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  • gamedev/fggl
  • onuralpsezer/fggl
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with 8372 additions and 147 deletions
......@@ -21,7 +21,6 @@
#include <string>
#include <stdexcept>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
namespace fggl::display::glfw {
......@@ -34,37 +33,37 @@ namespace fggl::display::glfw {
fgglWindow->framesize(width, height);
}
static void fggl_input_cursor(GLFWwindow *window, double x, double y) {
static void fggl_input_cursor(GLFWwindow *window, double xPos, double yPos) {
auto &input = GlfwInputManager::instance();
auto *fgglWin = static_cast<Window *>(glfwGetWindowUserPointer(window));
#ifndef FGGL_INPUT_SCREEN_COORDS
// convert to nice ranges...
x = (x / fgglWin->width() * 2) - 1.0; // [-1, 1]
y = (y / fgglWin->height() * 2) - 1.0; // [-1, 1]
xPos = (xPos / fgglWin->width() * 2) - 1.0; // [-1, 1]
yPos = (yPos / fgglWin->height() * 2) - 1.0; // [-1, 1]
#endif
// inform the input system
input.onMouseMove(x, y);
input.onMouseMove(xPos, yPos);
}
static void fggl_input_scroll(GLFWwindow *window, double x, double y) {
static void fggl_input_scroll(GLFWwindow */*window*/, double xPos, double yPos) {
auto &input = GlfwInputManager::instance();
input.onMouseScroll(x, y);
input.onMouseScroll(xPos, yPos);
}
static void fggl_input_mouse_btn(GLFWwindow *window, int btn, int action, int mods) {
static void fggl_input_mouse_btn(GLFWwindow */*window*/, int btn, int action, int /*mods*/) {
auto &input = GlfwInputManager::instance();
input.onMouseButton(btn, action == GLFW_PRESS);
}
static void fggl_input_keyboard(GLFWwindow *window, int key, int scancode, int action, int mods) {
static void fggl_input_keyboard(GLFWwindow */*window*/, int /*key*/, int scancode, int action, int /*mods*/) {
auto &input = GlfwInputManager::instance();
input.onKeyEvent(scancode, action == GLFW_PRESS || action == GLFW_REPEAT);
}
static void fggl_update_joystick(fggl::input::GamepadInput &input, int jid) {
bool isGamepad = glfwJoystickIsGamepad(jid);
bool isGamepad = (glfwJoystickIsGamepad(jid) == GLFW_TRUE);
if (isGamepad) {
if (!input.present(jid)) {
......@@ -99,7 +98,7 @@ namespace fggl::display::glfw {
auto &gamepadCtl = input.gamepads();
for (int jid = 0; jid < GLFW_JOYSTICK_LAST; jid++) {
if (glfwJoystickPresent(jid)) {
if (glfwJoystickPresent(jid) == GLFW_TRUE) {
fggl_update_joystick(gamepadCtl, jid);
} else {
gamepadCtl.setActive(jid, false);
......@@ -144,7 +143,7 @@ namespace fggl::display::glfw {
GlfwContext::~GlfwContext() {
glfwTerminate();
spdlog::debug("[glfw] context terminated");
debug::trace("[glfw] context terminated");
}
void GlfwContext::pollEvents() {
......@@ -157,7 +156,9 @@ namespace fggl::display::glfw {
Window::Window(std::shared_ptr<GlfwContext> context, gfx::WindowGraphics *graphics)
: m_context(std::move(context)), m_window(nullptr), m_framesize() {
spdlog::debug("[glfw] creating window");
// don't iconify when focus is lost.
glfwWindowHint( GLFW_AUTO_ICONIFY, GLFW_FALSE );
// FIXME - this ties the graphics API before window creation
auto graphicsConfig = graphics->config();
......@@ -184,12 +185,15 @@ namespace fggl::display::glfw {
// bind the graphics API
glfwMakeContextCurrent(m_window);
m_graphics = std::unique_ptr<gfx::Graphics>(graphics->create(*this));
spdlog::debug("[glfw] window creation complete");
m_graphics = graphics->createMain(*this);
}
Window::~Window() {
if ( m_graphics != nullptr ) {
delete m_graphics;
m_graphics = nullptr;
}
if (m_window != nullptr) {
// prevent dangling pointers
glfwSetWindowUserPointer(m_window, nullptr);
......@@ -215,14 +219,14 @@ namespace fggl::display::glfw {
glfwMakeContextCurrent(m_window);
}
fggl::math::vec2i Window::frameSize() const {
auto Window::frameSize() const -> fggl::math::vec2i {
assert(m_window != nullptr);
math::vec2i size;
glfwGetFramebufferSize(m_window, &size.x, &size.y);
return size;
}
bool Window::wantClose() const {
auto Window::wantClose() const -> bool {
assert(m_window != nullptr);
return glfwWindowShouldClose(m_window) == GLFW_TRUE;
}
......
target_sources( fggl
PRIVATE
hexagon.cpp
)
\ No newline at end of file
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......@@ -55,7 +55,7 @@ namespace fggl::gui {
m_label.size(topLeft(), size());
}
std::string Button::label() const {
auto Button::label() const -> std::string {
return m_label.text();
}
......
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