Created
January 31, 2014 11:17
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// | |
// Run the game loop | |
// | |
void Engine::Run(){ | |
Loop(); | |
} | |
//========= Privates ==========// | |
// | |
// Initializes all the required SDL modules. | |
// | |
void Engine::InitSDL(){ | |
//Start SDL | |
if (SDL_Init( SDL_INIT_EVERYTHING ) != 0){ | |
cerr << "SDL_Init() Failed: " << | |
SDL_GetError() << endl; | |
exit(1); | |
} | |
// Initialize SDL_ttf library | |
if (TTF_Init() != 0) { | |
cerr << "TTF_Init() Failed: " << TTF_GetError() << endl; | |
SDL_Quit(); | |
exit(1); | |
} | |
SDL_CreateWindowAndRenderer(res_width_, res_height_, SDL_WINDOW_OPENGL, &window_, &renderer_); | |
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255); | |
screen_surface_ = SDL_CreateRGBSurface(0, res_width_, res_height_, 32, | |
0x00FF0000, | |
0x0000FF00, | |
0x000000FF, | |
0xFF000000); | |
if (!screen_surface_) { | |
cerr << "SDL_CreateRGBSurface failed: " << SDL_GetError() << endl; | |
SDL_Quit(); | |
exit(1); | |
} | |
screen_texture_ = SDL_CreateTexture(renderer_, | |
SDL_PIXELFORMAT_ARGB8888, | |
SDL_TEXTUREACCESS_STREAMING, | |
res_width_, res_height_); | |
} | |
void Engine::InitOpenGL() | |
{ | |
glDisable(GL_LIGHTING); | |
glDisable(GL_TEXTURE_2D); | |
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); | |
glViewport( 0, 0, res_width_, res_height_ ); | |
glClear( GL_COLOR_BUFFER_BIT ); | |
glMatrixMode( GL_PROJECTION ); | |
glLoadIdentity(); | |
glOrtho(0.0f, res_width_, res_height_, 0.0f, -1.0f, 1.0f); | |
glMatrixMode( GL_MODELVIEW ); | |
glLoadIdentity(); | |
} | |
// | |
// The main game loop | |
// | |
void Engine::Loop(){ | |
double real_fps; | |
int frame_start, frame_end; | |
running_ = true; | |
while (running_) { | |
real_fps = 1000.0 / (SDL_GetTicks() - frame_start); | |
frame_start = SDL_GetTicks(); | |
Update(); | |
Display(); | |
// Schedule next frame | |
frame_end = SDL_GetTicks(); | |
printf("%d ms\n", (frame_end - frame_start)); | |
SDL_Delay( std::max(0, int(frame_start + (1000.0 / target_fps_) - frame_end ))); | |
} | |
} | |
// | |
// Render | |
// | |
void Engine::Display(){ | |
SDL_Surface* frame_surface = ConvertToSDLSurface(flow_.frame()); | |
SDL_BlitScaled(frame_surface, NULL, screen_surface_, NULL); | |
SDL_FreeSurface(frame_surface); | |
// Push to texture and render | |
SDL_UpdateTexture(screen_texture_, NULL, screen_surface_->pixels, screen_surface_->pitch); | |
SDL_RenderClear(renderer_); | |
SDL_RenderCopy(renderer_, screen_texture_, NULL, NULL); | |
glLoadIdentity(); | |
glDisable(GL_TEXTURE_2D); | |
glColor3f(1.0, 1.0, 1.0); | |
glBegin( GL_QUADS ); | |
glVertex3f( 10.0f, 50.0f, 0.0f ); /* Top Left */ | |
glVertex3f( 50.0f, 50.0f, 0.0f ); /* Top Right */ | |
glVertex3f( 50.0f, 10.0f, 0.0f ); /* Bottom Right */ | |
glVertex3f( 10.0f, 10.0f, 0.0f ); /* Bottom Left */ | |
glEnd( ); | |
glColor3f(1.0, 1.0, 1.0); | |
SDL_RenderPresent(renderer_); | |
} |
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