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- //The headers
- #include "SDL/SDL.h"
- #include "SDL/SDL_opengl.h"
- #include "stdio.h"
- //Screen attributes
- const int SCREEN_WIDTH = 640;
- const int SCREEN_HEIGHT = 480;
- const int SCREEN_BPP = 32;
- //The frame rate
- const int FRAMES_PER_SECOND = 60;
- //The attributes of the square
- const int SQUARE_WIDTH = 20;
- const int SQUARE_HEIGHT = 20;
- //Event handler
- SDL_Event event;
- //The square
- class Square
- {
- private:
- //The offsets
- int x, y;
- //The velocity of the square
- int xVel, yVel;
- GLuint texture;
- public:
- //Initializes
- Square();
- //Handles key presses
- void handle_input();
- //Moves the square
- void move();
- //Shows the square on the screen
- void show();
- void getTexture();
- };
- //The timer
- class Timer
- {
- private:
- //The clock time when the timer started
- int startTicks;
- //The ticks stored when the timer was paused
- int pausedTicks;
- //The timer status
- bool paused;
- bool started;
- public:
- //Initializes variables
- Timer();
- //The various clock actions
- void start();
- void stop();
- void pause();
- void unpause();
- //Gets the timer's time
- int get_ticks();
- //Checks the status of the timer
- bool is_started();
- bool is_paused();
- };
- bool init_GL()
- {
- //Set clear color
- glClearColor( 0, 0, 0, 0 );
- //Set projection
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
- glOrtho( 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1, 1 );
- //Initialize modelview matrix
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
- //If there was any errors
- if( glGetError() != GL_NO_ERROR )
- {
- return false;
- }
- //If everything initialized
- return true;
- }
- bool init()
- {
- //Initialize SDL
- if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
- {
- return false;
- }
- //Create Window
- if( SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_OPENGL ) == NULL )
- {
- return false;
- }
- //Initialize OpenGL
- if( init_GL() == false )
- {
- return false;
- }
- //Set caption
- SDL_WM_SetCaption( "OpenGL Test", NULL );
- return true;
- }
- void clean_up()
- {
- //Quit SDL
- SDL_Quit();
- }
- Square::Square():
- x(0), y(0), xVel(0), yVel(0)
- {
- getTexture();
- }
- void Square::handle_input()
- {
- //If a key was pressed
- if( event.type == SDL_KEYDOWN )
- {
- //Adjust the velocity
- switch( event.key.keysym.sym )
- {
- case SDLK_UP: yVel -= SQUARE_HEIGHT / 2; break;
- case SDLK_DOWN: yVel += SQUARE_HEIGHT / 2; break;
- case SDLK_LEFT: xVel -= SQUARE_WIDTH / 2; break;
- case SDLK_RIGHT: xVel += SQUARE_WIDTH / 2; break;
- }
- }
- //If a key was released
- else if( event.type == SDL_KEYUP )
- {
- //Adjust the velocity
- switch( event.key.keysym.sym )
- {
- case SDLK_UP: yVel += SQUARE_HEIGHT / 2; break;
- case SDLK_DOWN: yVel -= SQUARE_HEIGHT / 2; break;
- case SDLK_LEFT: xVel += SQUARE_WIDTH / 2; break;
- case SDLK_RIGHT: xVel -= SQUARE_WIDTH / 2; break;
- }
- }
- }
- void Square::move()
- {
- //Move the square left or right
- x += xVel;
- //If the square went too far
- if( ( x < 0 ) || ( x + SQUARE_WIDTH > SCREEN_WIDTH ) )
- {
- //Move back
- x -= xVel;
- }
- //Move the square up or down
- y += yVel;
- //If the square went too far
- if( ( y < 0 ) || ( y + SQUARE_HEIGHT > SCREEN_HEIGHT ) )
- {
- //Move back
- y -= yVel;
- }
- }
- void Square::getTexture()
- {
- SDL_Surface *surface; // Gives us the information to make the texture
- if ( (surface = SDL_LoadBMP("image.bmp")) ) {
- // Check that the image's width is a power of 2
- if ( (surface->w & (surface->w - 1)) != 0 ) {
- printf("warning: image.bmp's width is not a power of 2\n");
- }
