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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
parentLookup material details once in the vertex shader (diff)
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Dunno how, but some DOS new lines got in here!
Diffstat (limited to 'ui')
-rw-r--r--ui/icon.cpp60
-rw-r--r--ui/icon.h38
-rw-r--r--ui/window.cpp166
-rw-r--r--ui/window.h88
4 files changed, 176 insertions, 176 deletions
diff --git a/ui/icon.cpp b/ui/icon.cpp
index ee88317..be1a63c 100644
--- a/ui/icon.cpp
+++ b/ui/icon.cpp
@@ -1,30 +1,30 @@
-#include "icon.h"
-#include "glArrays.h"
-#include <GL/glew.h>
-#include <gfx/image.h>
-#include <resource.h>
-#include <stb/stb_image.h>
-
-Icon::Icon(const std::filesystem::path & fileName) : Icon {Image {Resource::mapPath(fileName).c_str(), STBI_rgb_alpha}}
-{
-}
-
-Icon::Icon(const Image & tex) : size {tex.width, tex.height}
-{
- glBindTexture(GL_TEXTURE_2D, m_texture);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, static_cast<GLsizei>(tex.width), static_cast<GLsizei>(tex.height), 0,
- GL_RGBA, GL_UNSIGNED_BYTE, tex.data.data());
-}
-
-void
-Icon::Bind() const
-{
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, m_texture);
-}
+#include "icon.h"
+#include "glArrays.h"
+#include <GL/glew.h>
+#include <gfx/image.h>
+#include <resource.h>
+#include <stb/stb_image.h>
+
+Icon::Icon(const std::filesystem::path & fileName) : Icon {Image {Resource::mapPath(fileName).c_str(), STBI_rgb_alpha}}
+{
+}
+
+Icon::Icon(const Image & tex) : size {tex.width, tex.height}
+{
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, static_cast<GLsizei>(tex.width), static_cast<GLsizei>(tex.height), 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, tex.data.data());
+}
+
+void
+Icon::Bind() const
+{
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+}
diff --git a/ui/icon.h b/ui/icon.h
index 961c11b..76cd3ae 100644
--- a/ui/icon.h
+++ b/ui/icon.h
@@ -1,19 +1,19 @@
-#pragma once
-
-#include <filesystem>
-#include <glArrays.h>
-#include <glm/glm.hpp>
-
-class Image;
-
-class Icon {
-public:
- explicit Icon(const std::filesystem::path & fileName);
- explicit Icon(const Image & image);
-
- void Bind() const;
- const glm::vec2 size;
-
-private:
- glTexture m_texture;
-};
+#pragma once
+
+#include <filesystem>
+#include <glArrays.h>
+#include <glm/glm.hpp>
+
+class Image;
+
+class Icon {
+public:
+ explicit Icon(const std::filesystem::path & fileName);
+ explicit Icon(const Image & image);
+
+ void Bind() const;
+ const glm::vec2 size;
+
+private:
+ glTexture m_texture;
+};
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 {});
+}
diff --git a/ui/window.h b/ui/window.h
index cb0118a..8b7d870 100644
--- a/ui/window.h
+++ b/ui/window.h
@@ -1,44 +1,44 @@
-#pragma once
-
-#include "chronology.hpp"
-#include "collection.hpp"
-#include "gfx/gl/uiShader.h"
-#include "ptr.hpp"
-#include "uiComponent.h" // IWYU pragma: keep
-#include <SDL2/SDL.h>
-#include <cstddef>
-#include <special_members.hpp>
-#include <string>
-
-using SDL_WindowPtr = wrapped_ptrt<SDL_Window, SDL_CreateWindow, SDL_DestroyWindow>;
-using GL_Context = std::remove_pointer_t<SDL_GLContext>;
-using SDL_GLContextPtr = wrapped_ptrt<GL_Context, SDL_GL_CreateContext, SDL_GL_DeleteContext>;
-
-class Window {
-public:
- Window(size_t width, size_t height, const std::string & title, Uint32 flags);
- virtual ~Window() = default;
-
- NO_COPY(Window);
- NO_MOVE(Window);
-
- virtual void tick(TickDuration elapsed) = 0;
- void refresh() const;
- bool handleInput(const SDL_Event & e);
-
- void clear(float r, float g, float b, float a) const;
- void swapBuffers() const;
-
-protected:
- virtual void render() const;
- struct GlewInitHelper {
- GlewInitHelper();
- };
-
- const glm::ivec2 size;
- SDL_WindowPtr m_window;
- SDL_GLContextPtr glContext;
- GlewInitHelper glewinithelper;
- Collection<UIComponent> uiComponents;
- UIShader uiShader;
-};
+#pragma once
+
+#include "chronology.hpp"
+#include "collection.hpp"
+#include "gfx/gl/uiShader.h"
+#include "ptr.hpp"
+#include "uiComponent.h" // IWYU pragma: keep
+#include <SDL2/SDL.h>
+#include <cstddef>
+#include <special_members.hpp>
+#include <string>
+
+using SDL_WindowPtr = wrapped_ptrt<SDL_Window, SDL_CreateWindow, SDL_DestroyWindow>;
+using GL_Context = std::remove_pointer_t<SDL_GLContext>;
+using SDL_GLContextPtr = wrapped_ptrt<GL_Context, SDL_GL_CreateContext, SDL_GL_DeleteContext>;
+
+class Window {
+public:
+ Window(size_t width, size_t height, const std::string & title, Uint32 flags);
+ virtual ~Window() = default;
+
+ NO_COPY(Window);
+ NO_MOVE(Window);
+
+ virtual void tick(TickDuration elapsed) = 0;
+ void refresh() const;
+ bool handleInput(const SDL_Event & e);
+
+ void clear(float r, float g, float b, float a) const;
+ void swapBuffers() const;
+
+protected:
+ virtual void render() const;
+ struct GlewInitHelper {
+ GlewInitHelper();
+ };
+
+ const glm::ivec2 size;
+ SDL_WindowPtr m_window;
+ SDL_GLContextPtr glContext;
+ GlewInitHelper glewinithelper;
+ Collection<UIComponent> uiComponents;
+ UIShader uiShader;
+};