115 lines
3.0 KiB
C++
115 lines
3.0 KiB
C++
// =====================================================================================================================
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// Copyright 2024 Medusa Slockbower
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// =====================================================================================================================
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#ifndef WINDOW_H
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#define WINDOW_H
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#include <SDL2/SDL.h>
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#include <glm/glm.hpp>
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#include <string>
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#include <Core/EventSystem.h>
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namespace OpenShaderDesigner
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{
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BeginEvent(SDLEvent)
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const SDL_Event sdl_event;
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SDLEvent() : sdl_event() {}
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explicit SDLEvent(const SDL_Event &event) : sdl_event(event) {}
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EndEvent
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BeginEvent(BeginFrame)
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EndEvent;
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BeginEvent(SDLEventsDone)
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EndEvent;
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BeginEvent(EndFrame)
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EndEvent;
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class Window
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{
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public:
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enum class VSyncMode : int
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{
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DISABLED = 0,
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ENABLED = 1,
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ADAPTIVE = -1,
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DEFAULT = DISABLED,
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};
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enum class FullscreenMode : int
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{
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WINDOWED = 0,
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FULLSCREEN = SDL_WINDOW_FULLSCREEN,
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FULLSCREEN_WINDOW = SDL_WINDOW_FULLSCREEN_DESKTOP,
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};
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struct Configuration
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{
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struct
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{
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std::string Title;
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} Application;
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struct
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{
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FullscreenMode Fullscreen;
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glm::ivec2 Resolution;
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VSyncMode VSync;
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bool HDR;
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} Video;
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Configuration()
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: Application { "App" }
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, Video { FullscreenMode::WINDOWED, glm::ivec2(1280, 720), VSyncMode::DISABLED, false }
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{ }
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};
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inline static const Configuration DefaultConfiguration;
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explicit Window(const Configuration& config);
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~Window();
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void HandleEvents();
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void BeginFrame();
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void EndFrame();
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void Close() { Open = false; }
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[[nodiscard]] bool IsOpen() const { return Open; }
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SDL_Window* GetHandle() { return Handle; }
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[[nodiscard]] const SDL_Window* GetHandle() const { return Handle; }
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SDL_GLContext GetContext() { return Context; }
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[[nodiscard]] const SDL_GLContext GetContext() const { return Context; }
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[[nodiscard]] glm::ivec2 Size() const { return Config.Video.Resolution; }
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private:
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Configuration Config;
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SDL_Window* Handle;
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SDL_GLContext Context;
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bool Open;
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};
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}
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#endif //WINDOW_H
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