656 lines
19 KiB
C++
656 lines
19 KiB
C++
////////////////////////////////////////////////////////////////////////////////
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//
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// Module: linux.cpp
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// Author: Tom Hicks
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// Creation: 09-01-2003
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// LastEdit: 06-19-2005
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// Editors: Tom Hicks
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//
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// Purpose:
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// To implement the OpenArena SDK.
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//
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// Summary of Methods:
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// Global
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// -InitControls()
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// Loads the defaultPlayer's configuration.
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// -InitGL()
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// Initializes OpenGL and is responsible for loading textures.
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// -ResizeGLScene(GLsizei width, GLsizei height)
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// Resizes the viewport to the current size of the visible area of the window specified by width and height.
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// -KillGLWindow()
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// Closes the window.
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// -CreateGLWindow(string title, int width, int height, int bits, bool fullscreenflag)
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// Creates the window with the specified parameters.
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// -WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
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// Main procedure.
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// -WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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// Window Procedure for the OpenGL window.
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//
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////////////////////////////////////////////////////////////////////////////////
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#ifdef __linux
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//include necessary header files
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#include "../include/main.h"
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#include "../include/version.h"
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using namespace std;
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void InitControls();
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int InitGL();
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void KillGLWindow();
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static int attrListSgl[] = {GLX_RGBA, GLX_RED_SIZE, 4, GLX_GREEN_SIZE, 4, GLX_BLUE_SIZE, 4, GLX_DEPTH_SIZE, 16, None};
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static int attrListDbl[] = {GLX_RGBA, GLX_DOUBLEBUFFER, GLX_RED_SIZE, 4, GLX_GREEN_SIZE, 4, GLX_BLUE_SIZE, 4, GLX_DEPTH_SIZE, 16, None};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Function Definitions
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void ResizeGLScene(GLsizei width, GLsizei height)
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{
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if(height == 0)
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height = 1;
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glViewport(0,0,width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (GLfloat)width/height, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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int DrawGLScene()
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{
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level.Render();
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//Maybe this should be integrated into the Window class
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if(g_Screen.doubleBuffered)
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{
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glXSwapBuffers(g_Screen.display, g_Screen.window);
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}
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return true;
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}
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//
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//void InitControls()
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// Purpose:
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// Initializes controls by loading the default control config file "my.cfg".
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void InitControls()
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{
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if (!level.LoadConfig("my.cfg"))
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level.LoadConfig();
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}
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//
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//int InitGL(GLvoid)
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// Purpose:
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// To do all required setup before creating an OpenGL window
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int InitGL(GLvoid)
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{
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level.LoadGLTextures();
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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/*lighting disabled temporarily
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glLightfv(GL_LIGHT1, GL_AMBIENT, level.LightAmbient);
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for(index=0; index<level.numLights; index++)
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{
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glLightfv(GL_LIGHT1, GL_DIFFUSE, level.light[index].color);
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glLightfv(GL_LIGHT1, GL_POSITION, level.light[index].coords);
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}
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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*/
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//BuildFont();
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return true;
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}
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//
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//void KillGLWindow()
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// Purpose:
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// To do all required setup before creating an OpenGL window
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void KillGLWindow()
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{
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if(g_Screen.hRC)
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{
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if(!glXMakeCurrent(g_Screen.display, None, NULL))
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{
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printf("Could not release drawing context.\n");
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}
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glXDestroyContext(g_Screen.display, g_Screen.hRC);
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g_Screen.hRC = NULL;
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}
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if(g_Screen.fullscreen)
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{