- // Also check if the height is a power of 2
- if ( (surface->h & (surface->h - 1)) != 0 ) {
- printf("warning: image.bmp's height is not a power of 2\n");
- }
- // Have OpenGL generate a texture object handle for us
- glGenTextures( 1, &texture );
- // Bind the texture object
- glBindTexture( GL_TEXTURE_2D, texture );
- // Set the texture's stretching properties
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- // Edit the texture object's image data using the information SDL_Surface gives us
- glTexImage2D( GL_TEXTURE_2D, 0, 3, surface->w, surface->h, 0,
- GL_BGR, GL_UNSIGNED_BYTE, surface->pixels );
- }
- // Free the SDL_Surface only if it was successfully created
- if ( surface ) {
- SDL_FreeSurface( surface );
- }
- // Bind the texture to which subsequent calls refer to
- }
- void Square::show()
- {
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, texture );
- //Move to offset
- glTranslatef( x, y, 0 );
- //Start quad
- glBegin( GL_QUADS );
- // Top-left vertex (corner)
- glTexCoord2i( 0, 0 );
- glVertex3f( 100, 100, 0 );
- // Bottom-left vertex (corner)
- glTexCoord2i( 1, 0 );
- glVertex3f( 228, 100, 0 );
- // Bottom-right vertex (corner)
- glTexCoord2i( 1, 1 );
- glVertex3f( 228, 228, 0 );
- // Top-right vertex (corner)
- glTexCoord2i( 0, 1 );
- glVertex3f( 100, 228, 0 );
- glEnd();
- //Reset
- glLoadIdentity();
- }
- Timer::Timer()
- {
- //Initialize the variables
- startTicks = 0;
- pausedTicks = 0;
- paused = false;
- started = false;
- }
- void Timer::start()
- {
- //Start the timer
- started = true;
- //Unpause the timer
- paused = false;
- //Get the current clock time
- startTicks = SDL_GetTicks();
- }
- void Timer::stop()
- {
- //Stop the timer
- started = false;
- //Unpause the timer
- paused = false;
- }
- void Timer::pause()
- {
- //If the timer is running and isn't already paused
- if( ( started == true ) && ( paused == false ) )
- {
- //Pause the timer
- paused = true;
- //Calculate the paused ticks
- pausedTicks = SDL_GetTicks() - startTicks;
- }
- }
- void Timer::unpause()
- {
- //If the timer is paused
- if( paused == true )
- {
- //Unpause the timer
- paused = false;
- //Reset the starting ticks
- startTicks = SDL_GetTicks() - pausedTicks;
- //Reset the paused ticks
- pausedTicks = 0;
- }
- }
- int Timer::get_ticks()
- {
- //If the timer is running
- if( started == true )
- {
- //If the timer is paused
- if( paused == true )
- {
- //Return the number of ticks when the timer was paused
- return pausedTicks;
- }
- else
- {
- //Return the current time minus the start time
- return SDL_GetTicks() - startTicks;
- }
- }
- //If the timer isn't running
- return 0;
- }
- bool Timer::is_started()
- {
- return started;
- }
- bool Timer::is_paused()
- {
- return paused;
- }
- int main( int argc, char *argv[] )
- {
- //Quit flag
- bool quit = false;
- //Initialize
- if( init() == false )
- {
- return 1;
- }
- //Our square object
- Square square;
- //The frame rate regulator
- Timer fps;
- //Wait for user exit
- while( quit == false )
- {
- //Start the frame timer
- fps.start();
- //While there are events to handle
- while( SDL_PollEvent( &event ) )
- {
- //Handle key presses
- square.handle_input();
- if( event.type == SDL_QUIT )
- {
- quit = true;
- }
- }
- //Move the square
- square.move();
- //Clear the screen
- glClear( GL_COLOR_BUFFER_BIT );
- //Show the square
- square.show();
- //Update screen
- SDL_GL_SwapBuffers();
- //Cap the frame rate
- if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
- {
- SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
- }
- }
- //Clean up
- clean_up();
- return 0;
- }
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