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#include "window.h"
#include "ui/inputHandler.h"
#include <GL/glew.h>
#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}
{
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);
}
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) {
inputStack.applyOne(&InputHandler::handleInput, e);
return true;
}
return false;
}
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