#include "window.h" #include #include "texture.h" #include "log.h" #include #include #include #include "input.h" struct mSDLWindow *mainwin; static struct vec windows; struct Texture *icon = NULL; int is_win(struct mSDLWindow *s, GLFWwindow *w) { return s->window == w; } void window_size_callback(GLFWwindow *w) { } void window_iconify_callback(GLFWwindow *w, int iconified) { struct mSDLWindow *win = vec_find(&windows, is_win, w); win->iconified = iconified; } void window_focus_callback(GLFWwindow *w, int focused) { struct mSDLWindow *win = vec_find(&windows, is_win, w); win->keyboardFocus = focused; } void window_maximize_callback(GLFWwindow *w, int maximized) { struct mSDLWindow *win = vec_find(&windows, is_win, w); win->minimized = !maximized; } void window_framebuffer_size_cb(GLFWwindow *w, int width, int height) { struct mSDLWindow *win = vec_find(&windows, is_win, w); win->width = width; win->height = height; window_makecurrent(win); win->render = 1; } void window_close_callback(GLFWwindow *w) { quit = 1; } 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; w->width = width; w->height = height; printf("NUmber of windows: %d.\n", windows.len); w->id = windows.len-1; w->window = glfwCreateWindow(width, height, name, NULL, sharewin); if (!w->window) { YughError("Couldn't make GLFW window\n", 1); return w; } if (icon) window_seticon(w, icon); glfwMakeContextCurrent(w->window); gladLoadGL(glfwGetProcAddress); glfwSwapInterval(1); // Set callbacks glfwSetWindowCloseCallback(w->window, window_close_callback); glfwSetWindowSizeCallback(w->window, window_size_callback); glfwSetFramebufferSizeCallback(w->window, window_framebuffer_size_cb); glfwSetWindowFocusCallback(w->window, window_focus_callback); return w; } void window_set_icon(const char *png) { icon = texture_pullfromfile(png); } void window_destroy(struct mSDLWindow *w) { glfwDestroyWindow(w->window); vec_delete(&windows, w->id); } 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() { vec_walk(&windows, window_handle_event); } 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 != glfwGetCurrentContext()) glfwMakeContextCurrent(w->window); 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) { static GLFWimage images[1]; images[0].width = icon->width; images[0].height = icon->height; images[0].pixels = icon->data; glfwSetWindowIcon(w->window, 1, images); } int window_hasfocus(struct mSDLWindow *w) { return glfwGetWindowAttrib(w->window, GLFW_FOCUSED); } double frame_time() { return glfwGetTime(); } int elapsed_time() { static double last_time; double elapsed; elapsed = frame_time() - last_time; last_time = frame_time(); //printf("Elapsed: %d.\n", elapsed); return elapsed * 1000; }