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XF86VidModeSwitchToMode(g_Screen.display, g_Screen.screen, &g_Screen.vidMode);
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XF86VidModeSetViewPort(g_Screen.display, g_Screen.screen, 0, 0);
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}
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XCloseDisplay(g_Screen.display);
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}
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//
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//bool CreateGLWindow(string title, int width, int height, int bits, bool fullscreenflag)
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// Purpose:
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//
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bool CreateGLWindow(string title, int width, int height, int bits, bool fullscreenflag)
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{
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XVisualInfo* vi;
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Colormap cmap;
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int bestMode = 0;
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int vidModeMajorVersion;
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int vidModeMinorVersion;
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int glxMajorVersion;
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int glxMinorVersion;
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int modeNum;
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XF86VidModeModeInfo** modes;
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Atom wmDelete;
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Window winDummy;
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unsigned int borderDummy;
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g_Screen.name = title;
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g_Screen.width = width;
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g_Screen.height = height;
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g_Screen.bpp = bits;
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g_Screen.fullscreen = fullscreenflag;
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g_Screen.display = XOpenDisplay(0);
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g_Screen.screen = DefaultScreen(g_Screen.display);
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XF86VidModeQueryVersion(g_Screen.display, &vidModeMajorVersion, &vidModeMinorVersion);
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printf("XF86VidModeExtension-Version %d.%d\n", vidModeMajorVersion, vidModeMinorVersion);
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XF86VidModeGetAllModeLines(g_Screen.display, g_Screen.screen, &modeNum, &modes);
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g_Screen.vidMode = *modes[0];
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int i;
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for(i=0; i<modeNum; i++)
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{
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//Add a check for colordepth here
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if((modes[i]->hdisplay == width) && (modes[i]->vdisplay == height))
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{
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bestMode = i;
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}
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}
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vi = glXChooseVisual(g_Screen.display, g_Screen.screen, attrListDbl);
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if(vi == NULL)
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{
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vi = glXChooseVisual(g_Screen.display, g_Screen.screen, attrListSgl);
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g_Screen.doubleBuffered = false;
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printf("Only Singlebuffered Visual!\n");
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}
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else
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{
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g_Screen.doubleBuffered = true;
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printf("Got Doublebuffered Visual!\n");
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}
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glXQueryVersion(g_Screen.display, &glxMajorVersion, & glxMinorVersion);
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printf("glX-Version %d.%d\n", glxMajorVersion, glxMinorVersion);
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g_Screen.hRC = glXCreateContext(g_Screen.display, vi, 0, GL_TRUE);
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cmap = XCreateColormap(g_Screen.display, RootWindow(g_Screen.display, vi->screen), vi->visual, AllocNone);
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g_Screen.attributes.colormap = cmap;
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g_Screen.attributes.border_pixel = 0;
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if(g_Screen.fullscreen)
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{
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XF86VidModeSwitchToMode(g_Screen.display, g_Screen.screen, modes[bestMode]);
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XF86VidModeSetViewPort(g_Screen.display, g_Screen.screen, 0, 0);
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XFree(modes);
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g_Screen.attributes.override_redirect = true;
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g_Screen.attributes.event_mask = ExposureMask | KeyPressMask | ButtonPressMask | StructureNotifyMask;
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g_Screen.window = XCreateWindow(g_Screen.display, RootWindow(g_Screen.display, vi->screen), 0, 0, width, height, 0, vi->depth, InputOutput, vi->visual, CWBorderPixel | CWColormap | CWEventMask | CWOverrideRedirect, &g_Screen.attributes);
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XWarpPointer(g_Screen.display, None, g_Screen.window, 0, 0, 0, 0, 0, 0);
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XMapRaised(g_Screen.display, g_Screen.window);
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XGrabKeyboard(g_Screen.display, g_Screen.window, true, GrabModeAsync, GrabModeAsync, CurrentTime);
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XGrabPointer(g_Screen.display, g_Screen.window, true, ButtonPressMask, GrabModeAsync, GrabModeAsync, g_Screen.window, None, CurrentTime);
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}
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else
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{
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g_Screen.attributes.event_mask = ExposureMask | KeyPressMask | ButtonPressMask | StructureNotifyMask;
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g_Screen.window = XCreateWindow(g_Screen.display, RootWindow(g_Screen.display, vi->screen), 0, 0, width, height, 0, vi->depth, InputOutput, vi->visual, CWBorderPixel | CWColormap | CWEventMask, &g_Screen.attributes);
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wmDelete = XInternAtom(g_Screen.display, "WM_DELETE_WINDOW", true);
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XSetWMProtocols(g_Screen.display, g_Screen.window, &wmDelete, 1);
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XSetStandardProperties(g_Screen.display, g_Screen.window, title.c_str(), title.c_str(), None, NULL, 0, NULL);
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XMapRaised(g_Screen.display, g_Screen.window);
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}
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glXMakeCurrent(g_Screen.display, g_Screen.window, g_Screen.hRC);
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unsigned int twidth, theight, depth;
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XGetGeometry(g_Screen.display, g_Screen.window, &winDummy, &g_Screen.x, &g_Screen.y, &twidth, &theight, &borderDummy, &depth);
