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window.cpp
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#include <glfw3webgpu.h>
#include "application.h"
#include "window.h"
#include "input.h"
#include "globals.h"
bool Window::glfwInitialized = false;
Window::Window() = default;
Window::Window(WindowConfig* config, Application* app) {
if(!config) {
return;
}
// TODO: Move to a static init function or application class init
if (!glfwInitialized) {
if (!glfwInit()) {
throw std::runtime_error("Could not initialize GLFW!");
}
glfwInitialized = true;
}
glfwWindowHint(GLFW_RESIZABLE, config->resizable); // Not dealing with resizing for now
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); // Tell GLFW to not set up any API specific stuff
handle = glfwCreateWindow(config->width, config->height, config->title.c_str(), nullptr, nullptr);
if (!handle) {
glfwTerminate();
throw std::runtime_error("Could not open window!");
}
glfwSetWindowUserPointer(handle, app);
glfwSetWindowSizeCallback(handle, glfwResizeCallback);
glfwSetErrorCallback(glfwErrorCallback);
glfwSetKeyCallback(handle, glfwKeyCallback);
glfwSetCursorPosCallback(handle, glfwMousePositionCallback);
glfwSetMouseButtonCallback(handle, glfwMouseButtonCallback);
glfwSetScrollCallback(handle, glfwScrollCallback);
}
Window::~Window() {
if (this->handle) {
glfwDestroyWindow(handle);
}
// Careful of multiple glfw windows
glfwTerminate();
}
void Window::inputPollEvents() {
glfwPollEvents();
}
wgpu::Surface Window::getSurface(wgpu::Instance instance) const {
return glfwGetWGPUSurface(instance, handle);
}
int Window::shouldClose() const {
return glfwWindowShouldClose(handle);
}
void Window::setTitle(const std::string& title) {
glfwSetWindowTitle(handle, title.c_str());
}
void Window::enableApplicationCallbacks(Application* app) {
glfwSetWindowUserPointer(handle, (void *)app);
}
void Window::disableApplicationCallbacks() {
glfwSetWindowUserPointer(handle, (void *)nullptr);
}
glm::ivec2 Window::getSize() const {
int width, height;
glfwGetWindowSize(handle, &width, &height);
return {width, height};
}
int Window::getWidth() const {
return getSize().x;
}
int Window::getHeight() const {
return getSize().y;
}
float Window::getAspectRatio() const {
auto size = getSize();
return (float)size.x / (float)size.y;
}
glm::vec2 Window::getMousePos() const {
double x, y;
glfwGetCursorPos(handle, &x, &y);
return {(float)x, (float)y};
}
void inputPollEvents() {
glfwPollEvents();
}
// GLFW Event Handlers
// -------------------
/*
* Room for abstraction with multipe sets of inputs: A separate input class for UI, in-game, etc.
* Check out: https://stackoverflow.com/questions/55573238/how-do-i-do-a-proper-input-class-in-glfw-for-a-game-engine
* And add controller support by implementing an input interface
*/
static Input::Key remapGlfwKeyCode(int key);
void Window::glfwErrorCallback(int error, const char* description) {
std::cerr << "GLFW Error " << error << ": " << description << std::endl;
}
void Window::glfwResizeCallback(GLFWwindow* window, int width, int height) {
auto* app = reinterpret_cast<Application*>(glfwGetWindowUserPointer(window));
if (app) {
app->onResize(width, height);
}
}
void Window::glfwKeyCallback(GLFWwindow* window, int key, [[maybe_unused]] int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GLFW_TRUE);
return;
}
auto* app = reinterpret_cast<Application*>(glfwGetWindowUserPointer(window));
ImGuiIO& io = ImGui::GetIO();
if (!io.WantCaptureKeyboard && app) {
const bool ctrlKey = bool(mods & GLFW_MOD_CONTROL);
const bool shiftKey = bool(mods & GLFW_MOD_SHIFT);
const bool altKey = bool(mods & GLFW_MOD_ALT);
Input::Key keyCode = remapGlfwKeyCode(key);
auto buttonAction = Input::Action::Undefined;
if (action == GLFW_PRESS) {
buttonAction = Input::Action::Press;
} else if (action == GLFW_RELEASE) {
