OpenGLUT 0.6.3 development - OpenGLUT: one.c File Reference
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# one.c File Reference

## Detailed Description

Hey! This was the original file where freeglut development started. See the creation date :)

Author:
  Copyright (c) 1999 by Pawel W. Olszta
  Written by Pawel W. Olszta, <olszta@sourceforge.net>
  `Creation date: czw gru 2 11:58:41 CET 1999`

  Portions Copyright (C) 2004, the OpenGLUT project contributors.
  OpenGLUT branched from freeglut in February, 2004.

    #ifdef HAVE_CONFIG_H
    #include <config.h>
    #endif

    #include <GL/openglut.h>

    #include <stdio.h>
    #include <stdlib.h>

    int g_LeaveGameMode = 0;
    int g_InGameMode = 1;

    /*
     * Call this function to have some text drawn at given coordinates
     */
    void PrintText( int nX, int nY, char* pszText )
    {
        int lines;
        char *p;

        /* Prepare the OpenGL state */
        glDisable( GL_LIGHTING );
        glDisable( GL_DEPTH_TEST );
        glMatrixMode( GL_PROJECTION );
        glPushMatrix();
        glLoadIdentity();

        /* Have an orthogonal projection matrix set */
        glOrtho( 0, glutGet( GLUT_WINDOW_WIDTH ),
                 0, glutGet( GLUT_WINDOW_HEIGHT ),
                 -1, +1
        );

        /* Now the matrix mode */
        glMatrixMode( GL_MODELVIEW );
        glPushMatrix();
        glLoadIdentity();

        /* Now the main text */
        glColor3ub( 0, 0, 0 );
        glRasterPos2i( nX, nY );

        for( p=pszText, lines=0; *p; p++ )
        {
            if( *p == '\n' )
            {
                lines++;
                glRasterPos2i( nX, nY-(lines*18) );
            }

            glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18,  *p );
        }

        /* Revert to the old matrix modes */
        glMatrixMode( GL_PROJECTION );
        glPopMatrix();

        glMatrixMode( GL_MODELVIEW );
        glPopMatrix();

        /* Restore the old OpenGL states */
        glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
        glEnable( GL_DEPTH_TEST );
        glEnable( GL_LIGHTING );
    }

    /*
     * This is the display routine for our sample OpenGLUT windows
     */
    static float g_fTime = 0.0f;

    void SampleDisplay( void )
    {
        /* Clear the screen */
        glClearColor( 0, 0.5, 1, 1 );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

        /* Have the cube rotated */
        glMatrixMode( GL_MODELVIEW );
        glPushMatrix();

        glRotatef( g_fTime, 0, 0, 1 );
        glRotatef( g_fTime, 0, 1, 0 );
        glRotatef( g_fTime, 1, 0, 0 );

        /* And then drawn... */
        glColor3f( 1, 1, 0 );
        /*glutWireCube( 20.0 );*/
        glutWireTeapot( 20.0 );
        /*glutWireSpher( 15.0, 15, 15 );*/
        /*glColor3f( 0, 1, 0 );*/
        /*glutWireCube( 30.0 );*/
        /*glutSolidCone( 10, 20, 10, 2 );*/

        /* Don't forget about the model-view matrix */
        glPopMatrix( );

        /* Draw a silly text */
        if( g_InGameMode == 0 )
            PrintText( 20, 20, "Hello there cruel world!" );
        else
            PrintText( 20, 20, "Press ESC to leave the game mode!" );

        /* And swap this context's buffers */
        glutSwapBuffers( );
    }

    /*
     * This is a sample idle function
     */
    void SampleIdle( void )
    {
        g_fTime += 0.5f;

        if( g_LeaveGameMode == 1 )
        {
            glutLeaveGameMode( );
            g_LeaveGameMode = 0;
            g_InGameMode = 0;
        }
    }

    /*
     * The reshape function
     */
    void SampleReshape( int nWidth, int nHeight )
    {
        GLfloat fAspect = (GLfloat) nHeight / (GLfloat) nWidth;
        GLfloat fPos[ 4 ] = { 0.0f, 0.0f, 10.0f, 0.0f };
        GLfloat fCol[ 4 ] = { 0.5f, 1.0f,  0.0f, 1.0f };

        /* Update the viewport first */
        glViewport( 0, 0, nWidth, nHeight );

        /* Then the projection matrix */
        glMatrixMode( GL_PROJECTION );
        glLoadIdentity();
        glFrustum( -1.0, 1.0, -fAspect, fAspect, 1.0, 80.0 );

