}
}
-namespace GL
-{
- Renderer::Renderer()
- {
- ::Renderer::instance_ = this;
-
- if(texture_manager != 0)
- texture_manager->save_textures();
+namespace GL {
- if(config->try_vsync) {
- /* we want vsync for smooth scrolling */
- SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
+Renderer::Renderer()
+ : desktop_width(-1),
+ desktop_height(-1)
+{
+ ::Renderer::instance_ = this;
+
+#if SDL_MAJOR_VERSION > 1 || SDL_MINOR_VERSION > 2 || (SDL_MINOR_VERSION == 2 && SDL_PATCHLEVEL >= 10)
+ // unfortunately only newer SDLs have these infos.
+ // This must be called before SDL_SetVideoMode() or it will return
+ // the window size instead of the desktop size.
+ const SDL_VideoInfo *info = SDL_GetVideoInfo();
+ if (info)
+ {
+ desktop_width = info->current_w;
+ desktop_height = info->current_h;
}
+#endif
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ if(texture_manager != 0)
+ texture_manager->save_textures();
- // Hu? 16bit rendering?
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
+ if(config->try_vsync) {
+ /* we want vsync for smooth scrolling */
+ SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
+ }
- int flags = SDL_OPENGL;
- int width;
- int height;
- if(config->use_fullscreen)
- {
- flags |= SDL_FULLSCREEN;
- width = config->fullscreen_width;
- height = config->fullscreen_height;
- }
- else
- {
- flags |= SDL_RESIZABLE;
- width = config->window_width;
- height = config->window_height;
- }
- int bpp = 0;
-
- SDL_Surface *screen = SDL_SetVideoMode(width, height, bpp, flags);
- if(screen == 0) {
- std::stringstream msg;
- msg << "Couldn't set video mode (" << width << "x" << height
- << "-" << bpp << "bpp): " << SDL_GetError();
- throw std::runtime_error(msg.str());
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
+ // Hu? 16bit rendering?
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
+
+ int flags = SDL_OPENGL;
+ int width;
+ int height;
+ if(config->use_fullscreen)
+ {
+ flags |= SDL_FULLSCREEN;
+ width = config->fullscreen_width;
+ height = config->fullscreen_height;
}
+ else
+ {
+ flags |= SDL_RESIZABLE;
+ width = config->window_width;
+ height = config->window_height;
+ }
+ int bpp = 0;
+
+ SDL_Surface *screen = SDL_SetVideoMode(width, height, bpp, flags);
+ if(screen == 0) {
+ std::stringstream msg;
+ msg << "Couldn't set video mode (" << width << "x" << height
+ << "-" << bpp << "bpp): " << SDL_GetError();
+ throw std::runtime_error(msg.str());
+ }
- // setup opengl state and transform
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ // setup opengl state and transform
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glViewport(0, 0, screen->w, screen->h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
+ glViewport(0, 0, screen->w, screen->h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
- // logical resolution here not real monitor resolution
- glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
+ // logical resolution here not real monitor resolution
+ glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0, 0, 0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0, 0, 0);
- check_gl_error("Setting up view matrices");
+ check_gl_error("Setting up view matrices");
- if(texture_manager == 0)
- texture_manager = new TextureManager();
- else
- texture_manager->reload_textures();
- }
+ if(texture_manager == 0)
+ texture_manager = new TextureManager();
+ else
+ texture_manager->reload_textures();
+}
- Renderer::~Renderer()
- {
- }
+Renderer::~Renderer()
+{
+}
- void
- Renderer::draw_surface(const DrawingRequest& request)
- {
- const Surface* surface = (const Surface*) request.request_data;
- GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
- GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
-
- glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
- intern_draw(request.pos.x, request.pos.y,
- request.pos.x + surface->get_width(),
- request.pos.y + surface->get_height(),
- surface_data->get_uv_left(),
