fix emscript logging settings
parent
ebcdbeb172
commit
1808af68b5
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@ -1,7 +1,7 @@
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cmake_minimum_required(VERSION 3.25)
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include(FetchContent)
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set(BLT_GRAPHICS_VERSION 2.0.9)
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set(BLT_GRAPHICS_VERSION 2.0.10)
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set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
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project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})
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@ -1 +1 @@
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Subproject commit 9a05c86b02c9c45c2b384c531007416148ec4b56
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Subproject commit e2dc35fea98cc62897169cfc50dbf59fd820cd0e
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@ -16,423 +16,461 @@
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#include <blt/gfx/imgui/ImGuiUtils.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/html5.h>
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#include <emscripten/html5.h>
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#include <blt/std/types.h>
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#endif
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void error_callback(int error, const char* description)
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{
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BLT_ERROR("GLFW Error (%d): %s", error, description);
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std::abort();
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BLT_ERROR("GLFW Error (%d): %s", error, description);
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std::abort();
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}
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void gl_error_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei, const GLchar* message, const void*)
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{
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// do not log performance concerns
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if (type == GL_DEBUG_TYPE_OTHER)
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return;
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if (type == GL_DEBUG_TYPE_ERROR)
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{
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BLT_ERROR("[OpenGL Error] message = '{}', type = 0x{:x}, severity = 0x{:x}, source = 0x{:x}, id = {}",
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message, type, severity, source, id);
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} else
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{
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BLT_WARN("[OpenGL Error] message = '{}', type = 0x{:x}, severity = 0x{:x}, source = 0x{:x}, id = {}",
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message, type, severity, source, id);
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}
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// do not log performance concerns
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if (type == GL_DEBUG_TYPE_OTHER)
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return;
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if (type == GL_DEBUG_TYPE_ERROR)
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{
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BLT_ERROR("[OpenGL Error] message = '{}', type = 0x{:x}, severity = 0x{:x}, source = 0x{:x}, id = {}", message, type, severity, source, id);
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} else
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{
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BLT_WARN("[OpenGL Error] message = '{}', type = 0x{:x}, severity = 0x{:x}, source = 0x{:x}, id = {}", message, type, severity, source, id);
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}
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}
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namespace blt::gfx
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{
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struct
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{
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/* GLFW Window Object */
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GLFWwindow* window = nullptr;
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/* BLT internal input state manager, handles keyboard/mouse allocations + states */
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input_manager inputManager;
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/* stores any drag and dropped paths for processing */
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std::queue<std::string> pendingPaths;
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/* current width and height of the window */
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std::int32_t width = 0;
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std::int32_t height = 0;
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/* Frame time information (last frame) */
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std::int64_t lastTime = blt::system::nanoTime();
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std::int64_t deltaTime = 0;
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double nanoDelta = 0;
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double millisDelta = 0;
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window_data* data = nullptr;
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} window_state;
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void create_callbacks()
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{
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/* Setup keyboard callback */
