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#include "window.h"
#include "uiComponent.h"
#include "worldOverlay.h"
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <stdexcept>
#include <tuple>
#include <type_traits>
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!"};
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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(size_t width, size_t height, const std::string & title) :
m_window {title.c_str(), static_cast<int>(SDL_WINDOWPOS_CENTERED), static_cast<int>(SDL_WINDOWPOS_CENTERED),
static_cast<int>(width), static_cast<int>(height), static_cast<Uint32>(SDL_WINDOW_OPENGL)},
uiShader {[this](auto w) {
// must call glContent before creating the shader
std::ignore = glContext();
return w;
}(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};
glm::ivec2 size {};
switch (e.type) {
// SDL and OpenGL have coordinates that are vertically opposed.
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
SDL_GetWindowSize(m_window, &size.x, &size.y);
eAdjusted.button.y = size.y - e.button.y;
break;
}
uiComponents.rapplyOne(&UIComponent::handleInput, eAdjusted, UIComponent::Position {{}, size});
return true;
}
return false;
}
SDL_GLContext
Window::glContext() const
{
static SDL_GLContextPtr m_glContext {m_window};
return m_glContext;
}
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
{
uiComponents.apply<WorldOverlay>(&WorldOverlay::render, getShader());
glDisable(GL_DEPTH_TEST);
uiComponents.apply(&UIComponent::render, uiShader, UIComponent::Position {});
}
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