Files
VoxelEngine/src/engine/WindowControl.cpp
T

103 lines
3.0 KiB
C++

#include "WindowControl.hpp"
#include "Engine.hpp"
#include "engine/EnginePaths.hpp"
#include "devtools/Project.hpp"
#include "coders/imageio.hpp"
#include "window/Window.hpp"
#include "window/input.hpp"
#include "debug/Logger.hpp"
#include "graphics/core/ImageData.hpp"
#include "util/platform.hpp"
static debug::Logger logger("window-control");
namespace {
static std::unique_ptr<ImageData> load_icon() {
try {
auto file = "res:textures/misc/icon.png";
if (io::exists(file)) {
return imageio::read(file);
}
} catch (const std::exception& err) {
logger.error() << "could not load window icon: " << err.what();
}
return nullptr;
}
}
WindowControl::WindowControl(Engine& engine) : engine(engine) {}
WindowControl::Result WindowControl::initialize() {
const auto& project = engine.getProject();
auto& settings = engine.getSettings();
std::string title = project.title;
if (!title.empty()) {
title += " - ";
}
std::string buildName;
#ifdef VC_BUILD_NAME
buildName = VC_BUILD_NAME;
#endif
title += "VoxelCore v";
if (buildName.empty()) {
title += std::to_string(ENGINE_VERSION_MAJOR) + "." +
std::to_string(ENGINE_VERSION_MINOR);
} else {
title += buildName;
}
if (ENGINE_DEBUG_BUILD) {
title += " [debug]";
}
if (engine.getDebuggingServer()) {
title = "[debugging] " + title;
}
auto [window, input] = Window::initialize(&settings.display, title);
if (!window || !input){
throw initialize_error("could not initialize window");
}
window->setFramerate(settings.display.framerate.get());
if (auto icon = load_icon()) {
icon->flipY();
window->setIcon(icon.get());
}
return Result {std::move(window), std::move(input)};
}
void WindowControl::saveScreenshot() {
auto& window = engine.getWindow();
const auto& paths = engine.getPaths();
auto image = window.takeScreenshot();
image->flipY();
io::path filename = paths.getNewScreenshotFile("png");
imageio::write(filename.string(), image.get());
logger.info() << "saved screenshot as " << filename.string();
}
void WindowControl::toggleFullscreen() {
auto& settings = engine.getSettings();
auto& windowMode = settings.display.windowMode;
if (windowMode.get() != static_cast<int>(WindowMode::FULLSCREEN)) {
windowMode.set(static_cast<int>(WindowMode::FULLSCREEN));
} else {
windowMode.set(static_cast<int>(WindowMode::WINDOWED));
}
}
void WindowControl::nextFrame(bool waitForRefresh) {
const auto& settings = engine.getSettings();
auto& window = engine.getWindow();
auto& input = engine.getInput();
window.setFramerate(
window.isIconified() && settings.display.limitFpsIconified.get()
? 20
: settings.display.framerate.get()
);
window.swapBuffers();
input.pollEvents(waitForRefresh && !window.checkShouldRefresh());
}