Exemplo n.º 1
0
int main()
{
	int ok;
	allegro_init();
	install_timer();

	do {
		set_color_depth(8);
		if (set_gfx_mode (GFX_AUTODETECT, 640, 480, 0, 0) < 0) {
			allegro_message ("Error setting plain graphics mode:\n%s\n", allegro_error);
			return -1;
		}
		
		install_allegro_gl();

		install_keyboard();
		install_mouse();
		ok = setup();
		remove_keyboard();
		remove_mouse();

		if (ok) run_demo();

		remove_allegro_gl();
	} while (ok);

	return 0;
}
Exemplo n.º 2
0
int main(int argc, char *argv[])
{
	allegro_init();
	install_allegro_gl();
	install_keyboard();
	install_mouse();
    
    try
    {
        Juego::Inicializar() ;
        
        Juego *juego = new Juego();
        juego->BuclePrincipal();
        delete juego ;    
            
        Juego::Cerrar();        
    }
    catch ( Excepcion &ex )
    {
        set_gfx_mode(GFX_TEXT, 0, 0, 0, 0);
        allegro_message("%s\n", ex.GetMensajeDeError().c_str());
    }
    catch ( exception &ex )
    {
        set_gfx_mode(GFX_TEXT, 0, 0, 0, 0);
        allegro_message("%s\n", ex.what() );
    }    
}
Exemplo n.º 3
0
    /**
     * Initialises the OpenGL and Allegro application. This function creates the global
     * Gui object that can be populated by various examples.
     */
    void init()
    {
        // We simply initialise OpenGL and Allegro as we would do with any OpenGL
        // and Allegro application.
        allegro_init();
      
        install_allegro_gl();

        allegro_gl_clear_settings();
	    allegro_gl_set (AGL_COLOR_DEPTH, 32);
	    allegro_gl_set (AGL_Z_DEPTH, 24);
	    allegro_gl_set (AGL_FULLSCREEN, TRUE);
	    allegro_gl_set (AGL_DOUBLEBUFFER, 1);
	    allegro_gl_set (AGL_SUGGEST, AGL_COLOR_DEPTH | AGL_Z_DEPTH | AGL_DOUBLEBUFFER);

        set_gfx_mode(GFX_OPENGL_WINDOWED, 640, 480, 0, 0);

        install_keyboard();
        install_mouse();
        install_timer();

        glViewport(0, 0, 640, 480);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        // Now it's time to initialise the Guichan OpenGL back end
        // and the Guichan Allegro back end.

        imageLoader = new gcn::OpenGLAllegroImageLoader();
        // The ImageLoader Guichan should use needs to be passed to the Image object
        // using a static function.
        gcn::Image::setImageLoader(imageLoader);
        graphics = new gcn::OpenGLGraphics();
        // We need to tell the OpenGL Graphics object how big the screen is.
        graphics->setTargetPlane(640, 480);
        input = new gcn::AllegroInput();

        // Now we create the Gui object to be used with this OpenGL
        // and Allegro application.
        globals::gui = new gcn::Gui();
        // The Gui object needs a Graphics to be able to draw itself and an Input
        // object to be able to check for user input. In this case we provide the
        // Gui object with OpenGL and Allegro implementations of these objects hence 
        // making Guichan able to utilise OpenGL and Allegro.
        globals::gui->setGraphics(graphics);
        globals::gui->setInput(input);
    }
Exemplo n.º 4
0
int main ()
{
	allegro_init();

	install_allegro_gl();
	
	allegro_gl_clear_settings();
	allegro_gl_set (AGL_COLOR_DEPTH, 32);
	allegro_gl_set (AGL_Z_DEPTH, 24);
	allegro_gl_set (AGL_FULLSCREEN, TRUE);
	allegro_gl_set (AGL_DOUBLEBUFFER, 1);
	allegro_gl_set (AGL_SUGGEST, AGL_COLOR_DEPTH | AGL_Z_DEPTH
	              | AGL_DOUBLEBUFFER | AGL_FULLSCREEN);

	if (set_gfx_mode(GFX_OPENGL, 640, 480, 0, 0) < 0) {
		allegro_message ("Error setting OpenGL graphics mode:\n%s\n"
		                 "Allegro GL error : %s\n",
		                 allegro_error, allegro_gl_error);
		return -1;
	}

	install_keyboard();
	install_timer();