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glfwSetKeyCallback(window_state.window, [](GLFWwindow*, int key, int, int action, int) {
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if (key < 0 || key == GLFW_KEY_UNKNOWN)
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return;
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KEY_STATE state;
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switch (action)
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{
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case GLFW_PRESS:
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state = KEY_STATE::PRESS;
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window_state.inputManager.key_pressed = true;
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break;
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case GLFW_REPEAT:
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state = KEY_STATE::REPEAT;
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break;
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default:
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state = KEY_STATE::RELEASE;
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window_state.inputManager.key_released = true;
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break;
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}
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window_state.inputManager.key(key) = state;
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});
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/* Setup mouse button callback */
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glfwSetMouseButtonCallback(window_state.window, [](GLFWwindow*, int button, int action, int) {
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if (button < 0)
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return;
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MOUSE_STATE state;
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switch (action)
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{
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case GLFW_PRESS:
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state = MOUSE_STATE::PRESS;
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window_state.inputManager.mouse_pressed = true;
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break;
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default:
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state = MOUSE_STATE::RELEASE;
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window_state.inputManager.mouse_released = true;
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break;
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}
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window_state.inputManager.mouse(button) = state;
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});
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/* Setup mouse cursor callback */
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glfwSetCursorPosCallback(window_state.window, [](GLFWwindow*, double x, double y) {
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window_state.inputManager.updateMousePos(x, y);
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window_state.inputManager.mouse_moved = true;
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});
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/* Setup mouse scroll callback */
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glfwSetScrollCallback(window_state.window, [](GLFWwindow*, double, double s) { window_state.inputManager.updateScroll(s); });
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/* Setup drop input callback */
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glfwSetDropCallback(window_state.window, [](GLFWwindow*, int count, const char** paths) {
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for (int i = 0; i < count; i++)
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window_state.pendingPaths.emplace(paths[i]);
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});
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}
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void setup_ImGUI()
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{
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const char* glsl_version = "#version 100";
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// ImGui::Spectrum::StyleColorsSpectrum();
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ImGui::Spectrum::LoadFont();
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ImGui::SetupImGuiStyle(true, 1.0);
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// Setup FA
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ImFontConfig config;
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config.MergeMode = true;
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config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
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static constexpr ImWchar icon_ranges[] = {ICON_MIN_FA, ICON_MAX_FA, 0};
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io.Fonts->AddFontFromMemoryCompressedBase85TTF(fontAwesomeRegular_compressed_data_base85, 13.0f, &config, icon_ranges);
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io.Fonts->AddFontFromMemoryCompressedTTF(fontAwesomeSolid_compressed_data, static_cast<int>(fontAwesomeSolid_compressed_size), 13.0, &config,
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icon_ranges);
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io.Fonts->AddFontFromMemoryCompressedTTF(fontAwesomeBrands_compressed_data, static_cast<int>(fontAwesomeBrands_compressed_size), 13.0,
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&config,
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icon_ranges);
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window_state.window, true);
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#ifdef __EMSCRIPTEN__
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// ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
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#endif
