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canvas.cpp
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254 lines (206 loc) · 6.66 KB
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/*=============================================================================
Copyright (c) 2009, Mihail Szabolcs
All rights reserved.
Redistribution and use in source and binary forms, with or
without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in
the documentation and/or other materials provided with the
distribution.
* Neither the name of the Prototype2D nor the names of its contributors
may be used to endorse or promote products derived from this
software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
This file is part of Prototype2D.
==============================================================================*/
#include "canvas.h"
#include "env.h"
#include "igame.h"
#include <QGLWidget>
#include <QtOpenGL>
#include <QtGui/QApplication>
using namespace GL;
using namespace Sys;
using namespace Interface;
// Global
static Env *gEnv = &Env::getInstance();
Canvas::Canvas(Interface::IGame *pGame, QWidget *pParent) : QGLWidget(pParent),
mTimer(new QTimer(this)),
mGame(0)
{
// MOUSE
setMouseTracking(gEnv->mCaptCursor);
// HIDE if requested
if( gEnv->mHideCursor )
setCursor(Qt::BlankCursor);
// KEYBOARD
setFocusPolicy(Qt::StrongFocus);
// RESIZE
setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding);
// CONNECT THE GL UPDATE
connect(mTimer, SIGNAL(timeout()), this, SLOT(updateGL()));
mTimer->start(gEnv->mFrameDelay); // start at the given FPS
// SET THE GAME
setGame(pGame);
}
Canvas::~Canvas()
{
#ifdef WORLD_VERTEX_ARRAYS
// SHUTDOWN CLIENT STATES
disableClientStates();
#endif
// SHUTDOWN UPDATE TIMER
if( mTimer )
delete mTimer;
// SHUTDOWN GAME INSTANCE
setGame(0);
}
void Canvas::setGame(IGame *pGame)
{
// shutdown the previous game
if( mGame )
mGame->shutdown();
mGame = pGame;
}
void Canvas::initializeGL(void)
{
Q_ASSERT( mGame != 0 );
// set a visually pleasant background color
glClearColor(gEnv->mBgColor[0],
gEnv->mBgColor[1],
gEnv->mBgColor[2], 1.0f);
glEnable(GL_TEXTURE_2D); // we always want textures
glDisable(GL_DEPTH_TEST); // make sure it's off
// ask for real nice lines and points ... :P
glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT,GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
#ifdef WORLD_MULTISAMPLING
glEnable(GL_MULTISAMPLE);
int lBufs;
int lSamples;
glGetIntegerv(GL_SAMPLE_BUFFERS, &lBufs);
glGetIntegerv(GL_SAMPLES, &lSamples);
qDebug("Success: [Canvas] %d buffers and %d samples", lBufs, lSamples);
#endif
#ifdef WORLD_VERTEX_ARRAYS
// SETUP CLIENT STATES
enableClientStates();
#endif
// TIME TO INIT THE ACTUAL GAME
mGame->init();
}
void Canvas::resizeGL(int pWidth, int pHeight)
{
if (pHeight==0)
{
pHeight=1;
}
glViewport(0, 0, pWidth, pHeight);
}
void Canvas::paintGL(void)
{
glClear(GL_COLOR_BUFFER_BIT);
begin2D(gEnv->mSWidth,gEnv->mSHeight);
// IF IT'S NULL, AN ASSERT ALREADY TRIGGERS
// INSIDE INITIALIZEGL, SO IT SHOULD NEVER GET
// HERE AS NULL ...
mGame->render(this);
end2D();
}
void Canvas::updateGL(void)
{
QGLWidget::updateGL();
mGame->think(this);
}
void Canvas::begin2D( int pWidth, int pHeight )
{
// go into 2D mode (ortho)
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, pWidth, pHeight, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void Canvas::end2D( void )
{
// get out of 2D mode
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Canvas::mouseMoveEvent(QMouseEvent *pEvent)
{
// IF IT'S NULL, AN ASSERT ALREADY TRIGGERS
// INSIDE INITIALIZEGL, SO IT SHOULD NEVER GET
// HERE AS NULL ...
mGame->updateMouse(pEvent->x(),pEvent->y(),pEvent->buttons(),IGame::M_MOVE);
QGLWidget::mouseMoveEvent( pEvent ); // HANDLE UN-HANDLED EVENTS
}
void Canvas::mousePressEvent(QMouseEvent *pEvent)
{
// IF IT'S NULL, AN ASSERT ALREADY TRIGGERS
// INSIDE INITIALIZEGL, SO IT SHOULD NEVER GET
// HERE AS NULL ...
mGame->updateMouse(pEvent->x(),pEvent->y(),pEvent->buttons(),IGame::M_DOWN);
QGLWidget::mousePressEvent(pEvent); // HANDLE UN-HANDLED EVENTS
}
void Canvas::mouseReleaseEvent(QMouseEvent *pEvent)
{
// IF IT'S NULL, AN ASSERT ALREADY TRIGGERS
// INSIDE INITIALIZEGL, SO IT SHOULD NEVER GET
// HERE AS NULL ...
mGame->updateMouse(pEvent->x(),pEvent->y(),pEvent->buttons(),IGame::M_UP);
QGLWidget::mouseReleaseEvent(pEvent); // HANDLE UN-HANDLED EVENTS
}
void Canvas::keyPressEvent(QKeyEvent *pEvent)
{
// IF IT'S NULL, AN ASSERT ALREADY TRIGGERS
// INSIDE INITIALIZEGL, SO IT SHOULD NEVER GET
// HERE AS NULL ...
// GRAB
int lKey = pEvent->key();
// HANDLE ESCAPE HERE
if( lKey == Qt::Key_Escape )
QApplication::quit();
else if( !mGame->updateKeys(lKey,IGame::K_DOWN) ) // PASS IN ALL OTHER KEYS
QGLWidget::keyPressEvent(pEvent); // HANDLE UN-HANDLED KEYS
}
void Canvas::keyReleaseEvent(QKeyEvent *pEvent)
{
// IF IT'S NULL, AN ASSERT ALREADY TRIGGERS
// INSIDE INITIALIZEGL, SO IT SHOULD NEVER GET
// HERE AS NULL ...
// GRAB
if( !mGame->updateKeys(pEvent->key(),IGame::K_UP) ) // PASS IN ALL OTHER KEYS
QGLWidget::keyReleaseEvent(pEvent); // HANDLE UN-HANDLED KEYS
}
#ifdef WORLD_VERTEX_ARRAYS
void Canvas::enableClientStates(void)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void Canvas::disableClientStates(void)
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
#endif