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authorDan Goodliffe <dan@randomdan.homeip.net>2021-12-14 02:11:02 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-12-14 02:11:02 +0000
commit4f22d5daca7d570dbd3caf3da18448350bf5f148 (patch)
tree5ad8270d71fedae674628d83f9814f62f95c02eb /ui
parentRefactor to start splitting out UI components (diff)
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Single glContext shared between windows
Created by the first window, includes simplified refresh/render for single control point
Diffstat (limited to 'ui')
-rw-r--r--ui/gameMainWindow.cpp3
-rw-r--r--ui/gameMainWindow.h2
-rw-r--r--ui/window.cpp42
-rw-r--r--ui/window.h13
4 files changed, 44 insertions, 16 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index 4421098..7d5e19b 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -33,9 +33,8 @@ GameMainWindow::tick(TickDuration)
}
void
-GameMainWindow::Refresh(const GameState * gameState) const
+GameMainWindow::render(const GameState * gameState) const
{
- SDL_GL_MakeCurrent(m_window, m_glContext);
glEnable(GL_DEPTH_TEST);
gameState->world.apply<Renderable>(&Renderable::render, shader);
glDisable(GL_DEPTH_TEST);
diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h
index affb389..124d776 100644
--- a/ui/gameMainWindow.h
+++ b/ui/gameMainWindow.h
@@ -16,7 +16,7 @@ public:
void tick(TickDuration) override;
- void Refresh(const GameState * gameState) const override;
+ void render(const GameState * gameState) const override;
private:
UIShader uiShader;
diff --git a/ui/window.cpp b/ui/window.cpp
index c451367..2dc0c2a 100644
--- a/ui/window.cpp
+++ b/ui/window.cpp
@@ -1,32 +1,42 @@
#include "window.h"
#include "ui/inputHandler.h"
#include <GL/glew.h>
+#include <optional>
#include <stdexcept>
-Window::Window(int width, int height, const std::string & title) :
- m_window {title.c_str(), static_cast<int>(SDL_WINDOWPOS_CENTERED), static_cast<int>(SDL_WINDOWPOS_CENTERED), width,
- height, static_cast<Uint32>(SDL_WINDOW_OPENGL)},
- m_glContext {m_window}
+static SDL_GLContext
+SDL_GL_CreateContextAndGlewInit(SDL_Window * w)
{
+ auto ctx = SDL_GL_CreateContext(w);
if (glewInit() != GLEW_OK) {
throw std::runtime_error {"Glew failed to initialize!"};
}
-
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ return ctx;
+}
+
+using GL_Context = std::remove_pointer_t<SDL_GLContext>;
+using SDL_GLContextPtr = wrapped_ptrt<GL_Context, SDL_GL_CreateContextAndGlewInit, SDL_GL_DeleteContext>;
+
+Window::Window(int width, int height, const std::string & title) :
+ m_window {title.c_str(), static_cast<int>(SDL_WINDOWPOS_CENTERED), static_cast<int>(SDL_WINDOWPOS_CENTERED), width,
+ height, static_cast<Uint32>(SDL_WINDOW_OPENGL)}
+{
+ glContext();
}
void
-Window::Clear(float r, float g, float b, float a) const
+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
+Window::swapBuffers() const
{
SDL_GL_SwapWindow(m_window);
}
@@ -40,3 +50,21 @@ Window::handleInput(const SDL_Event & e)
}
return false;
}
+
+SDL_GLContext
+Window::glContext() const
+{
+ static SDL_GLContextPtr m_glContext {m_window};
+ return m_glContext;
+}
+
+void
+Window::refresh(const GameState * gameState) const
+{
+ SDL_GL_MakeCurrent(m_window, glContext());
+ clear(0.0F, 0.0F, 0.0F, 1.0F);
+
+ render(gameState);
+
+ swapBuffers();
+}
diff --git a/ui/window.h b/ui/window.h
index f6279e2..8bfc9c3 100644
--- a/ui/window.h
+++ b/ui/window.h
@@ -20,18 +20,19 @@ public:
NO_COPY(Window);
NO_MOVE(Window);
- void Clear(float r, float g, float b, float a) const;
- void SwapBuffers() const;
virtual void tick(TickDuration elapsed) = 0;
- virtual void Refresh(const GameState *) const = 0;
+ void refresh(const GameState *) const;
bool handleInput(const SDL_Event & e);
+ void clear(float r, float g, float b, float a) const;
+ void swapBuffers() const;
+
protected:
- using GL_Context = std::remove_pointer_t<SDL_GLContext>;
+ SDL_GLContext glContext() const;
+ virtual void render(const GameState *) const = 0;
+
using SDL_WindowPtr = wrapped_ptrt<SDL_Window, SDL_CreateWindow, SDL_DestroyWindow>;
- using SDL_GLContextPtr = wrapped_ptrt<GL_Context, SDL_GL_CreateContext, SDL_GL_DeleteContext>;
SDL_WindowPtr m_window;
- SDL_GLContextPtr m_glContext;
Collection<InputHandler> inputStack;
};