Add support for SDL2

This commit is contained in:
Anonymous Maarten 2018-08-08 19:55:45 +02:00
parent 75dbb7e67e
commit 86571b650b
8 changed files with 511 additions and 16 deletions

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@ -1,28 +1,36 @@
image: Visual Studio 2017 image: Visual Studio 2017
configuration: Release configuration: Release
platform:
- win-amd64-null
- win-amd64-gl3
- win-amd64-d3d9
environment: environment:
APPVEYOR_SAVE_CACHE_ON_ERROR: true
GLFW_BASE: glfw-3.2.1.bin.WIN64
GLFW_URL: https://github.com/glfw/glfw/releases/download/3.2.1/%GLFW_BASE%.zip
GLEW_BASE: glew-2.1.0 GLEW_BASE: glew-2.1.0
GLEW_URL: https://github.com/nigels-com/glew/releases/download/glew-2.1.0/%GLEW_BASE%-win32.zip GLEW_URL: https://github.com/nigels-com/glew/releases/download/glew-2.1.0/%GLEW_BASE%-win32.zip
GLFW_BASE: glfw-3.2.1.bin.WIN64
GLFW_URL: https://github.com/glfw/glfw/releases/download/3.2.1/%GLFW_BASE%.zip
SDL2_BASE: SDL2-devel-2.0.8-VC
SDL2_URL: https://www.libsdl.org/release/%SDL2_BASE%.zip
SDL2_DIRAME: SDL2-2.0.8
PREMAKE5_URL: https://github.com/premake/premake-core/releases/download/v5.0.0-alpha12/premake-5.0.0-alpha12-windows.zip PREMAKE5_URL: https://github.com/premake/premake-core/releases/download/v5.0.0-alpha12/premake-5.0.0-alpha12-windows.zip
matrix:
- PLATFORM: win-amd64-null
- PLATFORM: win-amd64-gl3
PREMAKE5_EXTRA_ARGS: --gfxlib=glfw
- PLATFORM: win-amd64-gl3
PREMAKE5_EXTRA_ARGS: --gfxlib=sdl2
- PLATFORM: win-amd64-d3d9
install: install:
- appveyor DownloadFile %GLFW_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/%GLFW_BASE%.zip" - appveyor DownloadFile %GLFW_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/%GLFW_BASE%.zip"
- 7z x "%APPVEYOR_BUILD_FOLDER%/%GLFW_BASE%.zip" - 7z x "%APPVEYOR_BUILD_FOLDER%/%GLFW_BASE%.zip"
- appveyor DownloadFile %GLEW_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/%GLEW_BASE%.zip" - appveyor DownloadFile %GLEW_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/%GLEW_BASE%.zip"
- 7z x "%APPVEYOR_BUILD_FOLDER%/%GLEW_BASE%.zip" - 7z x "%APPVEYOR_BUILD_FOLDER%/%GLEW_BASE%.zip"
- appveyor DownloadFile %SDL2_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/%SDL2_BASE%.zip"
- 7z x "%APPVEYOR_BUILD_FOLDER%/%SDL2_BASE%.zip"
- appveyor DownloadFile %PREMAKE5_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/premake5.zip" - appveyor DownloadFile %PREMAKE5_URL% -FileName "%APPVEYOR_BUILD_FOLDER%/premake5.zip"
- mkdir "%APPVEYOR_BUILD_FOLDER%/bin" && cd "%APPVEYOR_BUILD_FOLDER%/bin" && 7z x "%APPVEYOR_BUILD_FOLDER%/premake5.zip" - mkdir "%APPVEYOR_BUILD_FOLDER%/bin" && cd "%APPVEYOR_BUILD_FOLDER%/bin" && 7z x "%APPVEYOR_BUILD_FOLDER%/premake5.zip"
- set PATH=%APPVEYOR_BUILD_FOLDER%/bin;%PATH% - set PATH=%APPVEYOR_BUILD_FOLDER%/bin;%PATH%
before_build: before_build:
- mkdir "%APPVEYOR_BUILD_FOLDER%/build" - mkdir "%APPVEYOR_BUILD_FOLDER%/build"
- cd "%APPVEYOR_BUILD_FOLDER%" - cd "%APPVEYOR_BUILD_FOLDER%"
- premake5 vs2017 --glfwdir=%APPVEYOR_BUILD_FOLDER%/%GLFW_BASE% --glewdir=%APPVEYOR_BUILD_FOLDER%/%GLEW_BASE% - premake5 vs2017 --glewdir=%APPVEYOR_BUILD_FOLDER%/%GLEW_BASE% --glfwdir=%APPVEYOR_BUILD_FOLDER%/%GLFW_BASE% --sdl2dir=%APPVEYOR_BUILD_FOLDER%/%SDL2_DIRAME% %PREMAKE5_EXTRA_ARGS%
