ES-DE/src/Renderer_init_sdlgl.cpp

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2012-09-10 18:48:00 +00:00
#include "Renderer.h"
#include <iostream>
#include "platform.h"
#include GLHEADER
#include "Font.h"
#include <SDL/SDL.h>
#include "InputManager.h"
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namespace Renderer
{
unsigned int display_width = 0, display_height = 0;
SDL_Surface* sdlScreen = NULL;
bool createSurface() //unsigned int display_width, unsigned int display_height)
{
std::cout << "Creating surface...\n";
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) != 0)
{
std::cerr << "Error initializing SDL!\n";
return false;
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
sdlScreen = SDL_SetVideoMode(display_width, display_height, 16, SDL_OPENGL | SDL_FULLSCREEN);
if(sdlScreen == NULL)
{
std::cout << "Error creating SDL video surface!\n";
return false;
}
//we need to reload input too since SDL shut down
InputManager::loadConfig();
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//usually display width/height are not specified, i.e. zero, which SDL automatically takes as "native resolution"
//so, since other things rely on the size of the screen (damn currently unnormalized coordinate system), we set it here
//even though the system was already initialized
display_width = sdlScreen->w;
display_height = sdlScreen->h;
std::cout << "Success!\n";
return true;
}
void swapBuffers()
{
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void destroySurface()
{
SDL_FreeSurface(sdlScreen);
sdlScreen = NULL;
SDL_Quit();
}
bool init(int w, int h)
{
if(w)
display_width = w;
if(h)
display_height = h;
bool createdSurface = createSurface();
if(!createdSurface)
return false;
Font::initLibrary();
glViewport(0, 0, display_width, display_height);
glOrtho(0, display_width, display_height, 0, -1.0, 1.0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
onInit();
return true;
}
void unloadFonts(); //defined in Renderer_draw_gl.cpp
void deinit()
{
onDeinit();
unloadFonts();
destroySurface();
}
};