1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120
|
/*
* Code that sets up an SDL application with Guichan using the
* Guichan SDL back end.
*/
#include <guichan.hpp>
#include <guichan/sdl.hpp>
namespace sdl
{
bool running = true;
SDL_Surface* screen;
// All back ends contain objects to make Guichan work on a
// specific target - in this case SDL - and they are a Graphics
// object to make Guichan able to draw itself using SDL, an
// input objec to make Guichan able to get user input using SDL
// and an ImageLoader object to make Guichan able to load images
// using SDL.
gcn::SDLGraphics* graphics;
gcn::SDLInput* input;
gcn::SDLImageLoader* imageLoader;
/**
* Initialises the SDL application. This function creates the global
* Gui object that can be populated by various examples.
*/
void init()
{
// We simply initialise SDL as we would do with any SDL application.
SDL_Init(SDL_INIT_VIDEO);
screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE);
// We want unicode for the SDLInput object to function properly.
SDL_EnableUNICODE(1);
// We also want to enable key repeat.
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
// Now it's time to initialise the Guichan SDL back end.
imageLoader = new gcn::SDLImageLoader();
// The ImageLoader Guichan should use needs to be passed to the Image object
// using a static function.
gcn::Image::setImageLoader(imageLoader);
graphics = new gcn::SDLGraphics();
// The Graphics object needs a target to draw to, in this case it's the
// screen surface, but any surface will do, it doesn't have to be the screen.
graphics->setTarget(screen);
input = new gcn::SDLInput();
// Now we create the Gui object to be used with this SDL application.
globals::gui = new gcn::Gui();
// The Gui object needs a Graphics to be able to draw itself and an Input
// object to be able to check for user input. In this case we provide the
// Gui object with SDL implementations of these objects hence making Guichan
// able to utilise SDL.
globals::gui->setGraphics(graphics);
globals::gui->setInput(input);
}
/**
* Halts the SDL application.
*/
void halt()
{
delete globals::gui;
delete imageLoader;
delete input;
delete graphics;
SDL_Quit();
}
/**
* Runs the SDL application.
*/
void run()
{
// The main loop
while(running)
{
// Check user input
SDL_Event event;
while(SDL_PollEvent(&event))
{
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.sym == SDLK_ESCAPE)
{
running = false;
}
if (event.key.keysym.sym == SDLK_f)
{
if (event.key.keysym.mod & KMOD_CTRL)
{
// Works with X11 only
SDL_WM_ToggleFullScreen(screen);
}
}
}
else if(event.type == SDL_QUIT)
{
running = false;
}
// After we have manually checked user input with SDL for
// any attempt by the user to halt the application we feed
// the input to Guichan by pushing the input to the Input
// object.
input->pushInput(event);
}
// Now we let the Gui object perform its logic.
globals::gui->logic();
// Now we let the Gui object draw itself.
globals::gui->draw();
// Finally we update the screen.
SDL_Flip(screen);
}
}
}
|