From 7c1f70646a6edb6606ad250fa81541154670bb2a Mon Sep 17 00:00:00 2001 From: MarcEricMartel Date: Mon, 11 Dec 2023 05:35:29 -0500 Subject: [PATCH] Correction bug de switch de fullscreen --- SQCSim2021/engine.cpp | 39 ++++++++++++++++++++------------------- 1 file changed, 20 insertions(+), 19 deletions(-) diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index bf78ee5..6b5b9cf 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -29,6 +29,25 @@ Engine::~Engine() { } void Engine::Init() { + glDisable(GL_FRAMEBUFFER_SRGB); + glEnable(GL_DEPTH_TEST); + glEnable(GL_STENCIL_TEST); + glEnable(GL_POINT_SMOOTH); + glEnable(GL_BLEND); + glEnable(GL_CULL_FACE); + glEnable(GL_TEXTURE_2D); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE); + glShadeModel(GL_SMOOTH); + + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + glDisable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_SUBTRACT); + if (m_istarted) return; else m_istarted = true; @@ -57,25 +76,6 @@ void Engine::LoadResource() { abort(); } - glDisable(GL_FRAMEBUFFER_SRGB); - glEnable(GL_DEPTH_TEST); - glEnable(GL_STENCIL_TEST); - glEnable(GL_POINT_SMOOTH); - glEnable(GL_BLEND); - glEnable(GL_CULL_FACE); - glEnable(GL_TEXTURE_2D); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE); - glShadeModel(GL_SMOOTH); - - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); - glDisable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBlendEquation(GL_FUNC_SUBTRACT); - LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); @@ -2142,6 +2142,7 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { if (x > leftButton && x < rightButton && y > bottomFirst && y < topFirst) { if (m_selectedPlayOptions) { m_gamestate = GameState::PLAY; + m_audio.ToggleMusicState(); } else { m_selectedPlayOptions = true;