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window.cpp
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159 lines (126 loc) · 3.27 KB
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#include <SDL2/SDL.h>
#include <GL/glew.h>
#include "config.h"
#include "GLError.h"
#include "glprogram.h"
#include "screenrenderer.h"
#include "window.h"
////////////////////////////////////////////////////////////////////////////////
static constexpr float VELOCITY = 0.1f;
////////////////////////////////////////////////////////////////////////////////
/**
* @brief Window::Window Constructor for the Window class.
* @param appName The name the APP that is going to be displayed.
*/
Window::Window( const char* const appName )
: m_shouldQuit( false )
, m_cameraPos( 0., 0., 5.f )
{
auto result = SDL_Init( SDL_INIT_VIDEO );
if( result )
return;
m_window = SDL_CreateWindow( appName, SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_OPENGL );
if( nullptr == m_window )
return;
SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
m_context = SDL_GL_CreateContext( m_window );
if( nullptr == m_context )
return;
GLenum glewError = glewInit();
if( GLEW_OK != glewError )
return;
glEnable( GL_DEBUG_OUTPUT );
glDebugMessageCallback( GL::MessageCallback, nullptr );
m_screenRenderer = new ScreenRenderer;
}
////////////////////////////////////////////////////////////////////////////////
/**
* @brief Window::~Window Destructor for the class.
*/
Window::~Window()
{
SDL_GL_DeleteContext( m_context );
SDL_DestroyWindow( m_window );
SDL_Quit();
}
////////////////////////////////////////////////////////////////////////////////
/**
* @brief Window::run The main loop for the program.
*/
void Window::run()
{
constexpr uint32_t delay = 1000 / FPS;
do
{
m_screenRenderer->Update( m_cameraPos );
m_screenRenderer->ClearScreen();
m_screenRenderer->RenderFrame();
SDL_GL_SwapWindow( m_window );
HandleEvents();
SDL_Delay( delay );
} while( ! m_shouldQuit );
}
////////////////////////////////////////////////////////////////////////////////
/**
* @brief Window::HandleEvents This function will handle OS events.
*/
void Window::HandleEvents()
{
SDL_Event event;
while( SDL_PollEvent( &event ) )
{
switch( event.type )
{
case SDL_KEYDOWN:
{
switch( event.key.keysym.scancode )
{
case SDL_SCANCODE_ESCAPE:
m_shouldQuit = true;
break;
case SDL_SCANCODE_A:
m_cameraPos.x -= VELOCITY;
break;
case SDL_SCANCODE_Q:
m_cameraPos.y += VELOCITY;
break;
case SDL_SCANCODE_E:
m_cameraPos.y -= VELOCITY;
break;
case SDL_SCANCODE_D:
m_cameraPos.x += VELOCITY;
break;
case SDL_SCANCODE_W:
m_cameraPos.z -= VELOCITY;
break;
case SDL_SCANCODE_S:
m_cameraPos.z += VELOCITY;
break;
case SDL_SCANCODE_R:
if( event.key.keysym.mod & KMOD_CTRL )
{
m_cameraPos.x = 0.f;
m_cameraPos.y = 0.f;
m_cameraPos.z = 5.f;
}
break;
default:
break;
}
break;
}
case SDL_QUIT:
{
m_shouldQuit = true;
break;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////