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ImGui_ImplOpenGL3_Init(glsl_version);
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struct
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{
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/* GLFW Window Object */
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GLFWwindow* window = nullptr;
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/* BLT internal input state manager, handles keyboard/mouse allocations + states */
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input_manager inputManager;
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/* stores any drag and dropped paths for processing */
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std::queue<std::string> pendingPaths;
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/* current width and height of the window */
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std::int32_t width = 0;
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std::int32_t height = 0;
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/* Frame time information (last frame) */
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std::int64_t lastTime = blt::system::nanoTime();
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std::int64_t deltaTime = 0;
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double nanoDelta = 0;
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double millisDelta = 0;
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window_data* data = nullptr;
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} window_state;
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#ifdef __EMSCRIPTEN__
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io.IniFilename = nullptr;
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#endif
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}
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void loop(void* arg)
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{
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auto& data = *((window_data*) arg);
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/* -- Get the current framebuffer size, update the global width/height state, along with OpenGL viewport -- */
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glfwGetFramebufferSize(window_state.window, &window_state.width, &window_state.height);
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glViewport(0, 0, window_state.width, window_state.height);
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data.width = window_state.width;
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data.height = window_state.height;
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// TODO: user option for this
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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/* -- Begin the next ImGUI frame -- */
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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/* -- Call user update function -- */
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data.call_update();
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/* -- Render the ImGUI frame -- */
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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/* -- Update GLFW state -- */
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window_state.inputManager.clear();
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glfwSwapBuffers(window_state.window);
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glfwPollEvents();
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/* -- Update Frame Timing Information -- */
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const auto current_time = system::nanoTime();
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window_state.deltaTime = current_time - window_state.lastTime;
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window_state.lastTime = current_time;
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window_state.nanoDelta = static_cast<double>(window_state.deltaTime) / 1e9f;
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window_state.millisDelta = static_cast<double>(window_state.deltaTime) / 1e6f;
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}
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void create_callbacks()
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{
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/* Setup keyboard callback */
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glfwSetKeyCallback(window_state.window, [](GLFWwindow*, int key, int, int action, int) {
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if (key < 0 || key == GLFW_KEY_UNKNOWN)
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return;
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KEY_STATE state;
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switch (action)
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{
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case GLFW_PRESS:
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state = KEY_STATE::PRESS;
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window_state.inputManager.key_pressed = true;
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break;
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case GLFW_REPEAT:
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state = KEY_STATE::REPEAT;
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break;
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default:
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state = KEY_STATE::RELEASE;
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window_state.inputManager.key_released = true;
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break;
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}
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window_state.inputManager.key(key) = state;
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});
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#ifdef __EMSCRIPTEN__
