Mercurial > projects > mde
annotate mde/setup/Screen.d @ 95:2a364c7d82c9
Boolean options can be adjusted from the gui now (using a very basic widget). Also some bug-fixes.
Fixed a minor bug where layouts with the same id but without shared alignments would be messed up.
Tracked down the "nothing trawn until a resize" bug (see jobs.txt).
If widgets throw during creation they're now replaced by debug widgets.
Function pointers are converted to delegates using a safer method.
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Thu, 06 Nov 2008 11:07:18 +0000 |
parents | 9520cc0448e5 |
children | 30470bc19ca4 |
rev | line source |
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1 /* LICENSE BLOCK |
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2 Part of mde: a Modular D game-oriented Engine |
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3 Copyright © 2007-2008 Diggory Hardy |
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4 |
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5 This program is free software: you can redistribute it and/or modify it under the terms |
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6 of the GNU General Public License as published by the Free Software Foundation, either |
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7 version 2 of the License, or (at your option) any later version. |
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8 |
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9 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; |
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10 without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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11 See the GNU General Public License for more details. |
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12 |
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13 You should have received a copy of the GNU General Public License |
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14 along with this program. If not, see <http://www.gnu.org/licenses/>. */ |
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15 |
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16 /** Screen: SDL & OpenGL setup/cleanup, drawing. |
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17 * |
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18 * Has an interface by which other code can hook in for drawing and resize notifications. */ |
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19 module mde.setup.Screen; |
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20 |
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21 import mde.setup.exception; |
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22 import mde.lookup.Options; |
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23 import imde = mde.imde; |
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24 debug (drawGlyphCache) import mde.font.font; |
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25 |
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26 import tango.util.log.Log : Log, Logger; |
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27 import tango.stdc.stringz; |
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28 import tango.time.Time; // TimeSpan (type only; unused) |
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29 |
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30 import derelict.sdl.sdl; |
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31 import derelict.opengl.gl; // for loading a later gl version |
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32 import derelict.util.exception; |
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33 |
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34 /** Currently just used as a namespace. Potential for multiple screen support later? */ |
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35 struct Screen { |
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36 // TYPES (these mustn't be static): |
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37 /** Interface for anything hooking into the screen for drawing, etc. */ |
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New InitStage system, Screen & Screen.Drawable, separate testing and guiDemo binaries.
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38 interface IDrawable { |
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39 /** Called on window creation and whenever the window manager resizes the window, before |
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40 * the new size is set. The new size is passed. |
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41 * |
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42 * The parameters were passed as ref to allow the called function to change them, but SDL |
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43 * didn't appear able to resize the window (on X11), so this was dropped. */ |
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44 void sizeEvent (int w, int h); |
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45 |
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46 /** Called you guess when :-) */ |
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47 void draw (); |
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48 } |
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49 |
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50 /** All video options. */ |
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51 class VideoOptions : Options { |
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52 mixin (impl!("bool fullscreen,hardware,resizable,noFrame; int screenW,screenH,windowW,windowH;")); |
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53 } |
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54 |
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55 static: |
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56 /** Init function to initialize SDL. */ |
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57 StageState init () { // init func |
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58 // Initialise SDL |
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59 debug logger.trace ("Calling SDL_Init"); |
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60 //FIXME: init SDL_INIT_TIMER? |
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61 if (SDL_Init (SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_TIMER /+| SDL_INIT_EVENTTHREAD+/)) { |
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62 logger.fatal ("SDL initialisation failed:"); |
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63 char* msg = SDL_GetError (); |
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64 logger.fatal (msg ? fromStringz(msg) : "no reason available"); |
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65 |
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66 throw new InitException ("SDL Initialization failed"); |
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67 } |
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68 return StageState.ACTIVE; |
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69 } |
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70 /** SDL shutdown */ |
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71 StageState cleanup () { |
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72 debug logger.trace ("Calling SDL_Quit"); |
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73 SDL_Quit(); |
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74 return StageState.INACTIVE; |
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75 } |
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76 /** Init function to set up a window with OpenGL support. */ |
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77 StageState initWindow () { |
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78 //BEGIN Create window and initialize OpenGL |
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79 // Window creation flags and size |
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80 flags = SDL_OPENGL; |
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81 if (videoOpts.hardware()) flags |= SDL_HWSURFACE | SDL_DOUBLEBUF; |
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82 else flags |= SDL_SWSURFACE; |
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83 int w, h; |
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84 if (videoOpts.fullscreen()) { |