build: build:
project: c:\projects\librw\build\librw.sln project: c:\projects\librw\build\librw.sln
verbosity: minimal verbosity: minimal

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@ -3,7 +3,7 @@ language: cpp
matrix: matrix:
include: include:
- os: linux - os: linux
env: TARGET="release_linux-amd64-null" env: TARGET=release_linux-amd64-null
script: script:
- mkdir -p "$TRAVIS_BUILD_DIR/build" - mkdir -p "$TRAVIS_BUILD_DIR/build"
#- docker build -t librw "$TRAVIS_BUILD_DIR" #- docker build -t librw "$TRAVIS_BUILD_DIR"
@ -12,7 +12,7 @@ matrix:
- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" -v "$TRAVIS_BUILD_DIR/build:/build:rw,z" --name librw_instance -d librw/librw sleep infinity - docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" -v "$TRAVIS_BUILD_DIR/build:/build:rw,z" --name librw_instance -d librw/librw sleep infinity
- docker exec -u builder librw_instance /bin/bash -c "cd /librw && premake5 gmake && cd /librw/build && make config=$TARGET verbose=1" - docker exec -u builder librw_instance /bin/bash -c "cd /librw && premake5 gmake && cd /librw/build && make config=$TARGET verbose=1"
- os: linux - os: linux
env: TARGET="release_linux-amd64-gl3" env: TARGET=release_linux-amd64-gl3 GFXLIB=glfw
services: docker services: docker
script: script:
- mkdir -p "$TRAVIS_BUILD_DIR/build" - mkdir -p "$TRAVIS_BUILD_DIR/build"
@ -20,9 +20,19 @@ matrix:
#- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" --name librw_instance -d librw sleep infinity #- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" --name librw_instance -d librw sleep infinity
- docker pull librw/librw - docker pull librw/librw
- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" -v "$TRAVIS_BUILD_DIR/build:/build:rw,z" --name librw_instance -d librw/librw sleep infinity - docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" -v "$TRAVIS_BUILD_DIR/build:/build:rw,z" --name librw_instance -d librw/librw sleep infinity
- docker exec -u builder librw_instance /bin/bash -c "cd /librw && premake5 gmake && cd /librw/build && make config=$TARGET verbose=1" - docker exec -u builder librw_instance /bin/bash -c "cd /librw && premake5 --gfxlib=$GFXLIB gmake && cd /librw/build && make config=$TARGET verbose=1"
- os: linux - os: linux
env: TARGET="release_ps2" env: TARGET=release_linux-amd64-gl3 GFXLIB=sdl2
services: docker
script:
- mkdir -p "$TRAVIS_BUILD_DIR/build"
#- docker build -t librw "$TRAVIS_BUILD_DIR"
#- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" --name librw_instance -d librw sleep infinity
- docker pull librw/librw
- docker run -v "$TRAVIS_BUILD_DIR:/librw:rw,z" -v "$TRAVIS_BUILD_DIR/build:/build:rw,z" --name librw_instance -d librw/librw sleep infinity
- docker exec -u builder librw_instance /bin/bash -c "cd /librw && premake5 --gfxlib=$GFXLIB gmake && cd /librw/build && make config=$TARGET verbose=1"
- os: linux
env: TARGET=release_ps2
services: docker services: docker
script: script:
- mkdir -p "$TRAVIS_BUILD_DIR/build" - mkdir -p "$TRAVIS_BUILD_DIR/build"

