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#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>
class Shader;
class Window {
public:
Window(size_t width, size_t height, const std::string & title);
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:
[[nodiscard]] SDL_GLContext glContext() const;
virtual void render() const;
virtual const Shader & getShader() const = 0;
using SDL_WindowPtr = wrapped_ptrt<SDL_Window, SDL_CreateWindow, SDL_DestroyWindow>;
const glm::ivec2 size;
SDL_WindowPtr m_window;
Collection<UIComponent> uiComponents;
UIShader uiShader;
};
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