engine/include/window.h
2023-05-01 14:13:35 +01:00

192 lines
5.0 KiB
C++

#ifndef ENGINE_INCLUDE_WINDOW_H_
#define ENGINE_INCLUDE_WINDOW_H_
#include <array>
#include <string>
#include <SDL.h>
#include <glm/vec2.hpp>
#include "inputs/keyboard.h"
#include "inputs/mouse.h"
namespace engine {
class Window {
public:
Window(const std::string& title, bool resizable = true,
bool fullscreen = true);
Window(const Window&) = delete;
Window& operator=(const Window&) = delete;
~Window();
SDL_Window* GetHandle() const;
// Return the title name
std::string GetTitle() const;
// Update the window state to capture any events that have occurred.
// Run this on every frame.
void GetInputAndEvents();
void SetTitle(std::string title);
// Hides the window (it will appear closed to the user).
void Hide();
// Shows the window again.
void Show();
// Raises the window above other windows and sets the input focus
void Focus();
// Returns true if the window has focus
bool HasFocus() const;
// Sets the close flag, check this with shouldClose()
void SetCloseFlag();
// Returns true if the window should remain open
bool IsRunning() const;
void SetFullscreen(bool fullscreen, bool exclusive = false);
void ToggleFullscreen();
bool IsFullscreen() const;
// Relative mouse mode captures the cursor for FPS style use.
// Returns false if unsupported.
bool SetRelativeMouseMode(bool enabled);
// returns true if relative mouse mode is enabled
bool MouseCaptured();
// window events
// Returns true if the window was just resized during the previous frame
bool GetWindowResized() const;
// Set the window resized flag (to recalculate aspect ratios and such)
void SetResizedFlag();
// keyboard events
// returns true if key is down
bool GetKey(inputs::Key key) const;
// returns true if key was just pressed
bool GetKeyPress(inputs::Key key) const;
// returns true if key was just released
bool GetKeyRelease(inputs::Key key) const;
// mouse events
// returns true if button is down
bool GetButton(inputs::MouseButton button) const;
// returns true if button was just pressed
bool GetButtonPress(inputs::MouseButton button) const;
// returns true if button was just released
bool GetButtonRelease(inputs::MouseButton button) const;
// retrieves x coordinate of the mouse
int GetMouseX() const;
// retrieves y coordinate of the mouse
int GetMouseY() const;
// retrieves mouse x coordinate normalised for OpenGL
float GetMouseNormX() const;
// retrieves mouse y coordinate normalised for OpenGL
float GetMouseNormY() const;
// retrieves dx of the mouse since the last frame
int GetMouseDX() const;
// retrieves dy of the mouse since the last frame
int GetMouseDY() const;
// retrieves amount scrolled vertically
float GetMouseScrollX() const;
// retrieves amount scrolled horizontally
float GetMouseScrollY() const;
// joystick/gamepad events (maybe), other misc events
// returns the performance counter value in nanoseconds;
uint64_t GetNanos() const;
// get the time recorded at the end of the last frame
uint64_t GetLastFrameStamp() const;
// returns the number of frames elapsed since window creation
uint64_t GetFrameCount() const;
uint64_t GetStartTime() const;
float dt() const; // returns delta time in seconds
uint64_t GetFPS() const;
uint64_t GetAvgFPS() const;
void ResetAvgFPS();
bool InfoBox(const std::string& title, const std::string& msg);
/* STATIC METHODS */
static void ErrorBox(const std::string& message);
private:
SDL_Window* handle_;
bool should_close_ = false;
std::string title_;
bool resizable_;
bool fullscreen_ = false;
bool just_resized_ = false;
bool keyboard_focus_ = true;
// size in screen coordinates
glm::ivec2 win_size_ = glm::vec2(1024, 768);
// performance counter frequency
uint64_t counter_freq_;
// number of frames swapped
uint64_t frames_ = 0;
// frame count offset for fpsAvg
uint64_t avg_fps_start_count_ = 0;
// in nanoseconds
uint64_t start_time_;
// in nanoseconds
uint64_t last_frame_stamp_;
// in nanoseconds; elapsed time between frames
uint64_t last_frame_time_ = 1; // not 0 to avoid division by zero
// in nanoseconds
uint64_t avg_fps_start_;
// input stuff
enum class ButtonDelta { kSame = 0, kPressed, kReleased };
struct {
std::array<bool, SDL_NUM_SCANCODES> keys;
std::array<enum ButtonDelta, SDL_NUM_SCANCODES> deltas;
} keyboard_{};
struct {
std::array<bool, static_cast<int>(inputs::MouseButton::M_SIZE)> buttons;
std::array<enum ButtonDelta, 8> deltas;
Sint32 x;
Sint32 y;
Sint32 dx;
Sint32 dy;
float xscroll;
float yscroll;
bool captured = false;
} mouse_{};
// private methods
void OnResize(Sint32 width, Sint32 height);
void ResetInputDeltas();
// event methods (like callbacks)
void OnWindowEvent(SDL_WindowEvent& e);
void OnKeyEvent(SDL_KeyboardEvent& e);
void OnMouseButtonEvent(SDL_MouseButtonEvent& e);
void OnMouseMotionEvent(SDL_MouseMotionEvent& e);
void OnMouseWheelEvent(SDL_MouseWheelEvent& e);
};
} // namespace engine
#endif