Spectre/Window/Window: refactor out GLContext specific code to its own class (GLWindow)
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2de3bd93f7
commit
b1ccea1397
7 changed files with 120 additions and 55 deletions
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@ -21,13 +21,11 @@ Window::Window()
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m_caption = CAPTION_DEFAULT;
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m_fmode = WINDOWED;
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m_context = GLContext::create();
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m_impl = PlatformApplication::get()->createWindow(this);
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}
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Window::~Window()
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{
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delete m_context;
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delete m_impl;
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}
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@ -39,10 +37,6 @@ bool Window::create(WindowDescription description)
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return false;
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}
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if (!m_context->create(m_impl)) {
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return false;
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}
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init();
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m_description = description;
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@ -56,16 +50,11 @@ void Window::init()
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setIcon(ICON_DEFAULT);
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activate(true);
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enableVSync(false);
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showCursor(true);
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}
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void Window::destroy()
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{
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m_context->destroy();
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m_impl->destroy();
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}
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@ -166,34 +155,8 @@ void Window::grabCursor(bool value)
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m_impl->grabCursor(value);
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}
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bool Window::activate(bool value)
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{
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if (value) {
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return m_context->activate();
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}
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return m_context->deactivate();
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}
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bool Window::enableVSync(bool value)
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{
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return m_context->setSwapInterval(value ? 1 : 0);
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}
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void Window::swapBuffers()
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{
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if (activate(true)) {
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m_context->swapBuffers();
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}
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}
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void Window::onReshape(int width, int height)
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{
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// TODO: This should even not be here.
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// Generic Display should not have any GL calls.
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// But it's better to have it here then in the platform specific GLContext
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if (activate(true)) {
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glViewport(0, 0, width, height);
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}
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}
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} // namespace sp
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