/*! * \file include/Window.h * \brief Windowing interface * * \author xythobuz */ #ifndef _WINDOW_H_ #define _WINDOW_H_ #include "glm/vec2.hpp" #include "glm/vec4.hpp" #include class Shader { public: Shader() : programID(-1) { } ~Shader(); int compile(const char* vertex, const char* fragment); void use(); int addUniform(const char* name); unsigned int getUniform(int n); void addBuffer(int n = 1); unsigned int getBuffer(int n); private: int programID; std::vector uniforms; std::vector buffers; }; class Window { public: virtual ~Window() {} virtual void setSize(unsigned int width, unsigned int height) = 0; virtual unsigned int getWidth(); virtual unsigned int getHeight(); virtual void setFullscreen(bool fullscreen) = 0; virtual bool getFullscreen(); virtual void setMousegrab(bool grab) = 0; virtual bool getMousegrab(); virtual int initialize() = 0; virtual void eventHandling() = 0; virtual void setTextInput(bool on) = 0; virtual bool getTextInput(); virtual void swapBuffersGL() = 0; static int initializeGL(); static void shutdownGL(); static void resizeGL(); static void drawTextGL(std::vector& vertices, std::vector& uvs, glm::vec4 color, unsigned int texture); protected: bool mInit; bool mFullscreen; bool mMousegrab; bool mTextInput; unsigned int mWidth; unsigned int mHeight; private: static Shader textShader; static const char* textShaderVertex; static const char* textShaderFragment; static Shader imguiShader; static const char* imguiShaderVertex; static const char* imguiShaderFragment; static unsigned int vertexArrayID; friend class UI; }; Window& getWindow(); #endif