306 lines
6.5 KiB
C++
306 lines
6.5 KiB
C++
#include "gl3w.h"
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#include "Window.h"
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#include "Runtime.h"
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#define INITIAL_WIDTH 500
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#define INITIAL_HEIGHT 500
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#define FONT_SIZE 16
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struct
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{
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SDL_TimerID timer_id;
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Uint16 mod;
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bool pressed;
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} Key_Statuses[SDL_NUM_SCANCODES];
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/**
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* Initialize SDL.
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*
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* @retval true SDL was loaded successfully.
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* @retval false Loading SDL failed.
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*/
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static bool Initialize_SDL()
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{
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static bool initialized = false;
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if (initialized)
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{
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return true;
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}
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0)
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{
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return false;
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}
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atexit(SDL_Quit);
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initialized = true;
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return true;
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}
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/**
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* Initialize OpenGL.
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*
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* @retval true OpenGL was loaded successfully.
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* @retval false Loading OpenGL failed.
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*/
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static bool Initialize_OpenGL()
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{
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if (gl3wInit() != 0)
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{
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/* Failed to gl3wInit() */
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return false;
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}
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if (!gl3wIsSupported(3, 0))
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{
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/* OpenGL 3.0 is not supported */
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return false;
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}
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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return true;
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}
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/**
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* Create a Window.
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*
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* @retval true The Window was created successfully.
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* @retval false There was an error while creating the Window.
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*/
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bool Window::create(std::shared_ptr<Buffer> buffer)
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{
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if (!Initialize_SDL())
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{
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return false;
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}
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m_window = SDL_CreateWindow(
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APPNAME,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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INITIAL_WIDTH,
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INITIAL_HEIGHT,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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if (m_window == NULL)
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{
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return false;
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}
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(void)SDL_GL_CreateContext(m_window);
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if (!Initialize_OpenGL())
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{
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return false;
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}
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m_exit_requested = false;
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/* TODO: user configurable font, size */
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std::string font_path = Runtime::find(Runtime::FONT, "DejaVuSansMono");
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if (font_path == "")
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{
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return false;
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}
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if (!m_font.load(font_path.c_str(), FONT_SIZE))
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{
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return false;
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}
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m_shaders.text = std::make_shared<TextShader>();
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m_shaders.text->use();
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m_shaders.text->set_texture(0);
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m_shaders.text->set_color(1.0, 1.0, 1.0, 1.0);
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m_buffer = buffer;
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m_start_piece = m_buffer->piece_table->start_piece->next;
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resize();
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return true;
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}
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/**
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* Run the Window event loop.
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*
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* TODO: make this a static method to support multiple GUI windows.
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*/
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void Window::run_event_loop()
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{
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SDL_Event event;
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while ((!m_exit_requested) && SDL_WaitEvent(&event))
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{
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handle_event(event);
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}
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}
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Uint32 Key_Repeat(Uint32 interval, void * param)
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{
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if (Key_Statuses[(uintptr_t)param].pressed)
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{
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SDL_Event event;
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event.user.code = 0;
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event.user.data1 = param;
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event.user.data2 = (void *)(uintptr_t)Key_Statuses[(uintptr_t)param].mod;
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event.type = SDL_USEREVENT;
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SDL_PushEvent(&event);
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return 25u;
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}
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else
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{
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return 0u;
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}
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}
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/**
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* Handle a SDL event.
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*/
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void Window::handle_event(SDL_Event & event)
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{
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switch (event.type)
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{
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case SDL_QUIT:
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m_exit_requested = true;
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break;
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case SDL_KEYDOWN:
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if (event.key.repeat == 0)
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{
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Key_Statuses[event.key.keysym.scancode].pressed = true;
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Key_Statuses[event.key.keysym.scancode].timer_id = SDL_AddTimer(200, Key_Repeat, (void *)event.key.keysym.scancode);
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Key_Statuses[event.key.keysym.scancode].mod = event.key.keysym.mod;
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handle_key(event.key.keysym.scancode, event.key.keysym.mod);
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}
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break;
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case SDL_KEYUP:
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Key_Statuses[event.key.keysym.scancode].pressed = false;
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if (Key_Statuses[event.key.keysym.scancode].timer_id != 0)
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{
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SDL_RemoveTimer(Key_Statuses[event.key.keysym.scancode].timer_id);
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Key_Statuses[event.key.keysym.scancode].timer_id = 0;
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}
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break;
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case SDL_WINDOWEVENT:
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switch (event.window.event)
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{
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case SDL_WINDOWEVENT_EXPOSED:
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redraw();
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break;
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case SDL_WINDOWEVENT_RESIZED:
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resize();
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redraw();
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break;
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}
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break;
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case SDL_USEREVENT:
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handle_key((uint32_t)(uintptr_t)event.user.data1,
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(uint32_t)(uintptr_t)event.user.data2);
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break;
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}
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}
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void Window::handle_key(uint32_t scancode, uint32_t mod)
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{
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switch (scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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m_exit_requested = true;
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break;
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case SDL_SCANCODE_J:
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scroll_down();
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break;
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case SDL_SCANCODE_K:
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scroll_up();
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break;
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}
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}
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void Window::scroll_down()
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{
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if ((m_start_piece != m_buffer->piece_table->end_piece) &&
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(m_start_piece->next != m_buffer->piece_table->end_piece))
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{
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m_start_piece = m_start_piece->next;
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redraw();
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}
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}
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void Window::scroll_up()
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{
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if ((m_start_piece != m_buffer->piece_table->start_piece) &&
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(m_start_piece->prev != m_buffer->piece_table->start_piece))
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{
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m_start_piece = m_start_piece->prev;
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redraw();
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}
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}
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void Window::resize()
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{
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SDL_GetWindowSize(m_window, &m_width, &m_height);
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glViewport(0, 0, m_width, m_height);
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m_shaders.text->use();
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m_shaders.text->set_viewport_size(m_width, m_height);
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m_columns = m_width / m_font.get_advance();
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if (m_columns < 1)
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m_columns = 1;
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m_rows = (m_height + m_font.get_line_height() - 1) / m_font.get_line_height();
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}
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void Window::redraw()
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_shaders.text->use();
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int advance = m_font.get_advance();
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int line_height = m_font.get_line_height();
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int x = 0;
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int y = m_height - line_height;
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for (PieceTable::Piece * piece = m_start_piece;
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piece != m_buffer->piece_table->end_piece;
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piece = piece->next)
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{
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for (int i = 0, len = piece->length; i < len; i++)
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{
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uint8_t c = piece->start[i];
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auto g = m_font.get_glyph(c);
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m_shaders.text->set_position(x, y);
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g->render();
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if ((i + 1) % m_columns == 0)
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{
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y -= line_height;
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x = 0;
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}
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else
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{
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x += advance;
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}
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}
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if (piece->eol())
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{
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y -= line_height;
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x = 0;
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}
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if (y + line_height < 0)
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{
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break;
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}
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}
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SDL_GL_SwapWindow(m_window);
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}
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