feat: engine class impl + IApplication interface

This commit is contained in:
2025-10-05 16:27:58 +02:00
parent 9d56515fe5
commit 431d723afc
10 changed files with 318 additions and 263 deletions

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@ -30,6 +30,8 @@ add_executable(CodingGame
src/IO/parser.cpp
src/IO/file_manager.cpp
src/window/window.cpp
src/renderer/debug.cpp
src/renderer/basics.cpp
src/renderer/mesh.cpp
@ -38,9 +40,6 @@ add_executable(CodingGame
src/renderer/wavefront.cpp
src/renderer/engine.cpp
include/window/event.hpp
src/window/window.cpp
src/main.cpp
)

19
include/app/app.h Normal file
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@ -0,0 +1,19 @@
#ifndef APPLICATION_H_
#define APPLICATION_H_
#include "window/event.h"
class IApplication {
public:
virtual ~IApplication() = default;
virtual void OnInit() {};
virtual void OnUpdate() {};
virtual void OnRender() {};
virtual void OnShutdown() {};
virtual void OnEvent() {};
virtual void OnWindowResized(const WindowResized& e) {};
};
#endif // APPLICATION_H_

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@ -7,23 +7,17 @@
#include "window/window.h"
#include "window/events/window.h"
#include "app/app.h"
class Engine {
private:
std::unique_ptr<Window> m_window;
bool m_isRunning;
private:
glm::mat4 m_projection;
public:
Engine();
~Engine();
private:
void Stop();
void Destroy() const;
[[nodiscard]] bool Running() const;
static void Run(std::unique_ptr<IApplication> app);
private:
void HandleWindowResized(const WindowResized& event);
public:
void Run();
private:
static std::unique_ptr<IApplication> s_app;
static std::shared_ptr<Window> s_window;
static bool s_running;
};

View File

@ -32,7 +32,9 @@ private:
private:
Object();
public:
static Object LoadFile(const std::string& filename);
~Object() = default;
public:
static Object* LoadFile(const std::string& filename);
private:
void LoadMaterials(const std::filesystem::path& filename);

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@ -3,11 +3,12 @@
#include <functional>
#include <algorithm>
#include <typeindex>
#include <unordered_map>
#include <vector>
#include <typeindex>
class EventBus {
class EventDispatcher {
using Type = std::type_index;
using RawFn = std::function<void(const void*)>;
@ -24,7 +25,7 @@ public:
};
template<class E, class F>
Handle subscribe(F&& f) {
Handle Subscribe(F&& f) {
auto& vec = subs_[Type(typeid(E))];
Handle h{ Type(typeid(E)), next_id_++ };
// Wrap strongly typed callback into type-erased RawFn
@ -36,7 +37,7 @@ public:
}
// Unsubscribe with handle
void unsubscribe(const Handle& h) {
void Unsubscribe(const Handle& h) {
auto it = subs_.find(h.type);
if (it == subs_.end()) return;
auto& vec = it->second;
@ -47,26 +48,11 @@ public:
// Publish immediately
template<class E>
void publish(const E& e) const {
void Dispatch(const E& e) const {
auto it = subs_.find(Type(typeid(E)));
if (it == subs_.end()) return;
for (auto& slot : it->second) slot.fn(&e);
}
};
// Optional RAII helper
struct ScopedSub {
EventBus* bus{};
EventBus::Handle h{};
ScopedSub() = default;
ScopedSub(EventBus& b, EventBus::Handle hh) : bus(&b), h(hh) {}
ScopedSub(ScopedSub&& o) noexcept { *this = std::move(o); }
ScopedSub& operator=(ScopedSub&& o) noexcept {
if (this != &o) { reset(); bus = o.bus; h = o.h; o.bus = nullptr; }
return *this;
}
~ScopedSub(){ reset(); }
void reset(){ if (bus && h) bus->unsubscribe(h); bus=nullptr; h={}; }
};
#endif // EVENT_H_

