Window stuff, sleep helper function and cleanups
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@@ -4,19 +4,41 @@
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#include "Window.h"
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#include "eventActions.h"
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#include "defines.h"
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#include "helper.h"
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Window::Window()
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{
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// Initialize GLFW
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if (!glfwInit()) {
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exit(-1);
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}
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width = INIT_WINDOW_WIDTH;
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height = INIT_WINDOW_HEIGHT;
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef _DEBUG
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glfwSetErrorCallback(error_callback);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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#else
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// Maximize in release build
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glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
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#endif
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window = glfwCreateWindow(width, height, "OpenGL", NULL, NULL);
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if (!window) {
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std::cout << "Failed to create window" << std::endl;
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}
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// Wait for window to maximize (in case)
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Helper::sleep(1000);
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glfwGetWindowPos(window, &posX, &posY);
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glfwGetWindowSize(window, &width, &height);
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// Create OpenGL context
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glfwMakeContextCurrent(window);
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@@ -27,6 +49,16 @@ Window::Window()
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exit(-1);
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}
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#ifdef _DEBUG
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// Disable mouse cursor
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mouseCatched = false;
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std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback(openGLDebugCallback, NULL);
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#endif
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// Enable z buffer
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glEnable(GL_DEPTH_TEST);
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@@ -37,23 +69,10 @@ Window::Window()
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// Enable multisampling (a bit redundant because most graphics drivers do this automatically)
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glEnable(GL_MULTISAMPLE);
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// Disable VSync since my sleep function handles this
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glfwSwapInterval(0);
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#ifdef _DEBUG
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// Disable mouse cursor
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mouseCatched = false;
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std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback(openGLDebugCallback, NULL);
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#else
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// Maximize in release build
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glfwMaximizeWindow(window);
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#endif
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setCatchedCursor(mouseCatched);
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glViewport(0, 0, width, height);
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@@ -65,26 +84,27 @@ Window::Window()
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Window::~Window()
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{
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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bool Window::checkWindowWasResized()
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bool Window::isWindowResized()
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{
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int new_width, new_height, new_posx, new_posy;
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glfwGetFramebufferSize(window, &new_width, &new_height);
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glfwGetWindowPos(window, &new_posx, &new_posy);
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if (new_width == width && new_height == height && new_posx == posX && new_posy == posY) {
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return 0;
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}
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width = new_width;
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height = new_height;
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posX = new_posx;
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posY = new_posy;
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glViewport(0, 0, width, height);
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return 1;
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return !(new_width == width && new_height == height && new_posx == posX && new_posy == posY);
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}
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void Window::updateWindowDimensions()
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{
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glfwGetFramebufferSize(window, &width, &height);
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glfwGetWindowPos(window, &posX, &posY);
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glViewport(0, 0, width, height);
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}
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void Window::setCatchedCursor(bool value)
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{
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if (value) {
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@@ -113,6 +133,12 @@ void Window::handleActionRegister(bool *windowActionRegister)
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}
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}
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// GLFW error function
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void Window::error_callback(int error, const char *description)
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{
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fprintf(stderr, "[Error] GLFW Error %d: %s\n", error, description);
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}
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// This function is called when the window gets resized (currently not used)
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void Window::framebuffer_size_callback(GLFWwindow *window, int width, int height)
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{
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