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usercode.c
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usercode.c
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#include "usercode.h"
#include "foundation/common.h"
#include "foundation/LWindow.h"
#include "gl/gl_util.h"
#include "gl/gl_LTexture.h"
// -- section of variables for maintaining aspect ratio -- //
static int g_screen_width;
static int g_screen_height;
static int g_logical_width;
static int g_logical_height;
static float g_logical_aspect;
static int g_offset_x = 0;
static int g_offset_y = 0;
// resolution independent scale for x and y
static float g_ri_scale_x = 1.0f;
static float g_ri_scale_y = 1.0f;
// resolution independent dimensions
static int g_ri_view_width;
static int g_ri_view_height;
static bool g_need_clipping = false;
// -- section of variables for maintaining aspect ratio -- //
gl_LTexture *dds_dxt5_texture = NULL;
bool usercode_init(int screen_width, int screen_height, int logical_width, int logical_height)
{
// FIXME: This code would works only if user starts with windowed mode, didnt test yet if start with fullscreen mode ...
// set input screen dimensions
g_screen_width = screen_width;
g_screen_height = screen_height;
g_logical_width = logical_width;
g_logical_height = logical_height;
g_logical_aspect = g_screen_width * 1.0f / g_screen_height;
// start off with resolution matching the screen
g_ri_view_width = g_screen_width;
g_ri_view_height = g_screen_height;
// initialize the viewport
// define the area where to render, for now full screen
glViewport(0, 0, g_screen_width, g_screen_height);
// initialize projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, g_screen_width, g_screen_height, 0.0, -1.0, 1.0);
// initialize modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// initialize clear color
glClearColor(0.f, 0.f, 0.f, 1.f);
// enable texturing
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// check for errors
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
SDL_Log("Error initializing OpenGL! %s", gluErrorString(error));
return false;
}
return true;
}
bool usercode_loadmedia()
{
// TODO: Load media here...
dds_dxt5_texture = gl_LTexture_new();
if (!gl_LTexture_load_dds_texture_from_file(dds_dxt5_texture, "zombie-512-dxt5.dds"))
{
SDL_Log("Cannot load dds texture file");
return false;
}
return true;
}
void usercode_set_screen_dimension(Uint32 window_id, int screen_width, int screen_height)
{
g_screen_width = screen_width;
g_screen_height = screen_height;
}
void usercode_handle_event(SDL_Event *e, float delta_time)
{
if (e->type == SDL_KEYDOWN)
{
int k = e->key.keysym.sym;
// toggle fullscreen via enter key
if (k == SDLK_RETURN)
{
// go windowed mode, currently in fullscreen mode
if (gWindow->fullscreen)
{
LWindow_set_fullscreen(gWindow, false);
// set projection matrix back to normal
gl_util_adapt_to_normal(g_screen_width, g_screen_height);
// reset relavant values back to normal
g_offset_x = 0.0f;
g_offset_y = 0.0f;
g_ri_scale_x = 1.0f;
g_ri_scale_y = 1.0f;
g_ri_view_width = g_screen_width;
g_ri_view_height = g_screen_height;
g_need_clipping = false;
// set viewport
glViewport(0, 0, g_screen_width, g_screen_height);
}
else
{
LWindow_set_fullscreen(gWindow, true);
// get new window's size
int w, h;
SDL_GetWindowSize(gWindow->window, &w, &h);
// also adapt to letterbox
gl_util_adapt_to_letterbox(w, h, g_logical_width, g_logical_height, &g_ri_view_width, &g_ri_view_height, &g_offset_x, &g_offset_y);
// calculate scale
g_ri_scale_x = g_ri_view_width * 1.0f / g_logical_width;
g_ri_scale_y = g_ri_view_height * 1.0f / g_logical_height;
g_need_clipping = true;
// set viewport
glViewport(g_offset_x, g_offset_y, g_ri_view_width, g_ri_view_height);
}
}
}
}
void usercode_update(float delta_time)
{
}
void usercode_render()
{
// clear color buffer
if (g_need_clipping)
glClearColor(0.f, 0.f, 0.f, 1.f);
else
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
// now clip content to be drawn only on content area (if needed)
if (g_need_clipping)
{
// clear color for content area
glEnable(GL_SCISSOR_TEST);
glScissor(g_offset_x, g_offset_y, g_ri_view_width, g_ri_view_height);
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
}
// we will work on modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// set scale
glScalef(g_ri_scale_x, g_ri_scale_y, 1.0f);
// note: set viewport via glViewport accordingly, you should start at g_offset_x, and g_offset_y
// note2: glViewport coordinate still in world coordinate, but for individual object (vertices) to be drawn, it's local coordinate
// TODO: render code goes here...
gl_LTexture_render(dds_dxt5_texture, g_logical_width/2.0f - dds_dxt5_texture->width/2.0f, g_logical_height/2.0f - dds_dxt5_texture->height/2.0f, NULL);
// disable scissor (if needed)
if (g_need_clipping)
{
glDisable(GL_SCISSOR_TEST);
}
}
void usercode_close()
{
if (dds_dxt5_texture != NULL)
gl_LTexture_free(dds_dxt5_texture);
}