120 lines
3.1 KiB
C++

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