1 | #include "game-gui-sdl.hpp"
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2 |
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3 | bool GameGui_SDL::Init() {
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4 | // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
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5 | // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
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6 |
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7 | // If this function fails, I can call SDL_GetError() for more info
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8 | // I should create a generic error retrieval function, similar to SDL_GetError()
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9 |
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10 | // cout << "SDL could not initialize! SDL_Error: " << SDL_GetError() << endl;
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11 |
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12 | return SDL_Init(SDL_INIT_EVERYTHING) < 0 ? RTWO_ERROR : RTWO_SUCCESS;
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13 | }
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14 |
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15 | void GameGui_SDL::Shutdown() {
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16 | SDL_Quit();
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17 | }
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18 |
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19 | void* GameGui_SDL::CreateWindow(const string& title, unsigned int width, unsigned int height) {
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20 | // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
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21 | // otherwise you will not receive a High DPI OpenGL canvas.
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22 | window = SDL_CreateWindow(title.c_str(),
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23 | SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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24 | width, height,
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25 | SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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26 |
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27 | return window;
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28 | }
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29 |
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30 | void GameGui_SDL::DestroyWindow() {
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31 | // TODO: This function can throw some errors. They should be handled
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32 | SDL_DestroyWindow(window);
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33 | }
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34 |
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35 | bool GameGui_SDL::CreateVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
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36 | return SDL_Vulkan_CreateSurface(window, instance, surface) ?
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37 | RTWO_SUCCESS : RTWO_ERROR;
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38 | }
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