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openrw/rwgame/GameWindow.cpp

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#include <core/Logger.hpp>
#include "GameWindow.hpp"
GameWindow::GameWindow() :
window(nullptr), glcontext(nullptr)
{
}
void GameWindow::create(const std::string& title, size_t w, size_t h, bool fullscreen)
{
Uint32 style = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
if (fullscreen)
style |= SDL_WINDOW_FULLSCREEN;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, style);
if (window == nullptr) {
// Window creation failure is fatal
std::string sdlErrorStr = SDL_GetError();
throw std::runtime_error("SDL_CreateWindow failed: " + sdlErrorStr);
}
glcontext = SDL_GL_CreateContext(window);
if (glcontext == nullptr) {
// context creation failure is fatal
std::string sdlErrorStr = SDL_GetError();
throw std::runtime_error("SDL_GL_CreateContext failed: " + sdlErrorStr);
}
SDL_ShowWindow(window);
}
void GameWindow::close()
{
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
window = nullptr;
}
void GameWindow::showCursor()
{
SDL_SetRelativeMouseMode(SDL_FALSE);
}
void GameWindow::hideCursor()
{
SDL_SetRelativeMouseMode(SDL_TRUE);
}
glm::ivec2 GameWindow::getSize() const
{
int x, y;
SDL_GL_GetDrawableSize(window, &x, &y);
return glm::ivec2(x, y);
}