text: /*
   * Old-school space shooter game in 2D.
   *
   * Copyright (c) 2011, Alessandro Ghedini
   * 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 the SpaceShooter project, Alessandro Ghedini, 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 HOLDER 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.
   */
  
  #include <GL/glfw.h>
  
  #include "debug.h"
  
  void window_init(int width, int height, const char *title) {
  	int err;
  
  	err = glfwInit();
  
  	glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE);
  	err = glfwOpenWindow(width, height, 8, 8, 8, 8, 0, 0, GLFW_WINDOW);
  
  	glViewport(0, 0, width, height);
  
  	glMatrixMode(GL_PROJECTION);
  	glLoadIdentity();
  	glOrtho(0, width, height, 0, 0, 1);
  
  	glShadeModel(GL_SMOOTH);
  
  	glEnable(GL_BLEND);
  
  	glEnable(GL_DEPTH_TEST);
  	glDepthFunc(GL_LEQUAL);
  
  	glEnable(GL_TEXTURE_2D);
  	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  
  	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  
  	glfwSetWindowTitle(title);
  }
  
  void window_clear() {
  	glClear(GL_COLOR_BUFFER_BIT);
  
  	glMatrixMode(GL_MODELVIEW);
  	glLoadIdentity();
  }
  
  void window_swap_buf() {
  	glfwSwapBuffers();
  }
  
  void window_close() {
  	glfwCloseWindow();
  	glfwTerminate();
  }
  