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EM_BOOL emscripten_resize_callback(int, const EmscriptenUiEvent* event, void* data)
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{
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int width = event->documentBodyClientWidth;
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int height = event->documentBodyClientHeight;
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/* Setup mouse button callback */
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glfwSetMouseButtonCallback(window_state.window, [](GLFWwindow*, int button, int action, int) {
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if (button < 0)
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return;
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MOUSE_STATE state;
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switch (action)
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{
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case GLFW_PRESS:
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state = MOUSE_STATE::PRESS;
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window_state.inputManager.mouse_pressed = true;
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break;
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default:
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state = MOUSE_STATE::RELEASE;
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window_state.inputManager.mouse_released = true;
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break;
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}
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window_state.inputManager.mouse(button) = state;
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});
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glfwSetWindowSize(window_state.window, width, height);
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/* Setup mouse cursor callback */
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glfwSetCursorPosCallback(window_state.window, [](GLFWwindow*, double x, double y) {
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window_state.inputManager.updateMousePos(x, y);
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window_state.inputManager.mouse_moved = true;
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});
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return false;
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}
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/* Setup mouse scroll callback */
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glfwSetScrollCallback(window_state.window, [](GLFWwindow*, double, double s) {
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window_state.inputManager.updateScroll(s);
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});
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EM_JS(int, get_screen_width, (), {
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return document.body.clientWidth;
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});
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/* Setup drop input callback */
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glfwSetDropCallback(window_state.window, [](GLFWwindow*, int count, const char** paths) {
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for (int i = 0; i < count; i++)
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window_state.pendingPaths.emplace(paths[i]);
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});
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}
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EM_JS(int, get_screen_height, (), {
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return document.body.clientHeight;
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});
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void setup_ImGUI()
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{
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const char* glsl_version = "#version 100";
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#endif
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void init(window_data data)
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{
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window_state.data = &data; // NOLINT
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#ifdef __EMSCRIPTEN__
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blt::logging::setLogOutputFormat("[${{TIME}}] [${{LOG_LEVEL}}] (${{FILE}}:${{LINE}}) ${{STR}}\n");
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emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, false,
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emscripten_resize_callback);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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data.width = get_screen_width();
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data.height = get_screen_height();
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#endif
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/* -- Set up Error Callback -- */
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glfwSetErrorCallback(error_callback);
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BLT_ASSERT(glfwInit() && "Unable to init GLFW. Aborting.");
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/* -- Set up Window Context -- */
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, data.context.GL_MAJOR);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, data.context.GL_MINOR);
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glfwWindowHint(GLFW_DOUBLEBUFFER, data.context.DOUBLE_BUFFER);
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glfwWindowHint(GLFW_OPENGL_PROFILE, data.context.GL_PROFILE);
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glfwWindowHint(GLFW_SAMPLES, data.context.SAMPLES);
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glfwWindowHint(GLFW_MAXIMIZED, data.maximized);
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/* -- Create the Window -- */