        /* Move back the camera a bit */
        glMatrixMode( GL_MODELVIEW );
        glLoadIdentity( );
        glTranslatef( 0.0, 0.0, -40.0f );

        /* Enable some features... */
        glEnable( GL_CULL_FACE );
        glEnable( GL_DEPTH_TEST );
        glEnable( GL_NORMALIZE );

        /* Set up some lighting */
        glLightfv( GL_LIGHT0, GL_POSITION, fPos );
        glEnable( GL_LIGHTING );
        glEnable( GL_LIGHT0 );

        /* Set up a sample material */
        glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, fCol );
    }

    /*
     * A sample keyboard callback
     */
    void SampleKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
    {
        printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n",
                        cChar, nMouseX, nMouseY );
    }

    /*
     * A sample keyboard callback (for game mode window)
     */
    void SampleGameModeKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
    {
        if( cChar == 27 )
            g_LeaveGameMode = 1;
    }

    /*
     * A sample special callback
     */
    void SampleSpecial( int nSpecial, int nMouseX, int nMouseY )
    {
        printf( "SampleSpecial(): special keypress %i at (%i,%i)\n",
                nSpecial, nMouseX, nMouseY );
    }

    /*
     * A sample menu callback
     */
    void SampleMenu( int menuID )
    {
        /* Just print something funny */
        printf( "SampleMenu() callback executed, menuID is %i\n",
                        menuID );
    }

    /*
     * The sample's entry point
     */
    int main( int argc, char** argv )
    {
        int menuID, subMenuA, subMenuB;

        glutInitDisplayString( "stencil~2 rgb double depth>=16 samples" );
        glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
        glutInitWindowPosition( 100, 100 );

        glutInit( &argc, argv );

        subMenuA = glutCreateMenu( SampleMenu );
        glutAddMenuEntry( "Sub menu A1 (01)", 1 );
        glutAddMenuEntry( "Sub menu A2 (02)", 2 );
        glutAddMenuEntry( "Sub menu A3 (03)", 3 );

        subMenuB = glutCreateMenu( SampleMenu );
        glutAddMenuEntry( "Sub menu B1 (04)", 4 );
        glutAddMenuEntry( "Sub menu B2 (05)", 5 );
        glutAddMenuEntry( "Sub menu B3 (06)", 6 );
        glutAddSubMenu( "Going to sub menu A", subMenuA );

        menuID = glutCreateMenu( SampleMenu );
        glutAddMenuEntry( "Entry one",   1 );
        glutAddMenuEntry( "Entry two",   2 );
        glutAddMenuEntry( "Entry three", 3 );
        glutAddMenuEntry( "Entry four",  4 );
        glutAddMenuEntry( "Entry five",  5 );
        glutAddSubMenu( "Enter sub menu A", subMenuA );
        glutAddSubMenu( "Enter sub menu B", subMenuB );

        glutCreateWindow( "Hello world!" );
        glutDisplayFunc( SampleDisplay );
        glutReshapeFunc( SampleReshape );
        glutKeyboardFunc( SampleKeyboard );
        glutSpecialFunc( SampleSpecial );
        glutIdleFunc( SampleIdle );
        glutAttachMenu( GLUT_LEFT_BUTTON );

        glutInitWindowPosition( 200, 200 );
        glutCreateWindow( "I am not Jan B." );
        glutDisplayFunc( SampleDisplay );
        glutReshapeFunc( SampleReshape );
        glutKeyboardFunc( SampleKeyboard );
        glutSpecialFunc( SampleSpecial );
        glutIdleFunc( SampleIdle );
        glutAttachMenu( GLUT_LEFT_BUTTON );

        printf( "Testing game mode string parsing, don't panic!\n" );
        glutGameModeString( "320x240:32@100" );
        glutGameModeString( "640x480:16@72" );
        glutGameModeString( "1024x768" );
        glutGameModeString( ":32@120" );
        glutGameModeString( "Toudi glupcze, Danwin bedzie moj!" );
        glutGameModeString( "640x480:16@72" );

        glutEnterGameMode();
        glutDisplayFunc( SampleDisplay );
        glutReshapeFunc( SampleReshape );
        glutKeyboardFunc( SampleGameModeKeyboard );
        glutIdleFunc( SampleIdle );
        glutAttachMenu( GLUT_LEFT_BUTTON );

        printf( "current window is %ix%i+%i+%i\n",
                        glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y ),
                        glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT )
        );

        /* Enter the main OpenGLUT processing loop */
        glutMainLoop();

        printf( "glutMainLoop() termination works fine!\n" );

        /* This is never reached in OpenGLUT. Is that good? */
        return EXIT_SUCCESS;
    }

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