* Give up on glut, and separate according to technologies rather than OSes
This commit is contained in:
jean.chalard
2008-11-24 07:49:14 +00:00
parent ffb20c2ef6
commit 8ca5ae74e0
3 changed files with 496 additions and 41 deletions

View File

@@ -16,7 +16,7 @@ GENERIC_OBJS = src/JApp.o src/JGBKFont.o \
src/Encoding.o src/JTTFont.o \
src/JMD2Model.o src/JOBJModel.o src/vram.o
PSP_OBJS = src/JGfx.o src/JSfx.o src/main.o
LINUX_OBJS = src/linux/JGfx.o src/linux/JSfx.o src/linuxmain.o
LINUX_OBJS = src/linux/JGfx.o src/linux/JSfx.o src/Xmain.o
HGE_OBJS = src/hge/hgecolor.o src/hge/hgeparticle.o \
@@ -94,13 +94,10 @@ all: $(DEFAULT_RULE) hge
debug: $(DEFAULT_RULE) hge
linux: $(TARGET_LIB)
@echo Making for Linux.
3xx: $(TARGET_LIB)
@echo Making for 3xx.
1xx: $(TARGET_LIB)
@echo Making for 1xx.
install: $(TARGET_LIB) hge

472
JGE/src/Xmain.cpp Normal file
View File

@@ -0,0 +1,472 @@
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#include <GL/glx.h>
#include <X11/XKBlib.h>
#include <sys/time.h>
#include <queue>
#include "../../JGE/include/JGE.h"
#include "../../JGE/include/JTypes.h"
#include "../../JGE/include/JApp.h"
#include "../../JGE/include/JFileSystem.h"
#include "../../JGE/include/JRenderer.h"
#include "../../JGE/include/JGameLauncher.h"
#define ACTUAL_SCREEN_WIDTH (SCREEN_WIDTH)
#define ACTUAL_SCREEN_HEIGHT (SCREEN_HEIGHT)
#define ACTUAL_RATIO ((GLfloat)ACTUAL_SCREEN_WIDTH / (GLfloat)ACTUAL_SCREEN_HEIGHT)
struct window_state_t
{
bool fullscreen;
int width;
int height;
int x;
int y;
} window_state = { false, ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 0, 0 };
enum
{
_NET_WM_STATE_REMOVE =0,
_NET_WM_STATE_ADD = 1,
_NET_WM_STATE_TOGGLE =2
};
uint64_t lastTickCount;
//------------------------------------------------------------------------
JGE* g_engine = NULL;
JApp* g_app = NULL;
JGameLauncher* g_launcher = NULL;
//------------------------------------------------------------------------
Display* gXDisplay = NULL;
Window gXWindow = NULL;
GLXWindow glxWin = NULL;
static queue< pair<KeyCode, u32> > gKeyBuffer;
static u32 gControllerState = 0;
static u32 gPrevControllerState = 0;
static u32 gHolds = 0;
static const struct { KeySym keysym; u32 pspCode; } gDefaultBindings[] =
{
{ XK_Escape, PSP_CTRL_START },
{ XK_Return, PSP_CTRL_START },
{ XK_BackSpace, PSP_CTRL_SELECT },
{ XK_Up, PSP_CTRL_UP },
{ XK_KP_Up, PSP_CTRL_UP },
{ XK_Down, PSP_CTRL_DOWN },
{ XK_KP_Down, PSP_CTRL_DOWN },
{ XK_Left, PSP_CTRL_LEFT },
{ XK_KP_Left, PSP_CTRL_LEFT },
{ XK_Right, PSP_CTRL_RIGHT },
{ XK_KP_Right, PSP_CTRL_RIGHT },
{ XK_space, PSP_CTRL_CIRCLE },
{ XK_Control_L, PSP_CTRL_CIRCLE },
{ XK_Control_R, PSP_CTRL_CIRCLE },
{ XK_Tab, PSP_CTRL_TRIANGLE },
{ XK_Alt_L, PSP_CTRL_SQUARE },
{ XK_Caps_Lock, PSP_CTRL_CROSS },
{ XK_Shift_L, PSP_CTRL_LTRIGGER },
{ XK_Shift_R, PSP_CTRL_RTRIGGER },
{ XK_F1, PSP_CTRL_HOME },
{ XK_F2, PSP_CTRL_HOLD },
{ XK_F3, PSP_CTRL_NOTE }
};
static vector< pair<KeyCode, u32> > gKeyCodes;
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize The GL Window
{
if ((GLfloat)width / (GLfloat)height < ACTUAL_RATIO)
