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