1 | // Copyright (C) 2014-2015 ChaosForge Ltd
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2 | // http://chaosforge.org/
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3 | //
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4 | // This file is part of Nova libraries.
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5 | // For conditions of distribution and use, see copying.txt file in root folder.
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6 |
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7 | #include "nv/sdl/sdl_window.hh"
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8 |
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9 | #include "nv/core/logging.hh"
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10 | #include "nv/lib/gl.hh"
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11 | #include "nv/lib/sdl.hh"
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12 | #include "nv/sdl/sdl_input.hh"
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13 | #include "nv/gl/gl_context.hh"
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14 |
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15 | using namespace nv;
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16 |
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17 | sdl::window::window( device* dev, uint16 width, uint16 height, bool fullscreen )
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18 | : m_device( dev ), m_width( width ), m_height( height ), m_title("Nova Engine"), m_handle( nullptr )
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19 | {
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20 | m_input = new sdl::input();
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21 | // bpp = m_info->vfmt->BitsPerPixel;
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22 |
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23 | SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
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24 | SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
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25 | SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
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26 | SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
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27 | SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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28 |
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29 | // SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
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30 | // SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 4 );
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31 |
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32 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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33 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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34 |
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35 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
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36 |
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37 | SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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38 |
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39 | uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
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40 | if (fullscreen) flags |= SDL_WINDOW_FULLSCREEN;
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41 | m_title.assign( "Nova Engine" );
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42 | m_handle = SDL_CreateWindow( m_title.data(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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43 | width, height, flags );
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44 | if ( m_handle == 0 )
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45 | {
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46 | NV_LOG_CRITICAL( "Video mode set failed: ", SDL_GetError( ) );
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47 | return; // TODO: Error report
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48 | }
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49 |
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50 | // NV_LOG_INFO( "Joystick count : ", SDL_NumJoysticks() );
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51 | // SDL_Joystick* j = SDL_JoystickOpen(0);
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52 | // if ( j )
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53 | // {
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54 | // NV_LOG_INFO( "Joystick Name: ", SDL_JoystickNameForIndex( 0 ) );
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55 | // NV_LOG_INFO( "Joystick Number of Axes: ", SDL_JoystickNumAxes( j ) );
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56 | // NV_LOG_INFO( "Joystick Number of Buttons: ", SDL_JoystickNumButtons( j ) );
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57 | // NV_LOG_INFO( "Joystick Number of Balls: ", SDL_JoystickNumBalls( j ) );
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58 | // }
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59 |
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60 | NV_LOG_INFO( "Joystick count : ", SDL_NumJoysticks() );
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61 | SDL_GameController *controller = NULL;
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62 | int controller_index = 0;
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63 | for ( int i = 0; i < SDL_NumJoysticks(); ++i )
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64 | {
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65 | if ( SDL_IsGameController( i ) )
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66 | {
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67 | controller = SDL_GameControllerOpen( i );
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68 | controller_index = i;
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69 | if ( controller ) break;
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70 | NV_LOG_ERROR( "Could not open gamecontroller ", i, ": ", SDL_GetError() );
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71 | }
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72 | }
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73 |
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74 | if ( controller )
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75 | {
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76 | SDL_Joystick* j = SDL_GameControllerGetJoystick( controller );
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77 | NV_LOG_INFO( "Controller Name: ", SDL_GameControllerNameForIndex( controller_index ) );
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78 | NV_LOG_INFO( "Controller Number of Axes: ", SDL_JoystickNumAxes( j ) );
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79 | NV_LOG_INFO( "Controller Number of Buttons: ", SDL_JoystickNumButtons( j ) );
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80 | NV_LOG_INFO( "Controller Number of Balls: ", SDL_JoystickNumBalls( j ) );
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81 | }
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82 |
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83 |
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84 |
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85 | void* ctx_handle = SDL_GL_CreateContext( static_cast<SDL_Window*>( m_handle ) );
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86 |
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87 | if ( ctx_handle == 0 )
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88 | {
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89 | NV_LOG_CRITICAL( "GL Context creation failed: ", SDL_GetError( ) );
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90 | return; // TODO: Error report
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91 | }
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92 |
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93 | nv::load_gl_library();
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94 | NV_LOG_INFO( "OpenGL Vendor : ", reinterpret_cast<const char*>( glGetString(GL_VENDOR) ) );
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95 | NV_LOG_INFO( "OpenGL Renderer : ", reinterpret_cast<const char*>( glGetString( GL_RENDERER ) ) );
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96 | NV_LOG_INFO( "OpenGL Version : ", reinterpret_cast<const char*>( glGetString( GL_VERSION ) ) );
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97 | NV_LOG_INFO( "OpenGL GLSL Version : ", reinterpret_cast<const char*>( glGetString( GL_SHADING_LANGUAGE_VERSION ) ) );
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98 | SDL_GL_SetSwapInterval(1);
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99 |
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100 | // TODO: do we really need this?
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101 | glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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102 |
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103 | m_context = new gl_context( m_device, ctx_handle );
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104 | m_context->set_viewport( nv::ivec4( 0, 0, m_width, m_height ) );
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105 | }
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106 |
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107 | void sdl::window::set_title( const string_view& title )
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108 | {
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109 | SDL_SetWindowTitle( static_cast<SDL_Window*>( m_handle ), title.data() );
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110 | m_title.assign( title );
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111 | }
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112 |
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113 | void sdl::window::swap_buffers()
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114 | {
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115 | SDL_GL_SwapWindow( static_cast<SDL_Window*>( m_handle ) );
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116 | }
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117 |
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118 | sdl::window::~window()
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119 | {
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120 | delete m_input;
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121 | if ( m_context )
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122 | {
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123 | SDL_GLContext native = static_cast<SDL_GLContext>( m_context->get_native_handle() );
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124 | delete m_context;
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125 | SDL_GL_DeleteContext( native );
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126 | }
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127 | m_context = nullptr;
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128 | SDL_DestroyWindow( static_cast<SDL_Window*>( m_handle ) );
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129 | }
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130 |
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131 | void nv::sdl::window::set_swap_control( bool enabled )
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132 | {
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133 | SDL_GL_SetSwapInterval( enabled ? 1 : 0 );
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134 | }
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135 |
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136 | void nv::sdl::window::make_current()
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137 | {
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138 | SDL_GLContext native = static_cast<SDL_GLContext>( m_context->get_native_handle() );
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139 | SDL_GL_MakeCurrent( static_cast<SDL_Window*>( m_handle ), native );
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140 | }
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141 |
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142 | nv::uint32 nv::sdl::window::window_id()
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143 | {
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144 | return SDL_GetWindowID( static_cast<SDL_Window*>( m_handle ) );
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145 | }
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