Example #1
0
void SpectrogramSettings::CacheWindows() const
{
   if (hFFT == NULL || window == NULL) {

      double scale;
      const auto fftLen = WindowSize() * ZeroPaddingFactor();
      const auto padding = (WindowSize() * (zeroPaddingFactor - 1)) / 2;

      hFFT = GetFFT(fftLen);
      RecreateWindow(window, WINDOW, fftLen, padding, windowType, windowSize, scale);
      if (algorithm == algReassignment) {
         RecreateWindow(tWindow, TWINDOW, fftLen, padding, windowType, windowSize, scale);
         RecreateWindow(dWindow, DWINDOW, fftLen, padding, windowType, windowSize, scale);
      }
   }
}
Example #2
0
// -----------------------
//  SDL2 specific methods
// -----------------------
void GraphicsSDL::create_game_window(bool fullscreen)
{
    RecreateWindow(fullscreen);
    create_renderer();
    create_screen_surface();
    create_screen_tex();
}
void SpectrogramSettings::CacheWindows() const
{
#ifdef EXPERIMENTAL_USE_REALFFTF
   if (hFFT == NULL || window == NULL) {

      double scale;
      const int fftLen = windowSize * zeroPaddingFactor;
      const int padding = (windowSize * (zeroPaddingFactor - 1)) / 2;

      if (hFFT != NULL)
         EndFFT(hFFT);
      hFFT = InitializeFFT(fftLen);
      RecreateWindow(window, WINDOW, fftLen, padding, windowType, windowSize, scale);
   }
#endif // EXPERIMENTAL_USE_REALFFTF
}
Example #4
0
void CWinSystemX11::NotifyXRREvent()
{
  CLog::Log(LOGDEBUG, "%s - notify display reset event", __FUNCTION__);

  CSingleLock lock(g_graphicsContext);

  if (!g_xrandr.Query(true))
  {
    CLog::Log(LOGERROR, "WinSystemX11::RefreshWindow - failed to query xrandr");
    return;
  }

  // if external event update resolutions
  if (!m_bIsInternalXrr)
  {
    UpdateResolutions();
  }

  RecreateWindow();
}
Example #5
0
// ----------------------------
//  SDL 1.2.x specific methods
// ----------------------------
void GraphicsSDL::create_game_window(bool fullscreen)
{
    RecreateWindow(fullscreen);
}
Example #6
0
void GraphicsSDL::ChangeFullScreen(bool fullscreen)
{
    RecreateWindow(fullscreen);
}
Example #7
0
glWindow::glWindow (bool fullScreen,
                    bool border,
                    int width,
                    int height,
                    int bpp,
                    bool stencil,
                    std::string title,
                    bool allowResizing,
                    bool fitToWorkArea,
                    ResetGLModeType resetGLMode) {

    m_resetGLMode   = resetGLMode;

    // Null default values
    // If constructor is aborted, then destructor wont try to deallocate garbage handles.
    m_HDC       = 0;
    m_HGLRC     = 0;
    m_HWnd      = 0;
    m_HInstance = 0;
    m_active    = false;
    m_focused   = false;
    m_visible   = false;
    m_closing   = false;
    m_bufStart  = 0;
    m_bufEnd    = 0;
    m_scanBufStart  = 0;
    m_scanBufEnd    = 0;
    m_showingCursor = true;

    // Clear key buffers
    ClearKeyBuffers ();

    // Defaults
    m_fov               = 60;
    m_nearClip          = 1;
    m_farClip           = 1000;
    m_painting          = false;
    m_dontPaint         = false;
    m_pausePressed      = false;
    m_mouseX            = 0;
    m_mouseY            = 0;
    m_mouseButton [0]   = 0;
    m_mouseButton [1]   = 0;
    m_mouseButton [2]   = 0;
    m_mouseWheel        = 0;
    m_mouseWheelDelta   = 0;
    m_mouseCentred      = false;

   	m_HInstance		    = GetModuleHandle(NULL);				// Grab An Instance For Our Window

    // Create open GL window.
    // Note:    Caller should check error state after construction. If error set,
    //          then the window is probably unusable
	WNDCLASS	wc;						// Windows Class Structure
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) ::WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= m_HInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "gbOpenGL";   						// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		SetError ("Window class registration failed");
        return;
	}

    RecreateWindow (fullScreen, border, width, height, bpp, stencil, title, allowResizing, fitToWorkArea);
}
Example #8
0
bool glWindow::ResetGL () {

    if (m_resetGLMode == RGM_RECREATEWINDOW) {
        RecreateWindow (m_fullScreen, m_border, m_width, m_height, m_bpp, m_stencil, m_title, m_allowResizing, m_fitToWorkArea);
        return true;
    }
    else if (m_resetGLMode == RGM_RECREATECONTEXT) {
        RecreateGLContext ();
        return true;
    }

    // Setup OpenGL defaults.
    // This should reset as much as possible back to the initial state of OpenGL.

