source: opengl-game/game-gui-glfw.cpp

feature/imgui-sdl
Last change on this file was d8cf709, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

Change UIEvent to also include the original event from the UI library the game gui is currently using, such as SDL or GLFW.

  • Property mode set to 100644
File size: 4.3 KB
Line 
1#include "game-gui-glfw.hpp"
2
3#include "compiler.hpp"
4#include "consts.hpp"
5
6queue<UIEvent> GameGui_GLFW::s_events;
7string GameGui_GLFW::s_errorMessage;
8
9string& GameGui_GLFW::getError() {
10 return GameGui_GLFW::s_errorMessage;
11}
12
13bool GameGui_GLFW::init() {
14 GameGui_GLFW::s_errorMessage = "No error";
15 glfwSetErrorCallback(glfw_error_callback);
16
17 windowWidth = -1;
18 windowHeight = -1;
19
20 return glfwInit() == GLFW_TRUE ? RTWO_SUCCESS : RTWO_ERROR;
21}
22
23void GameGui_GLFW::shutdown() {
24 glfwTerminate();
25}
26
27void* GameGui_GLFW::createWindow(const string& title, int width, int height, bool fullscreen) {
28 GLFWmonitor* mon = nullptr;
29
30#if defined(GAMEGUI_INCLUDE_VULKAN)
31 glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); // This is for Vulkan, OpenGL needs different flags
32#elif defined(MAC)
33 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
34 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
35 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
36 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
37#else
38 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
39 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
40#endif
41
42 glfwWindowHint(GLFW_SAMPLES, 16);
43 glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
44
45 if (fullscreen) {
46 mon = glfwGetPrimaryMonitor();
47 const GLFWvidmode* vmode = glfwGetVideoMode(mon);
48
49 windowWidth = vmode->width;
50 windowHeight = vmode->height;
51 } else {
52 windowWidth = width;
53 windowHeight = height;
54 }
55
56 window = glfwCreateWindow(windowWidth, windowHeight, title.c_str(), mon, nullptr);
57
58 // TODO: I should check the window size after it's created to make sure it matches the requested size
59 // glfwGetFramebufferSize(window, width, height) segfaults on OSX, check other platforms
60 // I think glfwGetWindowSize(window, width, height) works fine.
61
62 return window;
63}
64
65void GameGui_GLFW::bindEventHandlers() {
66 glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
67 glfwSetKeyCallback(window, glfw_key_callback);
68 glfwSetWindowSizeCallback(window, glfw_window_size_callback);
69}
70
71void GameGui_GLFW::destroyWindow() {
72 // TODO: This function can throw some errors. They should be handled
73 glfwDestroyWindow(window);
74}
75
76void GameGui_GLFW::processEvents() {
77 glfwPollEvents();
78
79 if (glfwWindowShouldClose(window)) {
80 UIEvent e;
81 e.event.type = UI_EVENT_QUIT;
82
83 s_events.push(e);
84 }
85}
86
87int GameGui_GLFW::pollEvent(UIEvent* event) {
88 if (s_events.empty()) {
89 return 0;
90 }
91
92 *event = s_events.front();
93 s_events.pop();
94
95 return 1;
96}
97
98void GameGui_GLFW::refreshWindowSize() {
99 // glfwGetFramebufferSize(window, width, height) segfaults on OSX, check other platforms
100 // I think glfwGetWindowSize(window, width, height) works fine.
101 glfwGetWindowSize(window, &windowWidth, &windowHeight);
102}
103
104int GameGui_GLFW::getWindowWidth() {
105 return windowWidth;
106}
107
108int GameGui_GLFW::getWindowHeight() {
109 return windowHeight;
110}
111
112#ifdef GAMEGUI_INCLUDE_VULKAN
113
114bool GameGui_GLFW::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
115 return glfwCreateWindowSurface(instance, window, nullptr, surface) == VK_SUCCESS ?
116 RTWO_SUCCESS : RTWO_ERROR;
117}
118
119vector<const char*> GameGui_GLFW::getRequiredExtensions() {
120 uint32_t glfwExtensionCount = 0;
121 const char** glfwExtensions;
122
123 glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);
124
125 vector<const char*> extensions(glfwExtensions, glfwExtensions + glfwExtensionCount);
126
127 return extensions;
128}
129
130#endif
131
132void glfw_error_callback(int error, const char* description) {
133 GameGui_GLFW::s_errorMessage = description;
134}
135
136void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
137 double x, y;
138 glfwGetCursorPos(window, &x, &y);
139
140 /*
141 MouseEvent e { button, action, (int)x, (int)y };
142
143 mouseEvents.push(e);
144 */
145}
146
147void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
148 UIEvent e;
149 e.event.type = action == GLFW_RELEASE ? UI_EVENT_KEYUP : UI_EVENT_KEYDOWN;
150 e.event.key.keycode = key;
151
152 GameGui_GLFW::s_events.push(e);
153}
154
155void glfw_window_size_callback(GLFWwindow* window, int width, int height) {
156 UIEvent e;
157 e.event.type = UI_EVENT_WINDOWRESIZE;
158 e.event.windowResize.width = width;
159 e.event.windowResize.height = height;
160
161 GameGui_GLFW::s_events.push(e);
162}
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