#include "game-gui-sdl.hpp" #include #include #include #include "compiler.hpp" #include "consts.hpp" using namespace std; GameGui_SDL::GameGui_SDL() : keyState(SDL_GetKeyboardState(NULL)) { window = nullptr; } string& GameGui_SDL::getError() { s_errorMessage = SDL_GetError(); return s_errorMessage; } bool GameGui_SDL::init() { // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that s_errorMessage = "No error"; if (SDL_Init(SDL_INIT_EVERYTHING) < 0) { return RTWO_ERROR; } if (TTF_Init() == -1) { return RTWO_ERROR; } return RTWO_SUCCESS; } void GameGui_SDL::shutdown() { SDL_Quit(); } void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) { // TODO: Make an OpenGL version of the SDL_CreateWindow call as well // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES, // otherwise you will not receive a High DPI OpenGL canvas. SDL_DisplayMode dm; SDL_GetCurrentDisplayMode(0, &dm); if (fullscreen) { width = dm.w; height = dm.h; } #ifdef WINDOWS uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE); #else uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | (fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE); #endif window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, flags); refreshWindowSize(); return window; } void GameGui_SDL::destroyWindow() { // TODO: This function can throw some errors. They should be handled SDL_DestroyWindow(window); } void GameGui_SDL::processEvents() { } int GameGui_SDL::pollEvent(UIEvent* uiEvent) { SDL_Event e; /* The trackpad on OSX triggers both SDL_MOUSE and SDL_FINGER events, so just treat them both * as mouse events since this game isn't targeting mobile devices */ if (SDL_PollEvent(&e)) { uiEvent->rawEvent.sdl = e; GameEvent* event = &uiEvent->event; switch(e.type) { case SDL_QUIT: event->type = UI_EVENT_QUIT; break; case SDL_WINDOWEVENT: if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED || e.window.event == SDL_WINDOWEVENT_MINIMIZED || e.window.event == SDL_WINDOWEVENT_MAXIMIZED) { event->type = UI_EVENT_WINDOWRESIZE; } else if (e.window.event == SDL_WINDOWEVENT_CLOSE && e.window.windowID == SDL_GetWindowID(window)) { event->type = UI_EVENT_QUIT; } else { event->type = UI_EVENT_WINDOW; } break; case SDL_KEYDOWN: event->type = UI_EVENT_KEYDOWN; event->key.keycode = e.key.keysym.scancode; event->key.repeat = e.key.repeat != 0; break; case SDL_KEYUP: event->type = UI_EVENT_KEYUP; event->key.keycode = e.key.keysym.scancode; event->key.repeat = e.key.repeat != 0; break; case SDL_MOUSEBUTTONDOWN: case SDL_FINGERDOWN: event->type = UI_EVENT_MOUSEBUTTONDOWN; break; case SDL_MOUSEBUTTONUP: case SDL_FINGERUP: event->type = UI_EVENT_MOUSEBUTTONUP; break; case SDL_MOUSEMOTION: event->mouse.x = e.motion.x; event->mouse.y = e.motion.y; case SDL_FINGERMOTION: // TODO: Get coordinates for finger events event->type = UI_EVENT_MOUSEMOTION; break; // The following events are not currently supported case SDL_AUDIODEVICEADDED: case SDL_AUDIODEVICEREMOVED: case SDL_TEXTINPUT: case SDL_TEXTEDITING: case SDL_MOUSEWHEEL: event->type = UI_EVENT_UNKNOWN; break; default: event->type = UI_EVENT_UNKNOWN; } return 1; } else { return 0; } } bool GameGui_SDL::keyPressed(unsigned int key) { return keyState[key]; } void GameGui_SDL::refreshWindowSize() { // TODO: Make sure this works on a mac (the analogous glfw function had issues on Mac retina displays) SDL_GetWindowSize(window, &windowWidth, &windowHeight); if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) { windowWidth = 0; windowHeight = 0; } } int GameGui_SDL::getWindowWidth() { return windowWidth; } int GameGui_SDL::getWindowHeight() { return windowHeight; } #ifdef GAMEGUI_INCLUDE_VULKAN bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) { return SDL_Vulkan_CreateSurface(window, instance, surface) ? RTWO_SUCCESS : RTWO_ERROR; } vector GameGui_SDL::getRequiredExtensions() { uint32_t extensionCount = 0; SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr); vector extensions(extensionCount); SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data()); return extensions; } #endif