ref: b1f9687a0c0db818a5f7dfe9257a9aef44b75683
dir: /SDL_Examples/menu.c/
/* sdlGears.c */ /* * 3-D gear wheels by Brian Paul. This program is in the public domain. * * ported to libSDL/TinyGL by Gerald Franz (gfz@o2online.de) */ //#define PLAY_MUSIC #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include "../include/GL/gl.h" #include "../include/zbuffer.h" #define CHAD_API_IMPL #define CHAD_MATH_IMPL #include "include/3dMath.h" #ifdef PLAY_MUSIC #include "include/api_audio.h" #else typedef unsigned char uchar; #endif #include <SDL/SDL.h> #ifndef M_PI #define M_PI 3.14159265 #endif int winSizeX = 640; int winSizeY = 480; int mousepos[2]; int mb = 0; double tpassed = 0; int isRunning = 1; #define BEGIN_EVENT_HANDLER void events(SDL_Event* e){switch(e->type){ #define E_KEYSYM e->key.keysym.sym #define END_EVENT_HANDLER }} #define EVENT_HANDLER events #define E_MOTION e->motion #define E_BUTTON e->button.button #define E_WINEVENT e->window.event #define E_WINW e->window.data1 #define E_WINH e->window.data2 vec3 mouse_to_normal(){ vec3 r; r.d[0] = mousepos[0] / (float) winSizeX; r.d[1] = mousepos[1] / (float) winSizeY; return r; } int drawBox(GLfloat x, GLfloat y, GLfloat xdim, GLfloat ydim){ //0,0 is top left, 1,1 is bottom right vec3 r = mouse_to_normal(); int retval = 0; if( (x <= r.d[0]) && (x+xdim >= r.d[0]) && (y <= r.d[1]) && (y+ydim >= r.d[1]) ) retval = 1; x*=2;xdim*=2; y*=2;ydim*=2; glBegin(GL_TRIANGLES); // TRIANGLE 1, glTexCoord2f(0, 0); glVertex3f(-1+x, 1-y-ydim, 0.5); //Bottom Left Corner glTexCoord2f(1, -1); glVertex3f(-1+x+xdim, 1-y , 0.5); //Top Right Corner glTexCoord2f(0, -1); glVertex3f(-1+x, 1-y, 0.5); //Top Left // TRIANGLE 2 glTexCoord2f(0, 0); glVertex3f(-1+x, 1-y-ydim, 0.5); //Bottom Left Corner glTexCoord2f(1, 0); glVertex3f(-1+x+xdim, 1-y-ydim, 0.5); glTexCoord2f(1, -1); glVertex3f(-1+x+xdim, 1-y , 0.5); //Top Right Corner glEnd(); return retval; } void drawMouse(){ vec3 r; r.d[0] = mousepos[0] / (float) winSizeX; r.d[1] = mousepos[1] / (float) winSizeY; if(!mb) glColor3f(0.7,0.7,0.7); else glColor3f(1.0,0.1,0.1); drawBox(r.d[0], r.d[1], 0.03, 0.03); } int drawTB(const char* text, GLuint textcolor, GLfloat x, GLfloat y, GLint size){ size = (size>64)?64:((size<8)?8:size); size >>= 3; //divide by 8 to get the GLTEXTSIZE if(!size || !text) return 0; int mw = 0, h = 1, cw = 0; //max width, height, current width for(int i = 0; text[i] != '\0' && (text[i] & 127);i++){ if(text[i] != '\n') cw++; else {cw = 0; h++;} if(mw<cw)mw=cw; } float w = (size)*8*(mw) / (float)winSizeX; float bw = 3*size/(float)winSizeX; float h_ = (size)*8*(h)/(float)winSizeY; float bh = 3*size/(float)winSizeY; int retval = drawBox(x-bw/2,y-bh/2, w+bw, h_+bh); glTextSize(size); glDrawText((unsigned char*)text, x*winSizeX, y*winSizeY, textcolor); return retval; } int haveclicked = 0; vec3 tbcoords = (vec3){{0.4,0.4,0}}; void draw() { glColor3f(1,1,1); if(drawTB("Click me and I toggle color!", haveclicked?0xFF0000:0x00, tbcoords.d[0], tbcoords.d[1],16) && mb == 1) {puts("Detected click! EVENT FIRED!