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85 flags |= SDL_FULLSCREEN; |
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86 w = videoOpts.screenW; |
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87 h = videoOpts.screenH; |
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88 } |
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89 else { |
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90 if (videoOpts.resizable()) flags |= SDL_RESIZABLE; |
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91 if (videoOpts.noFrame()) flags |= SDL_NOFRAME; |
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92 w = videoOpts.windowW; |
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93 h = videoOpts.windowH; |
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94 } |
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95 |
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96 // OpenGL attributes |
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97 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); |
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98 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); |
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99 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); |
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100 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); |
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101 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1); |
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102 |
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103 // Open a window |
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104 if (setWindow (w, h)) { |
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105 throw new InitException ("Failed to open a window"); |
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106 } |
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107 |
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108 /* Now (must be done after GL context is created) we can try to load later version. |
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109 * The initial loading provides opengl 1.1 features. |
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110 * |
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111 * 1.4 is now used for glBlendColor (coloured text). |
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112 * |
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113 * Currently the latest version used is 1.3; adjust this as necessary. However, before using |
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114 * features from any OpenGL version > 1.1 a check must be made on what was loaded by calling |
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115 * DerelictGL.availableVersion(). Note that availableVersion() could be used instead to load |
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116 * the highest supported version but this way we know what we're getting. */ |
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117 if (DerelictGL.availableVersion < GLVersion.Version13) { |
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118 throw new InitException ("Required at least OpenGL 1.3; didn't get this."); |
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119 } |
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120 /+try { |
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121 DerelictGL.loadVersions(GLVersion.Version14); |
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122 } catch (SharedLibProcLoadException e) { |
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123 logger.warn ("Loading OpenGL version 1.4 failed:"); |
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124 logger.warn (e.msg); |
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125 |
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126 setInitFailure (); |
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127 return; |
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128 }+/ |
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129 |
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130 // OpenGL stuff: |
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131 glDisable(GL_LIGHTING); |
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132 glDisable(GL_DEPTH_TEST); |
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133 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); |
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134 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); |
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135 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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136 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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137 glEnable(GL_TEXTURE_2D); |
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138 glShadeModel(GL_SMOOTH); |
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139 |
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140 glClearColor (0.0f, 0.0f, 0.0f, 0.0f); |
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141 |
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142 glMatrixMode(GL_MODELVIEW); |
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143 glLoadIdentity(); |
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144 |
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145 // Used for font rendering: |
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146 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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147 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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148 //NOTE: wrap mode may have an effect, but shouldn't be noticed... |
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149 |
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150 // Window-manager settings |
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151 debug logger.trace ("Calling SDL_WM_SetCaption"); |
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152 SDL_WM_SetCaption (toStringz ("mde"), null); |
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153 // SDL_WM_GrabInput (use later) |
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154 //END Create window and initialize OpenGL |
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155 return StageState.ACTIVE; |
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156 } |
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157 |
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158 |
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159 /** Called when a resize event occurs (when the window manager resizes the window). */ |
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160 void resizeEvent (int w, int h) { |
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161 // Save new size to config |
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162 if (videoOpts.fullscreen()) { // probably resizeEvent only called when not fullscreen |
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163 videoOpts.set!(int) ("screenW", w); |
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164 videoOpts.set!(int) ("screenH", h); |
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165 } else { |
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166 videoOpts.set!(int) ("windowW", w); |
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167 videoOpts.set!(int) ("windowH", h); |
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168 } |
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169 |
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170 if (setWindow (w,h)) |
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171 imde.run = false; |
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172 } |
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173 |
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174 /** Add a drawable element to the screen (see IDrawable interface). |
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175 * |
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176 * Should be called before Init to get the initial size (sizeEvent is only called when the size |
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177 * is set). Currently no means to remove drawables, and not really designed for more than one. |
