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2024-12-17 19:12:18 -05:00
parent dd4b7b7d29
commit 4f1140b217
32 changed files with 657 additions and 637 deletions

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@@ -1,6 +1,6 @@
#pragma once
#include <vector>
#include <J3ML/J3ML.hpp>
#include "J3ML/J3ML.hpp"
namespace ReWindow {
class FullscreenGraphicsMode;

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@@ -11,6 +11,11 @@
#pragma once
namespace ReWindow {
class GamepadState {
public:
std::map<GamepadButton, bool> PressedButtons;
};
class Gamepad;
class Xbox360Gamepad;
class XboxOneGamepad;

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@@ -10,7 +10,7 @@
#include <string>
#include <utility>
#include <J3ML/LinearAlgebra.hpp>
#include "J3ML/LinearAlgebra.hpp"
namespace ReWindow {
class GamepadButton;
class GamepadTrigger;

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@@ -6,9 +6,9 @@
#include <stdexcept>
#include <iostream>
#include <string>
#include <rewindow/data/X11Scancodes.h>
#include <rewindow/data/WindowsScancodes.h>
#include <J3ML/LinearAlgebra.hpp>
#include "rewindow/X11Scancodes.hpp"
#include "rewindow/WindowsScancodes.hpp"
#include "J3ML/LinearAlgebra.hpp"
class Key

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@@ -13,6 +13,10 @@
namespace ReWindow
{
class KeyboardState {
public:
std::map<Key, bool> PressedKeys;
};
class InputDevice {};
class Keyboard : public InputDevice

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@@ -0,0 +1,80 @@
/// ReWindowLibrary
/// A C++20 Library for creating and managing windows in a platform-independent manner
/// Developed and Maintained by the boys @ Redacted Software.
/// (c) 2024 Redacted Software
/// This work is dedicated to the public domain.
/// @file keyboard.h
/// @desc A class that models the functionality of a mouse / pointer device.
/// @edit 2024-07-29
#pragma once
namespace ReWindow
{
class MouseState {
public:
struct
{
bool LMB = false;
bool RMB = false;
bool MMB = false;
bool SideButton1 = false;
bool SideButton2 = false;
bool MWheelUp = false;
bool MWheelDown = false;
} Buttons;
Vector2 Position;
int Wheel = 0;
[[nodiscard]] bool IsDown(const MouseButton& btn) const
{
if (btn == MouseButtons::Left) return Buttons.LMB;
if (btn == MouseButtons::Right) return Buttons.RMB;
if (btn == MouseButtons::Middle) return Buttons.MMB;
if (btn == MouseButtons::Mouse4) return Buttons.SideButton1;
if (btn == MouseButtons::Mouse5) return Buttons.SideButton2;
//if (btn == MouseButtons::MWheelUp) return Buttons.MWheelUp;
//if (btn == MouseButtons::MWheelDown) return Buttons.MWheelDown;
return false; // Unknown button?
}
void Set(const MouseButton& btn, bool state)
{
if (btn == MouseButtons::Left) Buttons.LMB = state;
if (btn == MouseButtons::Right) Buttons.RMB = state;
if (btn == MouseButtons::Middle) Buttons.MMB = state;
if (btn == MouseButtons::Mouse4) Buttons.SideButton1 = state;
if (btn == MouseButtons::Mouse5) Buttons.SideButton2 = state;
//if (btn == MouseButtons::MWheelUp) Buttons.MWheelUp = state;
//if (btn == MouseButtons::MWheelDown) Buttons.MWheelDown = state;
}
bool& operator[](const MouseButton& btn)
{
if (btn == MouseButtons::Left) return Buttons.LMB;
if (btn == MouseButtons::Right) return Buttons.RMB;
if (btn == MouseButtons::Middle) return Buttons.MMB;
if (btn == MouseButtons::Mouse4) return Buttons.SideButton1;
if (btn == MouseButtons::Mouse5) return Buttons.SideButton2;
//if (btn == MouseButtons::MWheelUp) return Buttons.MWheelUp;
//if (btn == MouseButtons::MWheelDown) return Buttons.MWheelDown;
throw std::runtime_error("Attempted to handle unmapped mouse button");
}
};
class InputDevice {}; // TODO: Remember to break InputDevice into it's own file and not define it twice!!!
class Pointer : public InputDevice {};
class Mouse : public Pointer
{
};
}