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@ -1,8 +1,9 @@
#ifndef WINDOW_H_
#define WINDOW_H_
#include <SDL3/SDL.h>
#include <memory>
#include "event.hpp"
#include "event.h"
#define ENGINE_GL_MAJOR_VERSION 4
#define ENGINE_GL_MINOR_VERSION 6
@ -12,35 +13,39 @@
#define DEFAULT_WIDTH 1024
#define DEFAULT_HEIGHT 768
class Window : public EventBus {
class Window : public EventDispatcher {
friend class Engine;
private:
SDL_Window *m_handle;
SDL_GLContext m_context;
int m_width;
int m_height;
bool m_is_open;
public:
Window();
Window(const char* title, int width, int height);
~Window();
struct WindowDeleter {
void operator()(Window* w) const { delete w; };
};
public:
static std::shared_ptr<Window> GetInstance();
Window(Window&& window) noexcept;
Window& operator=(Window&& window) noexcept;
Window(const Window& window) noexcept = delete;
Window& operator=(const Window& window) noexcept = delete;
public:
[[nodiscard]] inline int GetWidth() const { return m_width; }
[[nodiscard]] inline int GetHeight() const { return m_height; }
[[nodiscard]] inline bool IsOpen() const { return m_is_open; }
public:
[[nodiscard]] static inline int GetWidth() { return Window::GetInstance()->m_width; }
[[nodiscard]] static inline int GetHeight() { return Window::GetInstance()->m_height; }
private:
void ProcessEvents();
public:
void SwapBuffers() const;
public:
void Destroy() const;
private:
static std::shared_ptr<Window> s_instance;
SDL_Window *m_handle;
SDL_GLContext m_context;
int m_width;
int m_height;
};
#endif //WINDOW_H_

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@ -2,12 +2,205 @@
#define GLEW_STATIC
#endif
#include <iostream>
#include <memory>
#ifdef WIN32
#include <corecrt_math_defines.h>
#endif
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include "renderer/shader.h"
#include "renderer/wavefront.h"
#include "renderer/engine.h"
#include "IO/file_manager.h"
class Game : public IApplication {
public:
Game() {}
~Game() override {}
void OnInit() override {
std::cout << "Game initialized" << std::endl;
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(Window::GetWidth()) / static_cast<float>(Window::GetHeight()),
0.01f,
100.0f
);
m_shader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
m_camPos = glm::vec3(0.f, 0.f, 2.f);
// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
m_lightPos = glm::vec3(-5.f, 5.f, 5.f);
m_model = glm::mat4(1.f);
m_angle = 3.45f;
m_lastTicks = SDL_GetTicks();
// m_sun = Object::LoadFile("./assets/cube.obj");
// m_target = Object::LoadFile("./assets/monkey.obj");
m_sun = std::unique_ptr<Object>(Object::LoadFile("./assets/cube.obj"));
m_target = std::unique_ptr<Object>(Object::LoadFile("./assets/monkey.obj"));
m_paused = false;
m_yaw = -90.0f; // looking along -Z initially
m_pitch = 0.0f; // no vertical tilt
// FPS tracking
m_startTicks = SDL_GetTicks();
m_frameCount = 0;
}
void OnWindowResized(const WindowResized& event) override {
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(event.w) / static_cast<float>(event.h),
0.01f,
100.0f
);
}
void OnUpdate() override {
m_currentTicks = SDL_GetTicks();
float deltaTime = static_cast<float>(m_currentTicks - m_lastTicks) / 1000.0f; // seconds
m_lastTicks = m_currentTicks;
float mouseXRel, mouseYRel;
SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
float sensitivity = 0.1f; // tweak as needed
m_yaw += mouseXRel * sensitivity;
m_pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
// clamp pitch to avoid flipping
// if (pitch > 89.0f) pitch = 89.0f;
// if (pitch < -89.0f) pitch = -89.0f;
m_pitch = glm::clamp(m_pitch, -89.0f, 89.0f);
// convert to direction vector
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
cameraViewDirection.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
cameraViewDirection.y = sin(glm::radians(m_pitch));
cameraViewDirection.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
cameraViewDirection = glm::normalize(cameraViewDirection);
glm::vec3 velocity(0.f);
const bool* state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_P]) m_paused = !m_paused;
glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
if (state[SDL_SCANCODE_W]) velocity += front;
if (state[SDL_SCANCODE_S]) velocity -= front;
if (state[SDL_SCANCODE_A]) velocity -= right;
if (state[SDL_SCANCODE_D]) velocity += right;
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
m_camPos += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
m_view = glm::lookAt(
m_camPos,
m_camPos + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
// update rotation
if (!m_paused) {
m_angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (m_angle > glm::two_pi<float>()) {
m_angle -= glm::two_pi<float>(); // keep value small
}
}
}
void OnRender() override {
m_shader.use();
m_shader.setMat4("u_view", m_view);
m_shader.setMat4("u_projection", m_proj);
m_shader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
m_shader.setVec3("lightPos", m_lightPos);
m_shader.setVec3("viewPos", m_camPos);
m_model = glm::mat4(1.f);
m_model = glm::translate(m_model, m_lightPos);
m_shader.setMat4("u_model", m_model);
m_sun->Render(m_shader);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
m_model = glm::rotate(
glm::mat4(1.f),
m_angle,
glm::vec3(0.f, -0.5f, 0.0f)
) * 0.5f;
m_shader.setMat4("u_model", m_model);
m_target->Render(m_shader);
m_frameCount++;
m_currentTicks = SDL_GetTicks();
Uint64 elapsed = m_currentTicks - m_startTicks;
if (elapsed >= 1000) { // one second passed
double fps = static_cast<double>(m_frameCount) / (static_cast<double>(elapsed) / 1000.0);
std::cout << "FPS: " << fps << std::endl;
m_frameCount = 0;
m_startTicks = m_currentTicks;
}
}
private:
Shader m_shader;
glm::mat4 m_model;
glm::mat4 m_proj;
glm::mat4 m_view;
glm::vec3 m_camPos;
glm::vec3 m_lightPos;
float m_angle;
Uint64 m_lastTicks;
std::unique_ptr<Object> m_sun = nullptr;
std::unique_ptr<Object> m_target = nullptr;
bool m_paused = false;
float m_yaw = -90.0f; // looking along -Z initially
float m_pitch = 0.0f; // no vertical tilt
// FPS tracking
Uint64 m_startTicks;
int m_frameCount;
Uint64 m_currentTicks;
};
int main() {
Engine engine;
engine.Run();
Engine::Run(std::make_unique<Game>());
return 0;
}

