* Fullscreen support.
This commit is contained in:
jean.chalard
2008-11-16 12:31:11 +00:00
parent c50ea49e74
commit bea8c31d86

View File

@@ -12,6 +12,9 @@
#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;
@@ -19,7 +22,7 @@ struct window_state_t
unsigned int height;
unsigned int x;
unsigned int y;
} window_state = { false, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0 };
} window_state = { false, ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 0, 0 };
uint64_t lastTickCount;
@@ -110,7 +113,17 @@ static const unsigned char gNonGlutKeyCodes[] =
KEY_ESCAPE
};
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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);
}
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
@@ -121,20 +134,23 @@ GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(75.0f, (GLfloat)width / (GLfloat)height, 0.5f, 1000.0f);
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
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!
@@ -204,7 +220,7 @@ void KillGLWindow(void) // Properly Kill The Window
BOOL CreateGLWindow(char* title, int width, int height, int bits __attribute__((unused)), bool fullscreenflag __attribute__((unused)))
{
glWindowID = glutCreateWindow(title);
ReSizeGLScene(width, height);
SizeGLScene(width, height);
if (!InitGL())
{
KillGLWindow();
@@ -312,7 +328,10 @@ void initGlut(int* argc, char* argv[])
{
glutInit(argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(SCREEN_WIDTH, SCREEN_HEIGHT);
// glutInitWindowSize(ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT);
// I do not know why, but obviously the thing won't draw outside of whatever size the window
// has been CREATED with, regardless of what resize calls are made later
glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH), glutGet(GLUT_SCREEN_HEIGHT));
}
void specialKey(int key, int x __attribute__((unused)), int y __attribute((unused)))
@@ -334,7 +353,6 @@ void normalKey(unsigned char key, int x __attribute__((unused)), int y __attribu
glutReshapeWindow(window_state.width, window_state.height);
glutPositionWindow(window_state.x, window_state.y);
window_state.fullscreen = false;
ReSizeGLScene(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT));
}
else
{
@@ -344,7 +362,7 @@ void normalKey(unsigned char key, int x __attribute__((unused)), int y __attribu
window_state.width = glutGet(GLUT_WINDOW_WIDTH);
window_state.height = glutGet(GLUT_WINDOW_HEIGHT);
glutFullScreen();
ReSizeGLScene(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT));
glutPositionWindow(0, 0);
}
}
for (signed int i = sizeof(gNonGlutKeyCodes)/sizeof(gNonGlutKeyCodes[0]); i > 0; --i)
@@ -373,7 +391,7 @@ int main(int argc, char* argv[])
initGlut(&argc, argv);
// Create Our OpenGL Window
if (!CreateGLWindow(g_launcher->GetName(), SCREEN_WIDTH, SCREEN_HEIGHT, 32, window_state.fullscreen))
if (!CreateGLWindow(g_launcher->GetName(), ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 32, window_state.fullscreen))
return 0; // Quit If Window Was Not Created
glutIdleFunc(&idleCallBack);
@@ -383,7 +401,7 @@ int main(int argc, char* argv[])
glutKeyboardFunc(&normalKey);
glutSpecialUpFunc(&specialUp);
glutKeyboardUpFunc(&normalUp);
// glutReshapeFunc(&reshapeFunc);
glutReshapeFunc(&reshapeFunc);
glutMainLoop();
return 0;