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window_state.window = glfwCreateWindow(data.width, data.height, data.title.c_str(), data.monitor, data.share);
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data.window = window_state.window;
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BLT_ASSERT(window_state.window && "Unable to create GLFW window.");
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/* -- Set Window Specifics + OpenGL -- */
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glfwMakeContextCurrent(window_state.window);
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#ifndef __EMSCRIPTEN__
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// ImGui::Spectrum::StyleColorsSpectrum();
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ImGui::Spectrum::LoadFont();
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ImGui::SetupImGuiStyle(true, 1.0);
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// Setup FA
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ImFontConfig config;
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config.MergeMode = true;
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config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
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static constexpr ImWchar icon_ranges[] = {ICON_MIN_FA, ICON_MAX_FA, 0};
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io.Fonts->AddFontFromMemoryCompressedBase85TTF(fontAwesomeRegular_compressed_data_base85, 13.0f, &config, icon_ranges);
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io.Fonts->AddFontFromMemoryCompressedTTF(fontAwesomeSolid_compressed_data, static_cast<int>(fontAwesomeSolid_compressed_size), 13.0, &config,
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icon_ranges);
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io.Fonts->AddFontFromMemoryCompressedTTF(fontAwesomeBrands_compressed_data, static_cast<int>(fontAwesomeBrands_compressed_size), 13.0,
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&config, icon_ranges);
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window_state.window, true);
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#ifdef __EMSCRIPTEN__
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// ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
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#endif
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ImGui_ImplOpenGL3_Init(glsl_version);
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#ifdef __EMSCRIPTEN__
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io.IniFilename = nullptr;
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#endif
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}
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void loop(void* arg)
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{
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auto& data = *((window_data*) arg);
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/* -- Get the current framebuffer size, update the global width/height state, along with OpenGL viewport -- */
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glfwGetFramebufferSize(window_state.window, &window_state.width, &window_state.height);
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glViewport(0, 0, window_state.width, window_state.height);
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data.width = window_state.width;
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data.height = window_state.height;
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// TODO: user option for this
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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/* -- Begin the next ImGUI frame -- */
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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/* -- Call user update function -- */
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data.call_update();
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/* -- Render the ImGUI frame -- */
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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/* -- Update GLFW state -- */
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window_state.inputManager.clear();
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glfwSwapBuffers(window_state.window);
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glfwPollEvents();
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/* -- Update Frame Timing Information -- */
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const auto current_time = system::nanoTime();
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window_state.deltaTime = current_time - window_state.lastTime;
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window_state.lastTime = current_time;
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window_state.nanoDelta = static_cast<double>(window_state.deltaTime) / 1e9f;
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window_state.millisDelta = static_cast<double>(window_state.deltaTime) / 1e6f;
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}
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#ifdef __EMSCRIPTEN__
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EM_BOOL emscripten_resize_callback(int, const EmscriptenUiEvent* event, void* data)
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{
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int width = event->documentBodyClientWidth;
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int height = event->documentBodyClientHeight;
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glfwSetWindowSize(window_state.window, width, height);
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return false;
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}
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EM_JS(int, get_screen_width, (), { return document.body.clientWidth; });
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EM_JS(int, get_screen_height, (), { return document.body.clientHeight; });
