Include C test program in repo

This commit is contained in:
jaburns
2020-10-19 22:17:32 -06:00
parent 82126eca3c
commit d3a2cbd2b2
14 changed files with 940 additions and 56 deletions
+115
View File
@@ -0,0 +1,115 @@
#include "context.h"
#include <string.h>
static SDL_Window *s_sdlWindow;
static SDL_GLContext s_sdlGlContext;
static SDL_GameController *s_controller;
static int s_windowWidth;
static int s_windowHeight;
void context_init( const char *title, int width, int height )
{
if( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK ) < 0 ) goto err;
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 4 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 4 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetSwapInterval( 1 );
s_windowWidth = width;
s_windowHeight = height;
s_sdlWindow = SDL_CreateWindow(
title,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width, height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
);
if( !s_sdlWindow ) goto err;
s_sdlGlContext = SDL_GL_CreateContext( s_sdlWindow );
if( !s_sdlGlContext ) goto err;
#ifndef __APPLE__
glewExperimental = GL_TRUE;
const GLenum glewInitResult = glewInit();
if( glewInitResult != GLEW_OK ) goto err;
#endif
s_controller = NULL;
for( int i = 0; i < SDL_NumJoysticks(); ++i )
{
if( ! SDL_IsGameController( i ) ) continue;
s_controller = SDL_GameControllerOpen( i );
printf( "Using game controller: %s", SDL_GameControllerName( s_controller ) );
if( s_controller ) break;
}
return;
err:
SDL_GL_DeleteContext( s_sdlGlContext );
SDL_DestroyWindow( s_sdlWindow );
SDL_Quit();
}
SDL_GameController *context_get_controller( void )
{
return s_controller;
}
bool context_flip_frame_poll_events( void )
{
bool still_running = true;
SDL_GL_SwapWindow( s_sdlWindow );
SDL_Event event;
while( SDL_PollEvent( &event ) )
{
switch( event.type )
{
case SDL_QUIT:
still_running = false;
break;
case SDL_KEYDOWN:
if( event.key.keysym.sym == SDLK_ESCAPE )
still_running = false;
case SDL_WINDOWEVENT:
if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED )
{
s_windowWidth = event.window.data1;
s_windowHeight = event.window.data2;
glViewport( 0, 0, s_windowWidth, s_windowHeight );
}
break;
}
}
return still_running;
}
void context_terminate( void )
{
if( !s_sdlWindow )
return;
if( s_controller )
SDL_GameControllerClose( s_controller );
SDL_GL_DeleteContext( s_sdlGlContext );
SDL_DestroyWindow( s_sdlWindow );
SDL_Quit();
s_sdlWindow = NULL;
}