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3
dub.json
3
dub.json
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@ -4,7 +4,8 @@
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"profan"
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"profan"
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],
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],
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"dependencies": {
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"dependencies": {
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"derelict-sdl2": "~>3.1.0-alpha.4"
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"derelict-sdl2": "~>3.1.0-alpha.4",
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"derelict-imgui": "~>0.10.0"
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},
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},
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"description": "A minimal D application.",
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"description": "A minimal D application.",
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"copyright": "Copyright © 2018, profan",
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"copyright": "Copyright © 2018, profan",
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@ -2,6 +2,7 @@
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"fileVersion": 1,
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"fileVersion": 1,
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"versions": {
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"versions": {
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"derelict-gl3": "2.0.0-beta.6",
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"derelict-gl3": "2.0.0-beta.6",
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"derelict-imgui": "0.10.0",
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"derelict-sdl2": "3.1.0-alpha.4",
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"derelict-sdl2": "3.1.0-alpha.4",
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"derelict-util": "3.0.0-beta.2"
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"derelict-util": "3.0.0-beta.2"
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}
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}
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72
source/app.d
72
source/app.d
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@ -1,7 +1,11 @@
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import std.stdio;
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import std.stdio;
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import derelict.sdl2.sdl;
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import derelict.sdl2.sdl;
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import derelict.imgui.imgui;
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import glad.gl.all;
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import glad.gl.all;
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import window;
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import imgui;
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string doCapture(string sym, uint start, uint end)(){
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string doCapture(string sym, uint start, uint end)(){
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import std.string : format;
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import std.string : format;
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@ -426,6 +430,10 @@ struct Chip8 {
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} // step
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} // step
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void handle_event(ref SDL_Event ev) {
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} // handle_event
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void tick() {
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void tick() {
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if (run_flag) {
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if (run_flag) {
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@ -448,49 +456,12 @@ struct Chip8 {
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} // Emulator
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} // Emulator
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struct Window {
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import core.stdc.stdio;
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import core.stdc.stdlib;
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SDL_Window* window;
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SDL_GLContext context;
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void create_window(int w, int h, const char* title = "Chipd8 Emu") {
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assert(w > 0, "window width must be > 0");
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assert(h > 0, "window height must be > 0");
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// minimum OpenGL 3.3
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_Window* new_win = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, SDL_WINDOW_OPENGL);
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if (new_win == null) {
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printf("SDL2 - Window could not be created: %s\n", SDL_GetError());
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return;
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}
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SDL_GLContext new_con = SDL_GL_CreateContext(new_win);
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if (new_con == null) {
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printf("SDL2 - failed creating OpenGL 3.3 context: %s\n", SDL_GetError());
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return;
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}
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// assign em yes
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window = new_win;
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context = new_con;
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atexit(SDL_Quit);
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} // create_window
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} // Window
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void load_libs() {
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void load_libs() {
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import glad.gl.loader;
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import glad.gl.loader;
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DerelictSDL2.load();
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DerelictSDL2.load();
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DerelictImgui.load();
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auto status = gladLoadGL();
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auto status = gladLoadGL();
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}
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}
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@ -534,28 +505,10 @@ struct Emulator {
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SDL_Event event;
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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while (SDL_PollEvent(&event)) {
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chip8.handle_event(event);
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switch (event.type) with (SDL_EventType) {
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switch (event.type) with (SDL_EventType) {
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case SDL_TEXTINPUT: {
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break;
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}
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case SDL_TEXTEDITING: {
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break;
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}
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case SDL_MOUSEBUTTONDOWN: {
