source: opengl-game/game-gui-sdl.cpp

feature/imgui-sdl
Last change on this file was 27e580e, checked in by Dmitry Portnoy <dportnoy@…>, 2 years ago

Stop using SDL_ttf

  • Property mode set to 100644
File size: 5.4 KB
RevLine 
[f898c5f]1#include "game-gui-sdl.hpp"
2
[27c40ce]3#include <map>
4#include <queue>
5
[054d9ed]6#include "compiler.hpp"
[9546928]7#include "consts.hpp"
8
[27c40ce]9using namespace std;
10
[cd1cb0f]11GameGui_SDL::GameGui_SDL() : keyState(SDL_GetKeyboardState(NULL)) {
[c324d6a]12 window = nullptr;
[cd1cb0f]13}
14
[7fc5e27]15string& GameGui_SDL::getError() {
[c324d6a]16 s_errorMessage = SDL_GetError();
[d5f2b42]17
[c324d6a]18 return s_errorMessage;
[d5f2b42]19}
20
[7fc5e27]21bool GameGui_SDL::init() {
[f898c5f]22 // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
23 // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
24
[c324d6a]25 s_errorMessage = "No error";
[f898c5f]26
[5f3dba8]27 if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
28 return RTWO_ERROR;
29 }
30
31 return RTWO_SUCCESS;
[f898c5f]32}
33
[7fc5e27]34void GameGui_SDL::shutdown() {
[f898c5f]35 SDL_Quit();
[826df16]36}
[0e6ecf3]37
[7fc5e27]38void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
[1ce9afe]39 // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
40
[0e6ecf3]41 // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
42 // otherwise you will not receive a High DPI OpenGL canvas.
[7fc5e27]43
[d2f607c]44 SDL_DisplayMode dm;
45 SDL_GetCurrentDisplayMode(0, &dm);
[7fc5e27]46
[d2f607c]47 if (fullscreen) {
48 width = dm.w;
49 height = dm.h;
50 }
51
[054d9ed]52#ifdef WINDOWS
[c324d6a]53 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI |
54 (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE);
[054d9ed]55#else
[c324d6a]56 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI |
57 (fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE);
[054d9ed]58#endif
[7fc5e27]59
[c324d6a]60 window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, flags);
[0e6ecf3]61
[a6f6833]62 refreshWindowSize();
63
[0e6ecf3]64 return window;
65}
66
[7fc5e27]67void GameGui_SDL::destroyWindow() {
[0e6ecf3]68 // TODO: This function can throw some errors. They should be handled
69 SDL_DestroyWindow(window);
70}
71
[27c40ce]72void GameGui_SDL::processEvents() {
73}
74
[d8cf709]75int GameGui_SDL::pollEvent(UIEvent* uiEvent) {
[f6521fb]76 SDL_Event e;
[27c40ce]77
[f6521fb]78 /* The trackpad on OSX triggers both SDL_MOUSE and SDL_FINGER events, so just treat them both
79 * as mouse events since this game isn't targeting mobile devices
80 */
81
82 if (SDL_PollEvent(&e)) {
[d8cf709]83 uiEvent->rawEvent.sdl = e;
84
85 GameEvent* event = &uiEvent->event;
86
[f6521fb]87 switch(e.type) {
88 case SDL_QUIT:
89 event->type = UI_EVENT_QUIT;
90 break;
91 case SDL_WINDOWEVENT:
[0e09340]92 if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ||
[d8cf709]93 e.window.event == SDL_WINDOWEVENT_MINIMIZED ||
94 e.window.event == SDL_WINDOWEVENT_MAXIMIZED) {
[0e09340]95 event->type = UI_EVENT_WINDOWRESIZE;
[d8cf709]96 } else if (e.window.event == SDL_WINDOWEVENT_CLOSE &&
97 e.window.windowID == SDL_GetWindowID(window)) {
98 event->type = UI_EVENT_QUIT;
[0e09340]99 } else {
100 event->type = UI_EVENT_WINDOW;
101 }
[f6521fb]102 break;
103 case SDL_KEYDOWN:
[5a23277]104 event->type = UI_EVENT_KEYDOWN;
105 event->key.keycode = e.key.keysym.scancode;
[0ecab17]106 event->key.repeat = e.key.repeat != 0;
[5a23277]107 break;
108 case SDL_KEYUP:
109 event->type = UI_EVENT_KEYUP;
[f6521fb]110 event->key.keycode = e.key.keysym.scancode;
[0ecab17]111 event->key.repeat = e.key.repeat != 0;
[f6521fb]112 break;
113 case SDL_MOUSEBUTTONDOWN:
114 case SDL_FINGERDOWN:
115 event->type = UI_EVENT_MOUSEBUTTONDOWN;
116 break;
117 case SDL_MOUSEBUTTONUP:
118 case SDL_FINGERUP:
119 event->type = UI_EVENT_MOUSEBUTTONUP;
120 break;
121 case SDL_MOUSEMOTION:
[b8d4456]122 event->mouse.x = e.motion.x;
123 event->mouse.y = e.motion.y;
[f6521fb]124 case SDL_FINGERMOTION:
[d8cf709]125 // TODO: Get coordinates for finger events
[f6521fb]126 event->type = UI_EVENT_MOUSEMOTION;
127 break;
[d8cf709]128 // The following events are not currently supported
[f6521fb]129 case SDL_AUDIODEVICEADDED:
130 case SDL_AUDIODEVICEREMOVED:
[4ece3bf]131 case SDL_TEXTINPUT:
[0ecab17]132 case SDL_TEXTEDITING:
[d8cf709]133 case SDL_MOUSEWHEEL:
[429ac01]134 event->type = UI_EVENT_UNHANDLED;
[f6521fb]135 break;
136 default:
[a0da009]137 event->type = UI_EVENT_UNKNOWN;
[f6521fb]138 }
[27c40ce]139
[f6521fb]140 return 1;
[d8cf709]141 } else {
142 return 0;
[27c40ce]143 }
144}
145
[cd1cb0f]146bool GameGui_SDL::keyPressed(unsigned int key) {
147 return keyState[key];
148}
149
[301c90a]150// TODO: Check that this is only used where the drawable size is needed
151// Maybe create a separate refreshWindowSize funcion as well.
[a6f6833]152void GameGui_SDL::refreshWindowSize() {
[301c90a]153 // TODO: Make sure this works on a Mac (the analogous glfw function had issues on Mac retina displays)
154
155#ifdef GAMEGUI_INCLUDE_VULKAN
156 SDL_Vulkan_GetDrawableSize(window, &windowWidth, &windowHeight);
157#else
158 SDL_GL_GetDrawableSize(window, &windowWidth, &windowHeight);
159#endif
[8d96e95]160
161 if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) {
162 windowWidth = 0;
163 windowHeight = 0;
164 }
[a6f6833]165}
166
167int GameGui_SDL::getWindowWidth() {
168 return windowWidth;
169}
170
171int GameGui_SDL::getWindowHeight() {
172 return windowHeight;
173}
174
[4eb4d0a]175#ifdef GAMEGUI_INCLUDE_VULKAN
176
[7fc5e27]177bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
[c6fec84]178 return SDL_Vulkan_CreateSurface(window, instance, surface) ? RTWO_SUCCESS : RTWO_ERROR;
[0e6ecf3]179}
[8667f76]180
[7fc5e27]181vector<const char*> GameGui_SDL::getRequiredExtensions() {
[8667f76]182 uint32_t extensionCount = 0;
183 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
184
185 vector<const char*> extensions(extensionCount);
186 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
187
188 return extensions;
189}
190
[a6f6833]191#endif
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