	LOCK_FUNCTION(secs_timer);
	LOCK_VARIABLE(secs);

	glShadeModel (GL_FLAT);
	glEnable (GL_DEPTH_TEST);
	glCullFace (GL_BACK);
	glEnable (GL_CULL_FACE);

	install_int (secs_timer, 1000);

	do {
		keyboard();
	} while (!key[KEY_ESC]);

	set_gfx_mode (GFX_TEXT, 0, 0, 0, 0);

	allegro_message("Frames: %i, Seconds: %i, FPS: %f\n",
	                frames, secs, (float)frames / (float)secs);

	return 0;
}
Exemplo n.º 5
0
void init()
{
 allegro_init();
 install_allegro_gl();

 allegro_gl_set(AGL_Z_DEPTH, 16);
 allegro_gl_set(AGL_COLOR_DEPTH, 32);
 allegro_gl_set(AGL_SUGGEST, AGL_Z_DEPTH | AGL_COLOR_DEPTH);

 set_gfx_mode(GFX_OPENGL_WINDOWED, 1024, 1024, 0, 0);

 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 glOrtho(0, SCREEN_W, SCREEN_H, 0, -10.0, 10.0);
 glEnable(GL_TEXTURE_2D);

 install_keyboard();
 install_mouse();
}
Exemplo n.º 6
0
void init()
{
 allegro_init();
 install_allegro_gl();

 allegro_gl_set(AGL_Z_DEPTH, 16);
 allegro_gl_set(AGL_COLOR_DEPTH, 32);
 allegro_gl_set(AGL_SUGGEST, AGL_Z_DEPTH | AGL_COLOR_DEPTH);

 set_gfx_mode(GFX_OPENGL, 640, 480, 0, 0);

 install_keyboard();
 install_mouse();

 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 glFrustum(-1.0 * ASPECT_RATIO, 1.0 * ASPECT_RATIO, -1.0, 1.0, 2.0, 1000.0);
 glEnable(GL_DEPTH_TEST);
 disable_hardware_cursor();
}
Exemplo n.º 7
0
int main() {

	FONT *lucidia_fnt;
	FONT *allegro_fnt;
	DATAFILE *dat;
	
	struct {
		float x, y, z;
		int c;
	} coord[NUM_STRINGS];
	char *string = STRING;
	int i;

	allegro_init();
	install_allegro_gl();
	install_timer();
	
	LOCK_FUNCTION(the_timer);
	LOCK_VARIABLE(chrono);
	
	install_int(the_timer, 2);

	allegro_gl_clear_settings();
	allegro_gl_set(AGL_COLOR_DEPTH, 32);
	allegro_gl_set(AGL_Z_DEPTH, 24);
	allegro_gl_set(AGL_WINDOWED, TRUE);
	allegro_gl_set(AGL_DOUBLEBUFFER, 1);
	allegro_gl_set(AGL_RENDERMETHOD, 1);
	allegro_gl_set(AGL_SUGGEST, AGL_COLOR_DEPTH | AGL_DOUBLEBUFFER
	             | AGL_RENDERMETHOD | AGL_Z_DEPTH | AGL_WINDOWED);

	if (set_gfx_mode(GFX_OPENGL, 640, 480, 0, 0)) {
		allegro_message("Error initializing OpenGL!\n");
		return -1;
	}

	install_keyboard();