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break;
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}
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case SDL_MOUSEBUTTONUP: {
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break;
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}
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case SDL_MOUSEWHEEL: {
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break;
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}
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case SDL_KEYDOWN: {
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break;
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}
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case SDL_KEYUP: {
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break;
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}
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case SDL_QUIT: {
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case SDL_QUIT: {
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running = false;
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running = false;
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break;
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break;
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@ -564,6 +517,7 @@ struct Emulator {
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break;
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break;
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}
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}
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}
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}
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}
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}
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} // handle_events
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} // handle_events
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@ -0,0 +1,278 @@
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module imgui;
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import glad.gl.all;
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import derelict.sdl2.sdl;
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import derelict.imgui.imgui;
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import window;
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import std.traits : isDelegate, ReturnType, ParameterTypeTuple;
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auto bindDelegate(T, string file = __FILE__, size_t line = __LINE__)(T t) if(isDelegate!T) {
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static T dg;
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dg = t;
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extern(C) static ReturnType!T func(ParameterTypeTuple!T args) {
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return dg(args);
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}
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return &func;
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} // bindDelegate (thanks Destructionator)
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struct Imgui {
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// OpenGL data, cleanup soon
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GLuint g_FontTexture = 0;
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int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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uint g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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void initialize() {
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auto io = igGetIO();
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
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io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
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io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
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io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
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io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
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io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
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io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
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io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
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io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
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io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
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io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
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io.RenderDrawListsFn = bindDelegate(&render_draw_lists);
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io.SetClipboardTextFn = bindDelegate(&set_clipboard_text);
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io.GetClipboardTextFn = bindDelegate(&get_clipboard_text);
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}
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void create_font_texture() {
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}
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void create_device_objects() {
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// backup GL state
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GLint last_texture, last_array_buffer, last_vertex_array;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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const GLchar *vertex_shader = q{
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#version 330
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uniform mat4 ProjMtx;
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in vec2 Position;
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in vec2 UV;
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in vec4 Color;
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out vec2 Frag_UV;
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out vec4 Frag_Color;
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void main() {
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Frag_UV = UV;
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Frag_Color = Color;
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gl_Position = ProjMtx * vec4(Position.xy,0,1);
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}
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};
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const GLchar* fragment_shader = q{
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#version 330
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uniform sampler2D Texture;
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in vec2 Frag_UV;
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in vec4 Frag_Color;
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out vec4 Out_Color;
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void main() {
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Out_Color = Frag_Color * texture( Texture, Frag_UV.st);
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}
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};
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g_ShaderHandle = glCreateProgram();
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_VertHandle, 1, &vertex_shader, null);
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glShaderSource(g_FragHandle, 1, &fragment_shader, null);
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glCompileShader(g_VertHandle);
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glCompileShader(g_FragHandle);
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glAttachShader(g_ShaderHandle, g_VertHandle);
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glAttachShader(g_ShaderHandle, g_FragHandle);