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#endif
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void init(window_data data)
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{
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window_state.data = &data; // NOLINT
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#ifdef __EMSCRIPTEN__
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logging::get_global_config().set_log_format(
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std::string("[") + logging::tags::FULL_TIME + "] [" + logging::tags::LOG_LEVEL + "] (" + logging::tags::FILE + ":" + logging::tags::LINE +
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") " + logging::tags::STR + "\n");
|
||||
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, false, emscripten_resize_callback);
|
||||
|
||||
data.width = get_screen_width();
|
||||
data.height = get_screen_height();
|
||||
#endif
|
||||
/* -- Set up Error Callback -- */
|
||||
glfwSetErrorCallback(error_callback);
|
||||
BLT_ASSERT(glfwInit() && "Unable to init GLFW. Aborting.");
|
||||
|
||||
/* -- Set up Window Context -- */
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, data.context.GL_MAJOR);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, data.context.GL_MINOR);
|
||||
glfwWindowHint(GLFW_DOUBLEBUFFER, data.context.DOUBLE_BUFFER);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, data.context.GL_PROFILE);
|
||||
glfwWindowHint(GLFW_SAMPLES, data.context.SAMPLES);
|
||||
glfwWindowHint(GLFW_MAXIMIZED, data.maximized);
|
||||
|
||||
/* -- Create the Window -- */
|
||||
window_state.window = glfwCreateWindow(data.width, data.height, data.title.c_str(), data.monitor, data.share);
|
||||
data.window = window_state.window;
|
||||
BLT_ASSERT(window_state.window && "Unable to create GLFW window.");
|
||||
|
||||
/* -- Set Window Specifics + OpenGL -- */
|
||||
glfwMakeContextCurrent(window_state.window);
|
||||
#ifndef __EMSCRIPTEN__
|
||||
glfwSwapInterval(data.sync_interval);
|
||||
gladLoadGL(glfwGetProcAddress);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
#ifndef __EMSCRIPTEN__
|
||||
glEnable(GL_DEBUG_OUTPUT);
|
||||
glDebugMessageCallback(gl_error_callback, nullptr);
|
||||
#endif
|
||||
|
||||
/* -- Set up our local callbacks, ImGUI will then call these -- */
|
||||
create_callbacks();
|
||||
|
||||
/* -- Set up ImGUI -- */
|
||||
setup_ImGUI();
|
||||
#endif
|
||||
|
||||
#ifdef GL_MULTISAMPLE
|
||||
/* -- Set up our local callbacks, ImGUI will then call these -- */
|
||||
create_callbacks();
|
||||
|
||||
/* -- Set up ImGUI -- */
|
||||
setup_ImGUI();
|
||||
|
||||
#ifdef GL_MULTISAMPLE
|
||||
if (data.context.SAMPLES > 0)
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
#endif
|
||||
|
||||
window_state.width = data.width;
|
||||
window_state.height = data.height;
|
||||
|
||||
/* -- Call User Provided post-window-init function -- */
|
||||
data.call_init();
|
||||
#endif
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
/*
|
||||
* "setting 0 or a negative value as the fps will use the browser’s requestAnimationFrame mechanism to call the main loop function.
|
||||
* This is HIGHLY recommended if you are doing rendering, as the browser’s requestAnimationFrame will
|
||||
* make sure you render at a proper smooth rate that lines up properly with the browser and monitor."
|
||||
* https://emscripten.org/docs/api_reference/emscripten.h.html
|
||||
*/
|
||||
emscripten_set_main_loop_arg(loop, (void*) &data, 0, true);
|
||||
#else
|
||||
window_state.width = data.width;
|
||||
window_state.height = data.height;
|
||||
|
||||
/* -- Call User Provided post-window-init function -- */
|
||||
data.call_init();
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
/*
|
||||
* "setting 0 or a negative value as the fps will use the browser’s requestAnimationFrame mechanism to call the main loop function.
|
||||
* This is HIGHLY recommended if you are doing rendering, as the browser’s requestAnimationFrame will
|
||||
* make sure you render at a proper smooth rate that lines up properly with the browser and monitor."
|
||||
* https://emscripten.org/docs/api_reference/emscripten.h.html
|
||||
*/
|
||||
emscripten_set_main_loop_arg(loop, (void*) &data, 0, true);
|
||||
#else
|
||||
/* -- General Loop -- */
|
||||
while (!glfwWindowShouldClose(window_state.window))
|
||||
loop((void*) &data);
|
||||
#endif
|
||||
|
||||
/* -- Call User provided post-loop destroy function. Added for consistency -- */
|
||||
data.call_destroy();
|
||||
}
|
||||
|
||||
void cleanup()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window_state.window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
double getMouseX()
|
||||
{ return window_state.inputManager.mouseX; }
|
||||
|
||||
double getMouseY()
|
||||
{ return window_state.inputManager.mouseY; }
|
||||
|
||||
double getMouseDX()
|
||||
{ return window_state.inputManager.deltaX; }
|
||||
|
||||
double getMouseDY()
|
||||
{ return window_state.inputManager.deltaY; }
|
||||
|
||||
void lockCursor()
|
||||
{ glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); }
|
||||
|
||||
void unlockCursor()
|
||||
{ glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); }
|
||||
|
||||
bool isCursorLocked()
|
||||
{ return glfwGetInputMode(window_state.window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED; }
|
||||
|
||||
bool isCursorInWindow()
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// TODO:
|
||||
return true;
|
||||
#else
|
||||
#endif
|
||||
|
||||
/* -- Call User provided post-loop destroy function. Added for consistency -- */
|
||||
data.call_destroy();
|
||||
}
|
||||
|
||||
void cleanup()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window_state.window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
double getMouseX()
|
||||
{
|
||||
return window_state.inputManager.mouseX;
|
||||
}
|
||||
|
||||
double getMouseY()
|
||||
{
|
||||
return window_state.inputManager.mouseY;
|
||||
}
|
||||
|
||||
double getMouseDX()
|
||||
{
|
||||
return window_state.inputManager.deltaX;
|
||||
}
|
||||
|
||||
double getMouseDY()
|
||||
{
|
||||
return window_state.inputManager.deltaY;
