1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
10 #include "gl/glad/glad.h"
13 void vg_register_exit( void( *funcptr
)(void), const char *name
);
14 void vg_exiterr( const char *strErr
);
16 #include "vg/vg_platform.h"
18 #include "vg/vg_audio.h"
20 #include "steam/steamworks_thin.h"
22 static inline float vg_get_axis( const char *axis
) __attribute__((unused
));
23 static inline int vg_get_button( const char *button
) __attribute__((unused
));
24 static inline int vg_get_button_down( const char *button
) __attribute__((unused
));
25 static inline int vg_get_button_up( const char *button
) __attribute__((unused
));
28 GLFWwindow
* vg_window
;
29 int vg_window_x
= 1280;
30 int vg_window_y
= 720;
40 // ===========================================================================================================
41 GLFWgamepadstate vg_gamepad
;
42 int vg_gamepad_ready
= 0;
43 const char *vg_gamepad_name
= NULL
;
53 static struct axis_binding
67 static struct button_binding
76 #include "vg/config.h"
78 #pragma GCC diagnostic push
79 #pragma GCC diagnostic ignored "-Wreturn-type"
81 static inline float vg_get_axis( const char *axis
)
83 for( int i
= 0; i
< vg_list_size( vg_axis_binds
); i
++ )
85 if( !strcmp( axis
, vg_axis_binds
[i
].name
) )
87 return vg_axis_binds
[i
].value
;
92 static inline struct button_binding
*vg_get_button_ptr( const char *button
)
94 for( int i
= 0; i
< vg_list_size( vg_button_binds
); i
++ )
96 if( !strcmp( button
, vg_button_binds
[i
].name
) )
98 return vg_button_binds
+ i
;
102 #pragma GCC diagnostic pop
104 static inline int vg_get_button( const char *button
)
106 return vg_get_button_ptr( button
)->value
;
109 static inline int vg_get_button_down( const char *button
)
111 struct button_binding
*bind
= vg_get_button_ptr( button
);
112 return bind
->value
& (bind
->value
^ bind
->prev
);
115 static inline int vg_get_button_up( const char *button
)
117 struct button_binding
*bind
= vg_get_button_ptr( button
);
118 return bind
->prev
& (bind
->value
^ bind
->prev
);
121 static inline int key_is_keyboard( int const id
)
123 static_assert( GLFW_MOUSE_BUTTON_LAST
< GLFW_KEY_SPACE
, "GLFW: Mouse has too many buttons" );
124 return id
> GLFW_MOUSE_BUTTON_LAST
;
127 // Mouse AND Keyboard get button press
128 int get_button_cross_device( int const id
)
130 if( key_is_keyboard( id
) )
132 return glfwGetKey( vg_window
, id
);
136 return glfwGetMouseButton( vg_window
, id
) == GLFW_PRESS
;
140 void vg_update_inputs(void)
142 // Update button inputs
143 for( int i
= 0; i
< vg_list_size( vg_button_binds
); i
++ )
145 struct button_binding
*binding
= vg_button_binds
+ i
;
146 binding
->prev
= binding
->value
;
148 if( vg_input_mode
== k_EInputMode_pc
)
150 binding
->value
= get_button_cross_device( binding
->bind
);
154 binding
->value
= vg_gamepad
.buttons
[ binding
->bind
];
158 // Update axis inputs
159 for( int i
= 0; i
< vg_list_size( vg_axis_binds
); i
++ )
161 struct axis_binding
*binding
= vg_axis_binds
+ i
;
163 if( vg_input_mode
== k_EInputMode_pc
)
165 binding
->value
= get_button_cross_device( binding
->positive
);
166 binding
->value
-= get_button_cross_device( binding
->negative
);
170 binding
->value
= vg_gamepad
.axes
[ binding
->bind
];
176 // ===========================================================================================================
178 #define VG_GAMELOOP __attribute__((weak))
180 void( *vg_on_exit
[16] )(void);
181 u32 vg_exit_count
= 0;
183 // Add a shutdown step
184 void vg_register_exit( void( *funcptr