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@@ -0,0 +1,223 @@
#pragma once
#include <cstdint>
#include <vector>
#include "Event.h"
#include <map>
#include <thread>
#include "Key.hpp"
#include "rewindow/Cursors.hpp"
#include "MouseButton.hpp"
#include "GamepadButton.hpp"
#include "J3ML/LinearAlgebra.hpp"
#include "WindowEvents.hpp"
#include <format>
#include <queue>
#include <experimental/propagate_const>
namespace ReWindow {
enum class RenderingAPI: uint8_t {
OPENGL = 0,
//Vulkan is unimplemented.
VULKAN = 1,
};
//
class RWindowImpl;
class XLibImpl;
class Win32Impl;
class RWindow;
}
class ReWindow::RWindow {
private:
RWindowImpl* Impl = nullptr;
public:
//RWindow() = default;
//RWindow();
static RWindowImpl* GetPlatformImplementation(const RWindowParams& args) {
#if UNIX
return new XLibImpl(args);
#endif
#if WIN32
return new Win32Impl(args);
#endif
return nullptr;
}
explicit RWindow(const RWindowParams& params)
: Impl(GetPlatformImplementation(params)) { }
RWindow()
: RWindow({
.title = "Redacted Window",
.width = 640, .height = 480,
.fullscreen = false,
.resizable = true,
.vsync = false
}) { }
// TODO: Is this one valid?
explicit RWindow(RWindowImpl* wImpl)
: Impl(wImpl) { }
RWindow(RWindowImpl* wImpl, RenderImpl* wRenderImpl)
: Impl(wImpl), Renderer(wRenderImpl) { }
/*
explicit RWindow(const std::string& wTitle,
int wWidth = 640, int wHeight = 480,
RenderingAPI wRenderer = RenderingAPI::OPENGL,
bool wFullscreen = false,
bool wResizable = true,
bool wVsync = false) :
RWindowImpl(wTitle, wWidth, wHeight, wRenderer, wFullscreen, wResizable, wVsync) {};
*/
~RWindow() = default;
public:
// Platform dependant
void Open() { Impl->Open(); };
void Close() { Impl->Close(); };
void PollEvents() { Impl->PollEvents(); };
void Refresh() { Impl->Refresh(); };
public:
// Shared
/// Returns whether the window currently has mouse and/or keyboard focus.
[[nodiscard]] bool IsFocused() const { return Impl->IsFocused(); };
/// Returns whether the window is currently in Fullscreen.
// TODO: Support Fullscreen, FullscreenWindowed, and Windowed?
[[nodiscard]] bool IsFullscreen() const { return Impl->IsFullscreen(); } ;
/// Returns whether the window can be resized.
[[nodiscard]] bool IsResizable() const { return Impl->IsResizable(); } ;
/// Returns whether V-Sync is enabled.
[[nodiscard]] bool IsVsyncEnabled() const { return Impl->IsVsyncEnabled(); } ;
/// Returns whether the window is considered to be alive. Once dead, any logic loop should be terminated, and the cleanup procedure should run.
[[nodiscard]] bool IsAlive() const { return Impl->IsAlive(); } ;
// Should have IsOpen since window could be closed then reopened
public:
// Platform dependant
/// Sets whether or not to make the window fullscreen.
/// @note This is implemented per-OS, and as such, it simply requests the OS to do what we want. No guarantee about follow-through can be given.
void SetFullscreen(bool fs) { Impl->SetFullscreen(fs); };
/// Sets whether or not to make the window resizable.
/// @note This is implemented per-OS, and as such, it simply requests the OS to do what we want. No guarantee about follow-through can be given.
void SetResizable(bool resizable) { Impl->SetResizable(resizable); };
/// Sets whether or not to enable vertical synchronization.
/// @note This is implemented per-OS, and as such, it simply requests the OS to do what we want. No guarantee about follow-through can be given.
void SetVsyncEnabled(bool vsync) { Impl->SetVsyncEnabled(vsync); };
/// Requests the operating system to change the window size.
/// @param width
/// @param height
void SetSize(int width, int height) { Impl->SetSize(width, height); };
/// Requests the operating system to change the window size.
/// @param size
void SetSize(const Vector2& size) { Impl->SetSize(size); };
// Shared
/// Sets the title of this window.
void SetTitle(const std::string& title) { Impl->SetTitle(title); };
public:
// Shared
[[nodiscard]] std::string GetTitle() const { return Impl->GetTitle(); } ;
/// Returns the position of the window's top-left corner relative to the display
[[nodiscard]] Vector2 GetPos() const { return Impl->GetPos(); } ;
/// Returns the known size of the window, in {x,y} pixel measurement.
[[nodiscard]] Vector2 GetSize() const { return Impl->GetSize(); } ;
/// Returns the horizontal length of the renderable area in pixels.
[[nodiscard]] int GetWidth() const { return Impl->GetWidth(); } ;
/// Returns the vertical length of the renderable area, in pixels.
[[nodiscard]] int GetHeight() const { return Impl->GetHeight(); } ;
/// Returns the amount of time, in seconds, between the current and last frame.
/// Technically, no, it returns the elapsed time of the frame, start to finish.
[[nodiscard]] float GetDeltaTime() const { return Impl->GetDeltaTime(); } ;
/// Returns the approximate frames-per-second using delta time.
[[nodiscard]] float GetRefreshRate() const { return Impl->GetRefreshRate(); } ;
/// Returns the number of frames ran since the windows' creation.
[[nodiscard]] float GetRefreshCounter() const { return Impl->GetRefreshCounter(); } ;
public:
// Figure out what to do with these later
void Raise() const { Impl->Raise(); };
void Lower() const { Impl->Lower(); };
void DestroyOSWindowHandle() { Impl->DestroyOSWindowHandle(); };
void SetCursorVisible(bool cursor_enable) { Impl->SetCursorVisible(cursor_enable); };
Vector2 GetAccurateMouseCoordinates() const { return Impl->GetAccurateMouseCoordinates(); } ;
void GLSwapBuffers() { Impl->GLSwapBuffers(); };
void Fullscreen() { Impl->Fullscreen(); };
void RestoreFromFullscreen() { Impl->RestoreFromFullscreen(); };
// I know this doesn't modify the class, but it indirectly modifies the window
// Making it const just seems deceptive.
void SetCursorStyle(CursorStyle style) const { return Impl->SetCursorStyle(style); } ;
Vector2 GetPositionOfRenderableArea() const { return Impl->GetPositionOfRenderableArea(); } ;
std::string getGraphicsDriverVendor() { return Impl->getGraphicsDriverVendor(); };
void SetFlag(RWindowFlags flag, bool state) { Impl->SetFlag(flag, state); };
void processKeyRelease (Key key) { Impl->processKeyRelease(key); };
void processKeyPress (Key key) { Impl->processKeyPress(key); };
void processOnClose() { Impl->processOnClose(); };
void processOnOpen() { Impl->processOnOpen(); };
void processMousePress(const MouseButton& btn) { Impl->processMousePress(btn); };
void processMouseRelease(const MouseButton& btn) { Impl->processMouseRelease(btn); };
void processFocusIn() { Impl->processFocusIn(); };
void processFocusOut() { Impl->processFocusOut(); };
void processMouseMove(Vector2 last_pos, Vector2 new_pos) { Impl->processMouseMove(last_pos, new_pos); };
void processMouseWheel(int scrolls) { Impl->processMouseWheel(scrolls); };
virtual void OnOpen() {}
virtual void OnClosing() {}
virtual void OnFocusLost(const RWindowEvent& e) {}
virtual void OnFocusGain(const RWindowEvent& e) {}
virtual void OnRefresh(float elapsed) {}
virtual void OnResizeSuccess() {}
virtual bool OnResizeRequest(const WindowResizeRequestEvent& e) { return true;}
virtual void OnKeyDown(const KeyDownEvent&) {}
virtual void OnKeyUp(const KeyUpEvent&) {}
virtual void OnMouseMove(const MouseMoveEvent&) {}
virtual void OnMouseButtonDown(const MouseButtonDownEvent&) {}
virtual void OnMouseButtonUp(const MouseButtonUpEvent&) {}
virtual void OnMouseWheel(const MouseWheelEvent&) {}
Event<> OnOpenEvent;
Event<> OnClosingEvent;
Event<RWindowEvent> OnFocusLostEvent;
Event<RWindowEvent> OnFocusGainEvent;
Event<float> OnRefreshEvent;
Event<WindowResizeRequestEvent> OnResizeRequestEvent;
Event<KeyDownEvent> OnKeyDownEvent;
Event<KeyUpEvent> OnKeyUpEvent;
Event<MouseMoveEvent> OnMouseMoveEvent;
Event<MouseButtonDownEvent> OnMouseButtonDownEvent;
Event<MouseButtonUpEvent> OnMouseButtonUpEvent;
Event<MouseWheelEvent> OnMouseWheelEvent;
Vector2 GetMouseCoordinates() const { return Impl->GetMouseCoordinates(); };
bool GetFlag(RWindowFlags flag) const { return Impl->GetFlag(flag); };
//bool IsAlive() const { return Impl->
//IsAlive(); };
void SetSizeWithoutEvent(const Vector2& size) { Impl->SetSizeWithoutEvent(size); };
void LogEvent(const RWindowEvent& e) { Impl->LogEvent(e); };
RWindowEvent GetLastEvent() const { return Impl->GetLastEvent(); }
void SetLastKnownWindowSize(const Vector2& size) { Impl->SetLastKnownWindowSize(size); };
void SetRenderer(RenderingAPI api) { Impl->SetRenderer(api); };
bool IsKeyDown(Key key) const { return Impl->IsKeyDown(key); };
bool IsMouseButtonDown(const MouseButton &button) const { return Impl->IsMouseButtonDown(button); };
void ManagedRefresh() { Impl->ManagedRefresh(); };
float ComputeElapsedFrameTimeSeconds(std::chrono::steady_clock::time_point start, std::chrono::steady_clock::time_point end) { return Impl->ComputeElapsedFrameTimeSeconds(start, end); };
std::chrono::steady_clock::time_point GetTimestamp() { return Impl->GetTimestamp(); };
void UpdateFrameTiming(float frame_time) { Impl->UpdateFrameTiming(frame_time); };
//bool IsResizable() const { return Impl->
//IsResizable(); };
//bool IsFullscreen() const { return Impl->
//IsFullscreen(); };
//bool IsFocused() const { return Impl->
//IsFocused(); };
//bool IsVsyncEnabled() const { return Impl->
//IsVsyncEnabled(); };
void ForceClose() { Impl->ForceClose(); };
void ForceCloseAndTerminateProgram() { Impl->ForceCloseAndTerminateProgram(); };
int GetMouseWheelPersistent() const { return Impl->GetMouseWheelPersistent();}
[[nodiscard]] bool IsOpen() const { return Impl->IsOpen();}
[[nodiscard]] bool IsClosing() const { return Impl->IsClosing();}
};

