protot/3rdparty/bgfx/examples/common/entry/entry_glfw.cpp

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2016-08-29 22:31:11 +02:00
/*
* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "entry_p.h"
#if ENTRY_CONFIG_USE_GLFW
#if BX_PLATFORM_LINUX || BX_PLATFORM_BSD
# define GLFW_EXPOSE_NATIVE_X11
# define GLFW_EXPOSE_NATIVE_GLX
#elif BX_PLATFORM_OSX
# define GLFW_EXPOSE_NATIVE_COCOA
# define GLFW_EXPOSE_NATIVE_NSGL
#elif BX_PLATFORM_WINDOWS
# define GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WGL
#endif //
#define GLFW_DLL
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <bgfx/bgfxplatform.h>
#include "dbg.h"
// This is just trivial implementation of GLFW3 integration.
// It's here just for testing purpose.
namespace entry
{
inline void glfwSetWindow(GLFWwindow* _window)
{
bgfx::PlatformData pd;
# if BX_PLATFORM_LINUX || BX_PLATFORM_BSD
pd.ndt = glfwGetGLXDisplay();
pd.nwh = (void*)(uintptr_t)glfwGetGLXWindow(_window);
pd.context = glfwGetGLXContext(_window);
# elif BX_PLATFORM_OSX
pd.ndt = NULL;
pd.nwh = glfwGetCocoaWindow(_window);
pd.context = glfwGetNSGLContext(_window);
# elif BX_PLATFORM_WINDOWS
pd.ndt = NULL;
pd.nwh = glfwGetWin32Window(_window);
pd.context = NULL;
# endif // BX_PLATFORM_WINDOWS
pd.backBuffer = NULL;
pd.backBufferDS = NULL;
bgfx::setPlatformData(pd);
}
static void errorCb(int _error, const char* _description)
{
DBG("GLFW error %d: %s", _error, _description);
}
struct Context
{
Context()
{
}
int run(int _argc, char** _argv)
{
glfwSetErrorCallback(errorCb);
glfwInit();
m_window = glfwCreateWindow(1280, 720, "bgfx", NULL, NULL);
glfwMakeContextCurrent(m_window);
glfwSetKeyCallback(m_window, keyCb);
glfwSetWindow(m_window);
int result = main(_argc, _argv);
glfwDestroyWindow(m_window);
glfwTerminate();
return result;
}
static void keyCb(GLFWwindow* _window, int _key, int _scancode, int _action, int _mods);
EventQueue m_eventQueue;
GLFWwindow* m_window;
};
Context s_ctx;
void Context::keyCb(GLFWwindow* _window, int _key, int _scancode, int _action, int _mods)
{
BX_UNUSED(_window, _scancode, _mods);
if (_key == GLFW_KEY_Q
&& _action == GLFW_PRESS
&& _mods == GLFW_MOD_CONTROL)
{
s_ctx.m_eventQueue.postExitEvent();
}
}
const Event* poll()
{
glfwPollEvents();
if (glfwWindowShouldClose(s_ctx.m_window) )
{
s_ctx.m_eventQueue.postExitEvent();
}
return s_ctx.m_eventQueue.poll();
}
const Event* poll(WindowHandle _handle)
{
return s_ctx.m_eventQueue.poll(_handle);
}
void release(const Event* _event)
{
s_ctx.m_eventQueue.release(_event);
}
WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags, const char* _title)
{
BX_UNUSED(_x, _y, _width, _height, _flags, _title);
WindowHandle handle = { UINT16_MAX };
return handle;
}
void destroyWindow(WindowHandle _handle)
{
BX_UNUSED(_handle);
}
void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y)
{
BX_UNUSED(_handle, _x, _y);
}
void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height)
{
BX_UNUSED(_handle, _width, _height);
}
void setWindowTitle(WindowHandle _handle, const char* _title)
{
BX_UNUSED(_handle, _title);
}
void toggleWindowFrame(WindowHandle _handle)
{
BX_UNUSED(_handle);
}
void toggleFullscreen(WindowHandle _handle)
{
BX_UNUSED(_handle);
}
void setMouseLock(WindowHandle _handle, bool _lock)
{
BX_UNUSED(_handle, _lock);
}
}
int main(int _argc, char** _argv)
{
using namespace entry;
return s_ctx.run(_argc, _argv);
}
#endif // ENTRY_CONFIG_USE_GLFW