prosperon/source/engine/window.c

186 lines
4.5 KiB
C
Executable file

#include "window.h"
#include "openglrender.h"
#include <string.h>
#include "texture.h"
#include "log.h"
struct mSDLWindow *window = NULL;
static struct mSDLWindow *windows[5];
static int numWindows = 0;
static SDL_GLContext publicGLContext = NULL;
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 = SDL_CreateWindow(name, 0, 0, width, height, flags);
if (w->window == NULL) {
YughLog(0, SDL_LOG_PRIORITY_ERROR,
"Window could not be created! SDL Error: %s",
SDL_GetError());
} else {
if (publicGLContext == NULL) {
publicGLContext = SDL_GL_CreateContext(w->window);
}
w->glContext = publicGLContext;
SDL_GL_MakeCurrent(w->window, w->glContext);
if (publicGLContext == NULL) {
YughLog(0, SDL_LOG_PRIORITY_ERROR,
"OpenGL context could not be created! SDL Error: %s",
SDL_GetError());
}
w->id = SDL_GetWindowID(w->window);
glewExperimental = GL_TRUE;
glewInit();
SDL_GL_SetSwapInterval(1);
if (numWindows < 5)
windows[numWindows++] = w;
}
return w;
}
void window_handle_event(struct mSDLWindow *w, SDL_Event * e)
{
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(SDL_Event *e)
{
for (int i = 0; i < numWindows; i++) {
window_handle_event(windows[i], e);
}
}
void window_makefullscreen(struct mSDLWindow *w)
{
SDL_SetWindowFullscreen(w->window, SDL_WINDOW_FULLSCREEN_DESKTOP);
w->fullscreen = true;
}
void window_togglefullscreen(struct mSDLWindow *w)
{
w->fullscreen = !w->fullscreen;
if (w->fullscreen) {
window_makefullscreen(w);
} else {
SDL_SetWindowFullscreen(w->window, 0);
}
}
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)
{
SDL_GL_SwapWindow(w->window);
}
void window_seticon(struct mSDLWindow *w, struct Texture *icon)
{
SDL_Surface *winIcon = SDL_CreateRGBSurfaceWithFormatFrom(icon->data, icon->width, icon->height, 32, 4*icon->width, SDL_PIXELFORMAT_RGBA32);
SDL_SetWindowIcon(w->window, winIcon);
SDL_FreeSurface(winIcon);
}
int window_hasfocus(struct mSDLWindow *w)
{
return SDL_GetWindowFlags(w->window) & SDL_WINDOW_INPUT_FOCUS;
}