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@@ -0,0 +1,167 @@
#pragma once
namespace ReWindow { class RWindowImpl; }
class ReWindow::RWindowImpl {
protected: // Should maybe make private
int width = 1280;
int height = 720;
bool open = false; // Is the underlying OS-Window-Handle actually open.
bool resizable = true;
bool fullscreen_mode = false;
bool focused = true;
bool vsync = false;
bool cursor_visible = true;
bool closing = false;
float delta_time = 0.f;
float refresh_rate = 0.f;
unsigned int refresh_count = 0;
std::string title = "Redacted Window";
Vector2 lastKnownWindowSize {0, 0};
// TODO: Implement ringbuffer / circular vector class of some sort.
float refresh_rate_prev_1 = 0.f;
float refresh_rate_prev_2 = 0.f;
float refresh_rate_prev_3 = 0.f;
float refresh_rate_prev_4 = 0.f;
float refresh_rate_prev_5 = 0.f;
float avg_refresh_rate = 0.0f;
// Figure out what to do with this shit later
bool flags[5];
KeyboardState currentKeyboard; // current frame keyboard state.
KeyboardState previousKeyboard; // previous frame keyboard state.
MouseState currentMouse; // purrent frame mouse state.
MouseState previousMouse; // previous frame mouse state
RenderingAPI renderer = RenderingAPI::OPENGL;
//
public:
explicit RWindowImpl(const RWindowParams& params)
: RWindowImpl(params.title, params.width, params.height, RenderingAPI::OPENGL, params.fullscreen, p)
explicit RWindowImpl(const std::string& wTitle,
int wWidth = 640, int wHeight = 480,
RenderingAPI wRenderer = RenderingAPI::OPENGL,
bool wFullscreen = false,
bool wResizable = true,
bool wVsync = false);
~RWindowImpl();
public:
virtual void Open();
virtual void Close();
virtual void PollEvents();
virtual void Refresh();
public:
bool IsFocused() const;
bool IsFullscreen() const;
bool IsResizable() const;
bool IsVsyncEnabled() const;
bool IsAlive() const;
public:
void SetFullscreen(bool fs);
void SetResizable(bool fs);
void SetVsyncEnabled(bool vsync);
void SetSize(int width, int height);
void SetSize(const Vector2& size);
// Added here for now
void SetPos(int x, int y);
void SetPos(const Vector2& pos);
//
virtual void SetTitle(const std::string& title);
public:
std::string GetTitle() const;
Vector2 GetPos() const;
Vector2 GetSize() const;
int GetWidth() const;
int GetHeight() const;
float GetDeltaTime() const;
float GetRefreshRate() const;
float GetRefreshCounter() const;
public:
// Figure out what to do with these later
void Raise() const;
void Lower() const;
void DestroyOSWindowHandle();
void SetCursorVisible(bool cursor_enable);
Vector2 GetAccurateMouseCoordinates() const;
void GLSwapBuffers();
void Fullscreen();
void RestoreFromFullscreen();
// I know this doesn't modify the class, but it indirectly modifies the window
// Making it const just seems deceptive.
void SetCursorStyle(CursorStyle style) const;
Vector2 GetPositionOfRenderableArea() const;
std::string getGraphicsDriverVendor();
void SetFlag(RWindowFlags flag, bool state);
// Make protected
void processKeyRelease (Key key);
void processKeyPress (Key key);
void processOnClose();
void processOnOpen();
void processMousePress(const MouseButton& btn);
void processMouseRelease(const MouseButton& btn);
void processFocusIn();
void processFocusOut();
void processMouseMove(Vector2 last_pos, Vector2 new_pos);
void processMouseWheel(int scrolls);
//
virtual void OnOpen() {}
virtual void OnClosing() {}
virtual void OnFocusLost(const RWindowEvent& e) {}
virtual void OnFocusGain(const RWindowEvent& e) {}
virtual void OnRefresh(float elapsed) {}
virtual void OnResizeSuccess() {}
virtual bool OnResizeRequest(const WindowResizeRequestEvent& e) { return true;}
virtual void OnKeyDown(const KeyDownEvent&) {}
virtual void OnKeyUp(const KeyUpEvent&) {}
virtual void OnMouseMove(const MouseMoveEvent&) {}
virtual void OnMouseButtonDown(const MouseButtonDownEvent&) {}
virtual void OnMouseButtonUp(const MouseButtonUpEvent&) {}
virtual void OnMouseWheel(const MouseWheelEvent&) {}
Event<> OnOpenEvent;
Event<> OnClosingEvent;
Event<RWindowEvent> OnFocusLostEvent;
Event<RWindowEvent> OnFocusGainEvent;
Event<float> OnRefreshEvent;
Event<WindowResizeRequestEvent> OnResizeRequestEvent;
Event<KeyDownEvent> OnKeyDownEvent;
Event<KeyUpEvent> OnKeyUpEvent;
Event<MouseMoveEvent> OnMouseMoveEvent;
Event<MouseButtonDownEvent> OnMouseButtonDownEvent;
Event<MouseButtonUpEvent> OnMouseButtonUpEvent;
Event<MouseWheelEvent> OnMouseWheelEvent;
Vector2 GetMouseCoordinates() const;
bool GetFlag(RWindowFlags flag) const;
//bool IsAlive() const;
void SetSizeWithoutEvent(const Vector2& size);
std::vector<RWindowEvent> eventLog;
std::queue<RWindowEvent> eventQueue;
void LogEvent(const RWindowEvent& e) { eventLog.push_back(e);};
RWindowEvent GetLastEvent() const {
return eventLog.back();
};
void SetLastKnownWindowSize(const Vector2& size);
void SetRenderer(RenderingAPI api);
bool IsKeyDown(Key key) const;
bool IsMouseButtonDown(const MouseButton &button) const;
void ManagedRefresh();
float ComputeElapsedFrameTimeSeconds(std::chrono::steady_clock::time_point start, std::chrono::steady_clock::time_point end);
std::chrono::steady_clock::time_point GetTimestamp();
void UpdateFrameTiming(float frame_time);
/*
bool IsResizable() const;
bool IsFullscreen() const;
bool IsFocused() const;
bool IsVsyncEnabled() const;
*/
void ForceClose();
void ForceCloseAndTerminateProgram();
int GetMouseWheelPersistent() const { return currentMouse.Wheel;}
[[nodiscard]] bool IsOpen() const { return open;}
[[nodiscard]] bool IsClosing() const { return closing;}
};

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#pragma once
#include <string>
namespace ReWindow {
struct RWindowParams
{
std::string title;
int width;
int height;
bool fullscreen;
bool resizable;
bool vsync;
};
}

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@@ -0,0 +1,5 @@
#pragma once
class ReWindow::Win32Impl : ReWindow::RWindowImpl {
public:
};