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@ -30,6 +30,7 @@ RUN mkdir -p "$PS2DEV" "$PS2SDK" \
zlib1g-dev \ zlib1g-dev \
libglew-dev \ libglew-dev \
libglfw3-dev \ libglfw3-dev \
libsdl2-dev \
&& git clone -b $TOOLCHAIN_GIT_BRANCH $TOOLCHAIN_GIT_URL /toolchain \ && git clone -b $TOOLCHAIN_GIT_BRANCH $TOOLCHAIN_GIT_URL /toolchain \
&& cd /toolchain \ && cd /toolchain \
&& ./toolchain.sh \ && ./toolchain.sh \

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@ -1,17 +1,35 @@
newoption { newoption {
trigger = "glewdir", trigger = "glewdir",
value = "path", value = "PATH",
description = "Directory of GLEW", description = "Directory of GLEW",
default = "C:/Users/aap/src/glew-2.1.0", default = "C:/Users/aap/src/glew-2.1.0",
} }
newoption {
trigger = "gfxlib",
value = "LIBRARY",
description = "Choose a particular development library",
default = "glfw",
allowed = {
{ "glfw", "GLFW" },
{ "sdl2", "SDL2" },
},
}
newoption { newoption {
trigger = "glfwdir", trigger = "glfwdir",
value = "path", value = "PATH",
description = "Directory of glfw", description = "Directory of glfw",
default = "C:/Users/aap/src/glfw-3.2.1.bin.WIN64", default = "C:/Users/aap/src/glfw-3.2.1.bin.WIN64",
} }
newoption {
trigger = "sdl2dir",
value = "PATH",
description = "Directory of sdl2",
default = "C:/Users/aap/src/SDL2-2.0.8",
}
workspace "librw" workspace "librw"
location "build" location "build"
language "C++" language "C++"
@ -25,6 +43,9 @@ workspace "librw"
platforms { "linux-x86-null", "linux-x86-gl3", platforms { "linux-x86-null", "linux-x86-gl3",
"linux-amd64-null", "linux-amd64-gl3", "linux-amd64-null", "linux-amd64-gl3",
"ps2" } "ps2" }
if _OPTIONS["gfxlib"] == "sdl2" then
includedirs { "/usr/include/SDL2" }
end
filter {} filter {}
filter "configurations:Debug" filter "configurations:Debug"
@ -40,6 +61,9 @@ workspace "librw"
defines { "RW_NULL" } defines { "RW_NULL" }
filter { "platforms:*gl3" } filter { "platforms:*gl3" }
defines { "RW_GL3" } defines { "RW_GL3" }
if _OPTIONS["gfxlib"] == "sdl2" then
defines { "LIBRW_SDL2" }
end
filter { "platforms:*d3d9" } filter { "platforms:*d3d9" }
defines { "RW_D3D9" } defines { "RW_D3D9" }
filter { "platforms:ps2" } filter { "platforms:ps2" }
@ -64,6 +88,7 @@ workspace "librw"
defines { "GLEW_STATIC" } defines { "GLEW_STATIC" }
includedirs { path.join(_OPTIONS["glewdir"], "include") } includedirs { path.join(_OPTIONS["glewdir"], "include") }
includedirs { path.join(_OPTIONS["glfwdir"], "include") } includedirs { path.join(_OPTIONS["glfwdir"], "include") }
includedirs { path.join(_OPTIONS["sdl2dir"], "include") }
filter "action:vs*" filter "action:vs*"
buildoptions { "/wd4996", "/wd4244" } buildoptions { "/wd4996", "/wd4244" }
@ -91,16 +116,28 @@ project "dumprwtree"
function findlibs() function findlibs()
filter { "platforms:linux*gl3" } filter { "platforms:linux*gl3" }
links { "GL", "GLEW", "glfw" } links { "GL", "GLEW" }
if _OPTIONS["gfxlib"] == "glfw" then
links { "glfw" }
else
links { "SDL2" }
end
filter { "platforms:win*gl3" } filter { "platforms:win*gl3" }
defines { "GLEW_STATIC" } defines { "GLEW_STATIC" }