	/* Load 2 copies of the datafile */	
	dat = load_datafile("lucidia.dat");

	if (!dat) {
		set_gfx_mode(GFX_TEXT, 0, 0, 0, 0);
		allegro_message("Unable to load lucidia.dat\n");
		return -2;
	}

	lucidia_fnt = allegro_gl_convert_allegro_font((FONT*)dat[0].dat,
	                                              AGL_FONT_TYPE_TEXTURED, 16.0);

	if (!lucidia_fnt) {
		unload_datafile(dat);
		set_gfx_mode(GFX_TEXT, 0, 0, 0, 0);
		allegro_message("Unable to convert font!\n");
		return -3;
	}

	allegro_fnt = allegro_gl_convert_allegro_font(font,
	                                              AGL_FONT_TYPE_TEXTURED, 16.0);

	if (!allegro_fnt) {
		allegro_gl_destroy_font(lucidia_fnt);
		unload_datafile(dat);
		set_gfx_mode(GFX_TEXT, 0, 0, 0, 0);
		allegro_message("Unable to convert font!\n");
		return -4;
	}

	
	srand(time(NULL));


	for (i = 0; i < NUM_STRINGS; i++) {
		coord[i].z = 0;
		coord[i].c = 0;
	}
	i = 0;

	/* Start nice text demo */

	/* Setup OpenGL like we want */
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);

	glViewport(0, 0, SCREEN_W, SCREEN_H);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glFrustum(-1.0, 1.0, -1.0, 1.0, 1, 60.0);

	/* Set culling mode - not that we have anything to cull */
	glEnable(GL_CULL_FACE);
	glFrontFace(GL_CCW);
			
	glMatrixMode(GL_MODELVIEW);

	do {
		int c;

		/* Update rotation angle of text */	
		glLoadIdentity();
		
		glTranslatef(0, 0, -30);
		glRotatef(-45, 1, 0, 0);
		glRotatef(-30, 0, 1, 0);

		/* Clear the screen and set a nice blender mode */
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);						
		glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);

		/* Print the text wheel */
		for (i = 0; i < NUM_STRINGS; i++) {			
			allegro_gl_printf(lucidia_fnt, coord[i].x, coord[i].y, coord[i].z,
			                  coord[i].c, string);
		}
		/* Update the text wheel's position */
		for (i = 0; i < NUM_STRINGS; i++) {
			int r, g, b;
			float angle2 = angle + i * M_PI * 2 / NUM_STRINGS;
			coord[i].x = 10 * cos(angle2) - 10;
			coord[i].y = 10 * sin(angle2);			
			angle2 = angle2 * 180.0 / M_PI;
#if ((((ALLEGRO_VERSION) << 16) | ((ALLEGRO_SUB_VERSION) << 8) | (ALLEGRO_WIP_VERSION)) == 0x40200)
			/* Work around an Allegro bug that's only in 4.2.0 */
			while (angle2 > 360.0f) angle2 -= 360.0f;
			while (angle2 < 0)      angle2 += 360.0f;
#endif			
			hsv_to_rgb(angle2, 1, 1, &r, &g, &b);
			coord[i].c = makeacol(r, g, b, 255);
		}
		/* Draw "AllegroGL" */
		glLoadIdentity();
		c = MID(0, (int)(255 - chrono / 100), 255);
		allegro_gl_printf(allegro_fnt, -(strlen(STRING0) * 1 / 2.0f) / 2,
		                -3.0f, -chrono / 200.0 + 0, makecol(c, c, c), STRING0);
		c = MID(0, (int)(255 - chrono / 100) + 24, 255);
		allegro_gl_printf(allegro_fnt, -(strlen(STRING1) * 1 / 2.0f) / 2,
		                -3.0f, -chrono / 200.0 + 12, makecol(c, c, c), STRING1);
		c = MID(0, (int)(255 - chrono / 100) + 48, 255);
		allegro_gl_printf(allegro_fnt, -(strlen(STRING2) * 1 / 2.0f) / 2,
		                -3.0f, -chrono / 200.0 + 24, makecol(c, c, c), STRING2);
		c = MID(0, (int)(255 - chrono / 100) + 72, 255);
		allegro_gl_printf(allegro_fnt, -(strlen(STRING3) * 1 / 2.0f) / 2,
		                -3.0f, -chrono / 200.0 + 36, makecol(c, c, c), STRING3);
		c = MID(0, (int)(255 - chrono / 100) + 96, 255);
		allegro_gl_printf(allegro_fnt, -(strlen(STRING4) * 1 / 2.0f) / 2,
		                -3.0f, -chrono / 200.0 + 48, makecol(c, c, c), STRING4);
		c = MID(0, (int)(255 - chrono / 100) + 120, 255);
		allegro_gl_printf(allegro_fnt, -(strlen(URL) * 1 / 2.0f) / 2,
		                -3.0f, -chrono / 200.0 + 60, makecol(c, c, c), URL);

		allegro_gl_flip();

		rest(2);