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@@ -1,8 +1,8 @@
#pragma once
#include <chrono>
#include <rewindow/types/key.h>
#include <rewindow/types/mousebutton.h>
#include "Key.hpp"
#include "MouseButton.hpp"
namespace ReWindow {

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@@ -0,0 +1,37 @@
#pragma once
#include <ReWindow/RWindowImpl.hpp>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <GL/glx.h>
#include "J3ML/LinearAlgebra.hpp"
namespace ReWindow { class XLibImpl; };
class ReWindow::XLibImpl : ReWindow::RWindowImpl {
Window window;
XEvent xev;
Display* display = XOpenDisplay(nullptr);
int defaultScreen = DefaultScreen(display);
XVisualInfo* visual;
XSetWindowAttributes xSetWindowAttributes;
XWindowAttributes windowAttributes;
Atom wmDeleteWindow;
// Make it start as floating because fuck tiling WMs
Atom windowTypeAtom;
Atom windowTypeUtilityAtom;
XSizeHints hints;
GLXContext glContext;
Cursor invisible_cursor = 0;
Vector2 render_area_position = {0, 0};
Vector2 position = {0, 0};
bool should_poll_x_for_mouse_pos = true;
public:
void Open() override;
void Close() override;
void PollEvents() override;
void SetTitle(const std::string &title) override;
void Refresh() override;
};

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@@ -1,26 +0,0 @@
/// ReWindowLibrary
/// A C++20 Library for creating and managing windows in a platform-independent manner
/// Developed and Maintained by the boys @ Redacted Software.
/// (c) 2024 Redacted Software
/// This work is dedicated to the public domain.
/// @file keyboard.h
/// @desc A class that models the functionality of a mouse / pointer device.
/// @edit 2024-07-29
#pragma once
namespace ReWindow
{
class InputDevice {}; // TODO: Remember to break InputDevice into it's own file and not define it twice!!!
class Pointer : public InputDevice {};
class Mouse : public Pointer
{
};
}