    // Exceptions:
    //      * Projection matrix is initialised to a perspective transform

    // End current gl block
    try { glEnd ();                                                             } catch (...) { ; }    
    m_dontPaint = false;

    // Intialise matrices
    try { glMatrixMode (GL_PROJECTION);   ClearGLMatrix ();                     } catch (...) { ; }
    try { glMatrixMode (GL_TEXTURE);      ClearGLMatrix ();                     } catch (...) { ; }
    try { glMatrixMode (GL_MODELVIEW);    ClearGLMatrix ();                     } catch (...) { ; }

    // Initialise state
    int i;
    try { glColor4f (1, 1, 1, 1);                                               } catch (...) { ; }
    try { glIndexi (1);                                                         } catch (...) { ; }
    try { glTexCoord4f (0, 0, 0, 1);                                            } catch (...) { ; }
    try { glNormal3f (0, 0, 1);                                                 } catch (...) { ; }
//    try { glRasterPos4f (0, 0, 0, 1);                                           } catch (...) { ; }
    try { glEdgeFlag (GL_TRUE);                                                 } catch (...) { ; }
    try { glDisable (GL_VERTEX_ARRAY);                                          } catch (...) { ; }
    try { glDisable (GL_NORMAL_ARRAY);                                          } catch (...) { ; }
    try { glDisable (GL_COLOR_ARRAY);                                           } catch (...) { ; }
    try { glDisable (GL_INDEX_ARRAY);                                           } catch (...) { ; }
    try { glDisable (GL_TEXTURE_COORD_ARRAY);                                   } catch (...) { ; }
    try { glDisable (GL_EDGE_FLAG_ARRAY);                                       } catch (...) { ; }
    try { glDepthRange (0, 1);                                                  } catch (...) { ; }
    try { glDisable (GL_NORMALIZE);                                             } catch (...) { ; }
    for (i = 0; i < GL_MAX_CLIP_PLANES; i++)
        try { glDisable (GL_CLIP_PLANE0 + i);                                   } catch (...) { ; }
    GLfloat fog[] = {0, 0, 0, 0};
    try { glFogfv (GL_FOG_COLOR, fog);                                          } catch (...) { ; }
    try { glFogi (GL_FOG_INDEX, 0);                                             } catch (...) { ; }
    try { glFogf (GL_FOG_DENSITY, 1.0);                                         } catch (...) { ; }
    try { glFogf (GL_FOG_START, 0.0);                                           } catch (...) { ; }
    try { glFogf (GL_FOG_END, 1.0);                                             } catch (...) { ; }
    try { glFogi (GL_FOG_MODE, GL_EXP);                                         } catch (...) { ; }
    try { glDisable (GL_FOG);                                                   } catch (...) { ; }
    try { glShadeModel (GL_SMOOTH);                                             } catch (...) { ; }
    try { glDisable (GL_LIGHTING);                                              } catch (...) { ; }
    try { glDisable (GL_COLOR_MATERIAL);                                        } catch (...) { ; }
    try { glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);          } catch (...) { ; }