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@ -1,195 +1,47 @@
#include "renderer/engine.h"
#include <memory>
#ifdef WIN32
#include <corecrt_math_defines.h>
#endif
#include <GL/glew.h>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include "renderer/engine.h"
#include "window/event.h"
#include "IO/file_manager.h"
#include "renderer/shader.h"
#include "renderer/wavefront.h"
Engine::Engine() {
m_window = std::make_unique<Window>();
m_isRunning = true;
m_projection = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(m_window->GetWidth()) / static_cast<float>(m_window->GetHeight()),
0.01f,
100.0f
);
std::unique_ptr<IApplication> Engine::s_app = nullptr;
std::shared_ptr<Window> Engine::s_window = nullptr;
bool Engine::s_running = false;
m_window->subscribe<WindowResized>([this](const WindowResized& e) {
HandleWindowResized(e);
void Engine::Run(std::unique_ptr<IApplication> app) {
s_app = std::move(app);
s_window = Window::GetInstance();
s_running = true;
s_app->OnInit();
s_window->Subscribe<WindowCloseRequested>([](const WindowCloseRequested& e) {
Engine::s_running = false;
});
m_window->subscribe<WindowCloseRequested>([this](const WindowCloseRequested& e) {
Stop();
s_window->Subscribe<WindowResized>([](const WindowResized& e) {
Engine::s_app->OnWindowResized(e);
});
}
bool Engine::Running() const {
return m_isRunning && m_window->IsOpen();
}
void Engine::Stop() {
m_isRunning = false;
}
void Engine::HandleWindowResized(const WindowResized& event) {
m_projection = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(event.w) / static_cast<float>(event.h),
0.01f,
100.0f
);
}
void Engine::Run() {
Shader simpleShader;
simpleShader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
glm::vec3 lightPosition(-5.f, 5.f, 5.f);
glm::mat4 model(1.f);
float angle = 3.45f;
Uint64 lastTicks = SDL_GetTicks();
Object lightSource = Object::LoadFile("./assets/cube.obj");
Object target = Object::LoadFile("./assets/monkey.obj");
bool paused = false;
float yaw = -90.0f; // looking along -Z initially
float pitch = 0.0f; // no vertical tilt
// FPS tracking
Uint64 startTicks = SDL_GetTicks();
int frameCount = 0;
while (m_isRunning) {
m_window->ProcessEvents();
Uint64 currentTicks = SDL_GetTicks();
float deltaTime = static_cast<float>(currentTicks - lastTicks) / 1000.0f; // seconds
lastTicks = currentTicks;
float mouseXRel, mouseYRel;
SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
float sensitivity = 0.1f; // tweak as needed
yaw += mouseXRel * sensitivity;
pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
// clamp pitch to avoid flipping
// if (pitch > 89.0f) pitch = 89.0f;
// if (pitch < -89.0f) pitch = -89.0f;
pitch = glm::clamp(pitch, -89.0f, 89.0f);
// convert to direction vector
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection.y = sin(glm::radians(pitch));
cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection = glm::normalize(cameraViewDirection);
glm::vec3 velocity(0.f);
const bool* state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_P]) paused = !paused;
glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
if (state[SDL_SCANCODE_W]) velocity += front;
if (state[SDL_SCANCODE_S]) velocity -= front;
if (state[SDL_SCANCODE_A]) velocity -= right;
if (state[SDL_SCANCODE_D]) velocity += right;
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
}
}
while (s_running) {
s_window->ProcessEvents();
s_app->OnUpdate();
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Triangle render
{
simpleShader.use();
s_app->OnRender();
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", m_projection);
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
model = glm::mat4(1.f);
model = glm::translate(model, lightPosition);
simpleShader.setMat4("u_model", model);
lightSource.Render(simpleShader);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.f, -0.5f, 0.0f)
) * 0.5f;
simpleShader.setMat4("u_model", model);
target.Render(simpleShader);
}
m_window->SwapBuffers();
frameCount++;
currentTicks = SDL_GetTicks();
Uint64 elapsed = currentTicks - startTicks;
if (elapsed >= 1000) { // one second passed
double fps = static_cast<double>(frameCount) / (static_cast<double>(elapsed) / 1000.0);
std::cout << "FPS: " << fps << std::endl;
frameCount = 0;
startTicks = currentTicks;
}
s_window->SwapBuffers();
}
}
Engine::~Engine() {
Destroy();
}
void Engine::Destroy() const {
m_window->Destroy();
s_app->OnShutdown();
s_window->Destroy();
s_app.reset();
}