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g_Screen.bpp = (char)depth;
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g_Screen.height = (short)twidth;
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g_Screen.width = (short)theight;
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printf("Depth %d\n", g_Screen.bpp);
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if(glXIsDirect(g_Screen.display, g_Screen.hRC))
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{
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printf("Congrats, you have Direct Rendering!\n");
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}
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else
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{
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printf("Sorry, no Direct Rendering possible!\n");
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}
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InitGL();
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return true;
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}
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int main(int argc, char** argv)
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{
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XEvent event;
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bool done = false;
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string commandLine = "";
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int i;
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for(i=1; i<argc; i++)
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{
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commandLine = commandLine + " " + argv[i];
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}
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level.ParseCmds(commandLine.c_str());
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InitControls();
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level.glFont.SetScreenDimensions(level.screen.width*2, level.screen.height*2);
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if(level.nextLevel == "")
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{
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level.LoadMap("intro.map");
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}
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else
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{
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level.LoadMap();
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}
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//Hack for now
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if(level.screen.bpp == 32)
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{
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level.screen.bpp = 24;
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}
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if(!CreateGLWindow(OPENARENA_VERSION, level.screen.width, level.screen.height, level.screen.bpp, level.screen.fullscreen))
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{
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return 1;
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}
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while(!done)
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{
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while(XPending(g_Screen.display) > 0)
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{
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//Equivalent of WNDPROC
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XNextEvent(g_Screen.display, &event);
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switch(event.type)
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{
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case Expose:
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if(event.xexpose.count != 0)
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{
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break;
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}
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DrawGLScene();
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break;
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case ConfigureNotify:
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if((event.xconfigure.width != g_Screen.width) || (event.xconfigure.height != g_Screen.height))
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{
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g_Screen.width = event.xconfigure.width;
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g_Screen.height = event.xconfigure.height;
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printf("Resize event\n");
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ResizeGLScene(event.xconfigure.width, event.xconfigure.height);
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}
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break;
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case ButtonPress:
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done = true;
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break;
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case KeyPress:
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if(XLookupKeysym(&event.xkey, 0) == XK_Escape)
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{
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done = true;
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}
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if(XLookupKeysym(&event.xkey, 0) == XK_F1)
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{
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KillGLWindow();
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g_Screen.fullscreen = !g_Screen.fullscreen;
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CreateGLWindow("Blah Blah Blah", 640, 480, 24, g_Screen.fullscreen);
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}
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break;
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case ClientMessage:
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if(*XGetAtomName(g_Screen.display, event.xclient.message_type) == *"WM_PROTOCOLS")
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{
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printf("Exiting sanely...\n");
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done = true;
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}
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break;
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default:
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break;
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}
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//End Equivalent of WNDPROC
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if(active)
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{
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if(keys[KEY_ESCAPE])
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{
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done = true;
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}
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else
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{
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level.defaultPlayer[0].camera.Update();
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if(!level.showConsole)
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{
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if(level.mlook)
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{
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level.defaultPlayer[0].camera.SetViewByMouse(g_Screen);
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}
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else
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{
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#ifdef WIN32
