124 lines
2.9 KiB
C++
124 lines
2.9 KiB
C++
#include "display.hpp"
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#include <iostream>
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#include "../display/framebuffer.hpp"
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#include "../common.hpp"
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#include "../pixel.hpp"
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Display::Display()
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: DisplayInterface() {
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}
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bool Display::Init() {
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return true;
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}
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bool Display::InitVideoDisplay(std::string title, int x, int y) {
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this->XRes = x; this->YRes = y;
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Title = title;
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m_window = SDL_CreateWindow(
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title.c_str(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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this->XRes, this->YRes,
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SDL_WINDOW_ALLOW_HIGHDPI
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);
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if (!m_window) {
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// Add error
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std::cout << "ERROR: COULD NOT CREATE SDL WINDOW" << std::endl;
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return false;
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}
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this->Active = true;
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m_renderer = SDL_CreateRenderer(
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m_window, -1, SDL_RENDERER_ACCELERATED
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);
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if (!m_renderer) {
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// Add error
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std::cout << "ERROR: COULD NOT CREATE SDL RENDERER" << std::endl;
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return false;
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}
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m_texture = SDL_CreateTexture(
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m_renderer, SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING, this->XRes, this->YRes
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);
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if (!m_texture) {
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// Add error
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std::cout << "ERROR: COULD NOT CREATE SDL TEXTURE" << std::endl;
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return false;
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}
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Framebuffer = new FrameBuffer(this->XRes, this->YRes);
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if (!Framebuffer) {
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// Add error
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std::cout << "ERROR: COULD NOT ALLOCATE FRAMEBUFFER" << std::endl;
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return false;
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}
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return true;
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}
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bool Display::InitImGui() {
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ImGui::CreateContext();
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ImGuiSDL::Initialize(m_renderer, XRes, YRes);
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m_imguiTexture = SDL_CreateTexture(m_renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, 100, 100);
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if (!m_imguiTexture) return false;
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ImGui = true;
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return true;
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}
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void Display::Update() {
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ImGuiIO& io = ImGui::GetIO();
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int mouseX, mouseY, wheel = 0;
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const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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io.DeltaTime = 1.0f / 60.0f;
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io.MousePos = ImVec2(static_cast<float>(mouseX), static_cast<float>(mouseY));
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io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
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io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
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io.MouseWheel = static_cast<float>(wheel);
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SDL_UpdateTexture(m_texture, NULL, Framebuffer->RenderData, this->XRes * sizeof(uint32_t));
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SDL_RenderCopy(m_renderer, m_texture, NULL, NULL);
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ImGui::Render();
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ImGuiSDL::Render(ImGui::GetDrawData());
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SDL_RenderPresent(m_renderer);
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}
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void Display::UpdatePartial() {
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SDL_UpdateTexture(m_texture, NULL, Framebuffer->RenderData, this->XRes * sizeof(uint32_t));
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SDL_RenderCopy(m_renderer, m_texture, NULL, NULL);
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SDL_RenderPresent(m_renderer);
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}
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void Display::UpdateTitle(std::string title) {
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Title = title;
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UpdateTitle();
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}
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void Display::UpdateTitle() {
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SDL_SetWindowTitle(m_window, Title.c_str());
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}
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void Display::Close() {
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Active = false;
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SDL_DestroyTexture(m_texture);
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SDL_DestroyTexture(m_imguiTexture);
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SDL_DestroyRenderer(m_renderer);
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SDL_DestroyWindow(m_window);
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SDL_Quit();
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}
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Display::~Display() {
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}
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