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https://github.com/ScrelliCopter/Lesson10-SDL3.git
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sdl3
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@@ -3,9 +3,17 @@ project(Lesson10 LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 98)
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find_package(SDL2 REQUIRED)
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find_package(SDL3 REQUIRED CONFIG)
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find_package(OpenGL REQUIRED)
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add_executable(Lesson10 Lesson10.cpp)
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target_link_libraries(Lesson10 SDL2::SDL2 OpenGL::GL)
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set_property(TARGET Lesson10 PROPERTY CXX_STANDARD 98)
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target_link_libraries(Lesson10 SDL3::SDL3 OpenGL::GL)
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target_compile_options(Lesson10 PRIVATE -Wall -Wextra -pedantic)
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if (CMAKE_SYSTEM_NAME STREQUAL "Darwin")
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get_property(SDL3_IMPORTED_LOCATION TARGET SDL3::SDL3 PROPERTY IMPORTED_LOCATION)
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if (SDL3_IMPORTED_LOCATION MATCHES "^/Library/Frameworks/")
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target_link_options(Lesson10 PRIVATE -Wl,-rpath,/Library/Frameworks)
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endif()
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endif()
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27
Lesson10.cpp
27
Lesson10.cpp
@@ -9,6 +9,7 @@
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#include <math.h> // Math Library Header File
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#include <stdio.h> // Header File For Standard Input/Output
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#include <SDL.h>
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#include <SDL_main.h>
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#include <SDL_opengl.h> // Header File For The OpenGL32 Library
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#ifdef __APPLE__
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#include <OpenGL/glu.h> // Header File For The GLu32 Library
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@@ -171,7 +172,7 @@ int LoadGLTextures() // Load Bitmaps And Conv
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
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gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage->w, TextureImage->h, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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}
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SDL_FreeSurface(TextureImage); // Free The Image Structure
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SDL_DestroySurface(TextureImage); // Free The Image Structure
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return Status; // Return The Status
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}
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@@ -272,7 +273,7 @@ GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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SDL_SetWindowFullscreen(hWnd, 0); // If So Switch Back To The Desktop
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SDL_ShowCursor(SDL_ENABLE); // Show Mouse Pointer
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SDL_ShowCursor(); // Show Mouse Pointer
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}
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if (hRC) // Do We Have A Rendering Context?
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@@ -311,7 +312,6 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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// Create The Window
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if (!(hWnd = SDL_CreateWindow(title,
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, // Window Position
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WindowRect.w, // Window Width
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WindowRect.h, // Window Height
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE)))
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@@ -323,7 +323,7 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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if (fullscreen) // Attempt Fullscreen Mode?
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{
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if (SDL_SetWindowFullscreen(hWnd, SDL_WINDOW_FULLSCREEN_DESKTOP) < 0) // Try To Set Selected Mode And Get Results.
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if (SDL_SetWindowFullscreen(hWnd, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
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{
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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const SDL_MessageBoxData msgbox =
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@@ -400,29 +400,22 @@ void WndProc(SDL_Event* uMsg)
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{
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switch (uMsg->type) // Check For Windows Messages
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{
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case SDL_KEYDOWN: // Is A Key Being Held Down?
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case SDL_EVENT_KEY_DOWN: // Is A Key Being Held Down?
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{
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keys[uMsg->key.keysym.scancode] = true; // If So, Mark It As TRUE
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break; // Jump Back
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}
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case SDL_KEYUP: // Has A Key Been Released?
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case SDL_EVENT_KEY_UP: // Has A Key Been Released?
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{
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keys[uMsg->key.keysym.scancode] = false; // If So, Mark It As FALSE
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break; // Jump Back
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}
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case SDL_WINDOWEVENT:
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case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Resize The OpenGL Window
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{
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switch (uMsg->window.event)
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{
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case SDL_WINDOWEVENT_SIZE_CHANGED: // Resize The OpenGL Window
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{
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ReSizeGLScene(uMsg->window.data1,uMsg->window.data2); // LoWord=Width, HiWord=Height
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break; // Jump Back
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}
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}
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break;
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ReSizeGLScene(uMsg->window.data1,uMsg->window.data2); // LoWord=Width, HiWord=Height
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break; // Jump Back
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}
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}
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}
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@@ -462,7 +455,7 @@ int main(int argc, char* argv[])
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{
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if (SDL_PollEvent(&msg) > 0) // Is There A Message Waiting?
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{
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if (msg.type==SDL_QUIT) // Have We Received A Quit Message?
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if (msg.type==SDL_EVENT_QUIT) // Have We Received A Quit Message?
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{
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done=true; // If So done=TRUE
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}
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