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#include "window.hpp"

#include <GL/glew.h>

#include <iostream>
#include <stdexcept>

namespace yage
{

Window::Window()
{}

Window::~Window()
{
	SDL_DestroyWindow(window_);
}

void Window::create(const std::string &window_name, int width, int height, unsigned flags)
{
	Uint32 gl_window_states=0;

	// set the correct input flags
	if(flags & WindowFlags::SHOWN)
		gl_window_states|=SDL_WINDOW_OPENGL;
	if(flags & WindowFlags::HIDDEN)
		gl_window_states|=SDL_WINDOW_HIDDEN;
	if(flags & WindowFlags::FULLSCREEN)
		gl_window_states|=SDL_WINDOW_FULLSCREEN;
	if(flags & WindowFlags::BORDERLESS)
		gl_window_states|=SDL_WINDOW_BORDERLESS;

	// SDL_GL options
    
	// SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 4);
	// SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 5);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

	// create the SDL window
	window_ = SDL_CreateWindow(window_name.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
	                           width, height, gl_window_states);
	if(window_ == nullptr)
		throw std::runtime_error("SDL_CreateWindow failed");

	// initialize the GL context in the window
	SDL_GLContext gl_context = SDL_GL_CreateContext(window_);
	if(gl_context == nullptr)
		throw std::runtime_error("SDL_GL_CreateContext failed");

	// initialize glew
	GLenum error = glewInit();
	if(error != GLEW_OK)
		throw std::runtime_error("glewInit failed");

	// print out the current OpenGL version to debug
	std::cout<<"***  OpenGL version: "<<glGetString(GL_VERSION)<<"  ***\n";

	// set vsync on instead of custom fps limiting
	SDL_GL_SetSwapInterval(1);
	// set the clear color to black
	glClearColor(0.f, 0.5f, 0.f, 1.f);
	// set alpha blending
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}

void Window::swapBuffer()
{
	// swap the window buffer
	SDL_GL_SwapWindow(window_);
}

void Window::clearBuffer()
{
	// set the clear depth
	glClearDepth(1.f);
	// clears buffer with clear color
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
    
} // yage