source: opengl-game/game-gui-sdl.cpp@ f94eea9

feature/imgui-sdl points-test
Last change on this file since f94eea9 was 054d9ed, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

Use SDL_WINDOW_FULLSCREEN_DESKTOP only on Windows, and SDL_WINDOW_FULLSCREEN on other platforms

  • Property mode set to 100644
File size: 4.1 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
[d5f2b42]11string GameGui_SDL::s_errorMessage;
12
[7fc5e27]13string& GameGui_SDL::getError() {
[d5f2b42]14 GameGui_SDL::s_errorMessage = SDL_GetError();
15
16 return GameGui_SDL::s_errorMessage;
17}
18
[7fc5e27]19bool GameGui_SDL::init() {
[f898c5f]20 // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
21 // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
22
[d5f2b42]23 GameGui_SDL::s_errorMessage = "No error";
[f898c5f]24
[5f3dba8]25 if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
26 return RTWO_ERROR;
27 }
28
29 int imgFlags = IMG_INIT_PNG;
30 if (!(IMG_Init(imgFlags) & imgFlags)) {
31 return RTWO_ERROR;
32 }
33
34 if (TTF_Init() == -1) {
35 return RTWO_ERROR;
36 }
37
38 return RTWO_SUCCESS;
[f898c5f]39}
40
[7fc5e27]41void GameGui_SDL::shutdown() {
[f898c5f]42 SDL_Quit();
[826df16]43}
[0e6ecf3]44
[7fc5e27]45void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
[1ce9afe]46 // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
47
[0e6ecf3]48 // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
49 // otherwise you will not receive a High DPI OpenGL canvas.
[7fc5e27]50
[d2f607c]51 SDL_DisplayMode dm;
52 SDL_GetCurrentDisplayMode(0, &dm);
[7fc5e27]53
[d2f607c]54 if (fullscreen) {
55 width = dm.w;
56 height = dm.h;
57 }
58
[054d9ed]59#ifdef WINDOWS
60 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE);
61#else
62 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | (fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE);
63#endif
[7fc5e27]64
[0e6ecf3]65 window = SDL_CreateWindow(title.c_str(),
66 SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
[7fc5e27]67 width, height, flags);
[0e6ecf3]68
[a6f6833]69 refreshWindowSize();
70
[0e6ecf3]71 return window;
72}
73
[7fc5e27]74void GameGui_SDL::destroyWindow() {
[0e6ecf3]75 // TODO: This function can throw some errors. They should be handled
76 SDL_DestroyWindow(window);
77}
78
[27c40ce]79void GameGui_SDL::processEvents() {
80}
81
[f6521fb]82int GameGui_SDL::pollEvent(UIEvent* event) {
83 SDL_Event e;
[27c40ce]84
[f6521fb]85 /* The trackpad on OSX triggers both SDL_MOUSE and SDL_FINGER events, so just treat them both
86 * as mouse events since this game isn't targeting mobile devices
87 */
88
89 if (SDL_PollEvent(&e)) {
90 switch(e.type) {
91 case SDL_QUIT:
92 event->type = UI_EVENT_QUIT;
93 break;
94 case SDL_WINDOWEVENT:
95 event->type = UI_EVENT_WINDOW;
96 break;
97 case SDL_KEYUP:
98 case SDL_KEYDOWN:
99 event->type = UI_EVENT_KEY;
100 event->key.keycode = e.key.keysym.scancode;
101 break;
102 case SDL_MOUSEBUTTONDOWN:
103 case SDL_FINGERDOWN:
104 event->type = UI_EVENT_MOUSEBUTTONDOWN;
105 break;
106 case SDL_MOUSEBUTTONUP:
107 case SDL_FINGERUP:
108 event->type = UI_EVENT_MOUSEBUTTONUP;
109 break;
110 case SDL_MOUSEMOTION:
111 case SDL_FINGERMOTION:
112 event->type = UI_EVENT_MOUSEMOTION;
113 break;
114 // Ignore the following events
115 case SDL_AUDIODEVICEADDED:
116 case SDL_AUDIODEVICEREMOVED:
[c61323a]117 case SDL_TEXTEDITING: // TODO: Research this one later
[f6521fb]118 event = nullptr;
119 return 0;
120 break;
121 default:
122 cout << "Unknown event type: 0x" << hex << e.type << dec << endl;
123 event = nullptr;
124 return 0;
125 }
[27c40ce]126
[f6521fb]127 return 1;
[27c40ce]128 }
129
[f6521fb]130 event = nullptr;
131 return 0;
[27c40ce]132}
133
[a6f6833]134void GameGui_SDL::refreshWindowSize() {
135 SDL_GetWindowSize(window, &windowWidth, &windowHeight);
136}
137
138int GameGui_SDL::getWindowWidth() {
139 return windowWidth;
140}
141
142int GameGui_SDL::getWindowHeight() {
143 return windowHeight;
144}
145
[4eb4d0a]146#ifdef GAMEGUI_INCLUDE_VULKAN
147
[7fc5e27]148bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
[c6fec84]149 return SDL_Vulkan_CreateSurface(window, instance, surface) ? RTWO_SUCCESS : RTWO_ERROR;
[0e6ecf3]150}
[8667f76]151
[7fc5e27]152vector<const char*> GameGui_SDL::getRequiredExtensions() {
[8667f76]153 uint32_t extensionCount = 0;
154 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
155
156 vector<const char*> extensions(extensionCount);
157 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
158
159 return extensions;
160}
161
[a6f6833]162#endif
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