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linux使用Ogre+SDL进行游戏开发

我选择的是ubuntu8.04 + codeblocks8.02的开发环境。
Ogre用的是1.4.5的版本。
下面是用SDL进行的一个简单的代码.
#include <Ogre.h>
#include 
<iostream>
#include 
<SDL/SDL.h>
#include 
<SDL/SDL_syswm.h>
#include 
<SDL/SDL_events.h>

using namespace std;
using namespace Ogre;
class AppListener : public FrameListener
{
public:
    AppListener( RenderWindow 
*_win ) : win( _win )
    {
    }
public:
    
bool frameStarted(const FrameEvent& evt)
    {
        
if ( !FrameListener::frameStarted( evt ) )
            
return false;

            SDL_PollEvent( 
&event );
        
return true;
    }
    
bool frameEnded(const FrameEvent& evt)
    {
        
if ( !FrameListener::frameEnded( evt ) )
            
return false;

        SDL_PollEvent( 
&event );
        
if ( event.type == SDL_KEYDOWN )
        {
            
if ( event.key.keysym.sym == SDLK_ESCAPE )
                
return false;
        }
        
return true;
    }
private:
    RenderWindow 
*win;
    SDL_Event 
event;
};
void parseWindowGeometry( Ogre::ConfigOptionMap& config, unsigned int& width, unsigned int& height, bool& fullscreen );
int main()
{
    Root 
*root = new Root( "plugins.cfg" );
    RenderWindow 
*win;

    
if ( !root->showConfigDialog() )
        
return 0;
    
if ( SDL_WasInit( SDL_INIT_VIDEO ) == 0 )
    {
        unsigned 
int height = 300, width = 400;
        
bool fullscreen;
        parseWindowGeometry( root
->getRenderSystem()->getConfigOptions(), width, height, fullscreen );

        root
->initialise( false );

        SDL_Init( SDL_INIT_VIDEO );
        SDL_SetVideoMode( width, height 
/ 200 );
        SDL_WM_SetCaption( 
"OgreTest""ogretest" );

        SDL_SysWMinfo info;
        SDL_VERSION(
&info.version);

        SDL_GetWMInfo(
&info);

        std::
string dsp(&(DisplayString(info.info.x11.display)[1]));
        std::vector
<Ogre::String> tokens = Ogre::StringUtil::split(dsp, ".");

        Ogre::NameValuePairList misc;
        std::
string s = Ogre::StringConverter::toString((long)info.info.x11.display);
        s 
+= ":" + tokens[1+":";
        s 
+= Ogre::StringConverter::toString((long)info.info.x11.window);
        misc[
"parentWindowHandle"= s;
        win 
= root->createRenderWindow("ogre", width, height, fullscreen, &misc);

        
///we need to set the window to be active by ourselves, since GLX by default sets it to false, but then activates it upon recieving some X event (which it will never recieve since we'll use SDL).
        
///see OgreGLXWindow.cpp
        win->setActive(true);
        win
->setAutoUpdated(true);
    }
    
else
    {
        win 
= root->initialise( true );
    }

    root
->addFrameListener( new AppListener( win ) );
    root
->startRendering();
    
return 0;
}

void parseWindowGeometry( Ogre::ConfigOptionMap& config, unsigned int& width, unsigned int& height, bool& fullscreen )
{
    Ogre::ConfigOptionMap::iterator opt 
= config.find( "Video Mode" );
    
if ( opt != config.end() )
    {
        Ogre::String val 
= opt->second.currentValue;
        Ogre::String::size_type pos 
= val.find( 'x' );
        
if ( pos != Ogre::String::npos )
        {
            width 
= Ogre::StringConverter::parseUnsignedInt( val.substr( 0, pos ) );
            height 
= Ogre::StringConverter::parseUnsignedInt( val.substr( pos + 1 ) );
        }

        opt 
= config.find( "Full Screen" );
        
if ( opt != config.end() )
        {
            fullscreen 
= ( opt->second.currentValue == "Yes" );
        }
    }
}
原理很简单。
图:


posted on 2008-10-19 17:11 brilyf 阅读(2777) 评论(8)  编辑 收藏 引用

评论

# re: linux使用Ogre+SDL进行游戏开发  回复  更多评论   

因为最近windows要黑屏的说法,所以才决定去linux下开发。
2008-10-19 17:13 | brilyf

# re: linux使用Ogre+SDL进行游戏开发  回复  更多评论   

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