\n");haveclicked = !haveclicked; } drawMouse(); } void initScene() { static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0}; static GLfloat white[4] = {1.0, 1.0, 1.0, 0.0}; glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_DIFFUSE, white); // glLightfv( GL_LIGHT0, GL_AMBIENT, white); // glLightfv( GL_LIGHT0, GL_SPECULAR, white); //glEnable(GL_CULL_FACE); glDisable( GL_CULL_FACE ); glDisable(GL_BLEND); //glEnable(GL_LIGHTING); //glEnable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); // glEnable( GL_LIGHT0 ); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glShadeModel(GL_SMOOTH); glTextSize(GL_TEXT_SIZE24x24); glEnable(GL_NORMALIZE); } BEGIN_EVENT_HANDLER case SDL_KEYDOWN: switch(E_KEYSYM){ case SDLK_ESCAPE: case SDLK_q: isRunning = 0; break; case SDLK_UP: mousepos[1] -= 4; mousepos[1]%= winSizeY; break; case SDLK_DOWN: mousepos[1] += 4;mousepos[1]%= winSizeY; break; case SDLK_LEFT: mousepos[0] -= 4;mousepos[0]%= winSizeX; break; case SDLK_RIGHT: mousepos[0] += 4;mousepos[0]%= winSizeX; break; case SDLK_SPACE: case SDLK_RETURN: mb = 1; break; default: break; } break; case SDL_KEYUP: switch(E_KEYSYM){ case SDLK_SPACE: case SDLK_RETURN: mb = 0; break; default: break; } break; case SDL_QUIT:isRunning = 0;break; case SDL_MOUSEBUTTONDOWN: if(E_BUTTON==SDL_BUTTON_LEFT) mb = 1; if(E_BUTTON==SDL_BUTTON_RIGHT) { tbcoords = mouse_to_normal(); haveclicked = 0; } break; case SDL_MOUSEBUTTONUP: if(E_BUTTON==SDL_BUTTON_LEFT) mb = 2; break; case SDL_MOUSEMOTION: mousepos[0] = E_MOTION.x; mousepos[1] = E_MOTION.y; break; END_EVENT_HANDLER int main(int argc, char** argv) { // initialize SDL video: unsigned int fps = 0; char needsRGBAFix = 0; if (argc > 2) { char* larg = argv[1]; for (int i = 0; i < argc; i++) { if (!strcmp(larg, "-w")) winSizeX = atoi(argv[i]); if (!strcmp(larg, "-h")) winSizeY = atoi(argv[i]); if (!strcmp(larg, "-fps")) fps = strtoull(argv[i], 0, 10); larg = argv[i]; } } #ifdef PLAY_MUSIC if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { #else if (SDL_Init(SDL_INIT_VIDEO) < 0) { #endif fprintf(stderr, "ERROR: cannot initialize SDL video.\n"); return 1; } #ifdef PLAY_MUSIC ainit(0); #endif SDL_Surface* screen = NULL; if ((screen = SDL_SetVideoMode(winSizeX, winSizeY, TGL_FEATURE_RENDER_BITS, SDL_SWSURFACE)) == 0) { fprintf(stderr, "ERROR: Video mode set failed.\n"); return 1; } printf("\nRMASK IS %u", screen->format->Rmask); printf("\nGMASK IS %u", screen->format->Gmask); printf("\nBMASK IS %u", screen->format->Bmask); printf("\nAMASK IS %u", screen->format->Amask); #if TGL_FEATURE_RENDER_BITS == 32 if (screen->format->Rmask != 0x00FF0000 || screen->format->Gmask != 0x0000FF00 || screen->format->Bmask != 0x000000FF) { needsRGBAFix = 1; printf("\nYour screen is using an RGBA output different than this library expects."); printf("\nYou should consider using the 16 bit version for optimal performance"); } #endif printf("\nRSHIFT IS %u", screen->format->Rshift); printf("\nGSHIFT