1 | #include "game-gui-sdl.hpp"
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2 |
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3 | #include <map>
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4 | #include <queue>
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5 |
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6 | #include "consts.hpp"
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7 |
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8 | map<unsigned int, unsigned char> s_keyState;
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9 | map<unsigned int, bool> s_keyDown;
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10 |
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11 | using namespace std;
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12 |
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13 | /*
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14 | // Temporary to allow the program using this class to receive events other than keyboard events
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15 | // Remove once I add a better game-gui wrapper for doing that
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16 | queue<SDL_Event> events;
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17 |
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18 | queue<MouseEvent> mouseEvents;
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19 | */
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20 |
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21 | string GameGui_SDL::s_errorMessage;
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22 |
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23 | string& GameGui_SDL::getError() {
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24 | GameGui_SDL::s_errorMessage = SDL_GetError();
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25 |
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26 | return GameGui_SDL::s_errorMessage;
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27 | }
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28 |
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29 | bool GameGui_SDL::init() {
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30 | // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
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31 | // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
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32 |
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33 | GameGui_SDL::s_errorMessage = "No error";
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34 |
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35 | if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
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36 | return RTWO_ERROR;
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37 | }
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38 |
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39 | int imgFlags = IMG_INIT_PNG;
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40 | if (!(IMG_Init(imgFlags) & imgFlags)) {
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41 | return RTWO_ERROR;
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42 | }
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43 |
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44 | if (TTF_Init() == -1) {
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45 | return RTWO_ERROR;
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46 | }
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47 |
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48 | return RTWO_SUCCESS;
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49 | }
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50 |
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51 | void GameGui_SDL::shutdown() {
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52 | SDL_Quit();
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53 | }
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54 |
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55 | void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
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56 | // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
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57 |
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58 | // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
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59 | // otherwise you will not receive a High DPI OpenGL canvas.
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60 |
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61 | SDL_DisplayMode dm;
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62 | SDL_GetCurrentDisplayMode(0, &dm);
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63 |
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64 | if (fullscreen) {
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65 | width = dm.w;
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66 | height = dm.h;
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67 | }
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68 |
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69 | uint32_t flags = SDL_WINDOW_VULKAN | (fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE);
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70 |
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71 | window = SDL_CreateWindow(title.c_str(),
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72 | SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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73 | width, height, flags);
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74 |
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75 | return window;
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76 | }
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77 |
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78 | void GameGui_SDL::destroyWindow() {
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79 | // TODO: This function can throw some errors. They should be handled
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80 | SDL_DestroyWindow(window);
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81 | }
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82 |
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83 | /*
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84 | void GameGui_SDL::processEvents() {
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85 | SDL_Event e;
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86 |
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87 | s_keyState.clear();
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88 | while (SDL_PollEvent(&e)) {
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89 | if (e.type == SDL_KEYDOWN || e.type == SDL_KEYUP) {
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90 | if (e.type == SDL_KEYDOWN && !e.key.repeat) {
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91 | s_keyState[e.key.keysym.sym] = RTWO_KEY_EVENT_PRESSED;
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92 | } else if (e.type == SDL_KEYUP) {
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93 | s_keyState[e.key.keysym.sym] = RTWO_KEY_EVENT_RELEASED;
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94 | } else {
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95 | s_keyState.erase(e.key.keysym.sym);
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96 | }
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97 |
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98 | s_keyDown[e.key.keysym.sym] = e.type == SDL_KEYDOWN;
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99 | } else if (e.type == SDL_MOUSEBUTTONDOWN || e.type == SDL_MOUSEBUTTONUP) {
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100 | MouseEvent mouseEvent { 0, 0, e.button.x, e.button.y };
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101 |
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102 | mouseEvents.push(mouseEvent);
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103 | } else {
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104 | events.push(e);
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105 | }
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106 | }
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107 | }
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108 |
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109 | int GameGui_SDL::pollMouseEvent(MouseEvent* event) {
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110 | if (mouseEvents.empty()) {
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111 | return 0;
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112 | }
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113 |
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114 | *event = mouseEvents.front();
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115 | mouseEvents.pop();
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116 |
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117 | return 1;
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118 | }
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119 |
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120 | unsigned char GameGui_SDL::getKeyEvent(unsigned int key) {
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121 | if (s_keyDown.count(key)) {
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122 | return s_keyState[key];
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123 | } else {
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124 | return RTWO_KEY_EVENT_NONE;
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125 | }
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126 | }
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127 |
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128 | bool GameGui_SDL::isKeyPressed(unsigned int key) {
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129 | if (s_keyDown.count(key)) {
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130 | return s_keyDown[key];
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131 | } else {
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132 | return false;
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133 | }
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134 | }
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135 |
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136 | int GameGui_SDL::pollEvent(SDL_Event* event) {
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137 | if (events.empty()) {
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138 | return 0;
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139 | }
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140 |
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141 | *event = events.front();
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142 | events.pop();
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143 |
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144 | return 1;
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145 | }
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146 | */
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147 |
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148 | #ifdef GAMEGUI_INCLUDE_VULKAN
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149 |
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150 | bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
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151 | return SDL_Vulkan_CreateSurface(window, instance, surface) ?
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152 | RTWO_SUCCESS : RTWO_ERROR;
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153 | }
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154 |
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155 | #endif
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156 |
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157 | vector<const char*> GameGui_SDL::getRequiredExtensions() {
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158 | uint32_t extensionCount = 0;
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159 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
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160 |
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161 | vector<const char*> extensions(extensionCount);
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162 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
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163 |
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164 | return extensions;
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165 | }
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166 |
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167 | void GameGui_SDL::getWindowSize(int* width, int* height) {
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168 | SDL_GetWindowSize(window, width, height);
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169 | }
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