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Diffstat (limited to 'distrib/sdl-1.2.15/Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/main.c')
-rw-r--r--distrib/sdl-1.2.15/Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/main.c179
1 files changed, 179 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/main.c b/distrib/sdl-1.2.15/Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/main.c
new file mode 100644
index 0000000..b7794b3
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/main.c
@@ -0,0 +1,179 @@
+
+/* Simple program: Create a blank window, wait for keypress, quit.
+
+ Please see the SDL documentation for details on using the SDL API:
+ /Developer/Documentation/SDL/docs.html
+*/
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+#include "SDL.h"
+
+extern void Atlantis_Init ();
+extern void Atlantis_Reshape (int w, int h);
+extern void Atlantis_Animate ();
+extern void Atlantis_Display ();
+
+static SDL_Surface *gScreen;
+
+static void initAttributes ()
+{
+ // Setup attributes we want for the OpenGL context
+
+ int value;
+
+ // Don't set color bit sizes (SDL_GL_RED_SIZE, etc)
+ // Mac OS X will always use 8-8-8-8 ARGB for 32-bit screens and
+ // 5-5-5 RGB for 16-bit screens
+
+ // Request a 16-bit depth buffer (without this, there is no depth buffer)
+ value = 16;
+ SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value);
+
+
+ // Request double-buffered OpenGL
+ // The fact that windows are double-buffered on Mac OS X has no effect
+ // on OpenGL double buffering.
+ value = 1;
+ SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, value);
+}
+
+static void printAttributes ()
+{
+ // Print out attributes of the context we created
+ int nAttr;
+ int i;
+
+ int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE,
+ SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE };
+
+ char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n",
+ "Alpha size: %d bits\n", "Color buffer size: %d bits\n",
+ "Depth bufer size: %d bits\n" };
+
+ nAttr = sizeof(attr) / sizeof(int);
+
+ for (i = 0; i < nAttr; i++) {
+
+ int value;
+ SDL_GL_GetAttribute (attr[i], &value);
+ printf (desc[i], value);
+ }
+}
+
+static void createSurface (int fullscreen)
+{
+ Uint32 flags = 0;
+
+ flags = SDL_OPENGL;
+ if (fullscreen)
+ flags |= SDL_FULLSCREEN;
+
+ // Create window
+ gScreen = SDL_SetVideoMode (640, 480, 0, flags);
+ if (gScreen == NULL) {
+
+ fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
+ SDL_GetError());
+ SDL_Quit();
+ exit(2);
+ }
+}
+
+static void initGL ()
+{
+ Atlantis_Init ();
+ Atlantis_Reshape (gScreen->w, gScreen->h);
+}
+
+static void drawGL ()
+{
+ Atlantis_Animate ();
+ Atlantis_Display ();
+}
+
+static void mainLoop ()
+{
+ SDL_Event event;
+ int done = 0;
+ int fps = 24;
+ int delay = 1000/fps;
+ int thenTicks = -1;
+ int nowTicks;
+
+ while ( !done ) {
+
+ /* Check for events */
+ while ( SDL_PollEvent (&event) ) {
+ switch (event.type) {
+
+ case SDL_MOUSEMOTION:
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ break;
+ case SDL_KEYDOWN:
+ /* Any keypress quits the app... */
+ case SDL_QUIT:
+ done = 1;
+ break;
+ default:
+ break;
+ }
+ }
+
+ // Draw at 24 hz
+ // This approach is not normally recommended - it is better to
+ // use time-based animation and run as fast as possible
+ drawGL ();
+ SDL_GL_SwapBuffers ();
+
+ // Time how long each draw-swap-delay cycle takes
+ // and adjust delay to get closer to target framerate
+ if (thenTicks > 0) {
+ nowTicks = SDL_GetTicks ();
+ delay += (1000/fps - (nowTicks-thenTicks));
+ thenTicks = nowTicks;
+ if (delay < 0)
+ delay = 1000/fps;
+ }
+ else {
+ thenTicks = SDL_GetTicks ();
+ }
+
+ SDL_Delay (delay);
+ }
+}
+
+int main(int argc, char *argv[])
+{
+ // Init SDL video subsystem
+ if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
+
+ fprintf(stderr, "Couldn't initialize SDL: %s\n",
+ SDL_GetError());
+ exit(1);
+ }
+
+ // Set GL context attributes
+ initAttributes ();
+
+ // Create GL context
+ createSurface (0);
+
+ // Get GL context attributes
+ printAttributes ();
+
+ // Init GL state
+ initGL ();
+
+ // Draw, get events...
+ mainLoop ();
+
+ // Cleanup
+ SDL_Quit();
+
+ return 0;
+}