IS %u", screen->format->Gshift); printf("\nBSHIFT IS %u", screen->format->Bshift); printf("\nASHIFT IS %u\n", screen->format->Ashift); fflush(stdout); #ifdef PLAY_MUSIC track* myTrack = NULL; myTrack = lmus("WWGW.mp3"); mplay(myTrack, -1, 1000); #endif SDL_ShowCursor(SDL_ENABLE); SDL_WM_SetCaption(argv[0], 0); // initialize TinyGL: int mode; switch (screen->format->BitsPerPixel) { case 16: // fprintf(stderr,"\nUnsupported by maintainer!!!"); mode = ZB_MODE_5R6G5B; // return 1; break; case 32: mode = ZB_MODE_RGBA; break; default: return 1; break; } ZBuffer* frameBuffer = ZB_open(winSizeX, winSizeY, mode, 0); glInit(frameBuffer); // initialize GL: glClearColor(0.0, 0.0, 0.0, 0.0); glViewport(0, 0, winSizeX, winSizeY); glEnable(GL_DEPTH_TEST); // GLfloat h = (GLfloat) winSizeY / (GLfloat) winSizeX; glMatrixMode(GL_PROJECTION); glLoadIdentity(); // glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // glTranslatef( 0.0, 0.0, -45.0 ); initScene(); // variables for timing: long long unsigned int frames = 0; unsigned int tNow = SDL_GetTicks(); unsigned int tLastFps = tNow; // main loop: while (isRunning) { ++frames; tpassed += frames * 16.666666/1000.0; tNow = SDL_GetTicks(); // do event handling: SDL_Event ev; mb = 0; //Very important while (SDL_PollEvent(&ev)) events(&ev); // draw scene: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //This is where we render our GUI! draw(); //glDrawText((unsigned char*)"\nBlitting text\nto the screen!", 0, 0, 0x000000FF); // swap buffers: if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) { fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError()); return 1; } // Quickly convert all pixels to the correct format #if TGL_FEATURE_RENDER_BITS == 32 if (needsRGBAFix) for (int i = 0; i < frameBuffer->xsize * frameBuffer->ysize; i++) { #define DATONE (frameBuffer->pbuf[i]) DATONE = ((DATONE & 0x000000FF)) << screen->format->Rshift | ((DATONE & 0x0000FF00) >> 8) << screen->format->Gshift | ((DATONE & 0x00FF0000) >> 16) << screen->format->Bshift; } #endif ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch); if (SDL_MUSTLOCK(screen)) SDL_UnlockSurface(screen); SDL_Flip(screen); if (fps > 0) if ((1000 / fps) > (SDL_GetTicks() - tNow)) { SDL_Delay((1000 / fps) - (SDL_GetTicks() - tNow)); // Yay stable framerate! } // check for error conditions: char* sdl_error = SDL_GetError(); if (sdl_error[0] != '\0') { fprintf(stderr, "SDL ERROR: \"%s\"\n", sdl_error); SDL_ClearError(); } // update fps: if (tNow >= tLastFps + 5000) { printf("%llu frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f, (float)frames * 1000.0f / (float)(tNow - tLastFps)); tLastFps = tNow; frames = 0; } } printf("%llu frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f, (float)frames * 1000.0f / (float)(tNow - tLastFps)); // cleanup: ZB_close(frameBuffer); glClose(); if (SDL_WasInit(SDL_INIT_VIDEO)) SDL_QuitSubSystem(SDL_INIT_VIDEO); #ifdef PLAY_MUSIC mhalt(); Mix_FreeMusic(myTrack); acleanup(); #endif SDL_Quit(); return 0; }