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// This file is part of the 64k demo project.
// It implements platform-specific windowing and input using GLFW.
// Handles fullscreen toggling and native surface creation for WebGPU.

#include "platform.h"
#include "glfw3webgpu.h"
#include <GLFW/glfw3.h>

// --- Callbacks ---

static void framebuffer_size_callback(GLFWwindow* window, int width,
                                      int height) {
  PlatformState* state = (PlatformState*)glfwGetWindowUserPointer(window);
  if (state) {
    state->width = width;
    state->height = height;
    if (height > 0) {
      state->aspect_ratio = (float)width / (float)height;
    }
  }
}

static void glfw_key_callback(GLFWwindow* window, int key, int scancode,
                              int action, int mods) {
  PlatformState* state = (PlatformState*)glfwGetWindowUserPointer(window);
  if (action == GLFW_PRESS) {
    if (key == GLFW_KEY_ESCAPE || key == GLFW_KEY_Q) {
      glfwSetWindowShouldClose(window, GLFW_TRUE);
    } else if (key == GLFW_KEY_F) {
      if (state)
        platform_toggle_fullscreen(state);
    }
  }
}

// --- Public API Implementation ---

PlatformState platform_init(bool fullscreen, int width, int height) {
  PlatformState state = {};
  state.width = width;
  state.height = height;
  state.is_fullscreen = fullscreen;

  glfwInit();
  glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  state.window =
      glfwCreateWindow(state.width, state.height, "demo64k", nullptr, nullptr);

  // Immediately query the actual framebuffer size for high-DPI displays
  glfwGetFramebufferSize(state.window, &state.width, &state.height);
  if (state.height > 0) {
    state.aspect_ratio = (float)state.width / (float)state.height;
  }

  // Store our state in a static pointer or use the window pointer?
  // We'll use a pointer to a persistent state.
  // For this demo, we can assume the PlatformState persists in main().
  // But we return by value. This is a bit tricky with callbacks.
  // We'll fix the callbacks in platform_poll if needed, or just let main pass
  // the pointer back.

  glfwSetWindowUserPointer(state.window,
                           nullptr); // Will be set in main's state

  glfwSetKeyCallback(state.window, glfw_key_callback);
  glfwSetFramebufferSizeCallback(state.window, framebuffer_size_callback);

  if (fullscreen) {
    glfwGetWindowPos(state.window, &state.windowed_x, &state.windowed_y);
    glfwGetWindowSize(state.window, &state.windowed_w, &state.windowed_h);

    GLFWmonitor* monitor = glfwGetPrimaryMonitor();
    const GLFWvidmode* mode = glfwGetVideoMode(monitor);
    glfwSetWindowMonitor(state.window, monitor, 0, 0, mode->width, mode->height,
                         mode->refreshRate);
  }

  state.time = glfwGetTime();

  return state;
}

void platform_shutdown(PlatformState* state) {
  if (state->window) {
    glfwDestroyWindow(state->window);
  }
  glfwTerminate();
}

void platform_poll(PlatformState* state) {
  // Ensure the window has the current state pointer for callbacks
  if (glfwGetWindowUserPointer(state->window) != state) {
    glfwSetWindowUserPointer(state->window, state);
  }

  glfwPollEvents();
  state->time = glfwGetTime();
  if (state->height > 0) {
    state->aspect_ratio = (float)state->width / (float)state->height;
  }
}

bool platform_should_close(PlatformState* state) {
  return glfwWindowShouldClose(state->window);
}

void platform_toggle_fullscreen(PlatformState* state) {
  state->is_fullscreen = !state->is_fullscreen;
  if (state->is_fullscreen) {
    glfwGetWindowPos(state->window, &state->windowed_x, &state->windowed_y);
    glfwGetWindowSize(state->window, &state->windowed_w, &state->windowed_h);

    GLFWmonitor* monitor = glfwGetPrimaryMonitor();
    const GLFWvidmode* mode = glfwGetVideoMode(monitor);
    glfwSetWindowMonitor(state->window, monitor, 0, 0, mode->width,
                         mode->height, mode->refreshRate);
  } else {
    glfwSetWindowMonitor(state->window, nullptr, state->windowed_x,
                         state->windowed_y, state->windowed_w,
                         state->windowed_h, 0);
  }
}

WGPUSurface platform_create_wgpu_surface(WGPUInstance instance,
                                         PlatformState* state) {
  return glfwCreateWindowWGPUSurface(instance, state->window);
}

double platform_get_time() {
  return glfwGetTime();
}