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[] = {
if(texture_manager != 0)
texture_manager->save_textures();
+#ifdef SDL_GL_SWAP_CONTROL
if(config->try_vsync) {
/* we want vsync for smooth scrolling */
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
}
+#endif
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
}
else
{
- flags |= SDL_RESIZABLE;
+// flags |= SDL_RESIZABLE;
width = config->window_width;
height = config->window_height;
}
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
uv_bottom,
0.0,
request.alpha,
- Color(1.0, 1.0, 1.0),
+ request.color,
Blend(),
request.drawing_effect);
}
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,
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);
const FillRectRequest* fillrectrequest
= (FillRectRequest*) request.request_data;
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
+ fillrectrequest->color.blue, fillrectrequest->color.alpha);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
if (fillrectrequest->radius != 0.0f)
{
// draw round rect
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);
+ int p = 0;
+ float vertices[(n+1) * 4 * 2];
+
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);
+ vertices[p++] = irect.get_left() - x;
+ vertices[p++] = irect.get_top() - y;
+
+ vertices[p++] = irect.get_right() + x;
+ vertices[p++] = 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);
+ vertices[p++] = irect.get_left() - x;
+ vertices[p++] = irect.get_bottom() + y;
+
+ vertices[p++] = irect.get_right() + x;
+ vertices[p++] = irect.get_bottom() + y;
}
- glEnd();
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
+
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, sizeof(vertices)/sizeof(float)/2);
}
else
{
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);
- glDisable(GL_TEXTURE_COORD_ARRAY);
-
float vertices[] = {
x, y,
x+w, y,
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- glEnable(GL_TEXTURE_COORD_ARRAY);
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
}
+
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 1);
}
void
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);
{
// This causes the screen to go black, which is annoying, but seems
// unavoidable with SDL at the moment
- SDL_SetVideoMode(w, h, 0, SDL_OPENGL | SDL_RESIZABLE);
+ SDL_SetVideoMode(w, h, 0, SDL_OPENGL /*| SDL_RESIZABLE*/);
config->window_width = w;
config->window_height = h;
}
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)
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
}
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;
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 << " "