mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
refactor(window): migrate from GLFW to SDL3 for window and input
This commit is contained in:
160
src/window.cpp
160
src/window.cpp
@@ -6,8 +6,8 @@
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#include "Cubed/tools/log.hpp"
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <imgui_impl_sdl3.h>
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namespace Cubed {
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@@ -19,7 +19,7 @@ Window::Window(Config& config) : m_config(config) {}
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Window::~Window() {
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if (m_imgui_init) {
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui_ImplSDL3_Shutdown();
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}
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if (ImGui::GetCurrentContext() != nullptr) {
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@@ -27,18 +27,17 @@ Window::~Window() {
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}
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if (m_window) {
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glfwDestroyWindow(m_window);
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m_window = nullptr;
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SDL_GL_DestroyContext(m_context);
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SDL_DestroyWindow(m_window);
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}
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glfwTerminate();
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SDL_Quit();
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}
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bool Window::is_mouse_enable() const { return m_mouse_enable; }
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const GLFWwindow* Window::get_glfw_window() const { return m_window; }
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const SDL_Window* Window::get_window() const { return m_window; }
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GLFWwindow* Window::get_glfw_window() { return m_window; }
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SDL_Window* Window::get_window() { return m_window; }
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bool Window::handle_event(const Event& e) {
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return std::visit(
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@@ -110,84 +109,57 @@ bool Window::handle_mouse_button_event(const MouseButtonEvent& e) {
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}
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void Window::init() {
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if (!glfwInit()) {
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Logger::error("glfw init fail");
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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Logger::error("sdl3 init fail");
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exit(EXIT_FAILURE);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
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m_window_width = m_config.get("window.width", 800);
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m_window_height = m_config.get("window.height", 600);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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m_window_width = m_config.get("window.width", 1280);
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m_window_height = m_config.get("window.height", 720);
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m_window = SDL_CreateWindow("Cubed", m_window_width, m_window_height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
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SDL_WINDOW_HIGH_PIXEL_DENSITY);
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if (m_config.get("window.fullscreen", false)) {
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GLFWmonitor* primary_monitor = glfwGetPrimaryMonitor();
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const GLFWvidmode* mode = glfwGetVideoMode(primary_monitor);
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m_window = glfwCreateWindow(mode->width, mode->height, "Cubed",
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primary_monitor, NULL);
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} else {
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m_window = glfwCreateWindow(m_window_width, m_window_height, "Cubed",
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NULL, NULL);
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SDL_SetWindowFullscreen(m_window, true);
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}
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glfwMakeContextCurrent(m_window);
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if (m_config.get("window.V-Sync", true)) {
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glfwSwapInterval(1);
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} else {
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glfwSwapInterval(0);
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m_context = SDL_GL_CreateContext(m_window);
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SDL_GL_MakeCurrent(m_window, m_context);
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if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
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Logger::error("Failed to initialize glad");
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exit(EXIT_FAILURE);
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}
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set_vsync(m_config.get("window.V-Sync", true));
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if (m_game_running) {
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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if (glfwRawMouseMotionSupported()) {
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glfwSetInputMode(m_window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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SDL_SetWindowRelativeMouseMode(m_window, true);
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} else {
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Logger::warn("Don,t support Raw Mouse Motion");
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SDL_SetWindowRelativeMouseMode(m_window, false);
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}
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GLFWmonitor* primary = glfwGetPrimaryMonitor();
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const GLFWvidmode* mode = glfwGetVideoMode(primary);
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glfwSetWindowPos(m_window, static_cast<int>(mode->width / 2.0f) - 400,
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static_cast<int>(mode->height / 2.0f) - 300);
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SDL_SetWindowPosition(m_window, SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED);
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}
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void Window::reload_config() {
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// V-Sync
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if (m_config.get("window.V-Sync", true)) {
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glfwSwapInterval(1);
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} else {
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glfwSwapInterval(0);
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}
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set_vsync(m_config.get("window.V-Sync", true));
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// Window
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windowed_width = m_config.get("window.width", 800);
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windowed_height = m_config.get("window.height", 600);
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windowed_width = m_config.get("window.width", 1280);
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windowed_height = m_config.get("window.height", 720);
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if (m_config.get("window.fullscreen", false)) {
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glfwGetWindowPos(m_window, &windowed_xpos, &windowed_ypos);
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glfwGetWindowSize(m_window, &windowed_width, &windowed_height);
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set_fullscreen(m_config.get("window.fullscreen", false));
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GLFWmonitor* primary = glfwGetPrimaryMonitor();
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const GLFWvidmode* mode = glfwGetVideoMode(primary);
