summaryrefslogtreecommitdiff
path: root/ui/window.cpp
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-29 18:50:02 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-29 18:50:02 +0100
commit4fb3a5ae0f53a6fa3f4901f92e64f1de8d2dbb17 (patch)
tree6f4bd0c999e3b4a11410aed234622e80842261ad /ui/window.cpp
parentLookup material details once in the vertex shader (diff)
downloadilt-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.cpp166
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 {});
+}