filter { "platforms:win-amd64-gl3" } filter { "platforms:win-amd64-gl3" }
libdirs { path.join(_OPTIONS["glewdir"], "lib/Release/x64") } libdirs { path.join(_OPTIONS["glewdir"], "lib/Release/x64") }
libdirs { path.join(_OPTIONS["glfwdir"], "lib-vc2015") } libdirs { path.join(_OPTIONS["glfwdir"], "lib-vc2015") }
libdirs { path.join(_OPTIONS["sdl2dir"], "lib/x64") }
filter { "platforms:win-x86-gl3" } filter { "platforms:win-x86-gl3" }
libdirs { path.join(_OPTIONS["glewdir"], "lib/Release/Win32") } libdirs { path.join(_OPTIONS["glewdir"], "lib/Release/Win32") }
libdirs { path.join(_OPTIONS["sdl2dir"], "lib/x86") }
filter { "platforms:win*gl3" } filter { "platforms:win*gl3" }
links { "glew32s", "glfw3", "opengl32" } links { "glew32s", "opengl32" }
if _OPTIONS["gfxlib"] == "glfw" then
links { "glfw3" }
else
links { "SDL2" }
end
filter { "platforms:*d3d9" } filter { "platforms:*d3d9" }
links { "d3d9", "Xinput9_1_0" } links { "d3d9", "Xinput9_1_0" }
filter {} filter {}

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@ -1,3 +1,5 @@
#ifndef LIBRW_SDL2
#include <rw.h> #include <rw.h>
#include "skeleton.h" #include "skeleton.h"
@ -257,3 +259,4 @@ SetMousePosition(int x, int y)
} }
#endif #endif
#endif

325
skeleton/sdl2.cpp Normal file
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@ -0,0 +1,325 @@
#ifdef LIBRW_SDL2
#include <rw.h>
#include "skeleton.h"
using namespace sk;
using namespace rw;
#ifdef RW_OPENGL
SDL_Window *window;
static int keyCodeToSkKey(SDL_Keycode keycode) {
switch (keycode) {
case SDLK_SPACE: return ' ';
case SDLK_QUOTE: return '\'';
case SDLK_COMMA: return ',';
case SDLK_MINUS: return '-';
case SDLK_PERIOD: return '.';
case SDLK_SLASH: return '/';
case SDLK_0: return '0';
case SDLK_1: return '1';
case SDLK_2: return '2';
case SDLK_3: return '3';
case SDLK_4: return '4';
case SDLK_5: return '5';
case SDLK_6: return '6';
case SDLK_7: return '7';
case SDLK_8: return '8';
case SDLK_9: return '9';
case SDLK_SEMICOLON: return ';';
case SDLK_EQUALS: return '=';
case SDLK_a: return 'A';
case SDLK_b: return 'B';
case SDLK_c: return 'C';
case SDLK_d: return 'D';
case SDLK_e: return 'E';
case SDLK_f: return 'F';
case SDLK_g: return 'G';
case SDLK_h: return 'H';
case SDLK_i: return 'I';
case SDLK_j: return 'J';
case SDLK_k: return 'K';
case SDLK_l: return 'L';
case SDLK_m: return 'M';
case SDLK_n: return 'N';
case SDLK_o: return 'O';
case SDLK_p: return 'P';
case SDLK_q: return 'Q';
case SDLK_r: return 'R';
case SDLK_s: return 'S';
case SDLK_t: return 'T';
case SDLK_u: return 'U';
case SDLK_v: return 'V';
case SDLK_w: return 'W';
case SDLK_x: return 'X';
case SDLK_y: return 'Y';
case SDLK_z: return 'Z';
case SDLK_LEFTBRACKET: return '[';
case SDLK_BACKSLASH: return '\\';
case SDLK_RIGHTBRACKET: return ']';
case SDLK_BACKQUOTE: return '`';
case SDLK_ESCAPE: return KEY_ESC;
case SDLK_RETURN: return KEY_ENTER;
case SDLK_TAB: return KEY_TAB;
case SDLK_BACKSPACE: return KEY_BACKSP;
case SDLK_INSERT: return KEY_INS;
case SDLK_DELETE: return KEY_DEL;
case SDLK_RIGHT: return KEY_RIGHT;
case SDLK_DOWN: return KEY_DOWN;
case SDLK_UP: return KEY_UP;
