/*-
* This file is part of Tris Game.
*
* Tris Game 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 3 of the License, or
* (at your option) any later version.
*
* Tris Game 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 Tris Game. If not, see .
*/
#include
#include
#include
#include
#include
static Display *display;
static Window window;
static GLXContext gl_context;
void cleanup(void);
void
ui_init()
{
display = XOpenDisplay(NULL);
if (!display) {
fprintf(stderr, "Error: Can't open X11 display\n");
exit(1);
}
int screen = DefaultScreen(display);
Window root = RootWindow(display, screen);
GLint attribs[] = { GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None };
XVisualInfo *vi = glXChooseVisual(display, screen, attribs);
if (!vi) {
fprintf(stderr, "Error: No compatible Visual found\n");
exit(1);
}
Colormap colormap = XCreateColormap(display, root, vi->visual, AllocNone);
XSetWindowAttributes swa;
swa.colormap = colormap;
swa.event_mask = ExposureMask | KeyPressMask;
window = XCreateWindow(display, root, 0, 0, 640, 480, 0, vi->depth, InputOutput, vi->visual, CWColormap | CWEventMask, &swa);
XMapWindow(display, window);
XStoreName(display, window, "Tris game");
gl_context = glXCreateContext(display, vi, NULL, GL_TRUE);
glXMakeCurrent(display, window, gl_context);
}
void
ui_loop(void (*draw_frame)())
{
XEvent event;
while (1) {
XNextEvent(display, &event);
if (event.type == Expose) {
draw_frame();
glXSwapBuffers(display, window);
}
if (event.type == KeyPress) {
break;
}
}
cleanup();
}
void
cleanup(void) {
glXMakeCurrent(display, None, NULL);
glXDestroyContext(display, gl_context);
XDestroyWindow(display, window);
XCloseDisplay(display);
}