glViewport(0, -((width/ACTUAL_RATIO)-height)/2, width, width / ACTUAL_RATIO); // Reset The Current Viewport
else
glViewport(-(height*ACTUAL_RATIO-width)/2, 0, height * ACTUAL_RATIO, height);
glScissor(0, 0, width, height);
}
GLvoid SizeGLScene(GLsizei width, GLsizei height) // Initialize The GL Window
{
if (0 == height) // Prevent A Divide By Zero By
height=1; // Making Height Equal One
glViewport(0, 0, width, height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(75.0f, ACTUAL_RATIO, 0.5f, 1000.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
// glutReshapeWindow(width, height);
ReSizeGLScene(width, height);
}
int InitGL(void) // All Setup For OpenGL Goes Here
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background (yes that's the way fuckers)
glClearDepth(1.0f); // Depth Buffer Setup
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal)
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
glShadeModel(GL_SMOOTH); // Select Smooth Shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Set Line Antialiasing
glEnable(GL_LINE_SMOOTH); // Enable it!
glEnable(GL_CULL_FACE); // do not calculate inside of poly's
glFrontFace(GL_CCW); // counter clock-wise polygons are out
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_SCISSOR_TEST); // Enable Clipping
return true; // Initialization Went OK
}
bool InitGame(void)
{
g_engine = JGE::GetInstance();
g_app = g_launcher->GetGameApp();
g_app->Create();
g_engine->SetApp(g_app);
JRenderer::GetInstance()->Enable2D();
struct timeval tv;
gettimeofday(&tv, NULL);
lastTickCount = tv.tv_sec * 1000 + tv.tv_usec / 1000;
return true;
}
void DestroyGame(void)
{
g_engine->SetApp(NULL);
if (g_app)
{
g_app->Destroy();
delete g_app;
g_app = NULL;
}
JGE::Destroy();
g_engine = NULL;
}
void KillGLWindow(void) // Properly Kill The Window
{
DestroyGame();
if (gXWindow && gXDisplay)
XDestroyWindow(gXDisplay, gXWindow);
gXWindow = NULL;
}
// Some parameters we wanna give to XGl
static const int doubleBufferAttributes[] = {
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DOUBLEBUFFER, True, /* Request a double-buffered color buffer with */
GLX_RED_SIZE, 1, /* the maximum number of bits per component */
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
None
};
static Bool WaitForNotify(Display *dpy, XEvent *event, XPointer arg)
{
return (event->type == MapNotify) && (event->xmap.window == (Window) arg);
}
/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false) */
BOOL CreateGLWindow(char* title, int width, int height, int bits __attribute__((unused)), bool fullscreenflag __attribute__((unused)))
{
// Open a connection to the X server
gXDisplay = XOpenDisplay(NULL);
if (NULL == gXDisplay)
{
printf("Unable to open a connection to the X server\n");
return false;
}
for (signed int i = sizeof(gDefaultBindings)/sizeof(gDefaultBindings[0]) - 1; i >= 0; --i)
gKeyCodes[i] = make_pair(XKeysymToKeycode(gXDisplay, gDefaultBindings[i].keysym), gDefaultBindings[i].pspCode);
// Get a suitable framebuffer config
int numReturned;
GLXFBConfig *fbConfigs = glXChooseFBConfig(gXDisplay, DefaultScreen(gXDisplay), doubleBufferAttributes, &numReturned);
