better icon placement
[vrfileman] / src / app.cc
index 81325f6..9b83c21 100644 (file)
@@ -8,26 +8,32 @@
 #include "backdrop.h"
 #include "goatvr.h"
 #include "opt.h"
+#include "fs.h"
+
+static void draw_scene();
 
 int win_width, win_height;
 float win_aspect;
 long time_msec;
+double time_sec;
 Mat4 view_matrix;
 
 static bool should_swap;
 
 static float cam_theta, cam_phi;
 static float cam_height = 1.65;
-static Mesh *mesh_torus;
 
 static bool bnstate[16];
 static int prev_x, prev_y;
 
 bool app_init(int argc, char **argv)
 {
-       if(!init_options(argc, argv, 0)) {
+       if(!init_options(argc, argv, "vrfileman.conf")) {
                return false;
        }
+       app_resize(opt.width, opt.height);
+       app_fullscreen(opt.fullscreen);
+
        if(init_opengl() == -1) {
                return false;
        }
@@ -61,13 +67,14 @@ bool app_init(int argc, char **argv)
 
        Mesh::use_custom_sdr_attr = false;
 
-       mesh_torus = new Mesh;
-       gen_torus(mesh_torus, 1.0, 0.25, 32, 32);
-
        if(!init_backdrop()) {
                return false;
        }
 
+       if(!init_fs()) {
+               return false;
+       }
+
        return true;
 }
 
@@ -76,7 +83,6 @@ void app_cleanup()
        if(opt.vr) {
                goatvr_shutdown();
        }
-       delete mesh_torus;
        cleanup_backdrop();
 }
 
@@ -101,7 +107,7 @@ void app_draw()
                        glMatrixMode(GL_MODELVIEW);
                        glLoadMatrixf(view_matrix[0]);
 
-                       draw_backdrop();
+                       draw_scene();
                }
                goatvr_draw_done();
 
@@ -122,22 +128,33 @@ void app_draw()
                glMatrixMode(GL_MODELVIEW);
                glLoadMatrixf(view_matrix[0]);
 
-               draw_backdrop();
+               draw_scene();
 
                app_swap_buffers();
+               app_redraw();   // since we added animation we need to redisplay even in non-VR mode
        }
        assert(glGetError() == GL_NO_ERROR);
 }
 
+static void draw_scene()
+{
+       draw_backdrop();
+       draw_fs();
+}
+
 void app_reshape(int x, int y)
 {
        glViewport(0, 0, x, y);
 
        Mat4 mat;
-       mat.perspective(deg_to_rad(50), win_aspect, 0.5, 500.0);
+       mat.perspective(deg_to_rad(60), win_aspect, 0.5, 500.0);
 
        glMatrixMode(GL_PROJECTION);
        glLoadMatrixf(mat[0]);
+
+       if(opt.vr) {
+               goatvr_set_fb_size(x, y, 1.0);
+       }
 }
 
 void app_keyboard(int key, bool pressed)
@@ -148,6 +165,17 @@ void app_keyboard(int key, bool pressed)
                        app_quit();
                        break;
 
+               case 'f':
+                       if(!opt.vr || should_swap) {
+                               /* we take the need to swap as a signal that our window is not managed
+                                * by some VR compositor, and therefore it's safe to fullscreen without
+                                * upsetting the VR rendering output
+                                */
+                               opt.fullscreen = !opt.fullscreen;
+                               app_fullscreen(opt.fullscreen);
+                       }
+                       break;
+
                case ' ':
                        if(opt.vr) {
                                goatvr_recenter();