source: opengl-game/game-gui-sdl.cpp@ 5081b9a

feature/imgui-sdl
Last change on this file since 5081b9a was 301c90a, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Implement the start of a generic UI system built on top of IMGUI, which can reposition elements when the screen is resized, and use it in VulkanGame

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File size: 5.5 KB
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[f898c5f]1#include "game-gui-sdl.hpp"
2
[27c40ce]3#include <map>
4#include <queue>
5
[c324d6a]6#include <SDL2/SDL_ttf.h>
7
[054d9ed]8#include "compiler.hpp"
[9546928]9#include "consts.hpp"
10
[27c40ce]11using namespace std;
12
[cd1cb0f]13GameGui_SDL::GameGui_SDL() : keyState(SDL_GetKeyboardState(NULL)) {
[c324d6a]14 window = nullptr;
[cd1cb0f]15}
16
[7fc5e27]17string& GameGui_SDL::getError() {
[c324d6a]18 s_errorMessage = SDL_GetError();
[d5f2b42]19
[c324d6a]20 return s_errorMessage;
[d5f2b42]21}
22
[7fc5e27]23bool GameGui_SDL::init() {
[f898c5f]24 // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
25 // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
26
[c324d6a]27 s_errorMessage = "No error";
[f898c5f]28
[5f3dba8]29 if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
30 return RTWO_ERROR;
31 }
32
33 if (TTF_Init() == -1) {
34 return RTWO_ERROR;
35 }
36
37 return RTWO_SUCCESS;
[f898c5f]38}
39
[7fc5e27]40void GameGui_SDL::shutdown() {
[f898c5f]41 SDL_Quit();
[826df16]42}
[0e6ecf3]43
[7fc5e27]44void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
[1ce9afe]45 // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
46
[0e6ecf3]47 // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
48 // otherwise you will not receive a High DPI OpenGL canvas.
[7fc5e27]49
[d2f607c]50 SDL_DisplayMode dm;
51 SDL_GetCurrentDisplayMode(0, &dm);
[7fc5e27]52
[d2f607c]53 if (fullscreen) {
54 width = dm.w;
55 height = dm.h;
56 }
57
[054d9ed]58#ifdef WINDOWS
[c324d6a]59 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI |
60 (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE);
[054d9ed]61#else
[c324d6a]62 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI |
63 (fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE);
[054d9ed]64#endif
[7fc5e27]65
[c324d6a]66 window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, flags);
[0e6ecf3]67
[a6f6833]68 refreshWindowSize();
69
[0e6ecf3]70 return window;
71}
72
[7fc5e27]73void GameGui_SDL::destroyWindow() {
[0e6ecf3]74 // TODO: This function can throw some errors. They should be handled
75 SDL_DestroyWindow(window);
76}
77
[27c40ce]78void GameGui_SDL::processEvents() {
79}
80
[d8cf709]81int GameGui_SDL::pollEvent(UIEvent* uiEvent) {
[f6521fb]82 SDL_Event e;
[27c40ce]83
[f6521fb]84 /* The trackpad on OSX triggers both SDL_MOUSE and SDL_FINGER events, so just treat them both
85 * as mouse events since this game isn't targeting mobile devices
86 */
87
88 if (SDL_PollEvent(&e)) {
[d8cf709]89 uiEvent->rawEvent.sdl = e;
90
91 GameEvent* event = &uiEvent->event;
92
[f6521fb]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 ||
[d8cf709]99 e.window.event == SDL_WINDOWEVENT_MINIMIZED ||
100 e.window.event == SDL_WINDOWEVENT_MAXIMIZED) {
[0e09340]101 event->type = UI_EVENT_WINDOWRESIZE;
[d8cf709]102 } else if (e.window.event == SDL_WINDOWEVENT_CLOSE &&
103 e.window.windowID == SDL_GetWindowID(window)) {
104 event->type = UI_EVENT_QUIT;
[0e09340]105 } else {
106 event->type = UI_EVENT_WINDOW;
107 }
[f6521fb]108 break;
109 case SDL_KEYDOWN:
[5a23277]110 event->type = UI_EVENT_KEYDOWN;
111 event->key.keycode = e.key.keysym.scancode;
[0ecab17]112 event->key.repeat = e.key.repeat != 0;
[5a23277]113 break;
114 case SDL_KEYUP:
115 event->type = UI_EVENT_KEYUP;
[f6521fb]116 event->key.keycode = e.key.keysym.scancode;
[0ecab17]117 event->key.repeat = e.key.repeat != 0;
[f6521fb]118 break;
119 case SDL_MOUSEBUTTONDOWN:
120 case SDL_FINGERDOWN:
121 event->type = UI_EVENT_MOUSEBUTTONDOWN;
122 break;
123 case SDL_MOUSEBUTTONUP:
124 case SDL_FINGERUP:
125 event->type = UI_EVENT_MOUSEBUTTONUP;
126 break;
127 case SDL_MOUSEMOTION:
[b8d4456]128 event->mouse.x = e.motion.x;
129 event->mouse.y = e.motion.y;
[f6521fb]130 case SDL_FINGERMOTION:
[d8cf709]131 // TODO: Get coordinates for finger events
[f6521fb]132 event->type = UI_EVENT_MOUSEMOTION;
133 break;
[d8cf709]134 // The following events are not currently supported
[f6521fb]135 case SDL_AUDIODEVICEADDED:
136 case SDL_AUDIODEVICEREMOVED:
[4ece3bf]137 case SDL_TEXTINPUT:
[0ecab17]138 case SDL_TEXTEDITING:
[d8cf709]139 case SDL_MOUSEWHEEL:
[429ac01]140 event->type = UI_EVENT_UNHANDLED;
[f6521fb]141 break;
142 default:
[a0da009]143 event->type = UI_EVENT_UNKNOWN;
[f6521fb]144 }
[27c40ce]145
[f6521fb]146 return 1;
[d8cf709]147 } else {
148 return 0;
[27c40ce]149 }
150}
151
[cd1cb0f]152bool GameGui_SDL::keyPressed(unsigned int key) {
153 return keyState[key];
154}
155
[301c90a]156// TODO: Check that this is only used where the drawable size is needed
157// Maybe create a separate refreshWindowSize funcion as well.
[a6f6833]158void GameGui_SDL::refreshWindowSize() {
[301c90a]159 // TODO: Make sure this works on a Mac (the analogous glfw function had issues on Mac retina displays)
160
161#ifdef GAMEGUI_INCLUDE_VULKAN
162 SDL_Vulkan_GetDrawableSize(window, &windowWidth, &windowHeight);
163#else
164 SDL_GL_GetDrawableSize(window, &windowWidth, &windowHeight);
165#endif
[8d96e95]166
167 if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) {
168 windowWidth = 0;
169 windowHeight = 0;
170 }
[a6f6833]171}
172
173int GameGui_SDL::getWindowWidth() {
174 return windowWidth;
175}
176
177int GameGui_SDL::getWindowHeight() {
178 return windowHeight;
179}
180
[4eb4d0a]181#ifdef GAMEGUI_INCLUDE_VULKAN
182
[7fc5e27]183bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
[c6fec84]184 return SDL_Vulkan_CreateSurface(window, instance, surface) ? RTWO_SUCCESS : RTWO_ERROR;
[0e6ecf3]185}
[8667f76]186
[7fc5e27]187vector<const char*> GameGui_SDL::getRequiredExtensions() {
[8667f76]188 uint32_t extensionCount = 0;
189 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
190
191 vector<const char*> extensions(extensionCount);
192 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
193
194 return extensions;
195}
196
[a6f6833]197#endif
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