source: opengl-game/game-gui-sdl.cpp@ 2d87297

feature/imgui-sdl points-test
Last change on this file since 2d87297 was 4ece3bf, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

In VulkanGame, add the ability to delete asteroids and move them at a constant speed

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File size: 4.7 KB
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[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
[d5f2b42]11string GameGui_SDL::s_errorMessage;
12
[cd1cb0f]13GameGui_SDL::GameGui_SDL() : keyState(SDL_GetKeyboardState(NULL)) {
14}
15
[7fc5e27]16string& GameGui_SDL::getError() {
[d5f2b42]17 GameGui_SDL::s_errorMessage = SDL_GetError();
18
19 return GameGui_SDL::s_errorMessage;
20}
21
[7fc5e27]22bool GameGui_SDL::init() {
[f898c5f]23 // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
24 // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
25
[d5f2b42]26 GameGui_SDL::s_errorMessage = "No error";
[f898c5f]27
[5f3dba8]28 if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
29 return RTWO_ERROR;
30 }
31
32 int imgFlags = IMG_INIT_PNG;
33 if (!(IMG_Init(imgFlags) & imgFlags)) {
34 return RTWO_ERROR;
35 }
36
37 if (TTF_Init() == -1) {
38 return RTWO_ERROR;
39 }
40
41 return RTWO_SUCCESS;
[f898c5f]42}
43
[7fc5e27]44void GameGui_SDL::shutdown() {
[f898c5f]45 SDL_Quit();
[826df16]46}
[0e6ecf3]47
[7fc5e27]48void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
[1ce9afe]49 // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
50
[0e6ecf3]51 // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
52 // otherwise you will not receive a High DPI OpenGL canvas.
[7fc5e27]53
[d2f607c]54 SDL_DisplayMode dm;
55 SDL_GetCurrentDisplayMode(0, &dm);
[7fc5e27]56
[d2f607c]57 if (fullscreen) {
58 width = dm.w;
59 height = dm.h;
60 }
61
[054d9ed]62#ifdef WINDOWS
63 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE);
64#else
65 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | (fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE);
66#endif
[7fc5e27]67
[0e6ecf3]68 window = SDL_CreateWindow(title.c_str(),
69 SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
[7fc5e27]70 width, height, flags);
[0e6ecf3]71
[a6f6833]72 refreshWindowSize();
73
[0e6ecf3]74 return window;
75}
76
[7fc5e27]77void GameGui_SDL::destroyWindow() {
[0e6ecf3]78 // TODO: This function can throw some errors. They should be handled
79 SDL_DestroyWindow(window);
80}
81
[27c40ce]82void GameGui_SDL::processEvents() {
83}
84
[f6521fb]85int GameGui_SDL::pollEvent(UIEvent* event) {
86 SDL_Event e;
[27c40ce]87
[f6521fb]88 /* The trackpad on OSX triggers both SDL_MOUSE and SDL_FINGER events, so just treat them both
89 * as mouse events since this game isn't targeting mobile devices
90 */
91
92 if (SDL_PollEvent(&e)) {
93 switch(e.type) {
94 case SDL_QUIT:
95 event->type = UI_EVENT_QUIT;
96 break;
97 case SDL_WINDOWEVENT:
[0e09340]98 if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ||
99 e.window.event == SDL_WINDOWEVENT_MINIMIZED ||
100 e.window.event == SDL_WINDOWEVENT_MAXIMIZED) {
101 event->type = UI_EVENT_WINDOWRESIZE;
102 } else {
103 event->type = UI_EVENT_WINDOW;
104 }
[f6521fb]105 break;
106 case SDL_KEYDOWN:
[5a23277]107 event->type = UI_EVENT_KEYDOWN;
108 event->key.keycode = e.key.keysym.scancode;
109 break;
110 case SDL_KEYUP:
111 event->type = UI_EVENT_KEYUP;
[f6521fb]112 event->key.keycode = e.key.keysym.scancode;
113 break;
114 case SDL_MOUSEBUTTONDOWN:
115 case SDL_FINGERDOWN:
116 event->type = UI_EVENT_MOUSEBUTTONDOWN;
117 break;
118 case SDL_MOUSEBUTTONUP:
119 case SDL_FINGERUP:
120 event->type = UI_EVENT_MOUSEBUTTONUP;
121 break;
122 case SDL_MOUSEMOTION:
123 case SDL_FINGERMOTION:
124 event->type = UI_EVENT_MOUSEMOTION;
125 break;
126 // Ignore the following events
127 case SDL_AUDIODEVICEADDED:
128 case SDL_AUDIODEVICEREMOVED:
[4ece3bf]129 case SDL_TEXTINPUT:
[c61323a]130 case SDL_TEXTEDITING: // TODO: Research this one later
[a0da009]131 event->type = UI_EVENT_UNKNOWN;
132 event->unknown.eventType = e.type;
[f6521fb]133 break;
134 default:
[a0da009]135 event->type = UI_EVENT_UNKNOWN;
136 event->unknown.eventType = 0;
[f6521fb]137 }
[27c40ce]138
[f6521fb]139 return 1;
[27c40ce]140 }
141
[f6521fb]142 event = nullptr;
143 return 0;
[27c40ce]144}
145
[cd1cb0f]146bool GameGui_SDL::keyPressed(unsigned int key) {
147 return keyState[key];
148}
149
[a6f6833]150void GameGui_SDL::refreshWindowSize() {
151 SDL_GetWindowSize(window, &windowWidth, &windowHeight);
152}
153
154int GameGui_SDL::getWindowWidth() {
155 return windowWidth;
156}
157
158int GameGui_SDL::getWindowHeight() {
159 return windowHeight;
160}
161
[4eb4d0a]162#ifdef GAMEGUI_INCLUDE_VULKAN
163
[7fc5e27]164bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
[c6fec84]165 return SDL_Vulkan_CreateSurface(window, instance, surface) ? RTWO_SUCCESS : RTWO_ERROR;
[0e6ecf3]166}
[8667f76]167
[7fc5e27]168vector<const char*> GameGui_SDL::getRequiredExtensions() {
[8667f76]169 uint32_t extensionCount = 0;
170 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
171
172 vector<const char*> extensions(extensionCount);
173 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
174
175 return extensions;
176}
177
[a6f6833]178#endif
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