- surface_data->get_uv_top(),
- surface_data->get_uv_right(),
- surface_data->get_uv_bottom(),
- request.angle,
- request.alpha,
- request.color,
- request.blend,
- request.drawing_effect);
- }
+void
+Renderer::draw_surface(const DrawingRequest& request)
+{
+ const Surface* surface = (const Surface*) request.request_data;
+ GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
+ GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
+
+ glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
+ intern_draw(request.pos.x, request.pos.y,
+ request.pos.x + surface->get_width(),
+ request.pos.y + surface->get_height(),
+ surface_data->get_uv_left(),
+ surface_data->get_uv_top(),
+ surface_data->get_uv_right(),
+ surface_data->get_uv_bottom(),
+ request.angle,
+ request.alpha,
+ request.color,
+ request.blend,
+ request.drawing_effect);
+}
- void
- Renderer::draw_surface_part(const DrawingRequest& request)
- {
- const SurfacePartRequest* surfacepartrequest
- = (SurfacePartRequest*) request.request_data;
- const Surface *surface = surfacepartrequest->surface;
- GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
- GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
-
- float uv_width = surface_data->get_uv_right() - surface_data->get_uv_left();
- float uv_height = surface_data->get_uv_bottom() - surface_data->get_uv_top();
-
- float uv_left = surface_data->get_uv_left() + (uv_width * surfacepartrequest->source.x) / surface->get_width();
- float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->source.y) / surface->get_height();
- float uv_right = surface_data->get_uv_left() + (uv_width * (surfacepartrequest->source.x + surfacepartrequest->size.x)) / surface->get_width();
- float uv_bottom = surface_data->get_uv_top() + (uv_height * (surfacepartrequest->source.y + surfacepartrequest->size.y)) / surface->get_height();
-
- glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
- intern_draw(request.pos.x, request.pos.y,
- request.pos.x + surfacepartrequest->size.x,
- request.pos.y + surfacepartrequest->size.y,
- uv_left,
- uv_top,
- uv_right,
- uv_bottom,
- 0.0,
- request.alpha,
- Color(1.0, 1.0, 1.0),
- Blend(),
- request.drawing_effect);
- }
+void
+Renderer::draw_surface_part(const DrawingRequest& request)
+{
+ const SurfacePartRequest* surfacepartrequest
+ = (SurfacePartRequest*) request.request_data;
+ const Surface *surface = surfacepartrequest->surface;
+ GL::Texture *gltexture = dynamic_cast<GL::Texture *>(surface->get_texture());
+ GL::SurfaceData *surface_data = reinterpret_cast<GL::SurfaceData *>(surface->get_surface_data());
+
+ float uv_width = surface_data->get_uv_right() - surface_data->get_uv_left();
+ float uv_height = surface_data->get_uv_bottom() - surface_data->get_uv_top();
+
+ float uv_left = surface_data->get_uv_left() + (uv_width * surfacepartrequest->source.x) / surface->get_width();
+ float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->source.y) / surface->get_height();
+ float uv_right = surface_data->get_uv_left() + (uv_width * (surfacepartrequest->source.x + surfacepartrequest->size.x)) / surface->get_width();
+ float uv_bottom = surface_data->get_uv_top() + (uv_height * (surfacepartrequest->source.y + surfacepartrequest->size.y)) / surface->get_height();
+
+ glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
+ intern_draw(request.pos.x, request.pos.y,
+ request.pos.x + surfacepartrequest->size.x,
+ request.pos.y + surfacepartrequest->size.y,
+ uv_left,
+ uv_top,
+ uv_right,
+ uv_bottom,
+ 0.0,
+ request.alpha,
+ Color(1.0, 1.0, 1.0),
+ Blend(),
+ request.drawing_effect);
+}
- void
- Renderer::draw_gradient(const DrawingRequest& request)
- {
- const GradientRequest* gradientrequest
- = (GradientRequest*) request.request_data;
- const Color& top = gradientrequest->top;
- const Color& bottom = gradientrequest->bottom;
-
- glDisable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glColor4f(top.red, top.green, top.blue, top.alpha);
- glVertex2f(0, 0);
