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Window.cpp
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Window.cpp
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#include "Window.h"
#include <stdexcept>
#include <GL\glew.h>
Window::Window(const char * name, int width, int height)
{
window = createWindow(name, width, height);
}
Window::~Window()
{
}
void Window::SetGLAttributes()
{
// Set the active OpenGL version to 3.2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
// Make sure we can only use the newest version of the api
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
// Set the render mode to doubble buffer
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Enable vsync
SDL_GL_SetSwapInterval(1);
}
SDL_Window * Window::createWindow(const char * name, int width, int height)
{
SDL_Window *window;
// Try to initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
throw std::runtime_error("Unable to initialize SDL");
// Create an SDL Window
window = SDL_CreateWindow(
name,
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
width,
height,
SDL_WINDOW_OPENGL
);
// Check if creation was successful
if (!window)
throw std::runtime_error("Failed to create Window");
// Set OpenGL Settings
SetGLAttributes();
// Try to create a GL Context in window
if (!SDL_GL_CreateContext(window))
throw std::runtime_error("Failed to create GL Context");
return window;
}
void Window::handleEvents()
{
SDL_Event windowEvent = { 0 };
// Poll all events sent to window
while (SDL_PollEvent(&windowEvent))
{
switch (windowEvent.type)
{
case SDL_QUIT:
SDL_Quit();
exit(0);
break;
}
}
}
void Window::draw()
{
SDL_GL_SwapWindow(window);
}
void Window::clear()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
vec2 Window::getResolution()
{
int w, h;
SDL_GetWindowSize(window, &w, &h);
return vec2(w, h);
}
vec2 Window::getMouseCoords()
{
int x, y;
SDL_GetMouseState(&x, &y);
vec2 resolution = getResolution();
vec2 mousePos(x, y);
mousePos.x /= resolution.x;
mousePos.y /= resolution.y;
mousePos *= 2.f;
mousePos -= 1.f;
return mousePos;
}