//std::vector<std::string> args;
//for (int i = 0; i < argc; ++i)
// args.push_back(argv[i]);
try {
bool fullscreen = false;
int left = 200;
int top = 100;
m_app = std::make_unique<MinimalGGApp>(800, 600, true, "Test", left, top, fullscreen, false);
} catch (const std::exception& e) {
std::cerr << "main() caught exception(std::exception): " << e.what() << std::endl;
} catch (...) {
std::cerr << "main() caught unknown exception." << std::endl;
}
}
Application::Impl::~Impl() = default;
void Application::Impl::Run(std::shared_ptr<GG::Wnd> window) {
try {
m_app->Register(std::forward<std::shared_ptr<GG::Wnd>>(window));
m_app->Run();
} catch (const std::invalid_argument& e) {
std::cerr << "main() caught exception(std::invalid_arg): " << e.what() << std::endl;
} catch (const std::runtime_error& e) {
std::cerr << "main() caught exception(std::runtime_error): " << e.what() << std::endl;
} catch (const boost::io::format_error& e) {
std::cerr << "main() caught exception(boost::io::format_error): " << e.what() << std::endl;
} catch (const GG::ExceptionBase& e) {
std::cerr << "main() caught exception(" << e.type() << "): " << e.what() << std::endl;
} catch (const std::exception& e) {
std::cerr << "main() caught exception(std::exception): " << e.what() << std::endl;
} catch (...) {
std::cerr << "main() caught unknown exception." << std::endl;
}
}
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