	} while (!key[KEY_ESC]);

	return 0;
}
Exemplo n.º 8
0
int main()
{
    /* Setup Allegro/AllegroGL */

	if (allegro_init())
		return 1;

	if (install_allegro_gl())
		return 1;

    if (install_keyboard() < 0)
    {
        allegro_message("Unable to install keyboard\n");
        return 1;
    }

    if (install_mouse() == -1)
    {
        allegro_message("Unable to install mouse\n");
        return 1;
    }

    if (install_timer() < 0)
    {
        allegro_message("Unable to install timers\n");
        return 1;
    }

    /* lock timer */
    LOCK_VARIABLE(rotation_counter);
    LOCK_FUNCTION(rotation_counter_handler);


    /* set desktop resolution */
    DESKTOP_W = GetSystemMetrics(SM_CXVIRTUALSCREEN);
    DESKTOP_H = GetSystemMetrics(SM_CYVIRTUALSCREEN);

    /* get monitor resolution/count */
    int monitor_count;
    MONITOR *monitors = get_monitors(&monitor_count);


    /* generate point data */
    PLACE places[POINT_COUNT];
    int c;
    for (c = 1; c < POINT_COUNT - 1; c++)
    {
        places[c].x = sin((M_PI * (GLfloat)c) / 10.0f) * 200.0f;
        places[c].y = cos((M_PI * (GLfloat)c) / 10.0f) * 200.0f;
    }
    places[0].x = 0.01;
    places[0].y = 200.0f;
    places[POINT_COUNT - 1].x = 0.01;
    places[POINT_COUNT - 1].y = -200.0f;


    /* setup display */
    allegro_gl_set(AGL_Z_DEPTH, 8);
	allegro_gl_set(AGL_COLOR_DEPTH, 16);
	allegro_gl_set(AGL_SUGGEST, AGL_Z_DEPTH | AGL_COLOR_DEPTH);
    glDepthFunc(GL_LEQUAL);

	if (set_gfx_mode(GFX_OPENGL_WINDOWED_BORDERLESS, DESKTOP_W, DESKTOP_H, 0, 0)) {
		set_gfx_mode(GFX_TEXT, 0, 0, 0, 0);
		allegro_message("Unable to set graphic mode\n%s\n", allegro_error);
		return 1;
	}

    /* move window so it covers the desktop */
    position_window(0, 0);


    /* fake information to use if only 1 monitor */
    MONITOR fake = {0, 512, 512, 512};

    /* setup lighting model */
    glShadeModel(GL_FLAT);
    glEnable(GL_LIGHT0);
    glEnable(GL_COLOR_MATERIAL);
    GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    GLfloat ambient[] = { 0.1f, 0.1f, 0.1f };
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);


    int selected = -1; /* the point currently being moved */
    GLfloat rotation[3] = {0, 0, 0}; /* the rotation of the mesh */

    install_int(rotation_counter_handler, 20); /* install the rotation handler */

    /* enter main program loop */
    while(!key[KEY_ESC])
    {
        while (rotation_counter > 0)
        {
            /* rotate the mesh */
            rotation[0] += M_PI / 24.0f;
            rotation[1] += M_PI / 16.0f;
            rotation[2] += M_PI /  8.0f;
            rotation_counter--;
        }


        /* clear the buffers */
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        /* process monitor 0 */
        MONITOR *m = &monitors[0];

        /* adjust mouse so its relative to the monitor */
        int mx = (mouse_x - m->x) - (m->w / 2);
        int my = (mouse_y - m->y) - (m->h / 2);