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SetCursorPos(g_Screen.width/2, g_Screen.height/2);//Shit this may be windows specific
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#endif
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}
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//Maybe some of these if not almost all should be moved into Level
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//////////
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//Move Backward
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if(!level.defaultPlayer->controls.backward.IsEmpty())
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{
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level.defaultPlayer->controls.backward.FirstPosition();
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if(keys[level.defaultPlayer->controls.backward.Retrieve()])
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{
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level.defaultPlayer->camera.MoveCamera(-level.moveSpeed);
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}
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else
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{
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while(level.defaultPlayer->controls.backward.NextPosition() && (keys[level.defaultPlayer->controls.backward.Retrieve()] != true));
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{
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if(keys[level.defaultPlayer->controls.backward.Retrieve()])
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{
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level.defaultPlayer->camera.MoveCamera(-level.moveSpeed);
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}
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}
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}
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}
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//////////
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//Move forward
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if(!level.defaultPlayer->controls.forward.IsEmpty())
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{
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level.defaultPlayer->controls.forward.FirstPosition();
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if(keys[level.defaultPlayer->controls.forward.Retrieve()])
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{
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level.defaultPlayer->camera.MoveCamera(level.moveSpeed);
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}
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else
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{
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while(level.defaultPlayer->controls.forward.NextPosition() && (keys[level.defaultPlayer->controls.forward.Retrieve()] != true));
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{
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if(keys[level.defaultPlayer->controls.forward.Retrieve()])
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{
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level.defaultPlayer->camera.MoveCamera(level.moveSpeed);
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}
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}
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}
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}
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//////////
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//Strafe Left
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if(!level.defaultPlayer->controls.moveLeft.IsEmpty())
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{
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level.defaultPlayer->controls.moveLeft.FirstPosition();
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if(keys[level.defaultPlayer->controls.moveLeft.Retrieve()])
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{
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level.defaultPlayer->camera.StrafeCamera(-level.moveSpeed);
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}
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else
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{
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while(level.defaultPlayer->controls.moveLeft.NextPosition() && (keys[level.defaultPlayer->controls.moveLeft.Retrieve()] != true));
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{
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if(keys[level.defaultPlayer->controls.moveLeft.Retrieve()])
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{
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level.defaultPlayer->camera.StrafeCamera(-level.moveSpeed);
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}
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}
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}
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}
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//////////
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//Strafe Right
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if(!level.defaultPlayer->controls.moveRight.IsEmpty())
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{
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level.defaultPlayer->controls.moveRight.FirstPosition();
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if(keys[level.defaultPlayer->controls.moveRight.Retrieve()])
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{
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level.defaultPlayer[0].camera.StrafeCamera(level.moveSpeed);
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}
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else
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{
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while(level.defaultPlayer->controls.moveRight.NextPosition() && (keys[level.defaultPlayer->controls.moveRight.Retrieve()] != true));
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{
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if(keys[level.defaultPlayer->controls.moveRight.Retrieve()])
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{
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level.defaultPlayer->camera.StrafeCamera(level.moveSpeed);
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}
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}
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}
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}
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//////////
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//Keyboard Look Left
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if(!level.defaultPlayer->controls.lookLeft.IsEmpty())
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{
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level.defaultPlayer->controls.lookLeft.FirstPosition();
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if(keys[level.defaultPlayer->controls.lookLeft.Retrieve()])
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{
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level.defaultPlayer[0].camera.RotateView(level.turnSpeed, 0, 1, 0);
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}
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else
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{
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while(level.defaultPlayer->controls.lookLeft.NextPosition() && (keys[level.defaultPlayer->controls.lookLeft.Retrieve()] != true));
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{
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if(keys[level.defaultPlayer->controls.lookLeft.Retrieve()])
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{
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level.defaultPlayer[0].camera.RotateView(level.turnSpeed, 0, 1, 0);
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}
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}
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}
