264 lines
5.8 KiB
C
Executable file
264 lines
5.8 KiB
C
Executable file
#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>
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#include <stdio.h>
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#include <vec.h>
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#include "input.h"
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struct mSDLWindow *mainwin;
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static struct vec windows;
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struct Texture *icon = NULL;
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int is_win(struct mSDLWindow *s, GLFWwindow *w)
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{
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return s->window == w;
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}
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void window_size_callback(GLFWwindow *w)
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{
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}
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void window_iconify_callback(GLFWwindow *w, int iconified)
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{
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struct mSDLWindow *win = vec_find(&windows, is_win, w);
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win->iconified = iconified;
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}
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void window_focus_callback(GLFWwindow *w, int focused)
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{
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struct mSDLWindow *win = vec_find(&windows, is_win, w);
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win->keyboardFocus = focused;
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}
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void window_maximize_callback(GLFWwindow *w, int maximized)
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{
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struct mSDLWindow *win = vec_find(&windows, is_win, w);
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win->minimized = !maximized;
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}
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void window_framebuffer_size_cb(GLFWwindow *w, int width, int height)
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{
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struct mSDLWindow *win = vec_find(&windows, is_win, w);
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win->width = width;
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win->height = height;
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window_makecurrent(win);
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win->render = 1;
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}
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void window_close_callback(GLFWwindow *w)
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{
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quit = 1;
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}
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struct mSDLWindow *MakeSDLWindow(const char *name, int width, int height, uint32_t flags)
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{
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struct mSDLWindow *w;
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if (windows.data == NULL) {
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windows = vec_init(sizeof(struct mSDLWindow), 5);
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w = vec_add(&windows, NULL);
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mainwin = w;
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} else {
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w = vec_add(&windows, NULL);
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}
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GLFWwindow *sharewin = mainwin ? NULL : mainwin->window;
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w->width = width;
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w->height = height;
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printf("NUmber of windows: %d.\n", windows.len);
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w->id = windows.len-1;
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w->window = glfwCreateWindow(width, height, name, NULL, sharewin);
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if (!w->window) {
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YughError("Couldn't make GLFW window\n", 1);
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return w;
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}
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if (icon) window_seticon(w, icon);
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glfwMakeContextCurrent(w->window);
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gladLoadGL(glfwGetProcAddress);
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glfwSwapInterval(1);
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// Set callbacks
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glfwSetWindowCloseCallback(w->window, window_close_callback);
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glfwSetWindowSizeCallback(w->window, window_size_callback);
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glfwSetFramebufferSizeCallback(w->window, window_framebuffer_size_cb);
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glfwSetWindowFocusCallback(w->window, window_focus_callback);
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return w;
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}
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void window_set_icon(const char *png)
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{
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icon = texture_pullfromfile(png);
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}
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void window_destroy(struct mSDLWindow *w)
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{
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glfwDestroyWindow(w->window);
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vec_delete(&windows, w->id);
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}
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void window_handle_event(struct mSDLWindow *w)
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{
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/*
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if (e->type == SDL_WINDOWEVENT && e->window.windowID == w->id) { // TODO: Check ptr direct?
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switch (e->window.event) {
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case SDL_WINDOWEVENT_SHOWN:
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YughLog(0, SDL_LOG_PRIORITY_INFO, "Showed window %d.", w->id);
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w->shown = true;
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break;
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case SDL_WINDOWEVENT_HIDDEN:
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w->shown = false;
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YughLog(0, SDL_LOG_PRIORITY_INFO, "Hid window %d.", w->id);
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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w->width = e->window.data1;
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w->height = e->window.data2;
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YughLog(0, SDL_LOG_PRIORITY_INFO,
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"Changed size of window %d: width %d, height %d.",
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w->id, w->width, w->height);
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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;
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break;
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case SDL_WINDOWEVENT_EXPOSED:
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YughLog(0, SDL_LOG_PRIORITY_INFO, "Exposed window %d.", w->id);
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w->render = true;
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break;
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case SDL_WINDOWEVENT_ENTER:
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YughLog(0, SDL_LOG_PRIORITY_INFO, "Entered window %d.", w->id);
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w->mouseFocus = true;
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SDL_RaiseWindow(w->window);
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break;
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case SDL_WINDOWEVENT_LEAVE:
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YughLog(0, SDL_LOG_PRIORITY_INFO, "Left window %d.", w->id);
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w->mouseFocus = false;
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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YughLog(0, SDL_LOG_PRIORITY_INFO,
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"Lost focus on window %d.", w->id);
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w->keyboardFocus = false;
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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YughLog(0, SDL_LOG_PRIORITY_INFO,
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"Gained focus on window %d.", w->id);
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w->keyboardFocus = true;
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break;
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case SDL_WINDOWEVENT_MINIMIZED:
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YughLog(0, SDL_LOG_PRIORITY_INFO,
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"Minimized window %d.", w->id);
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w->minimized = true;
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break;
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case SDL_WINDOWEVENT_MAXIMIZED:
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YughLog(0, SDL_LOG_PRIORITY_INFO,
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"Maximized window %d.", w->id);
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w->minimized = false;
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break;
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case SDL_WINDOWEVENT_RESTORED:
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YughLog(0, SDL_LOG_PRIORITY_INFO,
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"Restored window %d.", w->id);
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w->minimized = false;
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break;
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case SDL_WINDOWEVENT_CLOSE:
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YughLog(0, SDL_LOG_PRIORITY_INFO, "Closed window %d.", w->id);
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break;
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}
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}
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*/
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}
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void window_all_handle_events()
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{
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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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{
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glfwMaximizeWindow(w->window);
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w->fullscreen = true;
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}
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void window_togglefullscreen(struct mSDLWindow *w)
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{
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w->fullscreen = !w->fullscreen;
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if (w->fullscreen) {
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window_makefullscreen(w);
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} else {
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glfwRestoreWindow(w->window);
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}
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}
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void window_makecurrent(struct mSDLWindow *w)
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{
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if (w->window != glfwGetCurrentContext())
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glfwMakeContextCurrent(w->window);
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glViewport(0, 0, w->width, w->height);
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}
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void window_swap(struct mSDLWindow *w)
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{
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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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{
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static GLFWimage images[1];
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images[0].width = icon->width;
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images[0].height = icon->height;
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images[0].pixels = icon->data;
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glfwSetWindowIcon(w->window, 1, images);
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}
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int window_hasfocus(struct mSDLWindow *w)
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{
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return glfwGetWindowAttrib(w->window, GLFW_FOCUSED);
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}
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double frame_time()
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{
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return glfwGetTime();
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}
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int elapsed_time()
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{
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static double last_time;
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double elapsed;
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elapsed = frame_time() - last_time;
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last_time = frame_time();
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//printf("Elapsed: %d.\n", elapsed);
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return elapsed * 1000;
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}
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