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@ -259,14 +259,14 @@ Mesh& Object::GetLastMesh()
return m_meshes.back();
}
Object Object::LoadFile(const std::string& filename) {
Object* Object::LoadFile(const std::string& filename) {
std::ifstream file(filename);
if (!file.is_open()) {
std::cerr << "Failed to open OBJ file: " << filename << std::endl;
return {};
}
Object obj;
Object* obj = new Object();
char line[1024]; // static buffer for each line (enough for OBJ lines)
while (file.getline(line, sizeof(line))) {
@ -284,7 +284,7 @@ Object Object::LoadFile(const std::string& filename) {
if (mtlFile) {
std::filesystem::path fullPath = filename;
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
obj.LoadMaterials(mtlPath);
obj->LoadMaterials(mtlPath);
}
break;
}
@ -293,11 +293,11 @@ Object Object::LoadFile(const std::string& filename) {
{
char* materialName = p.TakeWord();
if (materialName) {
auto& mesh = obj.GetLastMesh();
auto& mesh = obj->GetLastMesh();
if (mesh.materialName != materialName) {
Mesh newMesh;
newMesh.materialName = materialName;
obj.m_meshes.push_back(newMesh);
obj->m_meshes.push_back(newMesh);
}
}
break;
@ -306,7 +306,7 @@ Object Object::LoadFile(const std::string& filename) {
case ObjElement::O: // object name
{
char* name = p.TakeWord();
if (name) obj.m_name = name;
if (name) obj->m_name = name;
break;
}
@ -320,7 +320,7 @@ Object Object::LoadFile(const std::string& filename) {
if (w != 0.0f && w != 1.0f) {
x /= w; y /= w; z /= w;
}
obj.m_vertices.emplace_back(x, y, z);
obj->m_vertices.emplace_back(x, y, z);
break;
}
@ -329,7 +329,7 @@ Object Object::LoadFile(const std::string& filename) {
float x = p.TakeFloat();
float y = p.TakeFloat();
float z = p.TakeFloat();
obj.m_normals.emplace_back(x, y, z);
obj->m_normals.emplace_back(x, y, z);
break;
}
@ -337,32 +337,32 @@ Object Object::LoadFile(const std::string& filename) {
{
float u = p.TakeFloat();
float v = p.TakeFloat();
obj.m_texCoords.emplace_back(u, 1.0f - v);
obj->m_texCoords.emplace_back(u, 1.0f - v);
break;
}
case ObjElement::F: // face
{
auto& mesh = obj.GetLastMesh();
auto& mesh = obj->GetLastMesh();
int raw_vi, raw_ti, raw_ni;
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
// Convert raw OBJ indices to 0-based / -1 sentinel
int vi = Object::NormalizeIndex(raw_vi, (int)obj.m_vertices.size());
int ti = Object::NormalizeIndex(raw_ti, (int)obj.m_texCoords.size());
int ni = Object::NormalizeIndex(raw_ni, (int)obj.m_normals.size());
int vi = Object::NormalizeIndex(raw_vi, (int)obj->m_vertices.size());
int ti = Object::NormalizeIndex(raw_ti, (int)obj->m_texCoords.size());
int ni = Object::NormalizeIndex(raw_ni, (int)obj->m_normals.size());
if (vi < 0) {
// malformed token (no vertex) — skip
continue;
}
glm::vec3 vert = obj.m_vertices[vi];
glm::vec3 vert = obj->m_vertices[vi];
glm::vec3 norm(0.0f);
glm::vec2 texCoord(0.0f);
if (ni >= 0) norm = obj.m_normals[ni];
if (ti >= 0) texCoord = obj.m_texCoords[ti];
if (ni >= 0) norm = obj->m_normals[ni];
if (ti >= 0) texCoord = obj->m_texCoords[ti];
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
@ -376,16 +376,16 @@ Object Object::LoadFile(const std::string& filename) {
}
}
std::cout << "Object name: " << obj.m_name << std::endl;
std::cout << "Vertices count: " << obj.m_vertices.size() << std::endl;
std::cout << "Normals count: " << obj.m_normals.size() << std::endl;
std::cout << "TexCoords count: " << obj.m_texCoords.size() << std::endl;
std::cout << "Meshes count: " << obj.m_meshes.size() << std::endl;
std::cout << "Materials count: " << obj.m_materials.size() << std::endl;
std::cout << "Object name: " << obj->m_name << std::endl;
std::cout << "Vertices count: " << obj->m_vertices.size() << std::endl;
std::cout << "Normals count: " << obj->m_normals.size() << std::endl;
std::cout << "TexCoords count: " << obj->m_texCoords.size() << std::endl;
std::cout << "Meshes count: " << obj->m_meshes.size() << std::endl;
std::cout << "Materials count: " << obj->m_materials.size() << std::endl;
file.close();
for (auto &mesh : obj.m_meshes) {
for (auto &mesh : obj->m_meshes) {
mesh.Upload();
}