)(void), const char *name
)
186 vg_info( "exit registered: (%u)'%s'\n", vg_exit_count
, name
);
187 vg_on_exit
[ vg_exit_count
++ ] = funcptr
;
192 for( int i
= vg_exit_count
-1; i
>= 0; i
-- )
194 vg_info( "engine_exit[%d]()\n", i
);
201 // Forcefully exit program after error
202 void vg_exiterr( const char *strErr
)
204 vg_error( "Engine Fatal: %s\n", strErr
);
212 void vg_mouse_callback( GLFWwindow
* ptrW
, double xpos
, double ypos
)
218 void vg_scroll_callback( GLFWwindow
* ptrW
, double xoffset
, double yoffset
)
223 void vg_framebuffer_resize_callback( GLFWwindow
*ptrW
, int w
, int h
)
229 void vg_start(void) VG_GAMELOOP
;
230 void vg_update(void) VG_GAMELOOP
;
231 void vg_render(void) VG_GAMELOOP
;
232 void vg_ui(void) VG_GAMELOOP
;
233 void vg_free(void) VG_GAMELOOP
;
235 void vg_init( int argc
, char *argv
[], const char *window_name
)
238 // Initialize steamworks
239 if( !sw_init( 1218140U ) )
241 vg_exiterr( "Steamworks failed to initialize" );
245 vg_register_exit( &sw_SteamAPI_Shutdown
, "SteamAPI" );
250 // ==========================================================================================================================
252 glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR
, 3 );
253 glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR
, 3 );
254 glfwWindowHint( GLFW_OPENGL_PROFILE
, GLFW_OPENGL_CORE_PROFILE
);
255 glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT
, GL_TRUE
);
257 glfwWindowHint( GLFW_SAMPLES
, 4 );
259 GLFWmonitor
*monitor_primary
= glfwGetPrimaryMonitor();
261 const GLFWvidmode
*mode
= glfwGetVideoMode( monitor_primary
);
262 glfwWindowHint( GLFW_RED_BITS
, mode
->redBits
);
263 glfwWindowHint( GLFW_GREEN_BITS
, mode
->greenBits
);
264 glfwWindowHint( GLFW_BLUE_BITS
, mode
->blueBits
);
265 glfwWindowHint( GLFW_REFRESH_RATE
, mode
->refreshRate
);
267 if( !(vg_window
= glfwCreateWindow( vg_window_x
, vg_window_y
, window_name
, NULL
, NULL
)) )
269 vg_exiterr( "GLFW Failed to initialize" );
273 vg_register_exit( &glfwTerminate
, "glfwTerminate" );
276 glfwMakeContextCurrent( vg_window
);
277 glfwSwapInterval( 1 );
280 glfwSetFramebufferSizeCallback( vg_window
, vg_framebuffer_resize_callback
);
282 glfwSetCursorPosCallback( vg_window
, vg_mouse_callback
);
283 glfwSetScrollCallback( vg_window
, vg_scroll_callback
);
285 //glfwSetCharCallback( vg_window, console_proc_wchar );
286 //glfwSetKeyCallback( vg_window, console_proc_key );
287 //glfwSetInputMode(vg_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
289 if( !gladLoadGLLoader((GLADloadproc
)glfwGetProcAddress
) )
291 vg_exiterr( "Glad failed to initialize" );
294 const unsigned char* glver
= glGetString( GL_VERSION
);
295 vg_success( "Load setup complete, OpenGL version: %s\n", glver
);
297 for( int id
= 0; id
<= GLFW_JOYSTICK_LAST
; id
++ )
299 if( glfwJoystickIsGamepad( id
) )
301 vg_gamepad_name
= glfwGetGamepadName( id
);
302 vg_success( "Gamepad with mapping registered: %s\n", vg_gamepad_name
);
304 vg_gamepad_ready
= 1;
312 vg_register_exit( &vg_audio_free
, "vg_audio_free" );
314 if( vg_start
) vg_start();
317 while( !glfwWindowShouldClose( vg_window
) )
322 sw_RunSteamEventLoop();
325 vg_time_last
= vg_time
;
326 vg_time
= glfwGetTime();
327 vg_time_delta
= vg_min( vg_time
- vg_time_last
, 0.1f
);
331 if( vg_update
) vg_update();
333 // Update mashed projections etc
335 if( vg_render
) vg_render();
338 glfwSwapBuffers( vg_window
);
341 if( vg_free
) vg_free();
345 u32 NvOptimusEnablement
= 0x00000001;
346 int AmdPowerXpressRequestHighPerformance
= 1;