- glVertex2f(SCREEN_WIDTH, 0);
- glColor4f(bottom.red, bottom.green, bottom.blue, bottom.alpha);
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
- glVertex2f(0, SCREEN_HEIGHT);
- glEnd();
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
- }
+void
+Renderer::draw_gradient(const DrawingRequest& request)
+{
+ const GradientRequest* gradientrequest
+ = (GradientRequest*) request.request_data;
+ const Color& top = gradientrequest->top;
+ const Color& bottom = gradientrequest->bottom;
+
+ glDisable(GL_TEXTURE_2D);
+ glBegin(GL_QUADS);
+ glColor4f(top.red, top.green, top.blue, top.alpha);
+ glVertex2f(0, 0);
+ glVertex2f(SCREEN_WIDTH, 0);
+ glColor4f(bottom.red, bottom.green, bottom.blue, bottom.alpha);
+ glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
+ glVertex2f(0, SCREEN_HEIGHT);
+ glEnd();
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+}
+
+void
+Renderer::draw_filled_rect(const DrawingRequest& request)
+{
+ const FillRectRequest* fillrectrequest
+ = (FillRectRequest*) request.request_data;
+
+ if (fillrectrequest->radius != 0.0f)
+ {
+ // draw round rect
+ // Keep radius in the limits, so that we get a circle instead of
+ // just graphic junk
+ float radius = std::min(fillrectrequest->radius,
+ std::min(fillrectrequest->size.x/2,
+ fillrectrequest->size.y/2));
+
+ // inner rectangle
+ Rect irect(request.pos.x + radius,
+ request.pos.y + radius,
+ request.pos.x + fillrectrequest->size.x - radius,
+ request.pos.y + fillrectrequest->size.y - radius);
+
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
+ fillrectrequest->color.blue, fillrectrequest->color.alpha);
+
+
+ int n = 8;
+ glBegin(GL_QUAD_STRIP);
+ for(int i = 0; i <= n; ++i)
+ {
+ float x = sinf(i * (M_PI/2) / n) * radius;
+ float y = cosf(i * (M_PI/2) / n) * radius;
+
+ glVertex2f(irect.get_left() - x, irect.get_top() - y);
+ glVertex2f(irect.get_right() + x, irect.get_top() - y);
+ }
+ for(int i = 0; i <= n; ++i)
+ {
+ float x = cosf(i * (M_PI/2) / n) * radius;
+ float y = sinf(i * (M_PI/2) / n) * radius;
+
+ glVertex2f(irect.get_left() - x, irect.get_bottom() + y);
+ glVertex2f(irect.get_right() + x, irect.get_bottom() + y);
+ }
+ glEnd();
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+ }
+ else
+ {
+ float x = request.pos.x;
+ float y = request.pos.y;
+ float w = fillrectrequest->size.x;
+ float h = fillrectrequest->size.y;
- void
- Renderer::draw_filled_rect(const DrawingRequest& request)
- {
- const FillRectRequest* fillrectrequest
- = (FillRectRequest*) request.request_data;
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
+ fillrectrequest->color.blue, fillrectrequest->color.alpha);
- if (fillrectrequest->radius != 0.0f)
- {
- // draw round rect
- // Keep radius in the limits, so that we get a circle instead of
- // just graphic junk
- float radius = std::min(fillrectrequest->radius,
- std::min(fillrectrequest->size.x/2,
- fillrectrequest->size.y/2));
-
- // inner rectangle
- Rect irect(request.pos.x + radius,
- request.pos.y + radius,
- request.pos.x + fillrectrequest->size.x - radius,
- request.pos.y + fillrectrequest->size.y - radius);
-
- glDisable(GL_TEXTURE_2D);
- glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
- fillrectrequest->color.blue, fillrectrequest->color.alpha);
-
-
- int n = 8;
- glBegin(GL_QUAD_STRIP);
- for(int i = 0; i <= n; ++i)
- {
- float x = sinf(i * (M_PI/2) / n) * radius;
- float y = cosf(i * (M_PI/2) / n) * radius;
-
- glVertex2f(irect.get_left() - x, irect.get_top() - y);
- glVertex2f(irect.get_right() + x, irect.get_top() - y);
- }
- for(int i = 0; i <= n; ++i)
- {
- float x = cosf(i * (M_PI/2) / n) * radius;
- float y = sinf(i * (M_PI/2) / n) * radius;
-
- glVertex2f(irect.get_left() - x, irect.get_bottom() + y);
- glVertex2f(irect.get_right() + x, irect.get_bottom() + y);
- }
- glEnd();
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
- }
- else
- {
- float x = request.pos.x;
- float y = request.pos.y;
- float w = fillrectrequest->size.x;