View File

@ -8,6 +8,8 @@
#include "renderer/debug.h"
std::shared_ptr<Window> Window::s_instance = nullptr;
Window::Window(const char* title, int width, int height) {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
@ -55,20 +57,24 @@ Window::Window(const char* title, int width, int height) {
glDebugMessageCallback(MessageCallback, nullptr);
glViewport(0, 0, m_width, m_height);
m_is_open = true;
}
Window::Window() : Window("OpenGL Test", DEFAULT_WIDTH, DEFAULT_HEIGHT) {}
std::shared_ptr<Window> Window::GetInstance() {
if (!s_instance) {
s_instance = std::shared_ptr<Window>(new Window(), WindowDeleter{});
}
return s_instance;
}
Window::Window(Window&& window) noexcept
: m_handle(window.m_handle), m_context(window.m_context), m_width(window.m_width), m_height(window.m_height), m_is_open(window.m_is_open)
: m_handle(window.m_handle), m_context(window.m_context), m_width(window.m_width), m_height(window.m_height)
{
window.m_handle = nullptr;
window.m_context = (SDL_GLContext)nullptr;
window.m_width = 0;
window.m_height = 0;
window.m_is_open = false;
}
Window& Window::operator=(Window&& window) noexcept
@ -81,7 +87,6 @@ Window& Window::operator=(Window&& window) noexcept
this->m_context = window.m_context;
this->m_width = window.m_width;
this->m_height = window.m_height;
this->m_is_open = window.m_is_open;
return *this;
}
@ -92,11 +97,11 @@ void Window::ProcessEvents() {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
publish(WindowCloseRequested());
Dispatch(WindowCloseRequested());
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
publish(WindowCloseRequested());
Dispatch(WindowCloseRequested());
}
break;
case SDL_EVENT_WINDOW_RESIZED:
@ -109,7 +114,7 @@ void Window::ProcessEvents() {
0,
width,
height);
publish(WindowResized{ m_width, m_height });
Dispatch(WindowResized{ m_width, m_height });
}
break;
default: break;