buttonAction = Input::Action::Release;
} else if (action == GLFW_REPEAT) {
buttonAction = Input::Action::Repeat;
}
app->onKey(keyCode, buttonAction, ctrlKey, shiftKey, altKey);
}
}
void Window::glfwMousePositionCallback(GLFWwindow* window, double x, double y) {
auto* app = reinterpret_cast<Application*>(glfwGetWindowUserPointer(window));
if (app) {
bool ctrlKey = bool(glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS);
bool shiftKey = bool(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS);
bool altKey = bool(glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS);
app->onMouseMove({(float)x, (float)y}, ctrlKey, shiftKey, altKey);
}
}
void Window::glfwMouseButtonCallback(GLFWwindow *window, int button, int action, int mods) {
auto* app = reinterpret_cast<Application*>(glfwGetWindowUserPointer(window));
ImGuiIO& io = ImGui::GetIO();
if (!io.WantCaptureMouse && app) {
auto buttonType = Input::MouseButton::Undefined;
switch (button) {
case GLFW_MOUSE_BUTTON_LEFT:
buttonType = Input::MouseButton::Left;
break;
case GLFW_MOUSE_BUTTON_RIGHT:
buttonType = Input::MouseButton::Right;
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
buttonType = Input::MouseButton::Middle;
break;
default:
break;
}
double xPos, yPos;
glfwGetCursorPos(window, &xPos, &yPos);
const bool ctrlKey = bool(mods & GLFW_MOD_CONTROL);
const bool shiftKey = bool(mods & GLFW_MOD_SHIFT);
const bool altKey = bool(mods & GLFW_MOD_ALT);
// bool ctrlKey = bool(glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS);
// bool shiftKey = bool(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS);
// bool altKey = bool(glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS);
auto buttonAction = Input::Action::Undefined;
if (action == GLFW_PRESS) {
buttonAction = Input::Action::Press;
} else if (action == GLFW_RELEASE) {
buttonAction = Input::Action::Release;
} else if (action == GLFW_REPEAT) {
buttonAction = Input::Action::Repeat;
}
app->onMouseButton(buttonType, buttonAction, {(float)xPos, (float)yPos}, ctrlKey, shiftKey, altKey);
}
}
float rescaleMouseScroll(double offset, float scaleFactor) {
return (float)offset * scaleFactor;
}
void Window::glfwScrollCallback(GLFWwindow *window, double xOffset, double yOffset) {
auto* app = reinterpret_cast<Application*>(glfwGetWindowUserPointer(window));
if (app) {
double xPos, yPos;
glfwGetCursorPos(window, &xPos, &yPos);
bool ctrlKey = bool(glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS);
bool shiftKey = bool(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS);
bool altKey = bool(glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS);
app->onScroll({rescaleMouseScroll(xOffset, Globals::window->mouseScrollScaleFactor),
rescaleMouseScroll(yOffset, Globals::window->mouseScrollScaleFactor)},
{(float)xPos, (float)yPos}, ctrlKey, shiftKey, altKey);
}
}
// Window coords to NDC coords where window coords is top left origin and NDC is center origin
glm::vec2 Window::windowCoordsToNDC(const glm::vec2 windowCoords) const {
auto size = getSize();
return {windowCoords.x / (float)size.x * 2.0f - 1.0f, 1.0f - windowCoords.y / (float)size.y * 2.0f};
}
static Input::Key remapGlfwKeyCode(int key)
{
Input::Key key_code;
switch (key) {
case GLFW_KEY_ESCAPE:
key_code = Input::Key::Escape;
break;
case GLFW_KEY_TAB:
key_code = Input::Key::Tab;
break;
case GLFW_KEY_LEFT_SHIFT:
key_code = Input::Key::LeftShift;
break;
case GLFW_KEY_RIGHT_SHIFT:
key_code = Input::Key::RightShift;
break;
case GLFW_KEY_LEFT_CONTROL:
key_code = Input::Key::LeftControl;
break;
case GLFW_KEY_RIGHT_CONTROL:
key_code = Input::Key::RightControl;
break;
case GLFW_KEY_LEFT_ALT:
key_code = Input::Key::LeftAlt;
break;
case GLFW_KEY_RIGHT_ALT:
key_code = Input::Key::RightAlt;
break;
case GLFW_KEY_LEFT_SUPER:
key_code = Input::Key::LeftSuper;
break;
case GLFW_KEY_RIGHT_SUPER:
