X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fmain.cc;h=169dbd312d4906abca7620e1214c1e97914d6166;hb=fb11663a3654acd0132e71e5652e35b0ea72d544;hp=45b56325282bbdb89a74e3947ccd14971e81aa18;hpb=c64bd959ffb4034cb288780f13a351b00fb22ca0;p=laserbrain_demo diff --git a/src/main.cc b/src/main.cc index 45b5632..169dbd3 100644 --- a/src/main.cc +++ b/src/main.cc @@ -5,7 +5,7 @@ #include #include "app.h" -static bool init(); +static bool init(int argc, char **argv); static void process_event(SDL_Event *ev); static void proc_modkeys(); @@ -17,11 +17,13 @@ static bool quit; static unsigned int start_time; static unsigned int modkeys; +SDL_GameController *gamepad; + static int scale_factor = 1; int main(int argc, char **argv) { - if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) { + if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { fprintf(stderr, "failed to initialize SDL\n"); return 1; } @@ -41,7 +43,11 @@ int main(int argc, char **argv) SDL_Quit(); return 1; } + fprintf(stderr, "failed to get an sRGB framebuffer.\n"); } + int val; + SDL_GL_GetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, &val); + printf("SDL says we %s an sRGB framebuffer\n", val ? "got" : "didn't get"); if(!(ctx = SDL_GL_CreateContext(win))) { fprintf(stderr, "failed to create OpenGL context\n"); @@ -51,7 +57,18 @@ int main(int argc, char **argv) SDL_GL_GetDrawableSize(win, &win_width, &win_height); win_aspect = (float)win_width / (float)win_height; - if(!init()) { + printf("detected %d joysticks\n", SDL_NumJoysticks()); + for(int i=0; iwindow.event == SDL_WINDOWEVENT_RESIZED) { + if(ev->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) { SDL_GL_GetDrawableSize(win, &win_width, &win_height); win_aspect = (float)win_width / (float)win_height; scale_factor = win_width / ev->window.data1; app_reshape(win_width, win_height); } break; + + case SDL_CONTROLLERAXISMOTION: + app_gamepad_axis(ev->caxis.axis, ev->caxis.value / 32768.0f); + break; + + case SDL_CONTROLLERBUTTONDOWN: + case SDL_CONTROLLERBUTTONUP: + app_gamepad_button(ev->cbutton.button, ev->type == SDL_CONTROLLERBUTTONDOWN); + break; } }