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#include "game.h"
#include <stdio.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glut.h>
// callbacks for GLUT
void callbackMotion( int inX, int inY );
// ignore passive motion
// void callbackPassiveMotion( int inX, int inY );
void callbackMouse( int inButton, int inState, int inX, int inY );
void callbackDisplay();
void callbackTimer( int inValue );
// keyboard to catch quit keys (don't pass to game)
void callbackKeyboard( unsigned char inKey, int inX, int inY );
void callbackReshape( int inW, int inH );
void cleanUpAtExit() {
printf( "Exiting...\n" );
freeFrameDrawer();
}
int w = 320;
int h = 480;
// 25 fps
//int frameMS = 40;
int frameMS = 500;
// s and f keys to slow down and speed up for testing
//char enableSlowdownKeys = false;
char enableSlowdownKeys = true;
int main( int inNumArgs, char **inArgs ) {
glutInit( &inNumArgs, inArgs );
atexit( cleanUpAtExit );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutInitWindowSize( w, h );
glutCreateWindow( "game1" );
glutMotionFunc( callbackMotion );
glutMouseFunc( callbackMouse );
//glutPassiveMotionFunc( callbackPassiveMotion );
glutDisplayFunc( callbackDisplay );
//glutIdleFunc( callbackIdle );
glutReshapeFunc( callbackReshape );
// 25 fps
glutTimerFunc( frameMS, callbackTimer, 0 );
glutKeyboardFunc( callbackKeyboard );
#ifdef __mac__
// make sure working directory is the same as the directory
// that the app resides in
// this is especially important on the mac platform, which
// doesn't set a proper working directory for double-clicked
// app bundles
// arg 0 is the path to the app executable
char *appDirectoryPath = stringDuplicate( inArgs[0] );
char *appNamePointer = strstr( appDirectoryPath,
"tileGame1.app" );
if( appNamePointer != NULL ) {
// terminate full app path to get parent directory
appNamePointer[0] = '\0';
chdir( appDirectoryPath );
}
delete [] appDirectoryPath;
#endif
initFrameDrawer( w, h );
glutMainLoop();
return 0;
}
void callbackDisplay() {
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( 0, 320, 480, 0, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glDisable( GL_TEXTURE_2D );
glDisable( GL_CULL_FACE );
glDisable( GL_DEPTH_TEST );
drawFrame();
glutSwapBuffers();
}
/*
void callbackIdle() {
glutPostRedisplay();
}
*/
void callbackTimer( int inValue ) {
glutTimerFunc( frameMS, callbackTimer, 0 );
if( glutGet( GLUT_WINDOW_WIDTH ) != w ||
glutGet( GLUT_WINDOW_HEIGHT ) != h ) {
glutReshapeWindow( w, h );
}
glutPostRedisplay();
}
void callbackMotion( int inX, int inY ) {
pointerMove( inX, inY );
}
void callbackMouse( int inButton, int inState, int inX, int inY ) {
if( inState == GLUT_DOWN ) {
pointerDown( inX, inY );
}
else if( inState == GLUT_UP ) {
pointerUp( inX, inY );
}
else {
printf( "Error: Unknown mouse state received from OpenGL\n" );
}
}
void callbackKeyboard( unsigned char inKey, int inX, int inY ) {
// q or escape
if( inKey == 'q' || inKey == 'Q' || inKey == 27 ) {
exit( 0 );
}
if( enableSlowdownKeys ) {
if( inKey == 's' || inKey == 'S' ) {
// slow
frameMS = 500;
}
if( inKey == 'f' || inKey == 'F' ) {
// normal
frameMS = 40;
}
}
}
void callbackReshape( int inW, int inH ) {
// force original size
glutReshapeWindow( w, h );
// note that we also need to check this in the main loop above
// because sometimes callbackReshape isn't getting called (maybe
// after releasing the mouse near the end of a resize)
}
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