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glfwSetWindowMonitor(m_window, primary, 0, 0, mode->width, mode->height,
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GL_DONT_CARE);
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} else {
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GLFWmonitor* monitor = glfwGetWindowMonitor(m_window);
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if (monitor != nullptr) {
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glfwSetWindowMonitor(m_window, nullptr, windowed_xpos,
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windowed_ypos, windowed_width, windowed_height,
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0);
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} else {
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Logger::error("Can't Find Monitor");
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}
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}
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if (!m_mouse_enable) {
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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SDL_SetWindowRelativeMouseMode(m_window, false);
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} else {
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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SDL_SetWindowRelativeMouseMode(m_window, true);
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}
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m_config.set("window.width", windowed_width);
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m_config.set("window.height", windowed_height);
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@@ -195,33 +167,37 @@ void Window::reload_config() {
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void Window::toggle_fullscreen() {
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GLFWmonitor* monitor = glfwGetWindowMonitor(m_window);
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if (monitor != nullptr) {
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glfwSetWindowMonitor(m_window, nullptr, windowed_xpos, windowed_ypos,
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windowed_width, windowed_height, 0);
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m_config.set("window.fullscreen", false);
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bool is_fullscreen =
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(SDL_GetWindowFlags(m_window) & SDL_WINDOW_FULLSCREEN) != 0;
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if (is_fullscreen) {
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set_fullscreen(false);
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} else {
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glfwGetWindowPos(m_window, &windowed_xpos, &windowed_ypos);
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glfwGetWindowSize(m_window, &windowed_width, &windowed_height);
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GLFWmonitor* primary = glfwGetPrimaryMonitor();
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const GLFWvidmode* mode = glfwGetVideoMode(primary);
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glfwSetWindowMonitor(m_window, primary, 0, 0, mode->width, mode->height,
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GL_DONT_CARE);
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m_config.set("window.fullscreen", true);
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set_fullscreen(true);
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}
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m_config.set("window.width", windowed_width);
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m_config.set("window.height", windowed_height);
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}
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void Window::set_fullscreen(bool full) {
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if (full) {
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SDL_GetWindowPosition(m_window, &windowed_xpos, &windowed_ypos);
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SDL_GetWindowSize(m_window, &windowed_width, &windowed_height);
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SDL_SetWindowFullscreen(m_window, true);
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m_config.set("window.fullscreen", true);
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} else {
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SDL_SetWindowFullscreen(m_window, false);
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SDL_SetWindowPosition(m_window, windowed_xpos, windowed_ypos);
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SDL_SetWindowSize(m_window, windowed_width, windowed_height);
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m_config.set("window.fullscreen", false);
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}
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}
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void Window::enable_mouse() {
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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SDL_SetWindowRelativeMouseMode(m_window, true);
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m_mouse_enable = true;
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}
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void Window::disable_mouse() {
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glfwSetInputMode(m_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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SDL_SetWindowRelativeMouseMode(m_window, false);
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if (m_camera) {
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m_camera->reset_camera();
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}
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@@ -240,18 +216,26 @@ void Window::set_game_running(bool running) {
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set_imgui_enabled(false);
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}
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void Window::should_close_window() { glfwSetWindowShouldClose(m_window, true); }
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void Window::should_close_window() {
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SDL_Event quit_event;
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quit_event.type = SDL_EVENT_QUIT;
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SDL_PushEvent(&quit_event);
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}
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bool Window::is_enable_imgui() const { return m_imgui_enable; }
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void Window::set_imgui_enabled(bool enable) { m_imgui_enable = enable; }
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void Window::set_vsync(bool enable) {
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if (!SDL_GL_SetSwapInterval(static_cast<int>(enable))) {
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Logger::error("VSync Fail: {}", SDL_GetError());
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}
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}
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void Window::imgui_init() {
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float dpi_scale_x, dpi_scale_y;
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glfwGetWindowContentScale(m_window, &dpi_scale_x, &dpi_scale_y);
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float main_scale = SDL_GetWindowDisplayScale(m_window);
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// float main_scale =
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// ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor());
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float main_scale = dpi_scale_x;
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Logger::info("Main Scale {}", main_scale);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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@@ -288,8 +272,8 @@ void Window::imgui_init() {
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ImFont* font = io.Fonts->AddFontFromFileTTF(Font::font_path().c_str());
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ASSERT_MSG(font != nullptr, "Font Load Fail");
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(m_window, false);
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ImGui_ImplOpenGL3_Init();
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ImGui_ImplSDL3_InitForOpenGL(m_window, m_context);
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ImGui_ImplOpenGL3_Init("#version 460");
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m_imgui_init = true;
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}
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