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https://github.com/gnif/LookingGlass.git
synced 2024-12-23 05:53:40 +00:00
[opengl] added support for alerts
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commit
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@ -33,12 +33,14 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "debug.h"
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#include "utils.h"
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#include "lg-decoders.h"
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#include "ll.h"
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#define BUFFER_COUNT 2
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#define FPS_TEXTURE 0
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#define MOUSE_TEXTURE 1
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#define TEXTURE_COUNT 2
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#define ALERT_TEXTURE 2
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#define TEXTURE_COUNT 3
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struct Options
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{
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@ -56,6 +58,13 @@ static struct Options defaultOptions =
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.amdPinnedMem = true,
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};
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struct Alert
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{
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SDL_Surface *text;
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float r, g, b, a;
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uint64_t timeout;
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};
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struct Inst
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{
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LG_RendererParams params;
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@ -96,6 +105,8 @@ struct Inst
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GLsync fences[BUFFER_COUNT];
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void * decoderFrames[BUFFER_COUNT];
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GLuint textures[TEXTURE_COUNT];
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struct ll * alerts;
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int alertList;
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bool fpsTexture;
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uint64_t lastFrameTime;
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@ -155,6 +166,7 @@ bool opengl_create(void ** opaque, const LG_RendererParams params)
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LG_LOCK_INIT(this->syncLock );
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LG_LOCK_INIT(this->mouseLock );
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this->alerts = ll_new();
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return true;
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}
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@ -183,6 +195,15 @@ void opengl_deinitialize(void * opaque)
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LG_LOCK_FREE(this->syncLock );
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LG_LOCK_FREE(this->mouseLock );
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struct Alert * alert;
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while(ll_shift(this->alerts, (void **)&alert))
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{
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if (alert->text)
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SDL_FreeSurface(alert->text);
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free(alert);
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}
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ll_free(this->alerts);
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free(this);
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}
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@ -288,6 +309,79 @@ bool opengl_on_frame_event(void * opaque, const LG_RendererFormat format, const
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return true;
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}
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void opengl_on_alert(void * opaque, const LG_RendererAlert alert, const char * message)
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{
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struct Inst * this = (struct Inst *)opaque;
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struct Alert * a = malloc(sizeof(struct Alert));
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memset(a, 0, sizeof(struct Alert));
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const SDL_Color color = {0xff, 0xff, 0xff};
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switch(alert)
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{
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case LG_ALERT_INFO:
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a->r = 0.0f;
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a->g = 0.0f;
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a->b = 0.8f;
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a->a = 0.8f;
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break;
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case LG_ALERT_SUCCESS:
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a->r = 0.0f;
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a->g = 0.8f;
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a->b = 0.0f;
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a->a = 0.8f;
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break;
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case LG_ALERT_WARNING:
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a->r = 0.8f;
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a->g = 0.5f;
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a->b = 0.0f;
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a->a = 0.8f;
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break;
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case LG_ALERT_ERROR:
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a->r = 1.0f;
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a->g = 0.0f;
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a->b = 0.0f;
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a->a = 0.8f;
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break;
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}
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if (!(a->text = TTF_RenderText_Blended(this->params.alertFont, message, color)))
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{
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DEBUG_ERROR("Failed to render alert text: %s", TTF_GetError());
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free(a);
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return;
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}
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ll_push(this->alerts, a);
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}
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void surface_to_texture(SDL_Surface * surface, GLuint texture)
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{
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glBindTexture(GL_TEXTURE_2D , texture );
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->w);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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surface->format->BytesPerPixel,
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surface->w,
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surface->h,
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0,
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GL_BGRA,
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GL_UNSIGNED_BYTE,
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surface->pixels
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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bool opengl_render(void * opaque, SDL_Window * window)
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{
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struct Inst * this = (struct Inst *)opaque;
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@ -340,36 +434,16 @@ bool opengl_render(void * opaque, SDL_Window * window)
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const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount ) / 1e6f);
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const float renderFPS = 1000.0f / (((float)this->renderTime / this->renderCount) / 1e6f);
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snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
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SDL_Color color = {0xff, 0xff, 0xff};
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const SDL_Color color = {0xff, 0xff, 0xff};
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SDL_Surface *textSurface = NULL;
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if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
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{
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DEBUG_ERROR("Failed to render text");
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DEBUG_ERROR("Failed to render text: %s", TTF_GetError());
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LG_UNLOCK(this->formatLock);
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return false;
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}
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glBindTexture(GL_TEXTURE_2D , this->textures[FPS_TEXTURE]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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textSurface->format->BytesPerPixel,
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textSurface->w,
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textSurface->h,
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0,
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GL_BGRA,
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GL_UNSIGNED_BYTE,
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textSurface->pixels
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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surface_to_texture(textSurface, this->textures[FPS_TEXTURE]);
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this->fpsRect.x = 5;
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this->fpsRect.y = 5;
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@ -422,6 +496,60 @@ bool opengl_render(void * opaque, SDL_Window * window)
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if (this->fpsTexture)
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glCallList(this->fpsList);
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struct Alert * alert;
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while(ll_peek_head(this->alerts, (void **)&alert))
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{
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if (alert->timeout == 0)
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{
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surface_to_texture(alert->text, this->textures[ALERT_TEXTURE]);
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glNewList(this->alertList, GL_COMPILE);
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const int p = 4;
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const int w = alert->text->w + p * 2;
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const int h = alert->text->h + p * 2;
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glTranslatef(-(w / 2), -(h / 2), 0.0f);
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glEnable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glColor4f(alert->r, alert->g, alert->b, alert->a);
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glBegin(GL_TRIANGLE_STRIP);
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glVertex2i(0, 0);
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glVertex2i(w, 0);
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glVertex2i(0, h);
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glVertex2i(w, h);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, this->textures[ALERT_TEXTURE]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glTranslatef(p, p, 0.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
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glTexCoord2f(1.0f, 0.0f); glVertex2i(alert->text->w, 0 );
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glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , alert->text->h);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(alert->text->w, alert->text->h);
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glEnd();
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glDisable(GL_BLEND);
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glEndList();
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alert->timeout = microtime() + 2*1000000;
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SDL_FreeSurface(alert->text);
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alert->text = NULL;
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}
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else if (alert->timeout < microtime())
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{
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free(alert);
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ll_shift(this->alerts, NULL);
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continue;
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}
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(this->window.x / 2, this->window.y / 2, 0.0f);
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glCallList(this->alertList);
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glPopMatrix();
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break;
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}
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if (this->opt.preventBuffer)
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{
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SDL_GL_SwapWindow(window);
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@ -523,6 +651,7 @@ const LG_Renderer LGR_OpenGL =
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.on_mouse_shape = opengl_on_mouse_shape,
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.on_mouse_event = opengl_on_mouse_event,
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.on_frame_event = opengl_on_frame_event,
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.on_alert = opengl_on_alert,
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.render = opengl_render
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};
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@ -644,6 +773,7 @@ static bool configure(struct Inst * this, SDL_Window *window)
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this->texList = glGenLists(BUFFER_COUNT);
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this->fpsList = glGenLists(1);
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this->mouseList = glGenLists(1);
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this->alertList = glGenLists(1);
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// generate the pixel unpack buffers if the decoder isn't going to do it for us
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if (!this->decoder->has_gl)
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