case SDLK_PAGEUP: return KEY_PGUP;
case SDLK_PAGEDOWN: return KEY_PGDN;
case SDLK_HOME: return KEY_HOME;
case SDLK_END: return KEY_END;
case SDLK_CAPSLOCK: return KEY_CAPSLK;
case SDLK_SCROLLLOCK: return KEY_NULL;
case SDLK_NUMLOCKCLEAR: return KEY_NULL;
case SDLK_PRINTSCREEN: return KEY_NULL;
case SDLK_PAUSE: return KEY_NULL;
case SDLK_F1: return KEY_F1;
case SDLK_F2: return KEY_F2;
case SDLK_F3: return KEY_F3;
case SDLK_F4: return KEY_F4;
case SDLK_F5: return KEY_F5;
case SDLK_F6: return KEY_F6;
case SDLK_F7: return KEY_F7;
case SDLK_F8: return KEY_F8;
case SDLK_F9: return KEY_F9;
case SDLK_F10: return KEY_F10;
case SDLK_F11: return KEY_F11;
case SDLK_F12: return KEY_F12;
case SDLK_F13: return KEY_NULL;
case SDLK_F14: return KEY_NULL;
case SDLK_F15: return KEY_NULL;
case SDLK_F16: return KEY_NULL;
case SDLK_F17: return KEY_NULL;
case SDLK_F18: return KEY_NULL;
case SDLK_F19: return KEY_NULL;
case SDLK_F20: return KEY_NULL;
case SDLK_F21: return KEY_NULL;
case SDLK_F22: return KEY_NULL;
case SDLK_F23: return KEY_NULL;
case SDLK_F24: return KEY_NULL;
case SDLK_KP_0: return KEY_NULL;
case SDLK_KP_1: return KEY_NULL;
case SDLK_KP_2: return KEY_NULL;
case SDLK_KP_3: return KEY_NULL;
case SDLK_KP_4: return KEY_NULL;
case SDLK_KP_5: return KEY_NULL;
case SDLK_KP_6: return KEY_NULL;
case SDLK_KP_7: return KEY_NULL;
case SDLK_KP_8: return KEY_NULL;
case SDLK_KP_9: return KEY_NULL;
case SDLK_KP_DECIMAL: return KEY_NULL;
case SDLK_KP_DIVIDE: return KEY_NULL;
case SDLK_KP_MULTIPLY: return KEY_NULL;
case SDLK_KP_MINUS: return KEY_NULL;
case SDLK_KP_PLUS: return KEY_NULL;
case SDLK_KP_ENTER: return KEY_NULL;
case SDLK_KP_EQUALS: return KEY_NULL;
case SDLK_LSHIFT: return KEY_LSHIFT;
case SDLK_LCTRL: return KEY_LCTRL;
case SDLK_LALT: return KEY_LALT;
case SDLK_LGUI: return KEY_NULL;
case SDLK_RSHIFT: return KEY_RSHIFT;
case SDLK_RCTRL: return KEY_RCTRL;
case SDLK_RALT: return KEY_RALT;
case SDLK_RGUI: return KEY_NULL;
case SDLK_MENU: return KEY_NULL;
}
return KEY_NULL;
}
#if 0
static void
keypress(SDL_Window *window, int key, int scancode, int action, int mods)
{
if(key >= 0 && key <= GLFW_KEY_LAST){
if(action == GLFW_RELEASE) KeyUp(keymap[key]);
else if(action == GLFW_PRESS) KeyDown(keymap[key]);
else if(action == GLFW_REPEAT) KeyDown(keymap[key]);
}
}
static void
charinput(GLFWwindow *window, unsigned int c)
{
EventHandler(CHARINPUT, (void*)(uintptr)c);
}
static void
resize(GLFWwindow *window, int w, int h)
{
rw::Rect r;
r.x = 0;
r.y = 0;
r.w = w;
r.h = h;
EventHandler(RESIZE, &r);
}
static void
mousebtn(GLFWwindow *window, int button, int action, int mods)
{
static int buttons = 0;
sk::MouseState ms;
switch(button){
case GLFW_MOUSE_BUTTON_LEFT:
if(action == GLFW_PRESS)
buttons |= 1;
else
buttons &= ~1;
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
if(action == GLFW_PRESS)
buttons |= 2;
else
buttons &= ~2;
break;
case GLFW_MOUSE_BUTTON_RIGHT:
if(action == GLFW_PRESS)
buttons |= 4;
else
buttons &= ~4;
break;
}
sk::MouseState ms;
ms.buttons = buttons;
EventHandler(MOUSEBTN, &ms);
}
#endif
enum mousebutton {
BUTTON_LEFT = 0x1,
BUTTON_MIDDLE = 0x2,
BUTTON_RIGHT = 0x4,