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@@ -1,462 +0,0 @@
#pragma once
#include <cstdint>
#include <vector>
#include <Event.h>
#include <map>
#include <thread>
#include <rewindow/types/key.h>
#include <rewindow/types/cursors.h>
#include <rewindow/types/mousebutton.h>
#include <rewindow/types/gamepadbutton.h>
#include <J3ML/LinearAlgebra.hpp>
#include <rewindow/types/WindowEvents.hpp>
#include <format>
#include <queue>
#include <experimental/propagate_const>
// Figure out what to do with this shit
enum class RWindowFlags: uint8_t {
IN_FOCUS,
FULLSCREEN,
RESIZABLE,
VSYNC,
QUIT,
MAX_FLAG
};
// Just throwing this in the header for now
std::string RWindowFlagToStr(RWindowFlags flag); /*{
switch (flag) {
case RWindowFlags::IN_FOCUS: return "IN_FOCUS";
case RWindowFlags::FULLSCREEN: return "FULLSCREEN";
case RWindowFlags::RESIZABLE: return "RESIZEABLE";
case RWindowFlags::VSYNC: return "VSYNC";
case RWindowFlags::QUIT: return "QUIT";
case RWindowFlags::MAX_FLAG: return "MAX_FLAG";
default:
return "unimplemented flag";
}
};
*/
using J3ML::LinearAlgebra::Vector2;
namespace ReWindow {
class KeyboardState {
public:
std::map<Key, bool> PressedKeys;
};
class GamepadState {
public:
std::map<GamepadButton, bool> PressedButtons;
};
class MouseState {
public:
struct
{
bool LMB = false;
bool RMB = false;
bool MMB = false;
bool SideButton1 = false;
bool SideButton2 = false;
bool MWheelUp = false;
bool MWheelDown = false;
} Buttons;
Vector2 Position;
int Wheel = 0;
[[nodiscard]] bool IsDown(const MouseButton& btn) const
{
if (btn == MouseButtons::Left) return Buttons.LMB;
if (btn == MouseButtons::Right) return Buttons.RMB;
if (btn == MouseButtons::Middle) return Buttons.MMB;
if (btn == MouseButtons::Mouse4) return Buttons.SideButton1;
if (btn == MouseButtons::Mouse5) return Buttons.SideButton2;
//if (btn == MouseButtons::MWheelUp) return Buttons.MWheelUp;
//if (btn == MouseButtons::MWheelDown) return Buttons.MWheelDown;
return false; // Unknown button?
}
void Set(const MouseButton& btn, bool state)
{
if (btn == MouseButtons::Left) Buttons.LMB = state;
if (btn == MouseButtons::Right) Buttons.RMB = state;
if (btn == MouseButtons::Middle) Buttons.MMB = state;
if (btn == MouseButtons::Mouse4) Buttons.SideButton1 = state;
if (btn == MouseButtons::Mouse5) Buttons.SideButton2 = state;
//if (btn == MouseButtons::MWheelUp) Buttons.MWheelUp = state;
//if (btn == MouseButtons::MWheelDown) Buttons.MWheelDown = state;
}
bool& operator[](const MouseButton& btn)
{
if (btn == MouseButtons::Left) return Buttons.LMB;
if (btn == MouseButtons::Right) return Buttons.RMB;
if (btn == MouseButtons::Middle) return Buttons.MMB;
if (btn == MouseButtons::Mouse4) return Buttons.SideButton1;
if (btn == MouseButtons::Mouse5) return Buttons.SideButton2;
//if (btn == MouseButtons::MWheelUp) return Buttons.MWheelUp;
//if (btn == MouseButtons::MWheelDown) return Buttons.MWheelDown;
throw std::runtime_error("Attempted to handle unmapped mouse button");
}
};
enum class RenderingAPI: uint8_t {
OPENGL = 0,
//Vulkan is unimplemented.
VULKAN = 1,
};
//
class RWindowImpl;
class RWindow;
}
class ReWindow::RWindowImpl {
private:
// Class for platform specific "global" variables, information, functionality, etc
// It is private as it should not be accessed outside the Impl. It has also
// purposefully been left undefined, so implementors can define it as they see fit.
// Make sure to do proper cleanup of the class and pointer if utilized. It should
// be handled with care.
//
// Example for initialization:
// RWindowImpl::RWindowImpl(ARGS) : pPlatform( new Platform ) { XYZ }
//
// Example for destruction:
// RWindowImpl::~RWindowImpl() {
// if (pPlatform) { delete pPlatform; };
// }
//
// Example for definition:
// class RWindowImpl::Platform {
// public:
// Platform() = default;
// public:
// int a;
// int b;
// int c;
// };
//
// - Maxine
class Platform;
Platform* pPlatform = nullptr;
protected: // Should maybe make private
int width = 1280;
int height = 720;
bool open = false; // Is the underlying OS-Window-Handle actually open.
bool resizable = true;
bool fullscreen_mode = false;
bool focused = true;
bool vsync = false;
bool cursor_visible = true;
bool closing = false;
float delta_time = 0.f;
float refresh_rate = 0.f;
unsigned int refresh_count = 0;
std::string title = "Redacted Window";
Vector2 lastKnownWindowSize {0, 0};
// TODO: Implement ringbuffer / circular vector class of some sort.
float refresh_rate_prev_1 = 0.f;
float refresh_rate_prev_2 = 0.f;
float refresh_rate_prev_3 = 0.f;
float refresh_rate_prev_4 = 0.f;
float refresh_rate_prev_5 = 0.f;
float avg_refresh_rate = 0.0f;
// Figure out what to do with this shit later
bool flags[5];
KeyboardState currentKeyboard; // current frame keyboard state.
KeyboardState previousKeyboard; // previous frame keyboard state.
MouseState currentMouse; // purrent frame mouse state.
MouseState previousMouse; // previous frame mouse state
RenderingAPI renderer = RenderingAPI::OPENGL;
//
public:
explicit RWindowImpl(const std::string& wTitle,
int wWidth = 640, int wHeight = 480,
RenderingAPI wRenderer = RenderingAPI::OPENGL,
bool wFullscreen = false,
bool wResizable = true,
bool wVsync = false);
~RWindowImpl();
public:
void Open();
void Close();
void PollEvents();
void Refresh();
public:
bool IsFocused() const;
bool IsFullscreen() const;
bool IsResizable() const;
bool IsVsyncEnabled() const;
bool IsAlive() const;
public:
void SetFullscreen(bool fs);
void SetResizable(bool fs);
void SetVsyncEnabled(bool vsync);
void SetSize(int width, int height);
void SetSize(const Vector2& size);
// Added here for now
void SetPos(int x, int y);
void SetPos(const Vector2& pos);
//
void SetTitle(const std::string& title);
public:
std::string GetTitle() const;
Vector2 GetPos() const;
Vector2 GetSize() const;
int GetWidth() const;
int GetHeight() const;
float GetDeltaTime() const;
float GetRefreshRate() const;
float GetRefreshCounter() const;
public:
// Figure out what to do with these later
void Raise() const;
void Lower() const;
void DestroyOSWindowHandle();
void SetCursorVisible(bool cursor_enable);
Vector2 GetAccurateMouseCoordinates() const;
void GLSwapBuffers();
void Fullscreen();
void RestoreFromFullscreen();
// I know this doesn't modify the class, but it indirectly modifies the window
// Making it const just seems deceptive.
void SetCursorStyle(CursorStyle style) const;
Vector2 GetPositionOfRenderableArea() const;
std::string getGraphicsDriverVendor();
void SetFlag(RWindowFlags flag, bool state);
void processKeyRelease (Key key);
void processKeyPress (Key key);
void processOnClose();
void processOnOpen();
void processMousePress(const MouseButton& btn);
void processMouseRelease(const MouseButton& btn);
void processFocusIn();
void processFocusOut();
void processMouseMove(Vector2 last_pos, Vector2 new_pos);
void processMouseWheel(int scrolls);
virtual void OnOpen() {}
virtual void OnClosing() {}
virtual void OnFocusLost(const RWindowEvent& e) {}
virtual void OnFocusGain(const RWindowEvent& e) {}
virtual void OnRefresh(float elapsed) {}
virtual void OnResizeSuccess() {}
virtual bool OnResizeRequest(const WindowResizeRequestEvent& e) { return true;}
virtual void OnKeyDown(const KeyDownEvent&) {}
virtual void OnKeyUp(const KeyUpEvent&) {}
virtual void OnMouseMove(const MouseMoveEvent&) {}
virtual void OnMouseButtonDown(const MouseButtonDownEvent&) {}
virtual void OnMouseButtonUp(const MouseButtonUpEvent&) {}
virtual void OnMouseWheel(const MouseWheelEvent&) {}
Event<> OnOpenEvent;
Event<> OnClosingEvent;
Event<RWindowEvent> OnFocusLostEvent;
Event<RWindowEvent> OnFocusGainEvent;
Event<float> OnRefreshEvent;
Event<WindowResizeRequestEvent> OnResizeRequestEvent;
Event<KeyDownEvent> OnKeyDownEvent;
Event<KeyUpEvent> OnKeyUpEvent;
Event<MouseMoveEvent> OnMouseMoveEvent;
Event<MouseButtonDownEvent> OnMouseButtonDownEvent;
Event<MouseButtonUpEvent> OnMouseButtonUpEvent;
Event<MouseWheelEvent> OnMouseWheelEvent;
Vector2 GetMouseCoordinates() const;
bool GetFlag(RWindowFlags flag) const;
//bool IsAlive() const;
void SetSizeWithoutEvent(const Vector2& size);
std::vector<RWindowEvent> eventLog;
std::queue<RWindowEvent> eventQueue;
void LogEvent(const RWindowEvent& e) { eventLog.push_back(e);};
RWindowEvent GetLastEvent() const {
return eventLog.back();
};
void SetLastKnownWindowSize(const Vector2& size);
void SetRenderer(RenderingAPI api);
bool IsKeyDown(Key key) const;
bool IsMouseButtonDown(const MouseButton &button) const;
void ManagedRefresh();
float ComputeElapsedFrameTimeSeconds(std::chrono::steady_clock::time_point start, std::chrono::steady_clock::time_point end);
std::chrono::steady_clock::time_point GetTimestamp();
void UpdateFrameTiming(float frame_time);
/*
bool IsResizable() const;
bool IsFullscreen() const;
bool IsFocused() const;
bool IsVsyncEnabled() const;
*/
void ForceClose();
void ForceCloseAndTerminateProgram();
int GetMouseWheelPersistent() const { return currentMouse.Wheel;}
