prosperon/source/engine/window.c

264 lines
5.8 KiB
C
Executable file

#include "window.h"
#include <string.h>
#include "texture.h"
#include "log.h"
#include <stdlib.h>
#include <stdio.h>
#include <vec.h>
#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;
}