#include "window.h" #include #include "texture.h" #include "log.h" #include #include struct mSDLWindow *mainwin; static struct mSDLWindow *windows[5]; static int numWindows = 0; struct mSDLWindow *MakeSDLWindow(const char *name, int width, int height, uint32_t flags) { struct mSDLWindow *w = calloc(1, sizeof(struct mSDLWindow)); w->width = width; w->height = height; w->window = glfwCreateWindow(width, height, "New Game", NULL, NULL); if (!w->window) { printf("Couldn't make GLFW window\n"); } else { glfwMakeContextCurrent(w->window); gladLoadGL(glfwGetProcAddress); glfwSwapInterval(1); w->id = numWindows; if (numWindows < 5) windows[numWindows++] = w; } mainwin = windows[0]; return w; } void window_destroy(struct mSDLWindow *w) { glfwDestroyWindow(w->window); } void window_handle_event(struct mSDLWindow *w) { /* 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); w.projection = glm::ortho(0.f, (float) width, 0.f, (float) height, -1.f, 1.f); 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; } } */ } void window_all_handle_events() { for (int i = 0; i < numWindows; i++) { window_handle_event(windows[i]); } } void window_makefullscreen(struct mSDLWindow *w) { glfwMaximizeWindow(w->window); w->fullscreen = true; } void window_togglefullscreen(struct mSDLWindow *w) { w->fullscreen = !w->fullscreen; if (w->fullscreen) { window_makefullscreen(w); } else { glfwRestoreWindow(w->window); } } void window_makecurrent(struct mSDLWindow *w) { /* if (w->window != SDL_GL_GetCurrentWindow()) SDL_GL_MakeCurrent(w->window, w->glContext); glViewport(0, 0, w->width, w->height); */ } void window_swap(struct mSDLWindow *w) { glfwSwapBuffers(w->window); } void window_seticon(struct mSDLWindow *w, struct Texture *icon) { /* GLFWimage images[1]; images[0] = load_icon(icon->path); glfwSetWindowIcon(w->window, 1, images); */ } int window_hasfocus(struct mSDLWindow *w) { 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; }