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glLinkProgram(g_ShaderHandle);
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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glGenBuffers(1, &g_VboHandle);
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glGenBuffers(1, &g_ElementsHandle);
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glGenVertexArrays(1, &g_VaoHandle);
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glBindVertexArray(g_VaoHandle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.pos.offsetof);
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.uv.offsetof);
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, ImDrawVert.sizeof, cast(void*)ImDrawVert.col.offsetof);
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create_font_texture();
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// restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindVertexArray(last_vertex_array);
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}
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extern(C) nothrow
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void render_draw_lists(ImDrawData* draw_data) {
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// avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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auto io = igGetIO();
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int fb_width = cast(int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = cast(int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0) { return; }
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draw_data.ScaleClipRects(io.DisplayFramebufferScale);
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// backup GL state
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GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, cast(GLint*)&last_active_texture);
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glActiveTexture(GL_TEXTURE0);
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLint[4] last_viewport; glGetIntegerv(GL_VIEWPORT, last_viewport.ptr);
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GLint[4] last_scissor_box; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box.ptr);
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GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, cast(GLint*)&last_blend_src_rgb);
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GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, cast(GLint*)&last_blend_dst_rgb);
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GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, cast(GLint*)&last_blend_src_alpha);
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GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, cast(GLint*)&last_blend_dst_alpha);
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GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, cast(GLint*)&last_blend_equation_rgb);
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GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, cast(GLint*)&last_blend_equation_alpha);
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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||||||
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, cast(GLsizei)fb_width, cast(GLsizei)fb_height);
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const float[4][4] ortho_projection = [
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[ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f ],
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[ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f ],
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[ 0.0f, 0.0f, -1.0f, 0.0f ],
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[-1.0f, 1.0f, 0.0f, 1.0f ],
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];
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||||||
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
|
||||||
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||||
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glBindVertexArray(g_VaoHandle);
|
||||||
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||||||
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foreach (int n; 0 .. draw_data.CmdListsCount) {
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||||||
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ImDrawList* cmd_list = draw_data.CmdLists[n];
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||||||
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ImDrawIdx* idx_buffer_offset;
|
||||||
|
|
||||||
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auto countVertices = ImDrawList_GetVertexBufferSize(cmd_list);
|
||||||
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auto countIndices = ImDrawList_GetIndexBufferSize(cmd_list);
|
||||||
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|
||||||
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||||
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glBufferData(GL_ARRAY_BUFFER, countVertices * ImDrawVert.sizeof, cast(GLvoid*)ImDrawList_GetVertexPtr(cmd_list,0), GL_STREAM_DRAW);
|
||||||
|
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||||||
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, countIndices * ImDrawIdx.sizeof, cast(GLvoid*)ImDrawList_GetIndexPtr(cmd_list,0), GL_STREAM_DRAW);
|
||||||
|
|
||||||
|
auto cmdCnt = ImDrawList_GetCmdSize(cmd_list);
|
||||||
|
|
||||||
|
foreach(int cmd_i; 0 .. cmdCnt) {
|
||||||
|
auto pcmd = ImDrawList_GetCmdPtr(cmd_list, cmd_i);
|
||||||
|
|
||||||
|
if (pcmd.UserCallback) {
|
||||||
|
pcmd.UserCallback(cmd_list, pcmd);
|
||||||
|
} else {
|
||||||
|
glBindTexture(GL_TEXTURE_2D, cast(GLuint)pcmd.TextureId);
|
||||||
|
glScissor(cast(int)pcmd.ClipRect.x, cast(int)(fb_height - pcmd.ClipRect.w), cast(int)(pcmd.ClipRect.z - pcmd.ClipRect.x), cast(int)(pcmd.ClipRect.w - pcmd.ClipRect.y));
|
||||||
|
glDrawElements(GL_TRIANGLES, cast(GLsizei)pcmd.ElemCount, ImDrawIdx.sizeof == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||||
|
}
|
||||||
|
idx_buffer_offset += pcmd.ElemCount;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Restore modified GL state
|
||||||
|
glUseProgram(last_program);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||||
|
glActiveTexture(last_active_texture);
|
||||||
|
glBindVertexArray(last_vertex_array);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||||
|
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||||
|
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||||
|
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||||
|
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||||
|
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||||
|
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||||
|
glViewport(last_viewport[0], last_viewport[1], cast(GLsizei)last_viewport[2], cast(GLsizei)last_viewport[3]);
|
||||||
|
glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei)last_scissor_box[2], cast(GLsizei)last_scissor_box[3]);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
extern(C) nothrow
|
||||||
|
const(char)* get_clipboard_text(void* user_data) {
|
||||||
|
return SDL_GetClipboardText();
|
||||||
|
}
|
||||||
|
|
||||||
|
extern(C) nothrow
|
||||||
|
void set_clipboard_text(void* user_data, const (char)* text) {
|
||||||
|
SDL_SetClipboardText(text);
|
||||||
|
}
|
||||||
|
|
||||||
|
void new_frame(ref Window win) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void handle_event(ref SDL_Event ev) {
|
||||||
|
|
||||||
|
switch (ev.type) with (SDL_EventType) {
|
||||||
|
|
||||||
|
case SDL_TEXTINPUT:
|
||||||
|
break;
|
||||||
|
|
||||||
|
case SDL_MOUSEBUTTONDOWN:
|
||||||
|
break;
|
||||||
|
case SDL_MOUSEBUTTONUP:
|
||||||
|
break;
|
||||||
|
case SDL_MOUSEWHEEL:
|
||||||
|
break;
|
||||||
|
|
||||||
|
case SDL_KEYDOWN:
|
||||||
|
break;
|
||||||
|
case SDL_KEYUP:
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,95 @@
|
||||||
|
module window;
|
||||||
|
|
||||||
|
import derelict.sdl2.sdl;
|
||||||
|
import glad.gl.all;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Converts an integer representing a colour, for example 0x428bca into a 4 element
|
||||||
|
* int array for passing to OpenGL.
