Files
coding-game/src/window/window.cpp

140 lines
3.9 KiB
C++

#include <SDL3/SDL.h>
#include "window/window.h"
#include "window/events/window.h"
#include <iostream>
#include <GL/glew.h>
#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);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, ENGINE_GL_MAJOR_VERSION);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, ENGINE_GL_MINOR_VERSION);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, ENGINE_GL_MULTISAMPLE_BUFFERS);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, ENGINE_GL_MULTISAMPLE_SAMPLES);
m_width = width;
m_height = height;
m_handle = SDL_CreateWindow(title, m_width, m_height, SDL_WINDOW_OPENGL|SDL_WINDOW_ALWAYS_ON_TOP|SDL_WINDOW_RESIZABLE);
if (!m_handle) {
std::cerr << "Failed to create window" << std::endl;
std::exit(1);
}
SDL_SetWindowRelativeMouseMode(m_handle, true);
m_context = SDL_GL_CreateContext(m_handle);
if (!SDL_GL_MakeCurrent(m_handle, m_context)) {
std::cerr << "SDL_GL_MakeCurrent failed: " << SDL_GetError() << "\n";
SDL_DestroyWindow(m_handle);
std::exit(1);
}
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
std::cerr << "Could not initialize GLEW!" << std::endl;
SDL_GL_DestroyContext(m_context);
SDL_DestroyWindow(m_handle);
std::exit(1);
}
std::cout << "GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl;
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glDebugMessageCallback(MessageCallback, nullptr);
glViewport(0, 0, m_width, m_height);
}
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)
{
window.m_handle = nullptr;
window.m_context = (SDL_GLContext)nullptr;
window.m_width = 0;
window.m_height = 0;
}
Window& Window::operator=(Window&& window) noexcept
{
if (this == &window) return *this;
// Destroy();
this->m_handle = window.m_handle;
this->m_context = window.m_context;
this->m_width = window.m_width;
this->m_height = window.m_height;
return *this;
}
void Window::ProcessEvents() {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
Dispatch(WindowCloseRequested());
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
Dispatch(WindowCloseRequested());
}
break;
case SDL_EVENT_WINDOW_RESIZED:
int width, height;
if (SDL_GetWindowSizeInPixels(m_handle, &width, &height)) {
m_width = width;
m_height = height;
glViewport(
0,
0,
width,
height);
Dispatch(WindowResized{ m_width, m_height });
}
break;
default: break;
};
}
}
void Window::SwapBuffers() const {
SDL_GL_SwapWindow(m_handle);
}
Window::~Window() {
Destroy();
}
void Window::Destroy() const {
if (m_context)
SDL_GL_DestroyContext(m_context);
if (m_handle)
SDL_DestroyWindow(m_handle);
}