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https://github.com/2OOP/pism.git
synced 2026-02-04 10:54:51 +00:00
LWJGL installed. Example window added.
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@@ -16,5 +16,6 @@ public class Main {
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System.out.println(msg);
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System.out.println(server);
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Window.start();
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}
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}
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155
src/main/java/org/toop/Window.java
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155
src/main/java/org/toop/Window.java
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@@ -0,0 +1,155 @@
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package org.toop;
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import org.lwjgl.*;
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import org.lwjgl.glfw.*;
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import org.lwjgl.opengl.*;
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import org.lwjgl.system.*;
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import java.nio.*;
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import static org.lwjgl.glfw.Callbacks.*;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.system.MemoryStack.*;
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import static org.lwjgl.system.MemoryUtil.*;
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import static org.lwjgl.stb.STBImage.*;
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public class Window {
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// The window handle
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private long window;
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public void run() {
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init();
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loop();
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// Free the window callbacks and destroy the window
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glfwFreeCallbacks(window);
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glfwDestroyWindow(window);
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// Terminate GLFW and free the error callback
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glfwTerminate();
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glfwSetErrorCallback(null).free();
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}
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private void init() {
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// Set up an error callback. The default implementation
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// will print the error message in System.err.
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GLFWErrorCallback.createPrint(System.err).set();
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// Initialize GLFW. Most GLFW functions will not work before doing this.
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if ( !glfwInit() ){
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throw new IllegalStateException("Unable to initialize GLFW");
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}
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// Configure GLFW
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glfwDefaultWindowHints(); // optional, the current window hints are already the default
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
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glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
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// Create the window
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window = glfwCreateWindow(1920, 1080, "ISY Game Selector", NULL, NULL);
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if ( window == NULL )
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throw new RuntimeException("Failed to create the GLFW window");
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// Set up a key callback. It will be called every time a key is pressed, repeated or released.
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glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
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if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE ) {
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glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
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}
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});
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// Get the thread stack and push a new frame
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try ( MemoryStack stack = stackPush() ) {
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IntBuffer pWidth = stack.mallocInt(1); // int*
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IntBuffer pHeight = stack.mallocInt(1); // int*
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// Get the window size passed to glfwCreateWindow
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glfwGetWindowSize(window, pWidth, pHeight);
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// Get the resolution of the primary monitor
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GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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// Center the window
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assert vidmode != null;
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glfwSetWindowPos(
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window,
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(vidmode.width() - pWidth.get(0)) / 2,
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(vidmode.height() - pHeight.get(0)) / 2
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);
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// Prepare buffers to receive image data
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IntBuffer width = stack.mallocInt(1);
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IntBuffer height = stack.mallocInt(1);
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IntBuffer channels = stack.mallocInt(1);
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// Load the image
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String imagePath = "img/icon.png";
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ByteBuffer image = stbi_load(imagePath, width, height, channels, 4); // Force RGBA (4 channels)
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if (image == null) {
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throw new RuntimeException("Failed to load image: " + stbi_failure_reason());
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}
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// Create GLFWImage
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GLFWImage icon = GLFWImage.malloc(stack);
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icon.set(width.get(0), height.get(0), image);
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// Create a buffer with the icon(s) — can be multiple icons for different sizes
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GLFWImage.Buffer icons = GLFWImage.malloc(1, stack);
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icons.put(0, icon);
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// Set the window icon
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glfwSetWindowIcon(window, icons);
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// Free the image data
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stbi_image_free(image);
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} // the stack frame is popped automatically
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// Make the OpenGL context current
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glfwMakeContextCurrent(window);
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// Enable v-sync
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glfwSwapInterval(1);
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// Make the window visible
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glfwShowWindow(window);
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}
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private void loop() {
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// This line is critical for LWJGL's interoperation with GLFW's
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// OpenGL context, or any context that is managed externally.
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// LWJGL detects the context that is current in the current thread,
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// creates the GLCapabilities instance and makes the OpenGL
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// bindings available for use.
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GL.createCapabilities();
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// Set the clear color
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glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
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// Run the rendering loop until the user has attempted to close
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// the window or has pressed the ESCAPE key.
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while ( !glfwWindowShouldClose(window) ) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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glfwSwapBuffers(window); // swap the color buffers
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// Poll for window events. The key callback above will only be
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// invoked during this call.
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glfwPollEvents();
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}
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}
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//public static void main(String[] args) {
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//new Window().run();
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//}
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public static void start(){
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new Window().run();
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}
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}
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