[[nodiscard]] bool IsOpen() const { return open;}
[[nodiscard]] bool IsClosing() const { return closing;}
};
class ReWindow::RWindow : private RWindowImpl {
public:
//RWindow() = default;
//RWindow();
explicit RWindow(const std::string& wTitle,
int wWidth = 640, int wHeight = 480,
RenderingAPI wRenderer = RenderingAPI::OPENGL,
bool wFullscreen = false,
bool wResizable = true,
bool wVsync = false) :
RWindowImpl(wTitle, wWidth, wHeight, wRenderer, wFullscreen, wResizable, wVsync) {};
~RWindow() = default;
public:
// Platform dependant
void Open() { RWindowImpl::Open(); };
void Close() { RWindowImpl::Close(); };
void PollEvents() { RWindowImpl::PollEvents(); };
void Refresh() { RWindowImpl::Refresh(); };
public:
// Shared
/// Returns whether the window currently has mouse and/or keyboard focus.
[[nodiscard]] bool IsFocused() const { return RWindowImpl::IsFocused(); };
/// Returns whether the window is currently in Fullscreen.
// TODO: Support Fullscreen, FullscreenWindowed, and Windowed?
[[nodiscard]] bool IsFullscreen() const { return RWindowImpl::IsFullscreen(); } ;
/// Returns whether the window can be resized.
[[nodiscard]] bool IsResizable() const { return RWindowImpl::IsResizable(); } ;
/// Returns whether V-Sync is enabled.
[[nodiscard]] bool IsVsyncEnabled() const { return RWindowImpl::IsVsyncEnabled(); } ;
/// Returns whether the window is considered to be alive. Once dead, any logic loop should be terminated, and the cleanup procedure should run.
[[nodiscard]] bool IsAlive() const { return RWindowImpl::IsAlive(); } ;
// Should have IsOpen since window could be closed then reopened
public:
// Platform dependant
/// Sets whether or not to make the window fullscreen.
/// @note This is implemented per-OS, and as such, it simply requests the OS to do what we want. No guarantee about follow-through can be given.
void SetFullscreen(bool fs) { RWindowImpl::SetFullscreen(fs); };
/// Sets whether or not to make the window resizable.
/// @note This is implemented per-OS, and as such, it simply requests the OS to do what we want. No guarantee about follow-through can be given.
void SetResizable(bool resizable) { RWindowImpl::SetResizable(resizable); };
/// Sets whether or not to enable vertical synchronization.
/// @note This is implemented per-OS, and as such, it simply requests the OS to do what we want. No guarantee about follow-through can be given.
void SetVsyncEnabled(bool vsync) { RWindowImpl::SetVsyncEnabled(vsync); };
/// Requests the operating system to change the window size.
/// @param width
/// @param height
void SetSize(int width, int height) { RWindowImpl::SetSize(width, height); };
/// Requests the operating system to change the window size.
/// @param size
void SetSize(const Vector2& size) { RWindowImpl::SetSize(size); };
// Shared
/// Sets the title of this window.
void SetTitle(const std::string& title) { RWindowImpl::SetTitle(title); };
public:
// Shared
[[nodiscard]] std::string GetTitle() const { return RWindowImpl::GetTitle(); } ;
/// Returns the position of the window's top-left corner relative to the display
[[nodiscard]] Vector2 GetPos() const { return RWindowImpl::GetPos(); } ;
/// Returns the known size of the window, in {x,y} pixel measurement.
[[nodiscard]] Vector2 GetSize() const { return RWindowImpl::GetSize(); } ;
/// Returns the horizontal length of the renderable area in pixels.
[[nodiscard]] int GetWidth() const { return RWindowImpl::GetWidth(); } ;
/// Returns the vertical length of the renderable area, in pixels.
[[nodiscard]] int GetHeight() const { return RWindowImpl::GetHeight(); } ;
/// Returns the amount of time, in seconds, between the current and last frame.
/// Technically, no, it returns the elapsed time of the frame, start to finish.
[[nodiscard]] float GetDeltaTime() const { return RWindowImpl::GetDeltaTime(); } ;
/// Returns the approximate frames-per-second using delta time.
[[nodiscard]] float GetRefreshRate() const { return RWindowImpl::GetRefreshRate(); } ;
/// Returns the number of frames ran since the windows' creation.
[[nodiscard]] float GetRefreshCounter() const { return RWindowImpl::GetRefreshCounter(); } ;
public:
// Figure out what to do with these later
void Raise() const { RWindowImpl::Raise(); };
void Lower() const { RWindowImpl::Lower(); };
void DestroyOSWindowHandle() { RWindowImpl::DestroyOSWindowHandle(); };
void SetCursorVisible(bool cursor_enable) { RWindowImpl::SetCursorVisible(cursor_enable); };
Vector2 GetAccurateMouseCoordinates() const { return RWindowImpl::GetAccurateMouseCoordinates(); } ;
void GLSwapBuffers() { RWindowImpl::GLSwapBuffers(); };
void Fullscreen() { RWindowImpl::Fullscreen(); };
void RestoreFromFullscreen() { RWindowImpl::RestoreFromFullscreen(); };
// I know this doesn't modify the class, but it indirectly modifies the window
// Making it const just seems deceptive.
void SetCursorStyle(CursorStyle style) const { return RWindowImpl::SetCursorStyle(style); } ;
Vector2 GetPositionOfRenderableArea() const { return RWindowImpl::GetPositionOfRenderableArea(); } ;
std::string getGraphicsDriverVendor() { return RWindowImpl::getGraphicsDriverVendor(); };
void SetFlag(RWindowFlags flag, bool state) { RWindowImpl::SetFlag(flag, state); };
void processKeyRelease (Key key) { RWindowImpl::processKeyRelease(key); };
void processKeyPress (Key key) { RWindowImpl::processKeyPress(key); };
void processOnClose() { RWindowImpl::processOnClose(); };
void processOnOpen() { RWindowImpl::processOnOpen(); };
void processMousePress(const MouseButton& btn) { RWindowImpl::processMousePress(btn); };
void processMouseRelease(const MouseButton& btn) { RWindowImpl::processMouseRelease(btn); };
void processFocusIn() { RWindowImpl::processFocusIn(); };
void processFocusOut() { RWindowImpl::processFocusOut(); };
void processMouseMove(Vector2 last_pos, Vector2 new_pos) { RWindowImpl::processMouseMove(last_pos, new_pos); };
void processMouseWheel(int scrolls) { RWindowImpl::processMouseWheel(scrolls); };
virtual void OnOpen() {}
virtual void OnClosing() {}
virtual void OnFocusLost(const RWindowEvent& e) {}
virtual void OnFocusGain(const RWindowEvent& e) {}
virtual void OnRefresh(float elapsed) {}
virtual void OnResizeSuccess() {}
virtual bool OnResizeRequest(const WindowResizeRequestEvent& e) { return true;}
virtual void OnKeyDown(const KeyDownEvent&) {}
virtual void OnKeyUp(const KeyUpEvent&) {}
virtual void OnMouseMove(const MouseMoveEvent&) {}
virtual void OnMouseButtonDown(const MouseButtonDownEvent&) {}
virtual void OnMouseButtonUp(const MouseButtonUpEvent&) {}
virtual void OnMouseWheel(const MouseWheelEvent&) {}
Event<> OnOpenEvent;
Event<> OnClosingEvent;
Event<RWindowEvent> OnFocusLostEvent;
Event<RWindowEvent> OnFocusGainEvent;
Event<float> OnRefreshEvent;
Event<WindowResizeRequestEvent> OnResizeRequestEvent;
Event<KeyDownEvent> OnKeyDownEvent;
Event<KeyUpEvent> OnKeyUpEvent;
Event<MouseMoveEvent> OnMouseMoveEvent;
Event<MouseButtonDownEvent> OnMouseButtonDownEvent;
Event<MouseButtonUpEvent> OnMouseButtonUpEvent;
Event<MouseWheelEvent> OnMouseWheelEvent;
Vector2 GetMouseCoordinates() const { return RWindowImpl::GetMouseCoordinates(); };
bool GetFlag(RWindowFlags flag) const { return RWindowImpl::GetFlag(flag); };
//bool IsAlive() const { return RWindowImpl::IsAlive(); };
void SetSizeWithoutEvent(const Vector2& size) { RWindowImpl::SetSizeWithoutEvent(size); };
void LogEvent(const RWindowEvent& e) { RWindowImpl::LogEvent(e); };
RWindowEvent GetLastEvent() const { return RWindowImpl::GetLastEvent(); }
void SetLastKnownWindowSize(const Vector2& size) { RWindowImpl::SetLastKnownWindowSize(size); };
void SetRenderer(RenderingAPI api) { RWindowImpl::SetRenderer(api); };
bool IsKeyDown(Key key) const { return RWindowImpl::IsKeyDown(key); };
bool IsMouseButtonDown(const MouseButton &button) const { return RWindowImpl::IsMouseButtonDown(button); };
void ManagedRefresh() { RWindowImpl::ManagedRefresh(); };
float ComputeElapsedFrameTimeSeconds(std::chrono::steady_clock::time_point start, std::chrono::steady_clock::time_point end) { return RWindowImpl::ComputeElapsedFrameTimeSeconds(start, end); };
std::chrono::steady_clock::time_point GetTimestamp() { return RWindowImpl::GetTimestamp(); };
void UpdateFrameTiming(float frame_time) { RWindowImpl::UpdateFrameTiming(frame_time); };
//bool IsResizable() const { return RWindowImpl::IsResizable(); };
//bool IsFullscreen() const { return RWindowImpl::IsFullscreen(); };
//bool IsFocused() const { return RWindowImpl::IsFocused(); };
//bool IsVsyncEnabled() const { return RWindowImpl::IsVsyncEnabled(); };
void ForceClose() { RWindowImpl::ForceClose(); };
void ForceCloseAndTerminateProgram() { RWindowImpl::ForceCloseAndTerminateProgram(); };
int GetMouseWheelPersistent() const { return RWindowImpl::GetMouseWheelPersistent();}
[[nodiscard]] bool IsOpen() const { return RWindowImpl::IsOpen();}
[[nodiscard]] bool IsClosing() const { return RWindowImpl::IsClosing();}
};