if (NULL == fbConfigs)
{
printf("Unable to get a double buffered configuration\n");
return false;
}
// Create an X colormap and window with a visual matching the framebuffer config
XVisualInfo *vInfo = glXGetVisualFromFBConfig(gXDisplay, fbConfigs[0]);
// We must create a color map - I didn't understand why very well since we require TrueColor
XSetWindowAttributes swa;
swa.border_pixel = 0;
swa.event_mask = StructureNotifyMask;
swa.colormap = XCreateColormap(gXDisplay, RootWindow(gXDisplay, vInfo->screen), vInfo->visual, AllocNone);
// Create the window itself
gXWindow = XCreateWindow(gXDisplay, RootWindow(gXDisplay, vInfo->screen), 0, 0, width, height,
0, vInfo->depth, InputOutput, vInfo->visual,
CWBorderPixel | CWColormap | CWEventMask, &swa);
// Create a GLX context for OpenGL rendering
GLXContext context = glXCreateNewContext(gXDisplay, fbConfigs[0], GLX_RGBA_TYPE, NULL, True);
// Associate the frame buffer configuration with the created X window
glxWin = glXCreateWindow(gXDisplay, fbConfigs[0], gXWindow, NULL);
// Map the window to the screen
XMapWindow(gXDisplay, gXWindow);
// Wait for the window to appear
XEvent event;
XIfEvent(gXDisplay, &event, WaitForNotify, (XPointer) gXWindow);
// Bind the GLX context to the Window
glXMakeContextCurrent(gXDisplay, glxWin, glxWin, context);
SizeGLScene(width, height);
if (!InitGL())
{
KillGLWindow();
printf("Initializing GL failed.");
return false;
}
if (!InitGame())
{
KillGLWindow();
printf("Initializing game failed.");
return false;
}
return true;
}
void JGEControl()
{
gPrevControllerState = gControllerState;
}
void Update(int dt)
{
g_engine->SetDelta(dt);
g_engine->Update();
JGEControl();
}
int DrawGLScene(void) // Here's Where We Do All The Drawing
{
// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
// glLoadIdentity (); // Reset The Modelview Matrix
//if (g_app)
// g_app->Render();
g_engine->Render();
// glFlush ();
return true; // Everything Went OK
}
bool JGEGetButtonState(u32 button)
{
return gControllerState & button;
}
bool JGEGetButtonClick(u32 button)
{
return ((gControllerState & button) && (!(gPrevControllerState & button)));
}
bool JGEGetKeyState(int key __attribute__((unused)))
{
return false;
}
u32 JGEReadKey()
{
if (gKeyBuffer.empty()) return 0;
u32 val = gKeyBuffer.front().second;
gHolds &= ~val;
gKeyBuffer.pop();
return val;
}
u32 JGEReadLocalKey()
{
if (gKeyBuffer.empty()) return 0;
pair <KeyCode, u32> val = gKeyBuffer.front();
gHolds &= ~val.second;
gKeyBuffer.pop();
return val.first;
}
void JGEBindLocalKey(u32 localKey, u32 pspSymbol)
{
}
void JGEResetInput()
{
while (!gKeyBuffer.empty()) gKeyBuffer.pop();
}
void reshapeFunc(int width, int height)
{
ReSizeGLScene(width, height);
}
void fullscreen()
{
Atom wmState = XInternAtom(gXDisplay, "_NET_WM_STATE", False);
Atom fullScreen = XInternAtom(gXDisplay, "_NET_WM_STATE_FULLSCREEN", False);
XEvent xev;
xev.xclient.type = ClientMessage;
xev.xclient.serial = 0;
xev.xclient.send_event = True;
xev.xclient.window = gXWindow;
xev.xclient.message_type = wmState;
xev.xclient.format = 32;
xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;
xev.xclient.data.l[1] = fullScreen;
xev.xclient.data.l[2] = 0;
if (window_state.fullscreen)
{
XSendEvent(gXDisplay, DefaultRootWindow(gXDisplay), False, SubstructureRedirectMask | SubstructureNotifyMask, &xev);
XMoveResizeWindow(gXDisplay, gXWindow, window_state.x, window_state.y, window_state.width, window_state.height);
window_state.fullscreen = false;
}
else
{
XWindowAttributes xwa;
Window child_return;
int x, y;
XGetWindowAttributes(gXDisplay, gXWindow, &xwa);
XTranslateCoordinates(gXDisplay, gXWindow, DefaultRootWindow(gXDisplay), xwa.x, xwa.y, &window_state.x, &window_state.y, &child_return);
window_state.width = xwa.width; window_state.height = xwa.height;
window_state.fullscreen = true;
XSendEvent(gXDisplay, DefaultRootWindow(gXDisplay), False, SubstructureRedirectMask | SubstructureNotifyMask, &xev);
XGetWindowAttributes(gXDisplay, DefaultRootWindow(gXDisplay), &xwa);
XMoveResizeWindow(gXDisplay, gXWindow, 0, 0, xwa.width, xwa.height);
}
}
int main(int argc, char* argv[])
{
g_launcher = new JGameLauncher();
u32 flags = g_launcher->GetInitFlags();
if ((flags&JINIT_FLAG_ENABLE3D)!=0)
JRenderer::Set3DFlag(true);
// Create Our OpenGL Window
if (!CreateGLWindow(g_launcher->GetName(), ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 32, window_state.fullscreen))
{
printf("Could not create the window\n");
return 1; // Quit If Window Was Not Created
}
if (!InitGame())
{
printf("Could not init the game\n");
return 1;
}
XSelectInput(gXDisplay, gXWindow, KeyPressMask | KeyReleaseMask | StructureNotifyMask);
XkbSetDetectableAutoRepeat(gXDisplay, true, NULL);
static uint64_t tickCount;
while (!g_engine->IsDone())
{
struct timeval tv;
uint dt;
XEvent event;
gettimeofday(&tv, NULL);
tickCount = tv.tv_sec * 1000 + tv.tv_usec / 1000;
dt = (tickCount - lastTickCount);
lastTickCount = tickCount;
Update(dt); // Update frame
DrawGLScene(); // Draw The Scene
glXSwapBuffers(gXDisplay, glxWin);
if (XCheckWindowEvent(gXDisplay, gXWindow, KeyPressMask | KeyReleaseMask | StructureNotifyMask, &event))
switch (event.type)
{
case KeyPress:
if (XKeycodeToKeysym(gXDisplay, event.xkey.keycode, 1) == XK_F)
fullscreen();
for (signed int i = gKeyCodes.size() - 1; i >= 0; --i)
if (event.xkey.keycode == gKeyCodes[i].first)
{
if (!(gHolds & gKeyCodes[i].second))
gKeyBuffer.push(gKeyCodes[i]);
gControllerState |= gKeyCodes[i].second;
gHolds |= gKeyCodes[i].second;
break;
}
break;
case KeyRelease:
for (signed int i = sizeof(gKeyCodes)/sizeof(gKeyCodes[0]) - 1; i >= 0; --i)
if (event.xkey.keycode == gKeyCodes[i].first)
{
gControllerState &= ~gKeyCodes[i].second;
gHolds &= ~gKeyCodes[i].second;
break;
}
break;
case ConfigureNotify:
ReSizeGLScene(event.xconfigure.width, event.xconfigure.height);
break;
default:
break;
}
}
if (g_launcher)
delete g_launcher;
// Shutdown
KillGLWindow(); // Kill The Window
return 0;
}

View File

@@ -42,6 +42,7 @@ int glWindowID = 0;
static u32 gButtons = 0;
static u32 gOldButtons = 0;
static u32 gKeyPresses = 0;
static u32 gHolds = 0;
static queue< pair<u32,u32> > gKeyBuffer;
static u32 gPSPKeyMasks[] =
@@ -114,27 +115,6 @@ static const unsigned char gNonGlutKeyCodes[] =
KEY_ESCAPE
};
static bool gThisFrame[17] =
{
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false,
false
};
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize The GL Window
{
@@ -267,8 +247,6 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits __attribute__((
void JGEControl()
{
for (int i=0;i<17;i++)
gThisFrame[i] = false;
gOldButtons = gButtons;
}
@@ -363,11 +341,11 @@ void specialKey(int key, int x __attribute__((unused)), int y __attribute((unuse
for (signed int i = sizeof(gGlutKeyCodes)/sizeof(gGlutKeyCodes[0]) - 1; i >= 0; --i)
if (gGlutKeyCodes[i] == key)
{
if (false == gThisFrame[i])
gButtons |= gPSPKeyMasks[i];
gKeyPresses |= gPSPKeyMasks[i];
if (!(gHolds & gPSPKeyMasks[i]))
{
gThisFrame[i] = true;
gButtons |= gPSPKeyMasks[i];
gKeyPresses |= gPSPKeyMasks[i];
gHolds |= gPSPKeyMasks[i];
gKeyBuffer.push(make_pair(gPSPKeyMasks[i],0x8000+key));
}
return;
@@ -379,6 +357,7 @@ void specialUp(int key, int x __attribute__((unused)), int y __attribute((unused
if (gGlutKeyCodes[i] == key)
{
gButtons &= ~gPSPKeyMasks[i];
gHolds &= ~gPSPKeyMasks[i];
return;
}
}
@@ -403,14 +382,14 @@ void normalKey(unsigned char key, int x __attribute__((unused)), int y __attribu
glutPositionWindow(0, 0);
}
}
for (signed int i = sizeof(gNonGlutKeyCodes)/sizeof(gNonGlutKeyCodes[0]); i > 0; --i)
for (signed int i = sizeof(gNonGlutKeyCodes)/sizeof(gNonGlutKeyCodes[0]); i >= 0; --i)
if (gNonGlutKeyCodes[i] == key)
{
if (false == gThisFrame[i])
gButtons |= gPSPKeyMasks[i];
gKeyPresses |= gPSPKeyMasks[i];
if (!(gHolds & gPSPKeyMasks[i]))
{
gThisFrame[i] = true;
gButtons |= gPSPKeyMasks[i];
gKeyPresses |= gPSPKeyMasks[i];
gHolds |= gPSPKeyMasks[i];
gKeyBuffer.push(make_pair(gPSPKeyMasks[i],key));
}
return;
@@ -418,14 +397,20 @@ void normalKey(unsigned char key, int x __attribute__((unused)), int y __attribu
}
void normalUp(unsigned char key, int x __attribute__((unused)), int y __attribute((unused)))
{
for (signed int i = sizeof(gNonGlutKeyCodes)/sizeof(gNonGlutKeyCodes[0]); i > 0; --i)
if (gNonGlutKeyCodes[i] == key) { gButtons &= ~gPSPKeyMasks[i]; return; }
for (signed int i = sizeof(gNonGlutKeyCodes)/sizeof(gNonGlutKeyCodes[0]); i >= 0; --i)
if (gNonGlutKeyCodes[i] == key)
{
gButtons &= ~gPSPKeyMasks[i];
gHolds &= ~gPSPKeyMasks[i];
return;
}
}
u32 JGEReadKey()
{
if (gKeyBuffer.empty()) return 0;
u32 val = gKeyBuffer.front().first;
gHolds = gHolds & ~val;
gKeyBuffer.pop();
return val;
}
@@ -433,9 +418,10 @@ u32 JGEReadKey()
u32 JGEReadLocalKey()
{
if (gKeyBuffer.empty()) return 0;
u32 val = gKeyBuffer.front().second;
pair <u32, u32> val = gKeyBuffer.front();
gHolds = gHolds & ~val.first;
gKeyBuffer.pop();
return val;
return val.second;
}
void JGEResetInput()
@@ -465,7 +451,7 @@ int main(int argc, char* argv[])
glutIdleFunc(&idleCallBack);
glutDisplayFunc(&displayCallBack);
// glutSetKeyRepeat(GLUT_KEY_REPEAT_OFF);
//glutSetKeyRepeat(GLUT_KEY_REPEAT_OFF);
glutSpecialFunc(&specialKey);
glutKeyboardFunc(&normalKey);
glutSpecialUpFunc(&specialUp);