};
int
main(int argc, char *argv[])
{
args.argc = argc;
args.argv = argv;
if(EventHandler(INITIALIZE, nil) == EVENTERROR)
return 0;
engineStartParams.width = sk::globals.width;
engineStartParams.height = sk::globals.height;
engineStartParams.windowtitle = sk::globals.windowtitle;
engineStartParams.window = &window;
if(EventHandler(RWINITIALIZE, nil) == EVENTERROR)
return 0;
float lastTime = SDL_GetTicks();
SDL_Event event;
int mouseButtons = 0;
SDL_StartTextInput();
while(!sk::globals.quit){
while(SDL_PollEvent(&event)){
switch(event.type){
case SDL_QUIT:
sk::globals.quit = true;
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_RESIZED: {
rw::Rect r;
SDL_GetWindowPosition(window, &r.x, &r.y);
r.w = event.window.data1;
r.h = event.window.data2;
EventHandler(RESIZE, &r);
break;
}
}
break;
case SDL_KEYUP: {
int c = keyCodeToSkKey(event.key.keysym.sym);
EventHandler(KEYUP, &c);
break;
}
case SDL_KEYDOWN: {
int c = keyCodeToSkKey(event.key.keysym.sym);
EventHandler(KEYDOWN, &c);
break;
}
case SDL_TEXTINPUT: {
char *c = event.text.text;
while (int ci = *c) {
EventHandler(CHARINPUT, (void*)(uintptr)ci);
++c;
}
break;
}
case SDL_MOUSEMOTION: {
sk::MouseState ms;
ms.posx = event.motion.x;
ms.posy = event.motion.y;
EventHandler(MOUSEMOVE, &ms);
break;
}
case SDL_MOUSEBUTTONDOWN: {
switch (event.button.button) {
case SDL_BUTTON_LEFT: mouseButtons |= BUTTON_LEFT; break;
case SDL_BUTTON_MIDDLE: mouseButtons |= BUTTON_MIDDLE; break;
case SDL_BUTTON_RIGHT: mouseButtons |= BUTTON_RIGHT; break;
}
sk::MouseState ms;
ms.buttons = mouseButtons;
EventHandler(MOUSEBTN, &ms);
break;
}
case SDL_MOUSEBUTTONUP: {
switch (event.button.button) {
case SDL_BUTTON_LEFT: mouseButtons &= ~BUTTON_LEFT; break;
case SDL_BUTTON_MIDDLE: mouseButtons &= ~BUTTON_MIDDLE; break;
case SDL_BUTTON_RIGHT: mouseButtons &= ~BUTTON_RIGHT; break;
}
sk::MouseState ms;
ms.buttons = mouseButtons;
EventHandler(MOUSEBTN, &ms);
break;
}
}
}
float currTime = SDL_GetTicks();
float timeDelta = (currTime - lastTime) * 0.001f;
EventHandler(IDLE, &timeDelta);
lastTime = currTime;
}
SDL_StopTextInput();
EventHandler(RWTERMINATE, nil);
return 0;
}
namespace sk {
void
SetMousePosition(int x, int y)
{
SDL_WarpMouseInWindow(*engineStartParams.window, x, y);
}
}
#endif
#endif

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@ -12,7 +12,11 @@
#include "../rwobjects.h" #include "../rwobjects.h"
#ifdef RW_OPENGL #ifdef RW_OPENGL
#include <GL/glew.h> #include <GL/glew.h>
#ifdef LIBRW_SDL2
#include <SDL.h>
#else
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#endif
#include "rwgl3.h" #include "rwgl3.h"
#include "rwgl3shader.h" #include "rwgl3shader.h"
#include "rwgl3impl.h" #include "rwgl3impl.h"
@ -24,7 +28,12 @@ namespace gl3 {
struct GlGlobals struct GlGlobals
{ {
#ifdef LIBRW_SDL2
SDL_Window *window;
SDL_GLContext glcontext;
#else
GLFWwindow *window; GLFWwindow *window;
#endif
int presentWidth, presentHeight; int presentWidth, presentHeight;
} glGlobals; } glGlobals;
@ -625,7 +634,11 @@ static void
showRaster(Raster *raster) showRaster(Raster *raster)
{ {
// TODO: do this properly! // TODO: do this properly!