|
||||||
|
*/
|
||||||
|
GLfloat[4] to(T : GLfloat[4])(int color, ubyte alpha = 255) nothrow @nogc pure {
|
||||||
|
|
||||||
|
GLfloat[4] gl_color = [ //mask out r, g, b components from int
|
||||||
|
cast(float)cast(ubyte)(color>>16)/255,
|
||||||
|
cast(float)cast(ubyte)(color>>8)/255,
|
||||||
|
cast(float)cast(ubyte)(color)/255,
|
||||||
|
cast(float)cast(ubyte)(alpha)/255
|
||||||
|
];
|
||||||
|
|
||||||
|
return gl_color;
|
||||||
|
|
||||||
|
} // to!GLfloat[4]
|
||||||
|
|
||||||
|
struct Window {
|
||||||
|
|
||||||
|
import core.stdc.stdio;
|
||||||
|
import core.stdc.stdlib;
|
||||||
|
|
||||||
|
SDL_Window* window;
|
||||||
|
SDL_GLContext context;
|
||||||
|
|
||||||
|
void create_window(int w, int h, const char* title = "Chipd8 Emu") {
|
||||||
|
assert(w > 0, "window width must be > 0");
|
||||||
|
assert(h > 0, "window height must be > 0");
|
||||||
|
|
||||||
|
// minimum OpenGL 3.3
|
||||||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||||
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||||
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 32);
|
||||||
|
|
||||||
|
SDL_Window* new_win = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, SDL_WINDOW_OPENGL);
|
||||||
|
if (new_win == null) {
|
||||||
|
printf("SDL2 - Window could not be created: %s\n", SDL_GetError());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_GLContext new_con = SDL_GL_CreateContext(new_win);
|
||||||
|
if (new_con == null) {
|
||||||
|
printf("SDL2 - failed creating OpenGL 3.3 context: %s\n", SDL_GetError());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// assign em yes
|
||||||
|
window = new_win;
|
||||||
|
context = new_con;
|
||||||
|
|
||||||
|
atexit(SDL_Quit);
|
||||||
|
|
||||||
|
} // create_window
|
||||||
|
|
||||||
|
void handle_event(ref SDL_Event ev) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void render_clear(int colour) {
|
||||||
|
|
||||||
|
auto col = to!GLColor(color, 255);
|
||||||
|
glClearColor(col[0], col[1], col[2], col[3]);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void render_present() {
|
||||||
|
|
||||||
|
SDL_GL_SwapWindow(window);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
@property nothrow @nogc {
|
||||||
|
|
||||||
|
int[2] window_size() {
|
||||||
|
int w, h;
|
||||||
|
SDL_GetWindowSize(window, &w, &h);
|
||||||
|
return [w, h];
|
||||||
|
}
|
||||||
|
|
||||||
|
int[2] framebuffer_size() {
|
||||||
|
int w, h;
|
||||||
|
SDL_GL_GetDrawableSize(window, &w, &h);
|
||||||
|
return [w, h];
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} // Window
|
Loading…
Reference in New Issue