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178 */ |
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179 void addDrawable (IDrawable d) { |
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180 drawables ~= d; |
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181 } |
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182 |
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183 /** Drawing function */ |
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184 void draw (TimeSpan) { |
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185 glClear(GL_COLOR_BUFFER_BIT); |
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186 |
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187 foreach (d; drawables) { |
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188 try { |
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189 d.draw; |
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190 } catch (Exception e) { |
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191 logger.error ("Drawable failed to draw: "~e.msg); |
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192 } |
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193 } |
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194 |
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195 debug (drawGlyphCache) FontStyle.drawTexture; |
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196 |
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197 // Error check: |
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198 GLenum err = glGetError(); |
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199 while (err != GL_NO_ERROR) { |
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200 logger.error ("GL error: {}", err); |
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201 err = glGetError(); |
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202 } |
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203 |
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204 glFinish(); // Use Finish rather than Flush to make sure gl is ready to swap buffers |
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205 SDL_GL_SwapBuffers(); |
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206 } |
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207 |
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208 /** Set a new window size. Returns true on failure due to the different ways this must be |
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209 * handled. */ |
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210 private bool setWindow (int w, int h) { |
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211 foreach (d; drawables) { // Tell all drawables the new window size. |
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212 try { |
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213 d.sizeEvent (w,h); |
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214 } catch (Exception e) { |
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215 logger.error ("Drawable failed while setting size: "~e.msg); |
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216 } |
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217 } |
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218 |
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219 //debug logger.trace ("Setting video mode {}x{}, 32-bit, flags: {}", w,h,flags); |
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220 debug logger.trace ("Calling SDL_SetVideoMode"); |
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221 if (SDL_SetVideoMode (w, h, 32, flags) is null) { |
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222 logger.fatal ("Unable to set video mode:"); |
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223 char* msg = SDL_GetError (); |
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224 logger.fatal (msg ? fromStringz(msg) : "no reason available"); |
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225 |
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226 // Print a load of info: |
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227 logger.info ("Available video modes:"); |
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228 SDL_Rect** modes = SDL_ListModes (null, SDL_FULLSCREEN); |
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229 if (modes is null) logger.info ("None!"); |
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230 else if (modes is cast(SDL_Rect**) -1) logger.info ("All modes are available"); |
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231 else { |
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232 for (uint i = 0; modes[i] !is null; ++i) { |
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233 logger.info ("\t{}x{}", modes[i].w, modes[i].h); |
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234 } |
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235 } |
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236 |
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237 SDL_VideoInfo* vi = SDL_GetVideoInfo (); |
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238 if (vi !is null) { |
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239 logger.info ("Video info:"); |
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240 logger.info ("Hardware surface support: "~ (vi.flags & SDL_HWSURFACE ? "yes" : "no")); |
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241 logger.info ("Video memory: {}", vi.video_mem); |
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242 |
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243 if (vi.vfmt !is null) { |
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244 logger.info ("Best video mode:"); |
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245 logger.info ("Bits per pixel: {}", vi.vfmt.BitsPerPixel); |
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246 } |
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247 } |
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248 |
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249 return true; |
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250 } |
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251 |
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252 // Reset the projection and viewport |
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253 glMatrixMode (GL_PROJECTION); |
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254 glLoadIdentity (); |
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255 |
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256 glViewport (0,0,w,h); |
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257 |
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258 // Make the top-left the origin (see gui/GUI notes.txt): |
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259 // Note that this only affects vertex operations − direct rasterisation operations are |
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260 // unaffected! |
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261 glOrtho (0.0,w, h,0.0, -1.0, 1.0); |
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262 |
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263 glMatrixMode(GL_MODELVIEW); |
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264 return false; |
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265 } |
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266 |
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267 static this() { |
85
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268 logger = Log.getLogger ("mde.setup.Screen"); |
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269 |
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270 videoOpts = new VideoOptions; |
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271 Options.addOptionsClass (videoOpts, "VideoOptions"); |
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272 } |
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273 |
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274 // DATA: |
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275 private: |
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276 uint flags = 0; |
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277 IDrawable[] drawables; |
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278 Logger logger; |
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279 VideoOptions videoOpts; |
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280 } |