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#include "../../include/mglpp/window/Window.hpp"
#include "../../include/mglpp/window/Event.hpp"
#include "../../include/mglpp/graphics/Drawable.hpp"
#include "../../include/mglpp/graphics/Shader.hpp"
extern "C" {
#include <mgl/graphics/vertex.h>
#include <mgl/window/event.h>
#include <mgl/mgl.h>
}
namespace mgl {
Window::Window() {
window.window = 0;
}
Window::~Window() {
mgl_window_deinit(&window);
}
bool Window::create(const char *title, int width, int height) {
if(window.window)
return false;
return mgl_window_create_with_params(&window, title, width, height, 0) == 0;
}
bool Window::create(WindowHandle existing_window) {
if(window.window)
return false;
return mgl_window_init_from_existing_window(&window, existing_window) == 0;
}
bool Window::poll_event(Event &event) {
if(!window.window)
return false;
return mgl_window_poll_event(&window, (mgl_event*)&event);
}
void Window::clear(Color color) {
if(!window.window)
return;
mgl_window_clear(&window, mgl_color{color.r, color.g, color.b, color.a});
}
void Window::draw(Drawable &drawable, Shader *shader) {
// TODO: Make the opengl context active for this thread and window, if it already isn't
if(shader)
Shader::use(shader);
drawable.draw(*this);
if(shader)
Shader::use(nullptr);
}
void Window::draw(const Vertex *vertices, size_t vertex_count, PrimitiveType primitive_type, Shader *shader) {
// TODO: Make the opengl context active for this thread and window, if it already isn't
if(shader)
Shader::use(shader);
mgl_context *context = mgl_get_context();
mgl_vertices_draw(context, (const mgl_vertex*)vertices, vertex_count, (mgl_primitive_type)primitive_type);
if(shader)
Shader::use(nullptr);
}
void Window::display() {
if(!window.window)
return;
mgl_window_display(&window);
}
// TODO: Implement
bool Window::is_open() const {
return true;
}
// TODO: Implement
bool Window::has_focus() const {
return true;
}
// TODO: Implement
void Window::close() {
}
// TODO: Implement
void Window::set_title(const char *title) {
}
// TODO: Implement
void Window::set_framerate_limit(unsigned int fps) {
}
// TODO: Implement
void Window::set_key_repeat_enabled(bool enabled) {
}
// TODO: Implement
void Window::set_cursor_visible(bool visible) {
}
vec2i Window::get_size() const {
return { window.size.x, window.size.y };
}
vec2i Window::get_cursor_position() const {
return { window.cursor_position.x, window.cursor_position.y };
}
WindowHandle Window::get_system_handle() const {
return window.window;
}
}
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