|
||||
}
|
||||
|
||||
void lockCursor()
|
||||
{
|
||||
glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
}
|
||||
|
||||
void unlockCursor()
|
||||
{
|
||||
glfwSetInputMode(window_state.window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
|
||||
bool isCursorLocked()
|
||||
{
|
||||
return glfwGetInputMode(window_state.window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED;
|
||||
}
|
||||
|
||||
bool isCursorInWindow()
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// TODO:
|
||||
return true;
|
||||
#else
|
||||
return glfwGetWindowAttrib(window_state.window, GLFW_HOVERED);
|
||||
#endif
|
||||
}
|
||||
|
||||
void setRawInput(bool state)
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// TODO?
|
||||
#else
|
||||
#endif
|
||||
}
|
||||
|
||||
void setRawInput(bool state)
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// TODO?
|
||||
#else
|
||||
if (glfwRawMouseMotionSupported())
|
||||
glfwSetInputMode(window_state.window, GLFW_RAW_MOUSE_MOTION, state ? GLFW_TRUE : GLFW_FALSE);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool isRawInput()
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
return false;
|
||||
#else
|
||||
#endif
|
||||
}
|
||||
|
||||
bool isRawInput()
|
||||
{
|
||||
#ifdef __EMSCRIPTEN__
|
||||
return false;
|
||||
#else
|
||||
return glfwGetInputMode(window_state.window, GLFW_RAW_MOUSE_MOTION);
|
||||
#endif
|
||||
}
|
||||
|
||||
void setClipboard(const std::string& str)
|
||||
{ glfwSetClipboardString(window_state.window, str.c_str()); }
|
||||
|
||||
std::string getClipboard()
|
||||
{ return glfwGetClipboardString(window_state.window); }
|
||||
|
||||
bool isMousePressed(int button)
|
||||
{ return window_state.inputManager.isMousePressed(button); }
|
||||
|
||||
bool isKeyPressed(int key)
|
||||
{ return window_state.inputManager.isKeyPressed(key); }
|
||||
|
||||
double getFrameDeltaSeconds()
|
||||
{ return window_state.nanoDelta; }
|
||||
|
||||
double getFrameDeltaMilliseconds()
|
||||
{ return window_state.millisDelta; }
|
||||
|
||||
i64 getFrameDelta()
|
||||
{ return window_state.deltaTime; }
|
||||
|
||||
bool mouseMovedLastFrame()
|
||||
{ return window_state.inputManager.mouse_moved; }
|
||||
|
||||
bool mousePressedLastFrame()
|
||||
{ return window_state.inputManager.mouse_pressed; }
|
||||
|
||||
bool keyPressedLastFrame()
|
||||
{ return window_state.inputManager.key_pressed; }
|
||||
|
||||
i32 getWindowHeight()
|
||||
{ return window_state.height; }
|
||||
|
||||
i32 getWindowWidth()
|
||||
{ return window_state.width; }
|
||||
|
||||
bool keyReleasedLastFrame()
|
||||
{ return window_state.inputManager.key_released; }
|
||||
|
||||
bool mouseReleaseLastFrame()
|
||||
{ return window_state.inputManager.mouse_released; }
|
||||
#endif
|
||||
}
|
||||
|
||||
void setWindowSize(const i32 width, const i32 height)
|
||||
{
|
||||
window_state.data->setWindowSize(width, height);
|
||||
}
|
||||
void setClipboard(const std::string& str)
|
||||
{
|
||||
glfwSetClipboardString(window_state.window, str.c_str());
|
||||
}
|
||||
|
||||
window_data& window_data::setWindowSize(int32_t new_width, int32_t new_height)
|
||||
{
|
||||
width = new_width;
|
||||
height = new_height;
|
||||
glfwSetWindowSize(window_state.window, width, height);
|
||||
return *this;
|
||||
}
|
||||
|
||||
window_data& window_data::setMonitor(GLFWmonitor* m)
|
||||
{
|
||||
window_data::monitor = m;
|
||||
return *this;
|
||||
}
|
||||
|
||||
window_data& window_data::setShare(GLFWwindow* s)
|
||||
{
|
||||
window_data::share = s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
window_data& window_data::setMaximized(bool b)
|
||||
{
|
||||
if (b)
|
||||
window_data::maximized = GLFW_TRUE;
|
||||
else
|
||||
window_data::maximized = GLFW_FALSE;
|
||||
return *this;
|
||||
}
|
||||
std::string getClipboard()
|
||||
{
|
||||
return glfwGetClipboardString(window_state.window);
|
||||
}
|
||||
|
||||
bool isMousePressed(int button)
|
||||
{
|
||||
return window_state.inputManager.isMousePressed(button);
|
||||
}
|
||||
|
||||
bool isKeyPressed(int key)
|
||||
{
|
||||
return window_state.inputManager.isKeyPressed(key);
|
||||
}
|
||||
|
||||
double getFrameDeltaSeconds()
|
||||
{
|
||||
return window_state.nanoDelta;
|
||||
}
|
||||
|
||||
double getFrameDeltaMilliseconds()
|
||||
{
|
||||
return window_state.millisDelta;
|
||||
}
|
||||
|
||||
i64 getFrameDelta()
|
||||
{
|
||||
return window_state.deltaTime;
|
||||
}
|
||||
|
||||
bool mouseMovedLastFrame()
|
||||
{
|
||||
return window_state.inputManager.mouse_moved;
|
||||
}
|
||||
|
||||
bool mousePressedLastFrame()
|
||||
{
|
||||
return window_state.inputManager.mouse_pressed;
|
||||
}
|
||||
|
||||
bool keyPressedLastFrame()
|
||||
{
|
||||
return window_state.inputManager.key_pressed;
|
||||
}
|
||||
|
||||
i32 getWindowHeight()
|
||||
{
|
||||
return window_state.height;
|
||||
}
|
||||
|
||||
i32 getWindowWidth()
|
||||
{
|
||||
return window_state.width;
|
||||
}
|
||||
|
||||
bool keyReleasedLastFrame()
|
||||
{
|
||||
return window_state.inputManager.key_released;
|
||||
}
|
||||
|
||||
bool mouseReleaseLastFrame()
|
||||
{
|
||||
return window_state.inputManager.mouse_released;
|
||||
}
|
||||
|
||||
void setWindowSize(const i32 width, const i32 height)
|
||||
{
|
||||
window_state.data->setWindowSize(width, height);
|
||||
}
|
||||
|
||||
window_data& window_data::setWindowSize(int32_t new_width, int32_t new_height)
|
||||
{
|
||||
width = new_width;
|
||||
height = new_height;
|
||||
glfwSetWindowSize(window_state.window, width, height);
|
||||
return *this;
|
||||
}
|
||||
|
||||
window_data& window_data::setMonitor(GLFWmonitor* m)
|
||||
{
|
||||
window_data::monitor = m;
|
||||
return *this;
|
||||
}
|
||||
|
||||
window_data& window_data::setShare(GLFWwindow* s)
|
||||
{
|
||||
window_data::share = s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
window_data& window_data::setMaximized(bool b)
|
||||
{
|
||||
if (b)
|
||||
window_data::maximized = GLFW_TRUE;
|
||||
else
|
||||
window_data::maximized = GLFW_FALSE;
|
||||
return *this;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue