J :
* Fullscreen support.
This commit is contained in:
@@ -12,6 +12,9 @@
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#include "../../JGE/include/JGameLauncher.h"
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#define ACTUAL_SCREEN_WIDTH (SCREEN_WIDTH)
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#define ACTUAL_SCREEN_HEIGHT (SCREEN_HEIGHT)
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#define ACTUAL_RATIO ((GLfloat)ACTUAL_SCREEN_WIDTH / (GLfloat)ACTUAL_SCREEN_HEIGHT)
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struct window_state_t
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{
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bool fullscreen;
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@@ -19,7 +22,7 @@ struct window_state_t
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unsigned int height;
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unsigned int x;
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unsigned int y;
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} window_state = { false, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0 };
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} window_state = { false, ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 0, 0 };
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uint64_t lastTickCount;
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@@ -110,7 +113,17 @@ static const unsigned char gNonGlutKeyCodes[] =
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KEY_ESCAPE
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};
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize The GL Window
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{
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if ((GLfloat)width / (GLfloat)height < ACTUAL_RATIO)
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glViewport(0, -((width/ACTUAL_RATIO)-height)/2, width, width / ACTUAL_RATIO); // Reset The Current Viewport
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else
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glViewport(-(height*ACTUAL_RATIO-width)/2, 0, height * ACTUAL_RATIO, height);
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}
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GLvoid SizeGLScene(GLsizei width, GLsizei height) // Initialize The GL Window
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{
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if (0 == height) // Prevent A Divide By Zero By
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height=1; // Making Height Equal One
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@@ -121,20 +134,23 @@ GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(75.0f, (GLfloat)width / (GLfloat)height, 0.5f, 1000.0f);
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gluPerspective(75.0f, ACTUAL_RATIO, 0.5f, 1000.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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glutReshapeWindow(width, height);
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ReSizeGLScene(width, height);
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}
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int InitGL(void) // All Setup For OpenGL Goes Here
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{
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glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // Black Background (yes that's the way fuckers)
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glClearDepth (1.0f); // Depth Buffer Setup
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glDepthFunc (GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal)
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glEnable (GL_DEPTH_TEST); // Enable Depth Testing
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glShadeModel (GL_SMOOTH); // Select Smooth Shading
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background (yes that's the way fuckers)
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glClearDepth(1.0f); // Depth Buffer Setup
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal)
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glEnable(GL_DEPTH_TEST); // Enable Depth Testing
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glShadeModel(GL_SMOOTH); // Select Smooth Shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Set Line Antialiasing
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glEnable(GL_LINE_SMOOTH); // Enable it!
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@@ -204,7 +220,7 @@ void KillGLWindow(void) // Properly Kill The Window
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BOOL CreateGLWindow(char* title, int width, int height, int bits __attribute__((unused)), bool fullscreenflag __attribute__((unused)))
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{
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glWindowID = glutCreateWindow(title);
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ReSizeGLScene(width, height);
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SizeGLScene(width, height);
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if (!InitGL())
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{
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KillGLWindow();
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@@ -312,7 +328,10 @@ void initGlut(int* argc, char* argv[])
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{
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glutInit(argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
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glutInitWindowSize(SCREEN_WIDTH, SCREEN_HEIGHT);
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// glutInitWindowSize(ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT);
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// I do not know why, but obviously the thing won't draw outside of whatever size the window
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// has been CREATED with, regardless of what resize calls are made later
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glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH), glutGet(GLUT_SCREEN_HEIGHT));
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}
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void specialKey(int key, int x __attribute__((unused)), int y __attribute((unused)))
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@@ -334,7 +353,6 @@ void normalKey(unsigned char key, int x __attribute__((unused)), int y __attribu
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glutReshapeWindow(window_state.width, window_state.height);
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glutPositionWindow(window_state.x, window_state.y);
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window_state.fullscreen = false;
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ReSizeGLScene(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT));
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}
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else
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{
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@@ -344,7 +362,7 @@ void normalKey(unsigned char key, int x __attribute__((unused)), int y __attribu
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window_state.width = glutGet(GLUT_WINDOW_WIDTH);
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window_state.height = glutGet(GLUT_WINDOW_HEIGHT);
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glutFullScreen();
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ReSizeGLScene(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT));
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glutPositionWindow(0, 0);
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}
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}
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for (signed int i = sizeof(gNonGlutKeyCodes)/sizeof(gNonGlutKeyCodes[0]); i > 0; --i)
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@@ -373,7 +391,7 @@ int main(int argc, char* argv[])
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initGlut(&argc, argv);
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// Create Our OpenGL Window
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if (!CreateGLWindow(g_launcher->GetName(), SCREEN_WIDTH, SCREEN_HEIGHT, 32, window_state.fullscreen))
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if (!CreateGLWindow(g_launcher->GetName(), ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 32, window_state.fullscreen))
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return 0; // Quit If Window Was Not Created
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glutIdleFunc(&idleCallBack);
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@@ -383,7 +401,7 @@ int main(int argc, char* argv[])
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glutKeyboardFunc(&normalKey);
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glutSpecialUpFunc(&specialUp);
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glutKeyboardUpFunc(&normalUp);
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// glutReshapeFunc(&reshapeFunc);
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glutReshapeFunc(&reshapeFunc);
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glutMainLoop();
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return 0;
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