#include <unistd.h>
#include <SDL.h>
-#include <SDL_image.h>
-#ifndef WIN32
-#include <sys/types.h>
-#include <ctype.h>
-#endif
-
-#include "gameconfig.h"
-#include "screen.h"
-#include "main.h"
-#include "video/drawing_context.h"
-#include "math/vector.h"
+#include "gameconfig.hpp"
+#include "screen.hpp"
+#include "main.hpp"
+#include "video/drawing_context.hpp"
+#include "audio/sound_manager.hpp"
+#include "math/vector.hpp"
static const float LOOP_DELAY = 20.0;
-extern SDL_Surface* screen;
-
-/* 'Stolen' from the SDL documentation.
- * Return the pixel value at (x, y)
- * NOTE: The surface must be locked before calling this!
- */
-Uint32 getpixel(SDL_Surface *surface, int x, int y)
-{
- int bpp = surface->format->BytesPerPixel;
- /* Here p is the address to the pixel we want to retrieve */
- Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
-
- switch(bpp) {
- case 1:
- return *p;
-
- case 2:
- return *(Uint16 *)p;
-
- case 3:
- if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
- return p[0] << 16 | p[1] << 8 | p[2];
- else
- return p[0] | p[1] << 8 | p[2] << 16;
-
- case 4:
- return *(Uint32 *)p;
-
- default:
- return 0; /* shouldn't happen, but avoids warnings */
- }
-}
-
-/* 'Stolen' from the SDL documentation.
- * Set the pixel at (x, y) to the given value
- * NOTE: The surface must be locked before calling this!
- */
-void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
-{
- int bpp = surface->format->BytesPerPixel;
- /* Here p is the address to the pixel we want to set */
- Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
-
- switch(bpp) {
- case 1:
- *p = pixel;
- break;
-
- case 2:
- *(Uint16 *)p = pixel;
- break;
-
- case 3:
- if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
- {
- p[0] = (pixel >> 16) & 0xff;
- p[1] = (pixel >> 8) & 0xff;
- p[2] = pixel & 0xff;
- }
- else
- {
- p[0] = pixel & 0xff;
- p[1] = (pixel >> 8) & 0xff;
- p[2] = (pixel >> 16) & 0xff;
- }
- break;
-
- case 4:
- *(Uint32 *)p = pixel;
- break;
-
- default:
- assert(false);
- }
-}
-
-/* Draw a single pixel on the screen. */
-void drawpixel(int x, int y, Uint32 pixel)
-{
- /* Lock the screen for direct access to the pixels */
- if ( SDL_MUSTLOCK(screen) )
- {
- if ( SDL_LockSurface(screen) < 0 )
- {
- fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());
- return;
- }
- }
-
- if(!(x < 0 || y < 0 || x > SCREEN_WIDTH || y > SCREEN_HEIGHT))
- putpixel(screen, x, y, pixel);
-
- if ( SDL_MUSTLOCK(screen) )
- {
- SDL_UnlockSurface(screen);
- }
- /* Update just the part of the display that we've changed */
- SDL_UpdateRect(screen, x, y, 1, 1);
-}
-
-/* --- FILL A RECT --- */
void fillrect(float x, float y, float w, float h, int r, int g, int b, int a)
{
h = -h;
}
- if(config->use_gl) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4ub(r, g, b,a);
-
- glBegin(GL_POLYGON);
- glVertex2f(x, y);
- glVertex2f(x+w, y);
- glVertex2f(x+w, y+h);
- glVertex2f(x, y+h);
- glEnd();
- glDisable(GL_BLEND);
- } else {
- SDL_Rect src, rect;
- SDL_Surface *temp = NULL;
+ glColor4ub(r, g, b,a);
- rect.x = (int)x;
- rect.y = (int)y;
- rect.w = (int)w;
- rect.h = (int)h;
-
- if(a != 255) {
- temp = SDL_CreateRGBSurface(screen->flags, rect.w, rect.h, screen->format->BitsPerPixel,
- screen->format->Rmask,
- screen->format->Gmask,
- screen->format->Bmask,
- screen->format->Amask);
-
-
- src.x = 0;
- src.y = 0;
- src.w = rect.w;
- src.h = rect.h;
-
- SDL_FillRect(temp, &src, SDL_MapRGB(screen->format, r, g, b));
- SDL_SetAlpha(temp, SDL_SRCALPHA, a);
- SDL_BlitSurface(temp,0,screen,&rect);
- SDL_FreeSurface(temp);
- } else {
- SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, r, g, b));
- }
- }
+ glDisable(GL_TEXTURE_2D);
+ glBegin(GL_POLYGON);
+ glVertex2f(x, y);
+ glVertex2f(x+w, y);
+ glVertex2f(x+w, y+h);
+ glVertex2f(x, y+h);
+ glEnd();
+ glEnable(GL_TEXTURE_2D);
}
-/* Needed for line calculations */
-#define SGN(x) ((x)>0 ? 1 : ((x)==0 ? 0:(-1)))
-#define ABS(x) ((x)>0 ? (x) : (-x))
-
-void draw_line(float x1, float y1, float x2, float y2,
- int r, int g, int b, int a)
-{
- if(config->use_gl) {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4ub(r, g, b,a);
-
- glBegin(GL_LINES);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
- glEnd();
- glDisable(GL_BLEND);
- } else {
- /* Basic unantialiased Bresenham line algorithm */
- int lg_delta, sh_delta, cycle, lg_step, sh_step;
- Uint32 color = SDL_MapRGBA(screen->format, r, g, b, a);
-
- lg_delta = (int)(x2 - x1);
- sh_delta = (int)(y2 - y1);
- lg_step = SGN(lg_delta);
- lg_delta = ABS(lg_delta);
- sh_step = SGN(sh_delta);
- sh_delta = ABS(sh_delta);
- if (sh_delta < lg_delta) {
- cycle = lg_delta >> 1;
- while (x1 != x2) {
- drawpixel((int)x1, (int)y1, color);
- cycle += sh_delta;
- if (cycle > lg_delta) {
- cycle -= lg_delta;
- y1 += sh_step;
- }
- x1 += lg_step;
- }
- drawpixel((int)x1, (int)y1, color);
- }
- cycle = sh_delta >> 1;
- while (y1 != y2) {
- drawpixel((int)x1, (int)y1, color);
- cycle += lg_delta;
- if (cycle > sh_delta) {
- cycle -= sh_delta;
- x1 += lg_step;
- }
- y1 += sh_step;
- }
- drawpixel((int)x1, (int)y1, color);
- }
-}
-
-
void fadeout(int fade_time)
{
float alpha_inc = 256 / (fade_time / LOOP_DELAY);
while(alpha > 0) {
alpha -= alpha_inc;
fillrect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0,0,0, (int)alpha_inc); // left side
-
- DrawingContext context; // ugly...
- context.do_drawing();
+
+ SDL_GL_SwapBuffers();
+ sound_manager->update();
SDL_Delay(int(LOOP_DELAY));
}
fillrect(SCREEN_WIDTH - right_cor, 0, right_cor, SCREEN_HEIGHT, 0,0,0); // right side
fillrect(0, 0, SCREEN_WIDTH, up_cor, 0,0,0); // up side
fillrect(0, SCREEN_HEIGHT - down_cor, SCREEN_WIDTH, down_cor+1, 0,0,0); // down side
- DrawingContext context; // ugly...
- context.do_drawing();
-
+
+ SDL_GL_SwapBuffers();
+
+ sound_manager->update();
SDL_Delay(int(LOOP_DELAY));
}
}