feat: add window resize support
Added width/height tracking to the window class via a GLFW resize callback. The callback stores the current size and forwards it to a user-provided std::function. Added context::set_size() to update the GL viewport when the window is resized. Changed scene::render() to accept (int width, int height) parameters so scenes can compute the correct aspect ratio for their projection matrix instead of hardcoding 1280/720. Fixed parameter shadowing in resize_callback_impl (glfw_window instead of window).
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@@ -34,6 +34,9 @@ context::context(window const& win) {
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return;
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}
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m_valid = true;
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// Set initial viewport to match window size
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glViewport(0, 0, win.width(), win.height());
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}
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context::~context() {}
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@@ -42,4 +45,8 @@ auto context::valid() const -> bool {
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return m_valid;
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}
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auto context::set_size(int width, int height) -> void {
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glViewport(0, 0, width, height);
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}
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}
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@@ -10,6 +10,7 @@ public:
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~context();
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auto valid() const -> bool;
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auto set_size(int width, int height) -> void;
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private:
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bool m_valid = false;
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+1
-1
@@ -8,6 +8,6 @@ auto scene::init() -> bool {
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auto scene::update(float) -> void {}
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auto scene::render() -> void {}
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auto scene::render(int, int) -> void {}
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}
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+1
-1
@@ -10,7 +10,7 @@ public:
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virtual auto init() -> bool;
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virtual auto update(float delta_time) -> void;
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virtual auto render() -> void;
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virtual auto render(int width, int height) -> void;
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};
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}
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@@ -52,6 +52,12 @@ window::window(std::string title, int width, int height) {
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return;
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}
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m_width = width;
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m_height = height;
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glfwSetWindowUserPointer(m_window, this);
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glfwSetWindowSizeCallback(m_window, resize_callback_impl);
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#ifdef _WIN32
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auto hwnd = glfwGetWin32Window(m_window);
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BOOL use_dark_mode = TRUE;
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@@ -94,6 +100,29 @@ auto window::stop() -> void {
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}
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}
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auto window::width() const -> int {
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return m_width;
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}
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auto window::height() const -> int {
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return m_height;
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}
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auto window::on_resize(resize_callback cb) -> void {
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m_resize_cb = cb;
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}
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auto window::resize_callback_impl(GLFWwindow* glfw_window, int width, int height) -> void {
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auto* self = static_cast<window*>(glfwGetWindowUserPointer(glfw_window));
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if (self) {
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self->m_width = width;
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self->m_height = height;
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if (self->m_resize_cb) {
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self->m_resize_cb(width, height);
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}
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}
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}
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auto window::screenshot(std::string filepath) const -> bool {
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if (!m_window || !valid()) {
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return false;
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@@ -1,5 +1,6 @@
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#pragma once
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#include <functional>
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#include <string>
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#define GLFW_INCLUDE_NONE
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@@ -19,13 +20,22 @@ public:
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auto raw() const -> GLFWwindow*;
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auto stop() -> void;
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auto screenshot(std::string filepath = "screenshot.png") const -> bool;
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auto width() const -> int;
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auto height() const -> int;
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using resize_callback = std::function<void(int width, int height)>;
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auto on_resize(resize_callback cb) -> void;
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private:
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GLFWwindow* m_window = nullptr;
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int m_width = 0;
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int m_height = 0;
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resize_callback m_resize_cb;
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bool m_glfw_initialized = false;
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static auto init_glfw() -> bool;
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static auto terminate_glfw() -> void;
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static auto resize_callback_impl(GLFWwindow* glfw_window, int width, int height) -> void;
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};
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}
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@@ -57,6 +57,11 @@ auto main(int argc, char const* argv[]) -> int {
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return 1;
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}
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// Wire up resize callback
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win.on_resize([&ctx](int width, int height) {
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ctx.set_size(width, height);
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});
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auto cube_scn = cbt::scenes::cube();
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auto sphere_scn = cbt::scenes::sphere();
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@@ -118,7 +123,7 @@ auto main(int argc, char const* argv[]) -> int {
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prev = now;
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active_scene->update(dt);
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active_scene->render();
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active_scene->render(win.width(), win.height());
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win.swap_buffers();
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win.poll_events();
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+2
-2
@@ -23,14 +23,14 @@ auto cube::init() -> bool {
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auto cube::update(float) -> void {}
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auto cube::render() -> void {
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auto cube::render(int width, int height) -> void {
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auto now = std::chrono::steady_clock::now();
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auto elapsed = std::chrono::duration<float>(now - m_start).count();
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glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto aspect = 1280.0f / 720.0f;
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auto aspect = float(width) / float(height);
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auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
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auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -3.0f});
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auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f});
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+1
-1
@@ -16,7 +16,7 @@ public:
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cube();
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auto init() -> bool override;
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auto update(float delta_time) -> void override;
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auto render() -> void override;
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auto render(int width, int height) -> void override;
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private:
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opengl::shader m_prog;
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+2
-2
@@ -25,14 +25,14 @@ auto sphere::init() -> bool {
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auto sphere::update(float) -> void {}
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auto sphere::render() -> void {
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auto sphere::render(int width, int height) -> void {
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auto now = std::chrono::steady_clock::now();
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auto elapsed = std::chrono::duration<float>(now - m_start).count();
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glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto aspect = 1280.0f / 720.0f;
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auto aspect = float(width) / float(height);
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auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
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auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -4.0f});
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auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.3f, 0.2f});
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+1
-1
@@ -16,7 +16,7 @@ public:
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sphere();
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auto init() -> bool override;
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auto update(float delta_time) -> void override;
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auto render() -> void override;
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auto render(int width, int height) -> void override;
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private:
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opengl::shader m_prog;
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