        /* if the left mouse is pushed, find a close point */
        if (mouse_b & 1)
        {
            if (selected == -1)
            {
                GLfloat distance = 10;
                for (c = 0; c < POINT_COUNT; c++)
                {
                    GLfloat dx = mx - places[c].x;
                    GLfloat dy = my - places[c].y;
                    GLfloat d = sqrt(dx * dx + dy * dy);
                    if (d < distance)
                    {
                        distance = d;
                        selected = c;
                    }
                }
            }
        }
        else
            selected = -1;

        /* move selected point */
        if (selected >= 0)
        {
            places[selected].x = mx;
            places[selected].y = my;
        }

        /* center the viewport on monitor */
        glViewport(m->x, DESKTOP_H - m->h - m->y, m->w, m->h);

        /* setup viewport projection */
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluOrtho2D(-m->w / 2, m->w / 2, m->h / 2, -m->h / 2);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();

        /* draw points */
        glColor3ub(0, 255, 0);
        glBegin(GL_LINE_STRIP);
        for (c = 0; c < POINT_COUNT; c++)
        {
            glVertex2f(places[c].x, places[c].y);
        }
        glEnd();

        glColor3ub(255, 255, 255);
        for (c = 0; c < POINT_COUNT; c++)
        {
            draw_square(places[c].x, places[c].y, 10);
        }

        /* draw vertical line */
        glBegin(GL_LINE_STRIP);
        glVertex2f(0.0f, -m->h);
        glVertex2f(0.0f, m->h);
        glEnd();


        /* draw the mouse */
        glColor3ub(255, 255, 255);
        draw_square(mx, my, 20);



        /* process viewport 1 */

        /* select second monitor */
        if (monitor_count > 1)
        {
            /* if 2nd monitor exists use it */
            m = &monitors[1];
        }
        else
        {
            /* use fake monitor */
            m = &fake;
        }

        /* adjust mouse so its relative to the monitor*/
        mx = (mouse_x - m->x) - (m->w / 2);
        my = (mouse_y - m->y) - (m->h / 2);

        /* center the viewport on the monitor*/
        glViewport(m->x, DESKTOP_H - m->h - m->y, m->w, m->h);

        /* setup viewport projection */
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45.0f, (float)m->w / (float)m->h, 0.1f, 2000.0f);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();

        /* turn on lighting and depth testing */
        glEnable(GL_LIGHTING);
        glEnable(GL_DEPTH_TEST);

        /* move mesh so its visible */
        glTranslatef(0.0f, 0.0f, -1000.0f);
        /* rotate mesh */
        glRotatef(rotation[0], 1.0f, 0.0f, 0.0f);
        glRotatef(rotation[1], 0.0f, 1.0f, 0.0f);
        glRotatef(rotation[2], 0.0f, 0.0f, 1.0f);

        GLfloat p1[3] = {0, 0, 0};
        GLfloat p2[3] = {0, 0, 0};
        GLfloat p3[3] = {0, 0, 0};
        GLfloat p4[3] = {0, 0, 0};
        GLfloat vec1[3];
        GLfloat vec2[3];
        GLfloat normal[3];


        /* draw mesh to screen */
        glColor3ub(0, 255, 0);
        for (c = 0; c < (POINT_COUNT - 1); c++)
        {

            GLfloat a1 = 0;
            GLfloat a2 = M_PI / 16.0f;
            GLfloat d1 = places[c].x;
            GLfloat d2 = places[c + 1].x;

            p1[0] = sin(a1) * d1;  p1[1] = places[c].y;     p1[2] = cos(a1) * d1;
            p2[0] = sin(a2) * d1;  p2[1] = places[c].y;     p2[2] = cos(a2) * d1;
            p3[0] = sin(a2) * d2;  p3[1] = places[c + 1].y; p3[2] = cos(a2) * d2;
            p4[0] = sin(a1) * d2;  p4[1] = places[c + 1].y; p4[2] = cos(a1) * d2;