key_code = Input::Key::RightSuper;
break;
case GLFW_KEY_MENU:
key_code = Input::Key::Menu;
break;
case GLFW_KEY_NUM_LOCK:
key_code = Input::Key::NumLock;
break;
case GLFW_KEY_CAPS_LOCK:
key_code = Input::Key::CapsLock;
break;
case GLFW_KEY_PRINT_SCREEN:
key_code = Input::Key::PrintScreen;
break;
case GLFW_KEY_SCROLL_LOCK:
key_code = Input::Key::ScrollLock;
break;
case GLFW_KEY_PAUSE:
key_code = Input::Key::Pause;
break;
case GLFW_KEY_DELETE:
key_code = Input::Key::Delete;
break;
case GLFW_KEY_BACKSPACE:
key_code = Input::Key::Backspace;
break;
case GLFW_KEY_ENTER:
key_code = Input::Key::Enter;
break;
case GLFW_KEY_HOME:
key_code = Input::Key::Home;
break;
case GLFW_KEY_END:
key_code = Input::Key::End;
break;
case GLFW_KEY_PAGE_UP:
key_code = Input::Key::PageUp;
break;
case GLFW_KEY_PAGE_DOWN:
key_code = Input::Key::PageDown;
break;
case GLFW_KEY_INSERT:
key_code = Input::Key::Insert;
break;
case GLFW_KEY_LEFT:
key_code = Input::Key::Left;
break;
case GLFW_KEY_RIGHT:
key_code = Input::Key::Right;
break;
case GLFW_KEY_DOWN:
key_code = Input::Key::Down;
break;
case GLFW_KEY_UP:
key_code = Input::Key::Up;
break;
case GLFW_KEY_F1:
key_code = Input::Key::F1;
break;
case GLFW_KEY_F2:
key_code = Input::Key::F2;
break;
case GLFW_KEY_F3:
key_code = Input::Key::F3;
break;
case GLFW_KEY_F4:
key_code = Input::Key::F4;
break;
case GLFW_KEY_F5:
key_code = Input::Key::F5;
break;
case GLFW_KEY_F6:
key_code = Input::Key::F6;
break;
case GLFW_KEY_F7:
key_code = Input::Key::F7;
break;
case GLFW_KEY_F8:
key_code = Input::Key::F8;
break;
case GLFW_KEY_F9:
key_code = Input::Key::F9;
break;
case GLFW_KEY_F10:
key_code = Input::Key::F10;
break;
case GLFW_KEY_F11:
key_code = Input::Key::F11;
break;
case GLFW_KEY_F12:
key_code = Input::Key::F12;
break;
case GLFW_KEY_F13:
key_code = Input::Key::F13;
break;
case GLFW_KEY_F14:
key_code = Input::Key::F14;
break;
case GLFW_KEY_F15:
key_code = Input::Key::F15;
break;
case GLFW_KEY_F16:
key_code = Input::Key::F16;
break;
case GLFW_KEY_F17:
key_code = Input::Key::F17;
break;
case GLFW_KEY_F18:
key_code = Input::Key::F18;
break;
case GLFW_KEY_F19:
key_code = Input::Key::F19;
break;
case GLFW_KEY_F20:
key_code = Input::Key::F20;
break;
case GLFW_KEY_F21:
key_code = Input::Key::F21;
break;
case GLFW_KEY_F22:
key_code = Input::Key::F22;
break;
case GLFW_KEY_F23:
key_code = Input::Key::F23;
break;
case GLFW_KEY_F24:
key_code = Input::Key::F24;
break;
case GLFW_KEY_F25:
key_code = Input::Key::F25;
break;
/* Numeric keypad */
case GLFW_KEY_KP_DIVIDE:
key_code = Input::Key::KpDivide;
break;
case GLFW_KEY_KP_MULTIPLY:
key_code = Input::Key::KpMultiply;
break;
case GLFW_KEY_KP_SUBTRACT:
key_code = Input::Key::KpSubtract;
break;
case GLFW_KEY_KP_ADD:
key_code = Input::Key::KpAdd;
break;
/* These should have been detected in secondary keysym test above! */
case GLFW_KEY_KP_0:
key_code = Input::Key::Kp0;
break;
case GLFW_KEY_KP_1:
key_code = Input::Key::Kp1;
break;
case GLFW_KEY_KP_2:
key_code = Input::Key::Kp2;
break;
case GLFW_KEY_KP_3:
key_code = Input::Key::Kp3;
break;
case GLFW_KEY_KP_4:
key_code = Input::Key::Kp4;
break;
case GLFW_KEY_KP_5:
key_code = Input::Key::Kp5;
break;
case GLFW_KEY_KP_6:
key_code = Input::Key::Kp6;
break;
case GLFW_KEY_KP_7:
key_code = Input::Key::Kp7;
break;
case GLFW_KEY_KP_8:
key_code = Input::Key::Kp8;
break;
case GLFW_KEY_KP_9:
key_code = Input::Key::Kp9;
break;
case GLFW_KEY_KP_DECIMAL:
key_code = Input::Key::KpDecimal;
break;
case GLFW_KEY_KP_EQUAL:
key_code = Input::Key::KpEqual;
break;
case GLFW_KEY_KP_ENTER:
key_code = Input::Key::KpEnter;
break;
/*
* Last resort: Check for printable keys (should not happen if the XKB
* extension is available). This will give a layout dependent mapping
* (which is wrong, and we may miss some keys, especially on non-US
* keyboards), but it's better than nothing...
