24 uint32_t window_width, uint32_t window_height)
26 float norm_x = (
static_cast<float>(window_x) /
static_cast<float>(window_width)) * 2.0F - 1.0F;
27 float norm_y = 1.F - (
static_cast<float>(window_y) /
static_cast<float>(window_height)) * 2.0F;
28 return { norm_x, norm_y, 0.0F };
32 const std::shared_ptr<Core::Window>& window)
34 const auto& state = window->get_state();
35 return normalize_coords(window_x, window_y, state.current_width, state.current_height);
39 uint32_t window_width, uint32_t window_height)
42 float window_x = (
static_cast<float>(ndc_x) + 1.0F) * 0.5F *
static_cast<float>(window_width);
43 float window_y = (1.0F -
static_cast<float>(ndc_y)) * 0.5F *
static_cast<float>(window_height);
44 return { window_x, window_y };
48 const std::shared_ptr<Core::Window>& window)
50 const auto& state = window->get_state();
51 return window_coords(ndc_x, ndc_y, ndc_z, state.current_width, state.current_height);
55 uint32_t window_width, uint32_t window_height)
57 return window_coords(ndc_pos.x, ndc_pos.y, ndc_pos.z, window_width, window_height);
61 const std::shared_ptr<Core::Window>& window)
63 const auto& state = window->get_state();
64 return window_coords(ndc_pos.x, ndc_pos.y, ndc_pos.z, state.current_width, state.current_height);
69 return static_cast<float>(window_width) /
static_cast<float>(window_height);
74 const auto& state = window->get_state();
75 return aspect_ratio(state.current_width, state.current_height);
79 uint32_t window_width, uint32_t window_height)
81 float aspect =
aspect_ratio(window_width, window_height);
82 float norm_x = (
static_cast<float>(window_x) /
static_cast<float>(window_width)) * 2.0F - 1.0F;
83 float norm_y = 1.0F - (
static_cast<float>(window_y) /
static_cast<float>(window_height)) * 2.0F;
91 return { norm_x, norm_y, 0.0F };
95 const std::shared_ptr<Core::Window>& window)
97 const auto& state = window->get_state();
102 uint32_t window_width, uint32_t window_height)
104 return window_x >= 0.0 && window_x < static_cast<double>(window_width) && window_y >= 0.0 && window_y < static_cast<double>(window_height);
108 const std::shared_ptr<Core::Window>& window)
110 const auto& state = window->get_state();
111 return is_in_bounds(window_x, window_y, state.current_width, state.current_height);
Core engine lifecycle and configuration API.
std::shared_ptr< WindowManager > get_window_manager()
Gets the window manager.
std::shared_ptr< Window > create_window(const WindowCreateInfo &create_info)
Creates a new window.
Manages window lifecycle and GLFW event polling.
std::shared_ptr< Core::Window > create_window(const Core::WindowCreateInfo &create_info)
Create a new window with specified parameters.
glm::vec2 window_coords(double ndc_x, double ndc_y, double ndc_z, uint32_t window_width, uint32_t window_height)
Convert NDC coordinates to window pixel coordinates.
bool is_in_bounds(double window_x, double window_y, uint32_t window_width, uint32_t window_height)
Check if a point in window coordinates is inside the window bounds.
glm::vec3 normalize_coords(double window_x, double window_y, uint32_t window_width, uint32_t window_height)
Convert window pixel coordinates to normalized device coordinates (NDC)
Core::Engine & get_context()
Gets the default engine instance.
glm::vec3 normalize_coords_aspect(double window_x, double window_y, uint32_t window_width, uint32_t window_height)
Normalize coordinates preserving aspect ratio (useful for circular/square shapes)
float aspect_ratio(uint32_t window_width, uint32_t window_height)
Get window aspect ratio (width/height)
Core::WindowManager & get_window_manager()
Gets a handle to default window manager.
Main namespace for the Maya Flux audio engine.
Configuration for creating a single window instance.