#ifdef LIBRW_SDL2
SDL_GL_SwapWindow(glGlobals.window);
#else
glfwSwapBuffers(glGlobals.window); glfwSwapBuffers(glGlobals.window);
#endif
} }
static void static void
@ -701,7 +714,11 @@ beginUpdate(Camera *cam)
} }
int w, h; int w, h;
#ifdef LIBRW_SDL2
SDL_GetWindowSize(glGlobals.window, &w, &h);
#else
glfwGetWindowSize(glGlobals.window, &w, &h); glfwGetWindowSize(glGlobals.window, &w, &h);
#endif
if(w != glGlobals.presentWidth || h != glGlobals.presentHeight){ if(w != glGlobals.presentWidth || h != glGlobals.presentHeight){
glViewport(0, 0, w, h); glViewport(0, 0, w, h);
glGlobals.presentWidth = w; glGlobals.presentWidth = w;
@ -709,6 +726,74 @@ beginUpdate(Camera *cam)
} }
} }
#ifdef LIBRW_SDL2
static int
openSDL2(EngineStartParams *startparams)
{
if (!startparams){
RWERROR((ERR_GENERAL, "startparams invalid"));
return 0;
}
GLenum status;
SDL_Window *win;
SDL_GLContext ctx;
/* Init SDL */
if(SDL_InitSubSystem(SDL_INIT_VIDEO)){
RWERROR((ERR_ENGINEOPEN, SDL_GetError()));
return 0;
}
SDL_ClearHints();
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
int flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL;
if (startparams->fullscreen)
flags |= SDL_WINDOW_FULLSCREEN;
win = SDL_CreateWindow(startparams->windowtitle, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, startparams->width, startparams->height, flags);
if(win == nil){
RWERROR((ERR_ENGINEOPEN, SDL_GetError()));
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return 0;
}
ctx = SDL_GL_CreateContext(win);
/* Init GLEW */
glewExperimental = GL_TRUE;
status = glewInit();
if(status != GLEW_OK){
RWERROR((ERR_ENGINEOPEN, glewGetErrorString(status)));
SDL_GL_DeleteContext(ctx);
SDL_DestroyWindow(win);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return 0;
}
if(!GLEW_VERSION_3_3){
RWERROR((ERR_VERSION, "OpenGL 3.3 needed"));
SDL_GL_DeleteContext(ctx);
SDL_DestroyWindow(win);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return 0;
}
glGlobals.window = win;
glGlobals.glcontext = ctx;
*startparams->window = win;
return 1;
}
static int
closeSDL2(void)
{
SDL_GL_DeleteContext(glGlobals.glcontext);
SDL_DestroyWindow(glGlobals.window);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return 1;
}
#else
static int static int
openGLFW(EngineStartParams *startparams) openGLFW(EngineStartParams *startparams)
{ {
@ -732,6 +817,14 @@ openGLFW(EngineStartParams *startparams)
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }
if(startparams->fullscreen){
int nbmonitors;
auto monitors = glfwGetMonitors(&nbmonitors);
if (nbmonitors){
const GLFWvidmode* mode = glfwGetVideoMode(monitors[0]);
glfwSetWindowMonitor(win, monitors[0], 0, 0, mode->width, mode->height, mode->refreshRate);
}
}
glfwMakeContextCurrent(win); glfwMakeContextCurrent(win);
/* Init GLEW */ /* Init GLEW */
@ -761,6 +854,7 @@ closeGLFW(void)
glfwTerminate(); glfwTerminate();
return 1; return 1;
} }
#endif
static int static int
initOpenGL(void) initOpenGL(void)
@ -836,9 +930,17 @@ deviceSystem(DeviceReq req, void *arg0)
{ {
switch(req){ switch(req){
case DEVICEOPEN: case DEVICEOPEN:
#ifdef LIBRW_SDL2
return openSDL2((EngineStartParams*)arg0);
#else
return openGLFW((EngineStartParams*)arg0); return openGLFW((EngineStartParams*)arg0);
#endif
case DEVICECLOSE: case DEVICECLOSE:
#ifdef LIBRW_SDL2
return closeSDL2();
#else
return closeGLFW(); return closeGLFW();
#endif
case DEVICEINIT: case DEVICEINIT:
return initOpenGL(); return initOpenGL();

View File

@ -1,15 +1,24 @@
#ifdef RW_GL3 #ifdef RW_GL3
#include <GL/glew.h> #include <GL/glew.h>
#ifdef LIBRW_SDL2
#include <SDL.h>
#else
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#endif #endif
#endif
namespace rw { namespace rw {
#ifdef RW_GL3 #ifdef RW_GL3
struct EngineStartParams struct EngineStartParams
{ {
#ifdef LIBRW_SDL2
SDL_Window **window;
#else
GLFWwindow **window; GLFWwindow **window;
#endif
int width, height; int width, height;
bool32 fullscreen;
const char *windowtitle; const char *windowtitle;
}; };
#endif #endif