#include #include #include #include "wsdl.h" #include "ogl.h" #include "detect.h" #include "time.h" #include "input.h" #include "misc.h" #include "posix.h" #include "font.h" #include "res.h" #include "tex.h" #include "vfs.h" u32 game_ticks; int xres = 800, yres = 600; u32 font; u32 tex; // error in SDL before OpenGL initialized; // display error message, and quit // TODO: localization enum SDLError { INIT, VMODE }; #ifdef _WIN32 extern "C" { #define MB_ICONEXCLAMATION 0x30 __declspec(dllimport) unsigned long __stdcall MessageBoxA(void*, const char*, const char*, unsigned int); } #endif static void sdl_error(SDLError err) { char msg[1000] = "Problem while setting up OpenGL.\n"\ "Details: "; char* pos = msg + strlen(msg); int rem = sizeof(msg)-1 - (pos-msg); // space remaining in buffer if(err == INIT) snprintf(pos, rem, "SDL library initialization failed (%s)\n", SDL_GetError()); else if(err == VMODE) snprintf(pos, rem, "could not set %dx%d graphics mode (%s)\n", xres, yres, SDL_GetError()); fprintf(stderr, msg); #ifdef _WIN32 MessageBoxA(0, msg, "0ad", MB_ICONEXCLAMATION); #endif exit(1); } static int set_vmode(int w, int h, int bpp) { SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); if(!SDL_SetVideoMode(w, h, bpp, SDL_OPENGL|SDL_FULLSCREEN)) return -1; glViewport(0, 0, w, h); oglInit(); // required after each mode change return 0; } static bool keys[256]; static bool handler(const SDL_Event& ev) { int c; switch(ev.type) { case SDL_KEYDOWN: c = ev.key.keysym.sym; keys[c] = true; switch(c) { case SDLK_ESCAPE: exit(0); } break; case SDL_KEYUP: c = ev.key.keysym.sym; keys[c] = false; break; } return 0; } static void render() { // TODO: not needed with 100% draw coverage glClear(GL_COLOR_BUFFER_BIT); // overlay mode glPushAttrib(GL_ENABLE_BIT); glDisable(GL_CULL_FACE); glBlendFunc(GL_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glAlphaFunc(GL_GREATER, 0.5); glEnable(GL_ALPHA_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0., xres, 0., yres, -1., 1.); glMatrixMode(GL_MODELVIEW); glPushMatrix(); // logo glLoadIdentity(); glTranslatef(50, 100, 0); tex_bind(tex); glBegin(GL_QUADS); const float u = 0.585f, v = 1.0f; const float x = 600.0f, y = 512.0f; glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(u, 0); glVertex2f(x, 0); glTexCoord2f(u, v); glVertex2f(x, y); glTexCoord2f(0, v); glVertex2f(0, y); glEnd(); // FPS counter glLoadIdentity(); glTranslatef(10, 30, 0); font_bind(font); glprintf("%d FPS", fps); // restore glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glPopAttrib(); } static void do_tick() { } void main(int argc, char* argv[]) { // set 24 bit (float) FPU precision for faster divides / sqrts #ifdef _M_IX86 _control87(_PC_24, _MCW_PC); #endif detect(); // output system information struct utsname un; uname(&un); freopen("stdout.txt", "w", stdout); // .. OS printf("%s %s (%s)\n", un.sysname, un.release, un.version); // .. CPU printf("%s, %s", un.machine, cpu_type); if(cpu_freq != 0.0f) { if(cpu_freq < 1e9) printf(", %.2f MHz\n", cpu_freq*1e-6); else printf(", %.2f GHz\n", cpu_freq*1e-9); } else printf("\n"); // .. memory printf("%lu MB RAM; %lu MB free\n", tot_mem/MB, avl_mem/MB); // .. graphics card printf("%s\n", gfx_card); // .. network name / ips printf("%s\n", un.nodename); char hostname[100]; // possibly nodename != hostname gethostname(hostname, sizeof(hostname)); hostent* h = gethostbyname(hostname); if(h) { struct in_addr** ips = (struct in_addr**)h->h_addr_list; for(int i = 0; ips && ips[i]; i++) printf("%s ", inet_ntoa(*ips[i])); printf("\n"); } fflush(stdout); // init SDL if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0) sdl_error(INIT); atexit(SDL_Quit); // preferred video mode = current desktop settings // (command line params may override these) get_cur_resolution(xres, yres); for(int a = 1; a < argc; a++) if(!strncmp(argv[a], "xres", 4)) xres = atoi(argv[a]+4); else if(!strncmp(argv[a], "yres", 4)) yres = atoi(argv[a]+4); // TODO: other command line options if(set_vmode(xres, yres, 32) < 0) sdl_error(VMODE); // call again - needs OpenGL to be initialized on non-Win32 systems #ifndef _WIN32 get_gfx_card(); #endif glEnable(GL_TEXTURE_2D); vfs_add_search_path("data"); tex = tex_load("0adlogo1.bmp"); tex_upload(tex); font = font_load("verdana.fnt"); in_add_handler(handler); // fixed timestep main loop const double TICK_TIME = 30e-3; // [s] double time0 = get_time(); for(;;) { // TODO: limiter in case simulation can't keep up? double time1 = get_time(); while((time1-time0) > TICK_TIME) { game_ticks++; in_get_events(); do_tick(); time0 += TICK_TIME; } render(); SDL_GL_SwapBuffers(); calc_fps(); } }