use crate::prelude::{InitHints, BTerm, BTermPlatform};
use glutin::{dpi::LogicalSize, event_loop::EventLoop, window::WindowBuilder, ContextBuilder};
use crate::hal::native::{WrappedContext, PlatformGL, setup_quad, shader::Shader, shader_strings};
use crate::hal::Framebuffer;
pub fn init_raw<S: ToString>(
width_pixels: u32,
height_pixels: u32,
window_title: S,
platform_hints: InitHints,
) -> BTerm {
let el = EventLoop::new();
let wb = WindowBuilder::new()
.with_title(window_title.to_string())
.with_inner_size(LogicalSize::new(
f64::from(width_pixels),
f64::from(height_pixels),
));
let windowed_context = ContextBuilder::new()
.with_gl(platform_hints.gl_version)
.with_gl_profile(platform_hints.gl_profile)
.with_hardware_acceleration(Some(true))
.with_vsync(platform_hints.vsync)
.with_srgb(platform_hints.srgb)
.build_windowed(wb, &el)
.unwrap();
let windowed_context = unsafe { windowed_context.make_current().unwrap() };
if platform_hints.fullscreen {
let mh = el.available_monitors().nth(0).unwrap();
windowed_context
.window()
.set_fullscreen(Some(glutin::window::Fullscreen::Borderless(mh)));
}
let gl = glow::Context::from_loader_function(|ptr| {
windowed_context.get_proc_address(ptr) as *const _
});
let mut shaders: Vec<Shader> = Vec::new();
shaders.push(Shader::new(
&gl,
shader_strings::CONSOLE_WITH_BG_VS,
shader_strings::CONSOLE_WITH_BG_FS,
));
shaders.push(Shader::new(
&gl,
shader_strings::CONSOLE_NO_BG_VS,
shader_strings::CONSOLE_NO_BG_FS,
));
shaders.push(Shader::new(
&gl,
shader_strings::BACKING_VS,
shader_strings::BACKING_FS,
));
shaders.push(Shader::new(
&gl,
shader_strings::SCANLINES_VS,
shader_strings::SCANLINES_FS,
));
let initial_dpi_factor = windowed_context.window().scale_factor();
let backing_fbo = Framebuffer::build_fbo(
&gl,
(width_pixels as f64 * initial_dpi_factor) as i32,
(height_pixels as f64 * initial_dpi_factor) as i32,
);
let quad_vao = setup_quad(&gl);
BTerm {
backend: BTermPlatform {
platform: PlatformGL {
gl,
quad_vao,
context_wrapper: Some(WrappedContext {
el,
wc: windowed_context,
}),
backing_buffer: backing_fbo,
frame_sleep_time: crate::hal::convert_fps_to_wait(platform_hints.frame_sleep_time),
},
},
width_pixels,
height_pixels,
fonts: Vec::new(),
consoles: Vec::new(),
shaders,
fps: 0.0,
frame_time_ms: 0.0,
active_console: 0,
key: None,
mouse_pos: (0, 0),
left_click: false,
shift: false,
control: false,
alt: false,
web_button: None,
quitting: false,
post_scanlines: false,
post_screenburn: false,
}
}