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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-29 18:50:02 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-29 18:50:02 +0100 |
commit | 4fb3a5ae0f53a6fa3f4901f92e64f1de8d2dbb17 (patch) | |
tree | 6f4bd0c999e3b4a11410aed234622e80842261ad /ui/window.cpp | |
parent | Lookup material details once in the vertex shader (diff) | |
download | ilt-4fb3a5ae0f53a6fa3f4901f92e64f1de8d2dbb17.tar.bz2 ilt-4fb3a5ae0f53a6fa3f4901f92e64f1de8d2dbb17.tar.xz ilt-4fb3a5ae0f53a6fa3f4901f92e64f1de8d2dbb17.zip |
Dunno how, but some DOS new lines got in here!
Diffstat (limited to 'ui/window.cpp')
-rw-r--r-- | ui/window.cpp | 166 |
1 files changed, 83 insertions, 83 deletions
diff --git a/ui/window.cpp b/ui/window.cpp index 5930292..ad071bb 100644 --- a/ui/window.cpp +++ b/ui/window.cpp @@ -1,83 +1,83 @@ -#include "window.h"
-#include "uiComponent.h"
-#include "worldOverlay.h"
-#include <GL/glew.h>
-#include <glm/glm.hpp>
-#include <stdexcept>
-#include <tuple>
-#include <type_traits>
-
-Window::GlewInitHelper::GlewInitHelper()
-{
- [[maybe_unused]] static auto init = []() {
- if (const auto r = glewInit(); r != GLEW_OK) {
- throw std::runtime_error {reinterpret_cast<const char *>(glewGetErrorString(r))};
- }
- else {
- return r;
- }
- }();
-}
-
-Window::Window(size_t width, size_t height, const std::string & title, Uint32 flags) :
- size {static_cast<int>(width), static_cast<int>(height)}, m_window {title.c_str(),
- static_cast<int>(SDL_WINDOWPOS_CENTERED),
- static_cast<int>(SDL_WINDOWPOS_CENTERED), size.x,
- size.y, flags},
- glContext {m_window}, uiShader {width, height}
-{
-}
-
-void
-Window::clear(float r, float g, float b, float a) const
-{
- glClearColor(r, g, b, a);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-}
-
-void
-Window::swapBuffers() const
-{
- SDL_GL_SwapWindow(m_window);
-}
-
-bool
-Window::handleInput(const SDL_Event & e)
-{
- if (SDL_GetWindowID(m_window) == e.window.windowID) {
- SDL_Event eAdjusted {e};
- switch (e.type) {
- // SDL and OpenGL have coordinates that are vertically opposed.
- case SDL_MOUSEBUTTONDOWN:
- case SDL_MOUSEBUTTONUP:
- eAdjusted.button.y = size.y - e.button.y;
- break;
- case SDL_MOUSEMOTION:
- eAdjusted.motion.y = size.y - e.motion.y;
- break;
- }
- uiComponents.rapplyOne(&UIComponent::handleInput, eAdjusted, UIComponent::Position {{}, size});
- return true;
- }
- return false;
-}
-
-void
-Window::refresh() const
-{
- SDL_GL_MakeCurrent(m_window, glContext);
- clear(0.0F, 0.0F, 0.0F, 1.0F);
-
- render();
-
- swapBuffers();
-}
-
-void
-Window::render() const
-{
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_DEPTH_TEST);
- uiComponents.apply(&UIComponent::render, uiShader, UIComponent::Position {});
-}
+#include "window.h" +#include "uiComponent.h" +#include "worldOverlay.h" +#include <GL/glew.h> +#include <glm/glm.hpp> +#include <stdexcept> +#include <tuple> +#include <type_traits> + +Window::GlewInitHelper::GlewInitHelper() +{ + [[maybe_unused]] static auto init = []() { + if (const auto r = glewInit(); r != GLEW_OK) { + throw std::runtime_error {reinterpret_cast<const char *>(glewGetErrorString(r))}; + } + else { + return r; + } + }(); +} + +Window::Window(size_t width, size_t height, const std::string & title, Uint32 flags) : + size {static_cast<int>(width), static_cast<int>(height)}, m_window {title.c_str(), + static_cast<int>(SDL_WINDOWPOS_CENTERED), + static_cast<int>(SDL_WINDOWPOS_CENTERED), size.x, + size.y, flags}, + glContext {m_window}, uiShader {width, height} +{ +} + +void +Window::clear(float r, float g, float b, float a) const +{ + glClearColor(r, g, b, a); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +} + +void +Window::swapBuffers() const +{ + SDL_GL_SwapWindow(m_window); +} + +bool +Window::handleInput(const SDL_Event & e) +{ + if (SDL_GetWindowID(m_window) == e.window.windowID) { + SDL_Event eAdjusted {e}; + switch (e.type) { + // SDL and OpenGL have coordinates that are vertically opposed. + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + eAdjusted.button.y = size.y - e.button.y; + break; + case SDL_MOUSEMOTION: + eAdjusted.motion.y = size.y - e.motion.y; + break; + } + uiComponents.rapplyOne(&UIComponent::handleInput, eAdjusted, UIComponent::Position {{}, size}); + return true; + } + return false; +} + +void +Window::refresh() const +{ + SDL_GL_MakeCurrent(m_window, glContext); + clear(0.0F, 0.0F, 0.0F, 1.0F); + + render(); + + swapBuffers(); +} + +void +Window::render() const +{ + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_DEPTH_TEST); + uiComponents.apply(&UIComponent::render, uiShader, UIComponent::Position {}); +} |