prosperon/source/engine/window.c

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#include "window.h"
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#include <string.h>
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#include "texture.h"
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#include "log.h"
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#include <stdlib.h>
#include <stdio.h>
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#include <vec.h>
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static struct mSDLWindow *mainwin;
static struct vec windows;
struct Texture *icon = NULL;
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struct mSDLWindow *MakeSDLWindow(const char *name, int width, int height,
uint32_t flags)
{
struct mSDLWindow *w;
if (windows.data == NULL) {
windows = vec_init(sizeof(struct mSDLWindow), 5);
w = vec_add(&windows, NULL);
mainwin = w;
} else {
w = vec_add(&windows, NULL);
}
GLFWwindow *sharewin = mainwin ? NULL : mainwin->window;
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w->width = width;
w->height = height;
printf("NUmber of windows: %d.\n", windows.len);
w->id = windows.len-1;
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w->window = glfwCreateWindow(width, height, name, NULL, sharewin);
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if (!w->window) {
YughError("Couldn't make GLFW window\n", 1);
return w;
}
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if (icon) window_seticon(w, icon);
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glfwMakeContextCurrent(w->window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
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return w;
}
void window_set_icon(const char *png)
{
icon = texture_pullfromfile(png);
}
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void window_destroy(struct mSDLWindow *w)
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{
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glfwDestroyWindow(w->window);
vec_delete(&windows, w->id);
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}
void window_handle_event(struct mSDLWindow *w)
{
/*
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if (e->type == SDL_WINDOWEVENT && e->window.windowID == w->id) { // TODO: Check ptr direct?
switch (e->window.event) {
case SDL_WINDOWEVENT_SHOWN:
YughLog(0, SDL_LOG_PRIORITY_INFO, "Showed window %d.", w->id);
w->shown = true;
break;
case SDL_WINDOWEVENT_HIDDEN:
w->shown = false;
YughLog(0, SDL_LOG_PRIORITY_INFO, "Hid window %d.", w->id);
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
w->width = e->window.data1;
w->height = e->window.data2;
YughLog(0, SDL_LOG_PRIORITY_INFO,
"Changed size of window %d: width %d, height %d.",
w->id, w->width, w->height);
window_makecurrent(w);
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w.projection =
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glm::ortho(0.f, (float) width, 0.f, (float) height, -1.f,
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1.f);
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w->render = true;
break;
case SDL_WINDOWEVENT_EXPOSED:
YughLog(0, SDL_LOG_PRIORITY_INFO, "Exposed window %d.", w->id);
w->render = true;
break;
case SDL_WINDOWEVENT_ENTER:
YughLog(0, SDL_LOG_PRIORITY_INFO, "Entered window %d.", w->id);
w->mouseFocus = true;
SDL_RaiseWindow(w->window);
break;
case SDL_WINDOWEVENT_LEAVE:
YughLog(0, SDL_LOG_PRIORITY_INFO, "Left window %d.", w->id);
w->mouseFocus = false;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
YughLog(0, SDL_LOG_PRIORITY_INFO,
"Lost focus on window %d.", w->id);
w->keyboardFocus = false;
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
YughLog(0, SDL_LOG_PRIORITY_INFO,
"Gained focus on window %d.", w->id);
w->keyboardFocus = true;
break;
case SDL_WINDOWEVENT_MINIMIZED:
YughLog(0, SDL_LOG_PRIORITY_INFO,
"Minimized window %d.", w->id);
w->minimized = true;
break;
case SDL_WINDOWEVENT_MAXIMIZED:
YughLog(0, SDL_LOG_PRIORITY_INFO,
"Maximized window %d.", w->id);
w->minimized = false;
break;
case SDL_WINDOWEVENT_RESTORED:
YughLog(0, SDL_LOG_PRIORITY_INFO,
"Restored window %d.", w->id);
w->minimized = false;
break;
case SDL_WINDOWEVENT_CLOSE:
YughLog(0, SDL_LOG_PRIORITY_INFO, "Closed window %d.", w->id);
break;
}
}
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*/
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}
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void window_all_handle_events()
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{
vec_walk(&windows, window_handle_event);
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}
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void window_makefullscreen(struct mSDLWindow *w)
{
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glfwMaximizeWindow(w->window);
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w->fullscreen = true;
}
void window_togglefullscreen(struct mSDLWindow *w)
{
w->fullscreen = !w->fullscreen;
if (w->fullscreen) {
window_makefullscreen(w);
} else {
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glfwRestoreWindow(w->window);
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}
}
void window_makecurrent(struct mSDLWindow *w)
{
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if (w->window != glfwGetCurrentContext())
glfwMakeContextCurrent(w->window);
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glViewport(0, 0, w->width, w->height);
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}
void window_swap(struct mSDLWindow *w)
{
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glfwSwapBuffers(w->window);
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}
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void window_seticon(struct mSDLWindow *w, struct Texture *icon)
{
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static GLFWimage images[1];
images[0].width = icon->width;
images[0].height = icon->height;
images[0].pixels = icon->data;
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glfwSetWindowIcon(w->window, 1, images);
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}
int window_hasfocus(struct mSDLWindow *w)
{
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return glfwGetWindowAttrib(w->window, GLFW_FOCUSED);
}
double frame_time()
{
return glfwGetTime();
}
double elapsed_time()
{
static double last_time;
static double elapsed;
elapsed = frame_time() - last_time;
return elapsed;
}
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int elapsed_time_ms()
{
return elapsed_time() * 1000;
}