/*- * 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); }