            buildVector(vec1, p1, p2);
            buildVector(vec2, p1, p4);
            cross_product_f(vec2[0], vec2[1], vec2[2], vec1[0], vec1[1], vec1[2], &normal[0], &normal[1], &normal[2]);
            normalize_vector_f(&normal[0], &normal[1], &normal[2]);


            glBegin(GL_QUAD_STRIP);
            glNormal3fv(normal);
            glVertex3fv(p1);
            glVertex3fv(p4);

            int s = 0;
            for (s = 1; s < 32; s++)
            {
                a2 = (M_PI * (GLfloat)(s + 1)) / 16.0f;
                d1 = places[c].x;
                d2 = places[c + 1].x;

                copyPoint(p1, p2);
                copyPoint(p4, p3);
                p2[0] = sin(a2) * d1;  p2[1] = places[c].y;     p2[2] = cos(a2) * d1;
                p3[0] = sin(a2) * d2;  p3[1] = places[c + 1].y; p3[2] = cos(a2) * d2;

                buildVector(vec1, p1, p2);
                buildVector(vec2, p1, p4);
                cross_product_f(vec2[0], vec2[1], vec2[2], vec1[0], vec1[1], vec1[2], &normal[0], &normal[1], &normal[2]);
                normalize_vector_f(&normal[0], &normal[1], &normal[2]);

                glNormal3fv(normal);
                glVertex3fv(p2);
                glVertex3fv(p3);
            }
            glEnd();
        }

        /* turn off lighting and depth testing */
        glDisable(GL_DEPTH_TEST);
        glDisable(GL_LIGHTING);

        /* if not using the fake monitor */
        if (m != &fake)
        {

            /* setup viewport projection */
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            gluOrtho2D(-m->w / 2, m->w / 2, m->h / 2, -m->h / 2);
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();

            /* draw the mouse */
            glColor3ub(255, 255, 255);
            draw_square(mx, my, 20);
        }

        /* flip the contents to the screen */
        allegro_gl_flip();
    }


    free(monitors);

    return 0;
}
int install()
{
    int screen_mode;

    if(IsInstalled)
        return 0;
    if(allegro_init())
        return 1;
    if(install_allegro_gl())
        return 1;
    set_window_title("Sharp Fighters");

    Resolutions=get_gfx_mode_list(GFX_OPENGL_FULLSCREEN);

    LoadSettings();

   LoadCollisionData();

    if(install_keyboard())
        return 1;
    if(install_timer())
        return 1;
    if(install_sound(DIGI_AUTODETECT, MIDI_NONE, NULL))
        return 1;

    JoyStickEnabled=(install_joystick(JOY_TYPE_AUTODETECT)==0);
    JoyStickEnabled=JoyStickEnabled && num_joysticks;
    LoadInput();

    if(install_fonts())
        printf("One or more font files were not loaded.\n");

    allegro_gl_set(AGL_COLOR_DEPTH, depth);
    allegro_gl_set(AGL_RENDERMETHOD, 1);
    allegro_gl_set(AGL_DOUBLEBUFFER, 1);
    allegro_gl_set(AGL_SUGGEST, AGL_COLOR_DEPTH | AGL_DOUBLEBUFFER | AGL_RENDERMETHOD);

    if(Fullscreen)
        screen_mode=GFX_OPENGL_FULLSCREEN;
    else
        screen_mode=GFX_OPENGL_WINDOWED;

    if (set_gfx_mode(screen_mode, Width,Height, 0, 0))
    {
        set_gfx_mode(GFX_TEXT, 0, 0, 0, 0);
        allegro_message("Unable to set graphic mode\n%s\n", allegro_error);
        return 1;
    }
    set_close_button_callback(close_button_handler);
    SetOpenGL2D();
    screenimage=(IMAGE*)malloc(sizeof(IMAGE));
    screenimage->ID=0;
    AspectRatio=(float)SCREEN_W/(float)SCREEN_H;

    if(install_int(Ticks,1))
        return 1;
    if(install_int(ProcessKeys,25))
        return 1;

    IsInstalled=1;
    return 0;
}