- float h = fillrectrequest->size.y;
-
- glDisable(GL_TEXTURE_2D);
- glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
- fillrectrequest->color.blue, fillrectrequest->color.alpha);
-
- glBegin(GL_QUADS);
- glVertex2f(x, y);
- glVertex2f(x+w, y);
- glVertex2f(x+w, y+h);
- glVertex2f(x, y+h);
- glEnd();
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
- }
- }
+ glBegin(GL_QUADS);
+ glVertex2f(x, y);
+ glVertex2f(x+w, y);
+ glVertex2f(x+w, y+h);
+ glVertex2f(x, y+h);
+ glEnd();
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+ }
+}
- void
- Renderer::draw_inverse_ellipse(const DrawingRequest& request)
- {
- const InverseEllipseRequest* ellipse = (InverseEllipseRequest*)request.request_data;
+void
+Renderer::draw_inverse_ellipse(const DrawingRequest& request)
+{
+ const InverseEllipseRequest* ellipse = (InverseEllipseRequest*)request.request_data;
- glDisable(GL_TEXTURE_2D);
- glColor4f(ellipse->color.red, ellipse->color.green,
- ellipse->color.blue, ellipse->color.alpha);
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(ellipse->color.red, ellipse->color.green,
+ ellipse->color.blue, ellipse->color.alpha);
- float x = request.pos.x;
- float y = request.pos.y;
- float w = ellipse->size.x/2.0f;
- float h = ellipse->size.y/2.0f;
+ float x = request.pos.x;
+ float y = request.pos.y;
+ float w = ellipse->size.x/2.0f;
+ float h = ellipse->size.y/2.0f;
- glBegin(GL_TRIANGLES);
+ glBegin(GL_TRIANGLES);
- // Bottom
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
- glVertex2f(0, SCREEN_HEIGHT);
- glVertex2f(x, y+h);
-
- // Top
- glVertex2f(SCREEN_WIDTH, 0);
- glVertex2f(0, 0);
- glVertex2f(x, y-h);
-
- // Left
- glVertex2f(SCREEN_WIDTH, 0);
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
- glVertex2f(x+w, y);
-
- // Right
- glVertex2f(0, 0);
- glVertex2f(0, SCREEN_HEIGHT);
- glVertex2f(x-w, y);
-
- glEnd();
+ // Bottom
+ glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
+ glVertex2f(0, SCREEN_HEIGHT);
+ glVertex2f(x, y+h);
+
+ // Top
+ glVertex2f(SCREEN_WIDTH, 0);
+ glVertex2f(0, 0);
+ glVertex2f(x, y-h);
+
+ // Left
+ glVertex2f(SCREEN_WIDTH, 0);
+ glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
+ glVertex2f(x+w, y);
+
+ // Right
+ glVertex2f(0, 0);
+ glVertex2f(0, SCREEN_HEIGHT);
+ glVertex2f(x-w, y);
+
+ glEnd();
- int slices = 16;
- for(int i = 0; i < slices; ++i)
- {
- float ex1 = sinf(M_PI/2 / slices * i) * w;
- float ey1 = cosf(M_PI/2 / slices * i) * h;
-
- float ex2 = sinf(M_PI/2 / slices * (i+1)) * w;
- float ey2 = cosf(M_PI/2 / slices * (i+1)) * h;
+ int slices = 16;
+ for(int i = 0; i < slices; ++i)
+ {
+ float ex1 = sinf(M_PI/2 / slices * i) * w;
+ float ey1 = cosf(M_PI/2 / slices * i) * h;
- glBegin(GL_TRIANGLES);
+ float ex2 = sinf(M_PI/2 / slices * (i+1)) * w;
+ float ey2 = cosf(M_PI/2 / slices * (i+1)) * h;
- // Bottom/Right
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
- glVertex2f(x + ex1, y + ey1);
- glVertex2f(x + ex2, y + ey2);
+ glBegin(GL_TRIANGLES);
- // Top/Left
- glVertex2f(0, 0);
- glVertex2f(x - ex1, y - ey1);
- glVertex2f(x - ex2, y - ey2);
+ // Bottom/Right
+ glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
+ glVertex2f(x + ex1, y + ey1);
+ glVertex2f(x + ex2, y + ey2);
- // Top/Right
- glVertex2f(SCREEN_WIDTH, 0);
- glVertex2f(x + ex1, y - ey1);
- glVertex2f(x + ex2, y - ey2);
+ // Top/Left
+ glVertex2f(0, 0);
+ glVertex2f(x - ex1, y - ey1);
+ glVertex2f(x - ex2, y - ey2);
- // Bottom/Left
- glVertex2f(0, SCREEN_HEIGHT);
- glVertex2f(x - ex1, y + ey1);
- glVertex2f(x - ex2, y + ey2);
+ // Top/Right
+ glVertex2f(SCREEN_WIDTH, 0);
+ glVertex2f(x + ex1, y - ey1);
+ glVertex2f(x + ex2, y - ey2);
- glEnd();
- }
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
- }
+ // Bottom/Left
+ glVertex2f(0, SCREEN_HEIGHT);
+ glVertex2f(x - ex1, y + ey1);
+ glVertex2f(x - ex2, y + ey2);
- void
- Renderer::do_take_screenshot()
- {
- // [Christoph] TODO: Yes, this method also takes care of the actual disk I/O. Split it?