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}
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//////////
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//Keyboard Look Right
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if(!level.defaultPlayer->controls.lookRight.IsEmpty())
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{
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level.defaultPlayer->controls.lookRight.FirstPosition();
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if(keys[level.defaultPlayer->controls.lookRight.Retrieve()])
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{
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level.defaultPlayer->camera.RotateView(-level.turnSpeed, 0, 1, 0);
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}
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else
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{
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while(level.defaultPlayer->controls.lookRight.NextPosition() && (keys[level.defaultPlayer->controls.lookRight.Retrieve()] != true));
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{
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if(keys[level.defaultPlayer->controls.lookRight.Retrieve()])
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{
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level.defaultPlayer->camera.RotateView(-level.turnSpeed, 0, 1, 0);
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}
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}
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}
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}
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//////////
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//Keyboard Look Up
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if(!level.defaultPlayer->controls.lookUp.IsEmpty())
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{
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level.defaultPlayer->controls.lookUp.FirstPosition();
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if(keys[level.defaultPlayer->controls.lookUp.Retrieve()])
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{
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level.defaultPlayer->camera.RotateView(level.turnSpeed, 1, 0, 0);
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}
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else
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{
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while(level.defaultPlayer->controls.lookUp.NextPosition() && (keys[level.defaultPlayer->controls.lookUp.Retrieve()] != true));
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{
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if(keys[level.defaultPlayer->controls.lookUp.Retrieve()])
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{
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level.defaultPlayer->camera.RotateView(level.turnSpeed, 1, 0, 0);
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}
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}
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}
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}
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//////////
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//Keyboard Look Down
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if(!level.defaultPlayer->controls.lookDown.IsEmpty())
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{
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level.defaultPlayer->controls.lookDown.FirstPosition();
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if(keys[level.defaultPlayer->controls.lookDown.Retrieve()])
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{
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level.defaultPlayer->camera.RotateView(-level.turnSpeed, 1, 0, 0);
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}
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else
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{
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while(level.defaultPlayer->controls.lookDown.NextPosition() && (keys[level.defaultPlayer->controls.lookDown.Retrieve()] != true));
|
|
{
|
|
if(keys[level.defaultPlayer->controls.lookDown.Retrieve()])
|
|
{
|
|
level.defaultPlayer->camera.RotateView(-level.turnSpeed, 1, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//////////
|
|
//Toggle Show FPS
|
|
if(!level.defaultPlayer->controls.toggleFPS.IsEmpty())
|
|
{
|
|
level.defaultPlayer->controls.toggleFPS.FirstPosition();
|
|
if(keys[level.defaultPlayer->controls.toggleFPS.Retrieve()])
|
|
{
|
|
if(!keys2[level.defaultPlayer->controls.toggleFPS.Retrieve()])
|
|
{
|
|
level.showFPS = !level.showFPS;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while(level.defaultPlayer->controls.toggleFPS.NextPosition() && (keys[level.defaultPlayer->controls.toggleFPS.Retrieve()] != true));
|
|
{
|
|
if(keys[level.defaultPlayer->controls.toggleFPS.Retrieve()])
|
|
{
|
|
if(!keys2[level.defaultPlayer->controls.toggleFPS.Retrieve()])
|
|
{
|
|
level.showFPS = !level.showFPS;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//////////
|
|
//Toggle MouseLook
|
|
if(!level.defaultPlayer->controls.toggleMouseLook.IsEmpty())
|
|
{
|
|
level.defaultPlayer->controls.toggleMouseLook.FirstPosition();
|
|
if(keys[level.defaultPlayer->controls.toggleMouseLook.Retrieve()])
|
|
{
|
|
if(keys2[level.defaultPlayer->controls.toggleMouseLook.Retrieve()])
|
|
{
|
|
level.mlook = ! level.mlook;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while(level.defaultPlayer->controls.toggleMouseLook.NextPosition() && (keys[level.defaultPlayer->controls.toggleMouseLook.Retrieve()] != true));
|
|
{
|
|
if(keys[level.defaultPlayer->controls.toggleMouseLook.Retrieve()])
|
|
{
|
|
if(keys2[level.defaultPlayer->controls.toggleMouseLook.Retrieve()])
|
|
{
|
|
level.mlook = ! level.mlook;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//////////
|
|
//Toggle Console
|
|
if(!level.defaultPlayer[0].controls.toggleConsole.IsEmpty())
|
|
{
|
|
level.defaultPlayer[0].controls.toggleConsole.FirstPosition();
|
|
if(keys[level.defaultPlayer[0].controls.toggleConsole.Retrieve()])
|
|
{
|
|
if(!keys2[level.defaultPlayer[0].controls.toggleConsole.Retrieve()])
|
|
{
|
|
level.showConsole = !level.showConsole;
|
|
keys2[level.defaultPlayer[0].controls.toggleConsole.Retrieve()] = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while(level.defaultPlayer[0].controls.toggleConsole.NextPosition() && (keys[level.defaultPlayer[0].controls.toggleConsole.Retrieve()] != true));
|
|
{
|
|
if(keys[level.defaultPlayer[0].controls.toggleConsole.Retrieve()])
|
|
{
|
|
if(!keys2[level.defaultPlayer[0].controls.toggleConsole.Retrieve()])
|
|
{
|
|
level.showConsole = !level.showConsole;
|
|
keys2[level.defaultPlayer[0].controls.toggleConsole.Retrieve()] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//////////
|
|
//Quick MouseLook
|
|
if(!level.defaultPlayer->controls.quickMouseLook.IsEmpty())
|
|
{
|
|
level.defaultPlayer->controls.quickMouseLook.FirstPosition();
|
|
if(keys[level.defaultPlayer->controls.quickMouseLook.Retrieve()])
|
|
{
|
|
if(keys2[level.defaultPlayer->controls.quickMouseLook.Retrieve()])
|
|
{
|
|
level.mlook = ! level.mlook;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while(level.defaultPlayer->controls.quickMouseLook.NextPosition() && (keys[level.defaultPlayer->controls.quickMouseLook.Retrieve()] != true));
|
|
{
|
|
if(keys[level.defaultPlayer->controls.quickMouseLook.Retrieve()])
|
|
{
|
|
if(keys2[level.defaultPlayer->controls.quickMouseLook.Retrieve()])
|
|
{
|
|
level.mlook = ! level.mlook;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DrawGLScene();
|
|
|
|
if(keys[KEY_F1])
|
|
{
|
|
keys[KEY_F1] = false;
|
|
KillGLWindow();
|
|
g_Screen.fullscreen = !g_Screen.fullscreen;
|
|
if(!CreateGLWindow(OPENARENA_VERSION, level.screen.width, level.screen.height, level.screen.bpp, level.screen.fullscreen))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
level.UnloadMap();
|
|
KillGLWindow();
|
|
exit(0);
|
|
}
|
|
|
|
#endif
|