/* * Copyright (c) 2002-2008 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.test.opengl; import org.lwjgl.LWJGLException; import org.lwjgl.input.Keyboard; import org.lwjgl.input.Mouse; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.util.vector.Vector2f; import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.util.glu.GLU.*; /** * * Tests switching between windowed and fullscreen * * @author Brian Matzon <brian@matzon.dk> * @version $Revision$ * $Id$ */ public class FullScreenWindowedTest { /** Intended deiplay mode */ private DisplayMode mode; /** our quad moving around */ private Vector2f quadPosition; /** our quadVelocity */ private Vector2f quadVelocity; /** angle of quad */ private float angle; /** degrees to rotate per frame */ private float angleRotation = 1.0f; /** Max speed of all changable attributes */ private static final float MAX_SPEED = 20.0f; /** * Creates a FullScreenWindowedTest */ public FullScreenWindowedTest() { } /** * Executes the test */ public void execute() { initialize(); mainLoop(); cleanup(); } private void switchMode() throws LWJGLException { mode = findDisplayMode(800, 600, Display.getDisplayMode().getBitsPerPixel()); Display.setDisplayModeAndFullscreen(mode); } /** * Initializes the test */ private void initialize() { try { //find displaymode switchMode(); // start of in windowed mode Display.create(); glInit(); quadPosition = new Vector2f(100f, 100f); quadVelocity = new Vector2f(1.0f, 1.0f); } catch (Exception e) { e.printStackTrace(); } } /** * Runs the main loop of the "test" */ private void mainLoop() { while (!Keyboard.isKeyDown(Keyboard.KEY_ESCAPE) && !Display.isCloseRequested()) { if (Display.isVisible()) { // check keyboard input processKeyboard(); // do "game" logic, and render it logic(); render(); } else { // no need to render/paint if nothing has changed (ie. window // dragged over) if (Display.isDirty()) { render(); } // don't waste cpu time, sleep more try { Thread.sleep(100); } catch (InterruptedException inte) { } } // Update window Display.update(); } } /** * Performs the logic */ private void logic() { angle += angleRotation; if (angle > 90.0f) { angle = 0.0f; } quadPosition.x += quadVelocity.x; quadPosition.y += quadVelocity.y; //check colision with vertical border border if (quadPosition.x + 50 >= mode.getWidth() || quadPosition.x - 50 <= 0) { quadVelocity.x *= -1; } //check collision with horizontal border if (quadPosition.y + 50 >= mode.getHeight() || quadPosition.y - 50 <= 0) { quadVelocity.y *= -1; } } private void render() { //clear background glClear(GL_COLOR_BUFFER_BIT); // draw white quad glPushMatrix(); { glTranslatef(quadPosition.x, quadPosition.y, 0); glRotatef(angle, 0.0f, 0.0f, 1.0f); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); { glVertex2i(-50, -50); glVertex2i(50, -50); glVertex2i(50, 50); glVertex2i(-50, 50); } glEnd(); } glPopMatrix(); } /** * Processes keyboard input */ private void processKeyboard() { //check for fullscreen key if (Keyboard.isKeyDown(Keyboard.KEY_F)) { try { switchMode(); } catch (Exception e) { e.printStackTrace(); } } //check for window key if (Keyboard.isKeyDown(Keyboard.KEY_W)) { try { mode = new DisplayMode(640, 480); Display.setDisplayModeAndFullscreen(mode); glInit(); } catch (Exception e) { e.printStackTrace(); } } //check for speed changes if (Keyboard.isKeyDown(Keyboard.KEY_UP)) { quadVelocity.y += 0.1f; } if (Keyboard.isKeyDown(Keyboard.KEY_DOWN)) { quadVelocity.y -= 0.1f; } if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) { quadVelocity.x += 0.1f; } if (Keyboard.isKeyDown(Keyboard.KEY_LEFT)) { quadVelocity.x -= 0.1f; } if (Keyboard.isKeyDown(Keyboard.KEY_ADD)) { angleRotation += 0.1f; } if (Keyboard.isKeyDown(Keyboard.KEY_SUBTRACT)) { angleRotation -= 0.1f; } //throttle if (quadVelocity.x < -MAX_SPEED) { quadVelocity.x = -MAX_SPEED; } if (quadVelocity.x > MAX_SPEED) { quadVelocity.x = MAX_SPEED; } if (quadVelocity.y < -MAX_SPEED) { quadVelocity.y = -MAX_SPEED; } if (quadVelocity.y > MAX_SPEED) { quadVelocity.y = MAX_SPEED; } if (angleRotation < 0.0f) { angleRotation = 0.0f; } if (angleRotation > MAX_SPEED) { angleRotation = MAX_SPEED; } while ( Mouse.next() ); } /** * Cleans up the test */ private void cleanup() { Display.destroy(); } /** * Retrieves a displaymode, if one such is available * * @param width * Required width * @param height * Required height * @param bpp * Minimum required bits per pixel * @return */ private DisplayMode findDisplayMode(int width, int height, int bpp) throws LWJGLException { DisplayMode[] modes = Display.getAvailableDisplayModes(); for ( DisplayMode mode : modes ) { if ( mode.getWidth() == width && mode.getHeight() == height && mode.getBitsPerPixel() >= bpp && mode.getFrequency() <= 60 ) { return mode; } } return Display.getDesktopDisplayMode(); } /** * Initializes OGL */ private void glInit() { // Go into orthographic projection mode. glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, mode.getWidth(), 0, mode.getHeight()); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, mode.getWidth(), mode.getHeight()); //set clear color to black glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //sync frame (only works on windows) Display.setVSyncEnabled(true); } /** * Test entry point */ public static void main(String[] args) { System.out.println("Change between fullscreen and windowed mode, by pressing F and W respectively"); System.out.println("Move quad using arrowkeys, and change rotation using +/-"); FullScreenWindowedTest fswTest = new FullScreenWindowedTest(); fswTest.execute(); System.exit(0); } }