-
- SDL_Surface *shot_surf;
- // create surface to hold screenshot
- #if SDL_BYTEORDER == SDL_BIG_ENDIAN
- shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
- #else
- shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x000000FF, 0x0000FF00, 0x00FF0000, 0);
- #endif
- if (!shot_surf) {
- log_warning << "Could not create RGB Surface to contain screenshot" << std::endl;
- return;
+ glEnd();
}
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
+}
- // read pixels into array
- char* pixels = new char[3 * SCREEN_WIDTH * SCREEN_HEIGHT];
- if (!pixels) {
- log_warning << "Could not allocate memory to store screenshot" << std::endl;
- SDL_FreeSurface(shot_surf);
- return;
- }
- glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels);
+void
+Renderer::do_take_screenshot()
+{
+ // [Christoph] TODO: Yes, this method also takes care of the actual disk I/O. Split it?
+
+ SDL_Surface *shot_surf;
+ // create surface to hold screenshot
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x00FF0000, 0x0000FF00, 0x000000FF, 0);
+#else
+ shot_surf = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 24, 0x000000FF, 0x0000FF00, 0x00FF0000, 0);
+#endif
+ if (!shot_surf) {
+ log_warning << "Could not create RGB Surface to contain screenshot" << std::endl;
+ return;
+ }
+
+ // read pixels into array
+ char* pixels = new char[3 * SCREEN_WIDTH * SCREEN_HEIGHT];
+ if (!pixels) {
+ log_warning << "Could not allocate memory to store screenshot" << std::endl;
+ SDL_FreeSurface(shot_surf);
+ return;
+ }
+ glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels);
- // copy array line-by-line
- for (int i = 0; i < SCREEN_HEIGHT; i++) {
- char* src = pixels + (3 * SCREEN_WIDTH * (SCREEN_HEIGHT - i - 1));
- if(SDL_MUSTLOCK(shot_surf))
+ // copy array line-by-line
+ for (int i = 0; i < SCREEN_HEIGHT; i++) {
+ char* src = pixels + (3 * SCREEN_WIDTH * (SCREEN_HEIGHT - i - 1));
+ if(SDL_MUSTLOCK(shot_surf))
{
SDL_LockSurface(shot_surf);
}
- char* dst = ((char*)shot_surf->pixels) + i * shot_surf->pitch;
- memcpy(dst, src, 3 * SCREEN_WIDTH);
- if(SDL_MUSTLOCK(shot_surf))
+ char* dst = ((char*)shot_surf->pixels) + i * shot_surf->pitch;
+ memcpy(dst, src, 3 * SCREEN_WIDTH);
+ if(SDL_MUSTLOCK(shot_surf))
{
SDL_UnlockSurface(shot_surf);
}
- }
+ }
- // free array
- delete[](pixels);
-
- // save screenshot
- static const std::string writeDir = PHYSFS_getWriteDir();
- static const std::string dirSep = PHYSFS_getDirSeparator();
- static const std::string baseName = "screenshot";
- static const std::string fileExt = ".bmp";
- std::string fullFilename;
- for (int num = 0; num < 1000; num++) {
- std::ostringstream oss;
- oss << baseName;
- oss << std::setw(3) << std::setfill('0') << num;
- oss << fileExt;
- std::string fileName = oss.str();
- fullFilename = writeDir + dirSep + fileName;
- if (!PHYSFS_exists(fileName.c_str())) {
- SDL_SaveBMP(shot_surf, fullFilename.c_str());
- log_debug << "Wrote screenshot to \"" << fullFilename << "\"" << std::endl;
