- Updated License to GPL v3.0 - Added New Math Nodes - Prototype Rendering Code for Debugging Functions
125 lines
3.1 KiB
C++
125 lines
3.1 KiB
C++
// =====================================================================================================================
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// OpenShaderDesigner, an open source software utility to create materials and shaders.
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// Copyright (C) 2024 Medusa Slockbower
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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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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#include "open-cpp-utils/optional.h"
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namespace ocu = open_cpp_utils;
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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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ocu::optional<int> Multisamples;
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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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