*/
case GLFW_KEY_A:
key_code = Input::Key::A;
break;
case GLFW_KEY_B:
key_code = Input::Key::B;
break;
case GLFW_KEY_C:
key_code = Input::Key::C;
break;
case GLFW_KEY_D:
key_code = Input::Key::D;
break;
case GLFW_KEY_E:
key_code = Input::Key::E;
break;
case GLFW_KEY_F:
key_code = Input::Key::F;
break;
case GLFW_KEY_G:
key_code = Input::Key::G;
break;
case GLFW_KEY_H:
key_code = Input::Key::H;
break;
case GLFW_KEY_I:
key_code = Input::Key::I;
break;
case GLFW_KEY_J:
key_code = Input::Key::J;
break;
case GLFW_KEY_K:
key_code = Input::Key::K;
break;
case GLFW_KEY_L:
key_code = Input::Key::L;
break;
case GLFW_KEY_M:
key_code = Input::Key::M;
break;
case GLFW_KEY_N:
key_code = Input::Key::N;
break;
case GLFW_KEY_O:
key_code = Input::Key::O;
break;
case GLFW_KEY_P:
key_code = Input::Key::P;
break;
case GLFW_KEY_Q:
key_code = Input::Key::Q;
break;
case GLFW_KEY_R:
key_code = Input::Key::R;
break;
case GLFW_KEY_S:
key_code = Input::Key::S;
break;
case GLFW_KEY_T:
key_code = Input::Key::T;
break;
case GLFW_KEY_U:
key_code = Input::Key::U;
break;
case GLFW_KEY_V:
key_code = Input::Key::V;
break;
case GLFW_KEY_W:
key_code = Input::Key::W;
break;
case GLFW_KEY_X:
key_code = Input::Key::X;
break;
case GLFW_KEY_Y:
key_code = Input::Key::Y;
break;
case GLFW_KEY_Z:
key_code = Input::Key::Z;
break;
case GLFW_KEY_1:
key_code = Input::Key::One;
break;
case GLFW_KEY_2:
key_code = Input::Key::Two;
break;
case GLFW_KEY_3:
key_code = Input::Key::Three;
break;
case GLFW_KEY_4:
key_code = Input::Key::Four;
break;
case GLFW_KEY_5:
key_code = Input::Key::Five;
break;
case GLFW_KEY_6:
key_code = Input::Key::Six;
break;
case GLFW_KEY_7:
key_code = Input::Key::Seven;
break;
case GLFW_KEY_8:
key_code = Input::Key::Eight;
break;
case GLFW_KEY_9:
key_code = Input::Key::Nine;
break;
case GLFW_KEY_0:
key_code = Input::Key::Zero;
break;
case GLFW_KEY_SPACE:
key_code = Input::Key::Space;
break;
case GLFW_KEY_MINUS:
key_code = Input::Key::Minus;
break;
case GLFW_KEY_EQUAL:
key_code = Input::Key::Equal;
break;
case GLFW_KEY_LEFT_BRACKET:
key_code = Input::Key::LeftBracket;
break;
case GLFW_KEY_RIGHT_BRACKET:
key_code = Input::Key::RightBracket;
break;
case GLFW_KEY_BACKSLASH:
key_code = Input::Key::Backslash;
break;
case GLFW_KEY_SEMICOLON:
key_code = Input::Key::Semicolon;
break;
case GLFW_KEY_APOSTROPHE:
key_code = Input::Key::Apostrophe;
break;
case GLFW_KEY_GRAVE_ACCENT:
key_code = Input::Key::GraveAccent;
break;
case GLFW_KEY_COMMA:
key_code = Input::Key::Comma;
break;
case GLFW_KEY_PERIOD:
key_code = Input::Key::Period;
break;
case GLFW_KEY_SLASH:
key_code = Input::Key::Slash;
break;
case GLFW_KEY_WORLD_1:
key_code = Input::Key::World1; /* At least in some layouts... */
break;
case GLFW_KEY_WORLD_2:
key_code = Input::Key::World2; /* At least in some layouts... */
break;
default:
key_code = Input::Key::Unknown; /* No matching translation was found */
break;
}
return key_code;
}