source: opengl-game/game-gui-sdl.cpp@ 0e09340

feature/imgui-sdl points-test
Last change on this file since 0e09340 was 0e09340, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

In vulkangame, detect when the framebuffer is resized

  • Property mode set to 100644
File size: 4.4 KB
Line 
1#include "game-gui-sdl.hpp"
2
3#include <map>
4#include <queue>
5
6#include "compiler.hpp"
7#include "consts.hpp"
8
9using namespace std;
10
11string GameGui_SDL::s_errorMessage;
12
13string& GameGui_SDL::getError() {
14 GameGui_SDL::s_errorMessage = SDL_GetError();
15
16 return GameGui_SDL::s_errorMessage;
17}
18
19bool GameGui_SDL::init() {
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
23 GameGui_SDL::s_errorMessage = "No error";
24
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;
39}
40
41void GameGui_SDL::shutdown() {
42 SDL_Quit();
43}
44
45void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
46 // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
47
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.
50
51 SDL_DisplayMode dm;
52 SDL_GetCurrentDisplayMode(0, &dm);
53
54 if (fullscreen) {
55 width = dm.w;
56 height = dm.h;
57 }
58
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
64
65 window = SDL_CreateWindow(title.c_str(),
66 SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
67 width, height, flags);
68
69 refreshWindowSize();
70
71 return window;
72}
73
74void GameGui_SDL::destroyWindow() {
75 // TODO: This function can throw some errors. They should be handled
76 SDL_DestroyWindow(window);
77}
78
79void GameGui_SDL::processEvents() {
80}
81
82int GameGui_SDL::pollEvent(UIEvent* event) {
83 SDL_Event e;
84
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 if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ||
96 e.window.event == SDL_WINDOWEVENT_MINIMIZED ||
97 e.window.event == SDL_WINDOWEVENT_MAXIMIZED) {
98 event->type = UI_EVENT_WINDOWRESIZE;
99 } else {
100 event->type = UI_EVENT_WINDOW;
101 }
102 break;
103 case SDL_KEYUP:
104 case SDL_KEYDOWN:
105 event->type = UI_EVENT_KEY;
106 event->key.keycode = e.key.keysym.scancode;
107 break;
108 case SDL_MOUSEBUTTONDOWN:
109 case SDL_FINGERDOWN:
110 event->type = UI_EVENT_MOUSEBUTTONDOWN;
111 break;
112 case SDL_MOUSEBUTTONUP:
113 case SDL_FINGERUP:
114 event->type = UI_EVENT_MOUSEBUTTONUP;
115 break;
116 case SDL_MOUSEMOTION:
117 case SDL_FINGERMOTION:
118 event->type = UI_EVENT_MOUSEMOTION;
119 break;
120 // Ignore the following events
121 case SDL_AUDIODEVICEADDED:
122 case SDL_AUDIODEVICEREMOVED:
123 case SDL_TEXTEDITING: // TODO: Research this one later
124 event = nullptr;
125 return 0;
126 break;
127 default:
128 cout << "Unknown event type: 0x" << hex << e.type << dec << endl;
129 event = nullptr;
130 return 0;
131 }
132
133 return 1;
134 }
135
136 event = nullptr;
137 return 0;
138}
139
140void GameGui_SDL::refreshWindowSize() {
141 SDL_GetWindowSize(window, &windowWidth, &windowHeight);
142}
143
144int GameGui_SDL::getWindowWidth() {
145 return windowWidth;
146}
147
148int GameGui_SDL::getWindowHeight() {
149 return windowHeight;
150}
151
152#ifdef GAMEGUI_INCLUDE_VULKAN
153
154bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
155 return SDL_Vulkan_CreateSurface(window, instance, surface) ? RTWO_SUCCESS : RTWO_ERROR;
156}
157
158vector<const char*> GameGui_SDL::getRequiredExtensions() {
159 uint32_t extensionCount = 0;
160 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
161
162 vector<const char*> extensions(extensionCount);
163 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
164
165 return extensions;
166}
167
168#endif
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