- SDL_FreeSurface(shot_surf);
- return;
- }
+ // free array
+ delete[](pixels);
+
+ // save screenshot
+ static const std::string writeDir = PHYSFS_getWriteDir();
+ static const std::string dirSep = PHYSFS_getDirSeparator();
+ static const std::string baseName = "screenshot";
+ static const std::string fileExt = ".bmp";
+ std::string fullFilename;
+ for (int num = 0; num < 1000; num++) {
+ std::ostringstream oss;
+ oss << baseName;
+ oss << std::setw(3) << std::setfill('0') << num;
+ oss << fileExt;
+ std::string fileName = oss.str();
+ fullFilename = writeDir + dirSep + fileName;
+ if (!PHYSFS_exists(fileName.c_str())) {
+ SDL_SaveBMP(shot_surf, fullFilename.c_str());
+ log_debug << "Wrote screenshot to \"" << fullFilename << "\"" << std::endl;
+ SDL_FreeSurface(shot_surf);
+ return;
}
- log_warning << "Did not save screenshot, because all files up to \"" << fullFilename << "\" already existed" << std::endl;
- SDL_FreeSurface(shot_surf);
}
+ log_warning << "Did not save screenshot, because all files up to \"" << fullFilename << "\" already existed" << std::endl;
+ SDL_FreeSurface(shot_surf);
+}
- void
- Renderer::flip()
- {
- assert_gl("drawing");
- SDL_GL_SwapBuffers();
- }
+void
+Renderer::flip()
+{
+ assert_gl("drawing");
+ SDL_GL_SwapBuffers();
+}
- void
- Renderer::resize(int w, int h)
- {
- SDL_SetVideoMode(w, h, 0, SDL_OPENGL | SDL_RESIZABLE);
-
- config->window_width = w;
- config->window_height = h;
+void
+Renderer::resize(int w, int h)
+{
+ SDL_SetVideoMode(w, h, 0, SDL_OPENGL | SDL_RESIZABLE);
- // FIXME: Add aspect handling
- SCREEN_WIDTH = w;
- SCREEN_HEIGHT = h;
+ config->window_width = w;
+ config->window_height = h;
- glViewport(0, 0, config->window_width, config->window_height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
- }
+ apply_config();
+}
+
+void
+Renderer::apply_config()
+{
+ std::cout << "Applying Config: " << config->aspect_width << ":" << config->aspect_height << std::endl;
+
+ int w,h;
+ float 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)
+ {
+ desktop_aspect = float(desktop_width) / float(desktop_height);
+ }
+
+ if (config->use_fullscreen)
+ {
+ w = config->fullscreen_width;
+ h = config->fullscreen_height;
+ desktop_aspect = float(w) / float(h);
+ }
+ else
+ {
+ w = config->window_width;
+ h = config->window_height;
+ }
+
+ std::cout
+ << " -> " << w << "x" << h << " -> " << target_aspect << " " << desktop_aspect << std::endl;
+
+ if (target_aspect > 1.0f)
+ {
+ SCREEN_WIDTH = w * (target_aspect / desktop_aspect);
+ SCREEN_HEIGHT = h;
+ }
+ else
+ {
+ SCREEN_WIDTH = w;
+ SCREEN_HEIGHT = h * (target_aspect / desktop_aspect);
+ }
+
+ // Limit must take aspect into account
+ //SCREEN_WIDTH = std::min(w, 1024);
+ //SCREEN_HEIGHT = std::min(h, 768);
+
+ // Position the Viewport in the center of the window
+ glViewport(std::max(0, (config->window_width - w)/2),
+ std::max(0, (config->window_height - h)/2),
+ w, h);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1.0, 1.0);
}
+} // namespace GL
+
#endif