    GLfloat ambient[]   = { 0.2, 0.2, 0.2, 1.0 },
            diffuse[]   = { 0.8, 0.8, 0.8, 1.0 },
            specular[]  = { 0.0, 0.0, 0.0, 1.0 },
            emission[]  = { 0.0, 0.0, 0.0, 1.0 },
            shininess[] = { 0.0 };
    try { glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT,    ambient);             } catch (...) { ; }
    try { glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE,    diffuse);             } catch (...) { ; }
    try { glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR,  specular);             } catch (...) { ; }
    try { glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION,   emission);            } catch (...) { ; }
    try { glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS,  shininess);           } catch (...) { ; }
    try { glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambient);                     } catch (...) { ; }
    try { glLightModeli (GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);                } catch (...) { ; }
    try { glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);                    } catch (...) { ; }
    GLfloat lambient[]      = { 0.0, 0.0, 0.0, 1.0 },
            ldiffuse0[]     = { 1.0, 1.0, 1.0, 1.0 },
            ldiffuse1[]     = { 0.0, 0.0, 0.0, 1.0 },
            lspecular0[]    = { 1.0, 1.0, 1.0, 1.0 },
            lspecular1[]    = { 0.0, 0.0, 0.0, 1.0 },
            lposition[]     = { 0.0, 0.0, 1.0, 0.0 };
    for (i = 0; i < 8; i++) {
        try { glLightfv (GL_LIGHT0 + i, GL_AMBIENT, lambient);                              } catch (...) { ; }
        try { glLightfv (GL_LIGHT0 + i, GL_DIFFUSE, i == 0 ? ldiffuse0 : ldiffuse1);        } catch (...) { ; }
        try { glLightfv (GL_LIGHT0 + i, GL_SPECULAR, i == 0 ? lspecular0 : lspecular1);     } catch (...) { ; }
        try { glLightfv (GL_LIGHT0 + i, GL_POSITION, lposition);                            } catch (...) { ; }
        try { glLightf (GL_LIGHT0 + i, GL_SPOT_EXPONENT, 0.0);                              } catch (...) { ; }
        try { glLightf (GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0);                       } catch (...) { ; }
        try { glLightf (GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, 0.0);                         } catch (...) { ; }
        try { glLightf (GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, 0.0);                      } catch (...) { ; }
        try { glDisable (GL_LIGHT0 + i);                                                    } catch (...) { ; }
    }

    try { glPointSize (1.0);                                                    } catch (...) { ; }
    try { glDisable (GL_POINT_SMOOTH);                                          } catch (...) { ; }
    try { glLineWidth (1.0);                                                    } catch (...) { ; }
    try { glDisable (GL_LINE_SMOOTH);                                           } catch (...) { ; }
    try { glLineStipple (1, 0xffff);                                            } catch (...) { ; }
    try { glDisable (GL_LINE_STIPPLE);                                          } catch (...) { ; }
    try { glDisable (GL_CULL_FACE);                                             } catch (...) { ; }
    try { glCullFace (GL_BACK);                                                 } catch (...) { ; }
    try { glFrontFace (GL_CCW);                                                 } catch (...) { ; }
    try { glDisable (GL_POLYGON_SMOOTH);                                        } catch (...) { ; }
    try { glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);                           } catch (...) { ; }
    try { glDisable (GL_TEXTURE_1D);                                            } catch (...) { ; }
    try { glDisable (GL_TEXTURE_2D);                                            } catch (...) { ; }

    try { glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); } catch (...) { ; }
    try { glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);                } catch (...) { ; }
    try { glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);                    } catch (...) { ; }
    try { glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);                    } catch (...) { ; }
    GLfloat texBorder[] = {0, 0, 0, 0};
    try { glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, texBorder);             } catch (...) { ; }
    try { glDisable (GL_TEXTURE_GEN_T);                                                     } catch (...) { ; }
    try { glDisable (GL_TEXTURE_GEN_S);                                                     } catch (...) { ; }
    try { glDisable (GL_TEXTURE_GEN_R);                                                     } catch (...) { ; }
    try { glDisable (GL_TEXTURE_GEN_Q);                                                     } catch (...) { ; }
    for (i = 0; i < 4; i++) {
        GLenum coord;
        switch (i) {
        case 0: coord = GL_T; break;
        case 1: coord = GL_S; break;
        case 2: coord = GL_R; break;
        case 3: coord = GL_Q; break;
        }
        try { glTexGeni (coord, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);            } catch (...) { ; }
    }

    try { glDisable (GL_SCISSOR_TEST);                                          } catch (...) { ; }
    try { glDisable (GL_ALPHA_TEST);                                            } catch (...) { ; }
    try { glAlphaFunc (GL_ALWAYS, 0);                                           } catch (...) { ; }
    try { glDisable (GL_STENCIL_TEST);                                          } catch (...) { ; }
    try { glStencilFunc (GL_ALWAYS, 0, 0xffffffff);                             } catch (...) { ; }
    try { glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);                              } catch (...) { ; }
    try { glDisable (GL_DEPTH_TEST);                                            } catch (...) { ; }
    try { glDepthFunc (GL_LESS);                                                } catch (...) { ; }
    try { glDisable (GL_BLEND);                                                 } catch (...) { ; }
    try { glBlendFunc (GL_ONE, GL_ZERO);                                        } catch (...) { ; }
    try { glDrawBuffer (GL_BACK);                                               } catch (...) { ; }
    try { glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     } catch (...) { ; }
    try { glDepthMask (GL_TRUE);                                                } catch (...) { ; }
    try { glClearAccum (0, 0, 0, 0);                                            } catch (...) { ; }
    try { glClearColor (0, 0, 0, 0);                                            } catch (...) { ; }
    try { glClearDepth (1);                                                     } catch (...) { ; }
    try { glClearIndex (0);                                                     } catch (...) { ; }
    try { glClearStencil (0);                                                   } catch (...) { ; }

