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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>
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 {});
}
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