View File

@@ -1,7 +1,7 @@
#include <iostream>
#include <rewindow/types/window.h>
#include <rewindow/types/display.h>
#include <rewindow/logger/logger.h>
#include <ReWindow/RWindow.hpp>
#include <ReWindow/Display.hpp>
#include <ReWindow/Logger.hpp>
//aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa Windows :/
#if _WIN32

View File

@@ -1,4 +1,4 @@
#include <rewindow/types/gamepadbutton.h>
#include <ReWindow/GamepadButton.hpp>
bool ReWindow::GamepadButton::operator ==(const GamepadButton &rhs) const {
return this->GetMnemonicButtonCode() == rhs.GetMnemonicButtonCode();

View File

@@ -1,5 +1,5 @@
#include <rewindow/types/key.h>
//#include <rewindow/logger.h>
#include <ReWindow/Key.hpp>
//#include <ReWindow/logger.h>
//std::vector<Key> Key::keyboard = {};
std::vector<Key> Key::GetKeyboard() { return keyboard; }

View File

@@ -1,4 +1,4 @@
#include "rewindow/logger/logger.h"
#include <ReWindow/Logger.hpp>
namespace ReWindow::Logger {
using namespace jlog;

View File

@@ -1,7 +1,7 @@
#include <rewindow/types/mousebutton.h>
#include <ReWindow/MouseButton.hpp>
#include <string>
#include <X11/X.h>
#include "rewindow/logger/logger.h"
#include <ReWindow/Logger.hpp>
MouseButton::MouseButton(const std::string& charcode, unsigned int index) {

View File

@@ -1,56 +1,4 @@
#include <rewindow/types/window.h>
#include "rewindow/logger/logger.h"
/*
std::string RWindowFlagToStr(RWindowFlags flag) {
switch (flag) {
case RWindowFlags::IN_FOCUS: return "IN_FOCUS";
case RWindowFlags::FULLSCREEN: return "FULLSCREEN";
case RWindowFlags::RESIZABLE: return "RESIZEABLE";
case RWindowFlags::VSYNC: return "VSYNC";
case RWindowFlags::QUIT: return "QUIT";
case RWindowFlags::MAX_FLAG: return "MAX_FLAG";
default:
return "unimplemented flag";
}
};
*/
std::string RWindowFlagToStr(RWindowFlags flag) {
switch (flag) {
case RWindowFlags::IN_FOCUS: return "IN_FOCUS";
case RWindowFlags::FULLSCREEN: return "FULLSCREEN";
case RWindowFlags::RESIZABLE: return "RESIZEABLE";
case RWindowFlags::VSYNC: return "VSYNC";
case RWindowFlags::QUIT: return "QUIT";
case RWindowFlags::MAX_FLAG: return "MAX_FLAG";
default:
return "unimplemented flag";
}
};
using namespace ReWindow;
/*
RWindow::RWindow(const std::string& wTitle, int wWidth, int wHeight, RenderingAPI wRenderer, bool wFullscreen, bool wResizable, bool wVsync)
: title(wTitle), width(wWidth), height(wHeight), renderer(wRenderer), fullscreen_mode(wFullscreen), resizable(wResizable), vsync(wVsync),
flags{false,wFullscreen,wResizable,wVsync} {
}
*/
//RWindow::~RWindow() {
/*
if (open)
DestroyOSWindowHandle();
*/
//RWindowImpl::~RWindowImpl();
//}
#include <ReWindow/RWindowImpl.hpp>
Vector2 RWindowImpl::GetMouseCoordinates() const {
return currentMouse.Position;
@@ -293,15 +241,39 @@ bool RWindowImpl::IsFocused() const {
processOnClose();
}
void RWindowImpl::ForceClose() {
void RWindowImpl::Open() {
open = true;
processOnOpen();
}
void RWindowImpl::ForceClose() {
Close();
DestroyOSWindowHandle();
}
}
void RWindowImpl::ForceCloseAndTerminateProgram() {
void RWindowImpl::ForceCloseAndTerminateProgram() {
ForceClose();
exit(0);
}
void RWindowImpl::PollEvents()
{
previousKeyboard = currentKeyboard;
previousMouse.Buttons = currentMouse.Buttons;
}
void RWindowImpl::Refresh()
{
PollEvents();
OnRefresh(delta_time);
// Only call once and cache the result.
currentMouse.Position = GetAccurateMouseCoordinates();
/// TODO: Implement optional minimum epsilon to trigger a Mouse Update.
if (currentMouse.Position != previousMouse.Position) {
processMouseMove(previousMouse.Position, currentMouse.Position);
previousMouse.Position = currentMouse.Position;
}
}

View File

@@ -1,6 +1,6 @@
#include <Windows.h>
#include <gl/GL.h>
#include <rewindow/types/window.h>
#include <ReWindow/RWindow.hpp>
using namespace ReWindow;

