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Window.cpp
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2014 Laurent Gomila ([email protected])
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <cpp3ds/Window/Window.hpp>
#include <cpp3ds/System/Sleep.hpp>
#include <cpp3ds/System/Err.hpp>
#include <cpp3ds/Window/GlContext.hpp>
#define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
namespace cpp3ds
{
////////////////////////////////////////////////////////////
Window::Window() :
m_frameTimeLimit(Time::Zero),
m_size (0, 0)
{
// Perform common initializations
initialize();
}
////////////////////////////////////////////////////////////
Window::~Window()
{
close();
}
////////////////////////////////////////////////////////////
void Window::create(const ContextSettings& settings)
{
// Destroy the previous window implementation
close();
unsigned int width = settings.screen == TopScreen ? 400 : 320;
unsigned int height = 240;
m_size.x = width;
m_size.y = height;
// Recreate the context
m_context = priv::GlContext::create(settings, width, height);
m_target = C3D_RenderTargetCreate(height, width, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(m_target, settings.screen == TopScreen ? GFX_TOP : GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
C3D_RenderTargetSetClear(m_target, C3D_CLEAR_ALL, 0, 0);
// Perform common initializations
initialize();
}
////////////////////////////////////////////////////////////
void Window::close()
{
}
////////////////////////////////////////////////////////////
bool Window::isOpen() const
{
return m_context != NULL;
// return true;
}
////////////////////////////////////////////////////////////
const ContextSettings& Window::getSettings() const
{
static const ContextSettings empty(TopScreen, 0, 0, 0);
return m_context ? m_context->getSettings() : empty;
}
////////////////////////////////////////////////////////////
bool Window::activate(bool active)
{
return setActive(active);
}
////////////////////////////////////////////////////////////
bool Window::setActive(bool active) const
{
if (m_context)
{
if (m_context->setActive(active))
{
return true;
}
else
{
err() << "Failed to activate the window's context" << std::endl;
return false;
}
}
else
{
return false;
}
}
////////////////////////////////////////////////////////////
Vector2u Window::getSize() const
{
return m_size;
}
////////////////////////////////////////////////////////////
Image Window::capture() const
{
Image image;
if (setActive())
{
int width = static_cast<int>(getSize().x);
int height = static_cast<int>(getSize().y);
// copy rows one by one and flip them (OpenGL's origin is bottom while SFML's origin is top)
std::vector<Uint8> pixels(width * height * 4);
for (int i = 0; i < height; ++i)
{
Uint8* ptr = &pixels[i * width * 4];
// TODO: implement this using citro3d
}
image.create(width, height, &pixels[0]);
}
return image;
}
////////////////////////////////////////////////////////////
void Window::setVerticalSyncEnabled(bool enabled)
{
}
////////////////////////////////////////////////////////////
void Window::setFramerateLimit(unsigned int limit)
{
if (limit > 0)
m_frameTimeLimit = seconds(1.f / limit);
else
m_frameTimeLimit = Time::Zero;
}
////////////////////////////////////////////////////////////
void Window::display()
{
// Display the backbuffer on screen
if (setActive())
m_context->display();
// Limit the framerate if needed
if (m_frameTimeLimit != Time::Zero)
{
sleep(m_frameTimeLimit - m_clock.getElapsedTime());
m_clock.restart();
}
}
////////////////////////////////////////////////////////////
void Window::initialize()
{
// Setup default behaviours (to get a consistent behaviour across different implementations)
setVerticalSyncEnabled(false);
setFramerateLimit(0);
// Reset frame time
m_clock.restart();
// Just initialize the render target part
RenderTarget::initialize();
}
} // namespace cpp3ds