new graphics code compiles... no, it doesn't work yet
#include "Display.hh"
#include "../Error.hh"
namespace graphics
{
Display::Display (const DisplayConfig &config) :
CL_DisplayWindow(GRAPHICS_WINDOW_TITLE, config.resolution.width, config.resolution.height, config.fullscreen, true),
config(config),
fullscreen_resolution(0, 0),
update_timer(GRAPHICS_UPDATE_INTERVAL_MS),
target(NULL)
{
// connect timer signal
slots.connect(update_timer.sig_tick(), this, &Display::on_update);
slots.connect(this->sig_resize(), this, &Display::on_window_resize);
// set correct fullscreen resolution
if (config.fullscreen) {
fullscreen_resolution = config.resolution;
} else {
CL_DisplayMode best_mode = getBestMode();
fullscreen_resolution = PixelDimensions(best_mode.get_resolution().width, best_mode.get_resolution().height);
}
}
const std::vector<CL_DisplayMode> & Display::getDisplayModes (void) {
return CL_DisplayMode::get_display_modes();
}
const CL_DisplayMode Display::getBestMode (void) {
const std::vector<CL_DisplayMode> &modes = getDisplayModes();
const CL_DisplayMode *best_mode = NULL;
for (std::vector<CL_DisplayMode>::const_iterator it = modes.begin(); it != modes.end(); it++)
if (best_mode == NULL || (
it->get_resolution().width * it->get_resolution().height >
best_mode->get_resolution().width * best_mode->get_resolution().height
))
best_mode = &*it;
if (best_mode == NULL)
throw Error("No available video modes!");
return *best_mode;
}
void Display::toggle_fullscreen (void) {
if (is_fullscreen()) {
// enter windowed mode
set_windowed();
} else {
// enter fullscreen mode
set_fullscreen(fullscreen_resolution.width, fullscreen_resolution.height);
}
}
void Display::on_update (TimeMS dt) {
(void) dt;
// do we have something to draw?
if (target) {
// draw it
target->draw(*this);
// flip buffers, sync
flip(1);
}
}
void Display::on_window_resize (int new_x, int new_y) {
(void) new_x;
(void) new_y;
// ignore resize in fullscreen mode
if (is_fullscreen())
return;
}
}