Files
inferno-hart/src/window.cpp

148 lines
3.6 KiB
C++

#include "window.hpp"
#include "spdlog/spdlog.h"
#include "gl.h"
using namespace core;
Window::Window(std::string title, int width, int height)
{
this->width = width;
this->height = height;
setupGLFW(title);
setupImGui();
}
Window::~Window()
{
shutdownImGui();
shutdownGLFW();
}
void Window::setTitle(std::string title)
{
glfwSetWindowTitle(window, title.c_str());
}
void Window::setSize(int w, int h)
{
width = w;
height = h;
glfwSetWindowSize(window, width, height);
}
void Window::setPos(int x, int y)
{
glfwSetWindowPos(window, x, y);
}
void Window::getSize(int& w, int& h)
{
w = width;
h = height;
}
void Window::getPos(int& x, int& y)
{
glfwGetWindowPos(window, &x, &y);
}
bool Window::newFrame()
{
glfwPollEvents();
if (glfwWindowShouldClose(window)) { return true; }
glfwGetWindowSize(window, &width, &height);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// removed this for now, draws semitransparent over opengl
// ImGui::Begin("Main", NULL, WINDOW_FLAGS);
// ImGui::SetWindowPos(ImVec2(0, 0));
// ImGui::SetWindowSize(ImVec2(width, height));
return false;
}
void Window::render()
{
// ImGui::End();
ImGui::Render();
auto io = ImGui::GetIO();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
void Window::setupGLFW(std::string title)
{
glfwSetErrorCallback(glfwErrorCallback);
if (!glfwInit()) throw std::runtime_error("Failed to initialize GLFW");
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
glslVersion = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
glslVersion = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
glslVersion = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
// Create window with graphics context
window = glfwCreateWindow(1280, 720, title.c_str(), NULL, NULL);
if (window == NULL) throw std::runtime_error("Could not create window");
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
glfwSwapInterval(1); // Enable vsync
}
void Window::setupImGui()
{
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glslVersion);
}
void Window::shutdownImGui()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void Window::shutdownGLFW()
{
glfwDestroyWindow(window);
glfwTerminate();
}
void Window::glfwErrorCallback(int error, const char* description) {
spdlog::error("[GLFW {0}] {1}", error, description);
}