    try { glPixelStorei (GL_PACK_SWAP_BYTES, GL_FALSE);                         } catch (...) { ; }
    try { glPixelStorei (GL_PACK_LSB_FIRST, GL_FALSE);                          } catch (...) { ; }
    try { glPixelStoref (GL_PACK_ROW_LENGTH, 0);                                } catch (...) { ; }
    try { glPixelStoref (GL_PACK_SKIP_PIXELS, 0);                               } catch (...) { ; }
    try { glPixelStorei (GL_PACK_ALIGNMENT, 4);                                 } catch (...) { ; }
    try { glPixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE);                       } catch (...) { ; }
    try { glPixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE);                        } catch (...) { ; }
    try { glPixelStoref (GL_UNPACK_ROW_LENGTH, 0);                              } catch (...) { ; }
    try { glPixelStoref (GL_UNPACK_SKIP_PIXELS, 0);                             } catch (...) { ; }
    try { glPixelStorei (GL_UNPACK_ALIGNMENT, 4);                               } catch (...) { ; }
    try { glPixelTransferi (GL_MAP_COLOR, GL_FALSE);                            } catch (...) { ; }
    try { glPixelTransferi (GL_MAP_STENCIL, GL_FALSE);                          } catch (...) { ; }
    try { glPixelTransferi (GL_INDEX_SHIFT, 0);                                 } catch (...) { ; }
    try { glPixelTransferi (GL_INDEX_OFFSET, 0);                                } catch (...) { ; }
    try { glPixelTransferf (GL_RED_SCALE, 1.0);                                 } catch (...) { ; }
    try { glPixelTransferf (GL_GREEN_SCALE, 1.0);                               } catch (...) { ; }
    try { glPixelTransferf (GL_BLUE_SCALE, 1.0);                                } catch (...) { ; }
    try { glPixelTransferf (GL_ALPHA_SCALE, 1.0);                               } catch (...) { ; }
    try { glPixelTransferf (GL_DEPTH_SCALE, 1.0);                               } catch (...) { ; }
    try { glPixelTransferf (GL_RED_BIAS, 0.0);                                  } catch (...) { ; }
    try { glPixelTransferf (GL_GREEN_BIAS, 0.0);                                } catch (...) { ; }
    try { glPixelTransferf (GL_BLUE_BIAS, 0.0);                                 } catch (...) { ; }
    try { glPixelTransferf (GL_ALPHA_BIAS, 0.0);                                } catch (...) { ; }
    try { glPixelTransferf (GL_DEPTH_BIAS, 0.0);                                } catch (...) { ; }

    try { glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);                } catch (...) { ; }
    try { glHint (GL_POINT_SMOOTH_HINT, GL_DONT_CARE);                          } catch (...) { ; }
    try { glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE);                           } catch (...) { ; }
    try { glHint (GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);                        } catch (...) { ; }
    try { glHint (GL_FOG_HINT, GL_DONT_CARE);                                   } catch (...) { ; }

    // Multitexturing
    if (ExtensionSupported ("GL_ARB_multitexture")) {

        // Disable texturing for all texture units
        int units;
        try { glGetIntegerv (GL_MAX_TEXTURE_UNITS_ARB, &units);                 } catch (...) { ; }
        for (int i = 0; i < units; i++) {
            if (glActiveTexture != NULL)
                glActiveTexture (GL_TEXTURE0_ARB + i);
            try { glDisable (GL_TEXTURE_2D);                                    } catch (...) { ; }
            try { glDisable (GL_TEXTURE_1D);                                    } catch (...) { ; }
            if (i == 0) try { glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } catch (...) { ; }
            else        try { glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);    } catch (...) { ; }
        }

        if (glActiveTexture != NULL)
            try { glActiveTexture (GL_TEXTURE0_ARB);                            } catch (...) { ; }
    }

    // Setup OpenGL defaults
    OpenGLDefaults ();

	return TRUE;									// Initialization Went OK
}