View File

@@ -0,0 +1,7 @@
#include <ReWindow/WindowEvents.hpp>
namespace ReWindow
{
}

View File

@@ -4,10 +4,10 @@
#include <GL/glx.h>
#include <cstdlib>
#include <cstring>
#include <rewindow/types/window.h>
#include <rewindow/types/cursors.h>
#include <ReWindow/RWindow.hpp>
#include <ReWindow/Cursors.hpp>
#include <J3ML/J3ML.hpp>
#include <rewindow/logger/logger.h>
#include <ReWindow/Logger.hpp>
@@ -79,6 +79,60 @@ RWindowImpl::~RWindowImpl() {
DestroyOSWindowHandle();
}
void XLibImpl::SetTitle(const std::string &title) {
RWindowImpl::SetTitle(title);
XStoreName(pPlatform->display, pPlatform->window, title.c_str());
}
void XLibImpl::Open() {
pPlatform->xSetWindowAttributes.border_pixel = BlackPixel(pPlatform->display, pPlatform->defaultScreen);
pPlatform->xSetWindowAttributes.background_pixel = BlackPixel(pPlatform->display, pPlatform->defaultScreen);
pPlatform->xSetWindowAttributes.override_redirect = True;
pPlatform->xSetWindowAttributes.event_mask = ExposureMask;
//SetVsyncEnabled(vsync);
if (renderer == RenderingAPI::OPENGL) {
GLint glAttributes[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None};
pPlatform->visual = glXChooseVisual(pPlatform->display, pPlatform->defaultScreen, glAttributes);
pPlatform->glContext = glXCreateContext(pPlatform->display, pPlatform->visual, nullptr, GL_TRUE);
}
pPlatform->xSetWindowAttributes.colormap = XCreateColormap(pPlatform->display, RootWindow(pPlatform->display, pPlatform->defaultScreen), pPlatform->visual->visual, AllocNone);
pPlatform->window = XCreateWindow(pPlatform->display, RootWindow(pPlatform->display, pPlatform->defaultScreen), 0, 0, width, height, 0, pPlatform->visual->depth,
InputOutput, pPlatform->visual->visual, CWBackPixel | CWColormap | CWBorderPixel | NoEventMask,
&pPlatform->xSetWindowAttributes);
// Set window to floating because fucking tiling WMs
pPlatform->windowTypeAtom = XInternAtom(pPlatform->display, "_NET_WM_WINDOW_TYPE", False);
pPlatform->windowTypeUtilityAtom = XInternAtom(pPlatform->display, "_NET_WM_WINDOW_TYPE_UTILITY", False);
XChangeProperty(pPlatform->display, pPlatform->window, pPlatform->windowTypeAtom, XA_ATOM, 32, PropModeReplace,
(unsigned char *)&pPlatform->windowTypeUtilityAtom, 1);
//
XSelectInput(pPlatform->display, pPlatform->window,
ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask |
PointerMotionMask |
PointerMotionHintMask | FocusChangeMask | StructureNotifyMask | SubstructureRedirectMask |
SubstructureNotifyMask | CWColormap );
XMapWindow(pPlatform->display, pPlatform->window);
XStoreName(pPlatform->display, pPlatform->window, title.c_str());
pPlatform->wmDeleteWindow = XInternAtom(pPlatform->display, "WM_DELETE_WINDOW", False);
XSetWMProtocols(pPlatform->display, pPlatform->window, &pPlatform->wmDeleteWindow, 1);
if (renderer == RenderingAPI::OPENGL)
glXMakeCurrent(pPlatform->display, pPlatform->window, pPlatform->glContext);
// Get the position of the renderable area relative to the rest of the window.
XGetWindowAttributes(pPlatform->display, pPlatform->window, &pPlatform->windowAttributes);
pPlatform->render_area_position = { (float) pPlatform->windowAttributes.x, (float) pPlatform->windowAttributes.y };
RWindowImpl::Open();
}
void XLibImpl::Close()
{
RWindowImpl::Close();
}
//using namespace ReWindow;
void RWindowImpl::Raise() const {
@@ -158,7 +212,7 @@ void RWindowImpl::SetFlag(RWindowFlags flag, bool state) {
Logger::Debug(std::format("Set flag '{}' to state '{}' for window '{}'", RWindowFlagToStr(flag), state, this->title));
}
void RWindowImpl::PollEvents() {
void XLibImpl::PollEvents() {
while(XPending(pPlatform->display)) {
XNextEvent(pPlatform->display, &pPlatform->xev);
@@ -277,28 +331,17 @@ void RWindowImpl::PollEvents() {
}
}
previousKeyboard = currentKeyboard;
previousMouse.Buttons = currentMouse.Buttons;
RWindowImpl::PollEvents();
}
void RWindowImpl::Refresh() {
void XLibImpl::Refresh() {
// Essentially allows more than one window to be drawable
// https://www.khronos.org/opengl/wiki/Programming_OpenGL_in_Linux:_GLX_and_Xlib
// https://registry.khronos.org/OpenGL-Refpages/gl2.1/xhtml/glXMakeCurrent.xml
glXMakeCurrent(pPlatform->display, pPlatform->window, pPlatform->glContext);
PollEvents();
OnRefresh(delta_time);
// Only call once and cache the result.
currentMouse.Position = GetAccurateMouseCoordinates();
/// TODO: Implement optional minimum epsilon to trigger a Mouse Update.
if (currentMouse.Position != previousMouse.Position) {
processMouseMove(previousMouse.Position, currentMouse.Position);
previousMouse.Position = currentMouse.Position;
}
RWindowImpl::Refresh();
}
@@ -416,54 +459,11 @@ void RWindowImpl::SetCursorStyle(CursorStyle style) const {
XDefineCursor(pPlatform->display, pPlatform->window, c);
}
void RWindowImpl::Open() {
pPlatform->xSetWindowAttributes.border_pixel = BlackPixel(pPlatform->display, pPlatform->defaultScreen);
pPlatform->xSetWindowAttributes.background_pixel = BlackPixel(pPlatform->display, pPlatform->defaultScreen);
pPlatform->xSetWindowAttributes.override_redirect = True;
pPlatform->xSetWindowAttributes.event_mask = ExposureMask;
//SetVsyncEnabled(vsync);
if (renderer == RenderingAPI::OPENGL) {
GLint glAttributes[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None};
pPlatform->visual = glXChooseVisual(pPlatform->display, pPlatform->defaultScreen, glAttributes);
pPlatform->glContext = glXCreateContext(pPlatform->display, pPlatform->visual, nullptr, GL_TRUE);
}
pPlatform->xSetWindowAttributes.colormap = XCreateColormap(pPlatform->display, RootWindow(pPlatform->display, pPlatform->defaultScreen), pPlatform->visual->visual, AllocNone);
pPlatform->window = XCreateWindow(pPlatform->display, RootWindow(pPlatform->display, pPlatform->defaultScreen), 0, 0, width, height, 0, pPlatform->visual->depth,
InputOutput, pPlatform->visual->visual, CWBackPixel | CWColormap | CWBorderPixel | NoEventMask,
&pPlatform->xSetWindowAttributes);
// Set window to floating because fucking tiling WMs
pPlatform->windowTypeAtom = XInternAtom(pPlatform->display, "_NET_WM_WINDOW_TYPE", False);
pPlatform->windowTypeUtilityAtom = XInternAtom(pPlatform->display, "_NET_WM_WINDOW_TYPE_UTILITY", False);
XChangeProperty(pPlatform->display, pPlatform->window, pPlatform->windowTypeAtom, XA_ATOM, 32, PropModeReplace,
(unsigned char *)&pPlatform->windowTypeUtilityAtom, 1);
//
XSelectInput(pPlatform->display, pPlatform->window,
ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask |
PointerMotionMask |
PointerMotionHintMask | FocusChangeMask | StructureNotifyMask | SubstructureRedirectMask |
SubstructureNotifyMask | CWColormap );
XMapWindow(pPlatform->display, pPlatform->window);
XStoreName(pPlatform->display, pPlatform->window, title.c_str());
pPlatform->wmDeleteWindow = XInternAtom(pPlatform->display, "WM_DELETE_WINDOW", False);
XSetWMProtocols(pPlatform->display, pPlatform->window, &pPlatform->wmDeleteWindow, 1);
if (renderer == RenderingAPI::OPENGL)
glXMakeCurrent(pPlatform->display, pPlatform->window, pPlatform->glContext);
// Get the position of the renderable area relative to the rest of the window.
XGetWindowAttributes(pPlatform->display, pPlatform->window, &pPlatform->windowAttributes);
pPlatform->render_area_position = { (float) pPlatform->windowAttributes.x, (float) pPlatform->windowAttributes.y };
open = true;
processOnOpen();
}
void RWindowImpl::SetTitle(const std::string &title) {
this->title = title;
XStoreName(pPlatform->display, pPlatform->window, title.c_str());
}

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@@ -1,4 +1,4 @@
#include <rewindow/types/display.h>
#include <ReWindow/Display.hpp>
#include <X11/X.h>
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>

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@@ -1,4 +1,4 @@
#include <rewindow/types/display.h>
#include <ReWindow/Display.hpp>
using namespace ReWindow;

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@@ -1,7 +0,0 @@
#include <rewindow/types/WindowEvents.hpp>
namespace ReWindow
{
}