1 | #include "game-gui-sdl.hpp"
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2 |
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3 | #include "consts.hpp"
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4 |
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5 | string GameGui_SDL::s_errorMessage;
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6 |
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7 | string& GameGui_SDL::getError() {
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8 | GameGui_SDL::s_errorMessage = SDL_GetError();
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9 |
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10 | return GameGui_SDL::s_errorMessage;
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11 | }
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12 |
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13 | bool GameGui_SDL::init() {
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14 | // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
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15 | // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
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16 |
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17 | GameGui_SDL::s_errorMessage = "No error";
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18 |
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19 | if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
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20 | return RTWO_ERROR;
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21 | }
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22 |
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23 | int imgFlags = IMG_INIT_PNG;
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24 | if (!(IMG_Init(imgFlags) & imgFlags)) {
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25 | return RTWO_ERROR;
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26 | }
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27 |
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28 | if (TTF_Init() == -1) {
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29 | return RTWO_ERROR;
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30 | }
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31 |
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32 | return RTWO_SUCCESS;
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33 | }
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34 |
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35 | void GameGui_SDL::shutdown() {
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36 | SDL_Quit();
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37 | }
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38 |
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39 | void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
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40 | // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
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41 |
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42 | // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
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43 | // otherwise you will not receive a High DPI OpenGL canvas.
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44 |
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45 | uint32_t flags = SDL_WINDOW_VULKAN;
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46 |
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47 | flags |= fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
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48 |
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49 | window = SDL_CreateWindow(title.c_str(),
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50 | SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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51 | width, height, flags);
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52 |
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53 | return window;
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54 | }
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55 |
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56 | void GameGui_SDL::destroyWindow() {
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57 | // TODO: This function can throw some errors. They should be handled
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58 | SDL_DestroyWindow(window);
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59 | }
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60 |
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61 | #ifdef GAMEGUI_INCLUDE_VULKAN
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62 |
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63 | bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
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64 | return SDL_Vulkan_CreateSurface(window, instance, surface) ?
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65 | RTWO_SUCCESS : RTWO_ERROR;
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66 | }
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67 |
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68 | #endif
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69 |
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70 | vector<const char*> GameGui_SDL::getRequiredExtensions() {
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71 | uint32_t extensionCount = 0;
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72 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
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73 |
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74 | vector<const char*> extensions(extensionCount);
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75 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
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76 |
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77 | return extensions;
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78 | }
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79 |
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80 | void GameGui_SDL::getWindowSize(int* width, int* height) {
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81 | SDL_GetWindowSize(window, width, height);
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82 | }
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