#include <SDL2/SDL.h>
#include "app.h"
-static bool init();
+static bool init(int argc, char **argv);
static void process_event(SDL_Event *ev);
static void proc_modkeys();
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;
}
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");
+ fb_srgb = val;
if(!(ctx = SDL_GL_CreateContext(win))) {
fprintf(stderr, "failed to create OpenGL context\n");
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; i<SDL_NumJoysticks(); i++) {
+ if(SDL_IsGameController(i)) {
+ if(!(gamepad = SDL_GameControllerOpen(i))) {
+ fprintf(stderr, "failed to open game controller %i: %s\n", i, SDL_GetError());
+ continue;
+ }
+ printf("Using gamepad: %s\n", SDL_GameControllerNameForIndex(i));
+ }
+ }
+
+ if(!init(argc, argv)) {
SDL_Quit();
return 1;
}
return modkeys;
}
-static bool init()
+void app_resize(int x, int y)
+{
+ SDL_SetWindowSize(win, x, y);
+}
+
+void app_fullscreen(bool fs)
+{
+ SDL_SetWindowFullscreen(win, fs ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
+ fullscreen = fs;
+}
+
+void app_toggle_fullscreen()
+{
+ app_fullscreen(!fullscreen);
+}
+
+bool app_is_fullscreen()
+{
+ return fullscreen;
+}
+
+void app_grab_mouse(bool grab)
+{
+ if(grab) {
+ SDL_WarpMouseInWindow(win, win_width / 2, win_height / 2);
+ }
+ //SDL_SetWindowGrab(win, grab ? SDL_TRUE : SDL_FALSE);
+ //SDL_ShowCursor(grab ? 1 : 0);
+ SDL_SetRelativeMouseMode(grab ? SDL_TRUE : SDL_FALSE);
+ mouse_grabbed = grab;
+}
+
+void app_toggle_grab_mouse()
+{
+ app_grab_mouse(!mouse_grabbed);
+}
+
+bool app_is_mouse_grabbed()
+{
+ return mouse_grabbed;
+}
+
+
+static bool init(int argc, char **argv)
{
glewInit();
- if(!app_init()) {
+ if(!app_init(argc, argv)) {
return false;
}
break;
case SDL_WINDOWEVENT:
- if(ev->window.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;
}
}