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new Window abstraction
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109
src/Window.zig
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109
src/Window.zig
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//! Window represents a single OS window.
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//!
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//! NOTE(multi-window): This may be premature, but this abstraction is here
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//! to pave the way One Day(tm) for multi-window support. At the time of
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//! writing, we support exactly one window.
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const Window = @This();
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const std = @import("std");
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const Allocator = std.mem.Allocator;
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const Grid = @import("Grid.zig");
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const glfw = @import("glfw");
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const gl = @import("opengl.zig");
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const log = std.log.scoped(.window);
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/// The glfw window handle.
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window: glfw.Window,
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/// The terminal grid attached to this window.
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grid: Grid,
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/// Create a new window. This allocates and returns a pointer because we
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/// need a stable pointer for user data callbacks. Therefore, a stack-only
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/// initialization is not currently possible.
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pub fn create(alloc: Allocator) !*Window {
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var self = try alloc.create(Window);
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errdefer alloc.destroy(self);
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// Create our window
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const window = try glfw.Window.create(640, 480, "ghostty", null, null, .{
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.context_version_major = 3,
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.context_version_minor = 3,
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.opengl_profile = .opengl_core_profile,
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.opengl_forward_compat = true,
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});
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errdefer window.destroy();
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// NOTE(multi-window): We'll need to extract all the below into a
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// dedicated renderer and consider the multi-threading (or at the very
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// least: multi-OpenGL-context) implications. Since we don't support
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// multiple windows right now, we just do it all here.
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// Setup OpenGL
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try glfw.makeContextCurrent(window);
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try glfw.swapInterval(1);
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// Load OpenGL bindings
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const version = try gl.glad.load(glfw.getProcAddress);
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log.info("loaded OpenGL {}.{}", .{
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gl.glad.versionMajor(version),
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gl.glad.versionMinor(version),
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});
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// Culling, probably not necessary. We have to change the winding
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// order since our 0,0 is top-left.
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gl.c.glEnable(gl.c.GL_CULL_FACE);
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gl.c.glFrontFace(gl.c.GL_CW);
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// Blending for text
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gl.c.glEnable(gl.c.GL_BLEND);
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gl.c.glBlendFunc(gl.c.GL_SRC_ALPHA, gl.c.GL_ONE_MINUS_SRC_ALPHA);
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// Create our terminal grid with a bogus initial size.
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var grid = try Grid.init(alloc);
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try grid.setScreenSize(.{ .width = 640, .height = 480 });
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self.* = .{
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.window = window,
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.grid = grid,
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};
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// Setup our callbacks and user data
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window.setUserPointer(self);
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window.setSizeCallback(sizeCallback);
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return self;
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}
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pub fn destroy(self: *Window, alloc: Allocator) void {
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alloc.destroy(self);
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}
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pub fn run(self: Window) !void {
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while (!self.window.shouldClose()) {
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// Set our background
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gl.clearColor(0.2, 0.3, 0.3, 1.0);
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gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
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// Render the grid
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try self.grid.render();
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// Swap
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try self.window.swapBuffers();
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try glfw.waitEvents();
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}
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}
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fn sizeCallback(window: glfw.Window, width: i32, height: i32) void {
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const win = window.getUserPointer(Window) orelse return;
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// Update our grid so that the projections on render are correct.
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win.grid.setScreenSize(.{
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.width = width,
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.height = height,
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}) catch unreachable;
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// Update our viewport for this context to be the entire window
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try gl.viewport(0, 0, width, height);
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}
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