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