Getting rid of nasty tabs
[supertux.git] / src / video / gl_renderer.cpp
index e182988..c39744a 100644 (file)
@@ -103,11 +103,11 @@ inline void intern_draw(float left, float top, float right, float bottom,
     bottom -= center_y;
 
     float vertices[] = {
-               left*ca - top*sa + center_x, left*sa + top*ca + center_y,
-               right*ca - top*sa + center_x, right*sa + top*ca + center_y,
-               right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
-               left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
-       };
+        left*ca - top*sa + center_x, left*sa + top*ca + center_y,
+        right*ca - top*sa + center_x, right*sa + top*ca + center_y,
+        right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
+        left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
+    };
     glVertexPointer(2, GL_FLOAT, 0, vertices);
 
     float uvs[] = {
@@ -195,8 +195,8 @@ Renderer::Renderer()
   glDisable(GL_CULL_FACE);
   glEnable(GL_TEXTURE_2D);
   glEnable(GL_BLEND);
-  glEnable(GL_VERTEX_ARRAY);
-  glEnable(GL_TEXTURE_COORD_ARRAY);
+  glEnableClientState(GL_VERTEX_ARRAY);
+  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
   // Init the projection matrix, viewport and stuff
@@ -275,8 +275,8 @@ Renderer::draw_gradient(const DrawingRequest& request)
   const Color& bottom = gradientrequest->bottom;
 
   glDisable(GL_TEXTURE_2D);
-  glDisable(GL_TEXTURE_COORD_ARRAY);
-  glEnable(GL_COLOR_ARRAY);
+  glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+  glEnableClientState(GL_COLOR_ARRAY);
 
   float vertices[] = {
     0, 0,
@@ -296,8 +296,8 @@ Renderer::draw_gradient(const DrawingRequest& request)
 
   glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
 
-  glDisable(GL_COLOR_ARRAY);
-  glEnable(GL_TEXTURE_COORD_ARRAY);
+  glDisableClientState(GL_COLOR_ARRAY);
+  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
   glEnable(GL_TEXTURE_2D);
   glColor4f(1, 1, 1, 1);
@@ -361,7 +361,7 @@ Renderer::draw_filled_rect(const DrawingRequest& request)
       glDisable(GL_TEXTURE_2D);
       glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
                 fillrectrequest->color.blue, fillrectrequest->color.alpha);
-      glDisable(GL_TEXTURE_COORD_ARRAY);
+      glDisableClientState(GL_TEXTURE_COORD_ARRAY);
 
       float vertices[] = {
         x,   y,
@@ -373,7 +373,7 @@ Renderer::draw_filled_rect(const DrawingRequest& request)
 
       glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
 
-      glEnable(GL_TEXTURE_COORD_ARRAY);
+      glEnableClientState(GL_TEXTURE_COORD_ARRAY);
       glEnable(GL_TEXTURE_2D);
       glColor4f(1, 1, 1, 1);
     }
@@ -448,12 +448,12 @@ Renderer::draw_inverse_ellipse(const DrawingRequest& request)
       vertices[p++] = x - ex2;      vertices[p++] = y + ey2;
     }
 
-  glDisable(GL_TEXTURE_COORD_ARRAY);
+  glDisableClientState(GL_TEXTURE_COORD_ARRAY);
   glVertexPointer(2, GL_FLOAT, 0, vertices);
 
   glDrawArrays(GL_TRIANGLES, 0, points);
 
-  glEnable(GL_TEXTURE_COORD_ARRAY);
+  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
   glEnable(GL_TEXTURE_2D);
   glColor4f(1, 1, 1, 1);    
@@ -562,7 +562,11 @@ Renderer::apply_config()
     }
 
   int w,h;
-  float target_aspect  = float(config->aspect_width) / float(config->aspect_height);
+  float target_aspect = float(desktop_width) / desktop_height;
+  
+  if (config->aspect_width != 0 && config->aspect_height != 0)
+    target_aspect = float(config->aspect_width) / float(config->aspect_height);
+
   float desktop_aspect = 4.0f / 3.0f; // random default fallback guess
   
   if (desktop_width != -1 && desktop_height != -1)
@@ -594,13 +598,10 @@ Renderer::apply_config()
       SCREEN_HEIGHT = static_cast<int>(h  * (target_aspect / desktop_aspect));
     }
 
-  SCREEN_WIDTH  = static_cast<int>(SCREEN_WIDTH  / config->magnification);
-  SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT / config->magnification);
-
   int max_width  = 1600; // FIXME: Maybe 1920 is ok too
   int max_height = 1200;
 
-  if (config->fill_screen)
+  if (config->magnification == 0.0f) // Magic value that means 'minfill'
     {
       // This scales SCREEN_WIDTH/SCREEN_HEIGHT so that they never excede
       // max_width/max_height
@@ -617,6 +618,9 @@ Renderer::apply_config()
     }
   else
     {
+      SCREEN_WIDTH  = static_cast<int>(SCREEN_WIDTH  / config->magnification);
+      SCREEN_HEIGHT = static_cast<int>(SCREEN_HEIGHT / config->magnification);
+
       // This works by adding black borders around the screen to limit
       // SCREEN_WIDTH/SCREEN_HEIGHT to max_width/max_height
       int nw = w;
@@ -634,8 +638,11 @@ Renderer::apply_config()
           SCREEN_HEIGHT = static_cast<int>(max_height);
         }
 
-      // Clear so that we get a clean black border without junk
+      // Clear both buffers so that we get a clean black border without junk
+      glClear(GL_COLOR_BUFFER_BIT);
+      SDL_GL_SwapBuffers();
       glClear(GL_COLOR_BUFFER_BIT);
+      SDL_GL_SwapBuffers();
 
       if (0)
         std::cout << (w-nw)/2 << " "