Code Search for Developers
 
 
  

Display.cpp from Scorched 3D at Krugle


Show Display.cpp syntax highlighted

////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <stdio.h>
#include <graph/Display.h>
#include <graph/OptionsDisplay.h>
#include <common/Defines.h>

Display *Display::instance_ = 0;

Display *Display::instance()
{
	if (!instance_)
	{
		instance_ = new Display;
	}

	return instance_;
}

Display::Display()
{

}

Display::~Display()
{
}


bool Display::changeSettings(int width, int height, bool full)
{
	// set opengl double buffering 
	int doubleBuffer = OptionsDisplay::instance()->getDoubleBuffer()?1:0;
	SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, doubleBuffer);

	// set opengl component size 
	int componentSize = OptionsDisplay::instance()->getColorComponentSize();
	SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, componentSize);
	SDL_GL_SetAttribute( SDL_GL_RED_SIZE, componentSize);
	SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, componentSize);
	SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, componentSize);

	if (OptionsDisplay::instance()->getAntiAlias() > 0)
	{
		// Anti-aliased
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 
			OptionsDisplay::instance()->getAntiAlias());
	}
	
	// At least 24 bits depth buffer
	int depthBufferBits = OptionsDisplay::instance()->getDepthBufferBits();
	SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, depthBufferBits );

	// create display surface 
	int videoFlags = SDL_OPENGL | SDL_ANYFORMAT; // | SDL_RESIZABLE;  
	int flags = ( full ? videoFlags|SDL_FULLSCREEN : videoFlags);
	int bpp = OptionsDisplay::instance()->getBitsPerPixel();

	// Try to create suface
	surface = SDL_SetVideoMode( width, height, bpp, flags);

	// If this fails
	// Hack, to check if 16bit depth will work instead if 24 bits specified
	if (!surface &&
		depthBufferBits == 24)
	{
		SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
		surface = SDL_SetVideoMode( width, height, bpp, flags);
	}

	// And if this fails
	if (!surface)
	{
		char buffer[256];
		SDL_VideoDriverName(buffer, 256);
		dialogMessage("Display", formatString(
			"ERROR: Failed to set video mode.\n"
			"Error Message: %s\n"
			"----------------------------\n"
			"Requested Display Mode:-\n"
			"Driver=%s\n"
			"Resolution=%ix%ix%i %s\n" 
			"DepthBuffer=%i\n"
			"DoubleBuffer=%s\n"
			"ColorComponentSize=%i\n",
			SDL_GetError(),
			buffer, 
			width, height, 
			OptionsDisplay::instance()->getBitsPerPixel(),
			(full?"(fullscreen)":"(windowed)"), 
			OptionsDisplay::instance()->getDepthBufferBits(),
			OptionsDisplay::instance()->getDoubleBuffer()?"On":"Off",
			OptionsDisplay::instance()->getColorComponentSize()));
		return false;
	}
	return true;
}





See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Display.cpp
  Display.h
  FrameLimiter.cpp
  FrameLimiter.h
  FrameTimer.cpp
  FrameTimer.h
  GLSetup.cpp
  GLSetup.h
  Gamma.cpp
  Gamma.h
  ImageStore.cpp
  ImageStore.h
  Main2DCamera.cpp
  Main2DCamera.h
  MainCamera.cpp
  MainCamera.h
  ModelRenderer.cpp
  ModelRenderer.h
  ModelRendererMesh.cpp
  ModelRendererMesh.h
  ModelRendererSimulator.cpp
  ModelRendererSimulator.h
  ModelRendererStore.cpp
  ModelRendererStore.h
  ModelRendererTree.cpp
  ModelRendererTree.h
  Mouse.cpp
  Mouse.h
  OptionsDisplay.cpp
  OptionsDisplay.h
  OptionsDisplayConsole.cpp
  OptionsDisplayConsole.h
  Particle.cpp
  Particle.h
  ParticleEmitter.cpp
  ParticleEmitter.h
  ParticleEngine.cpp
  ParticleEngine.h
  ParticleRenderer.cpp
  ParticleRenderer.h
  ShotCountDown.cpp
  ShotCountDown.h
  SoftwareMouse.cpp
  SoftwareMouse.h
  SpeedChange.cpp
  SpeedChange.h
  TargetCamera.cpp
  TargetCamera.h
  TextureStore.cpp
  TextureStore.h
  TutorialFile.cpp
  TutorialFile.h