source: opengl-game/game-gui-sdl.cpp@ e1f88a9

feature/imgui-sdl
Last change on this file since e1f88a9 was b8d4456, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

Add x and y coordinates to mouse events

  • Property mode set to 100644
File size: 4.7 KB
Line 
1#include "game-gui-sdl.hpp"
2
3#include <map>
4#include <queue>
5
6#include "compiler.hpp"
7#include "consts.hpp"
8
9using namespace std;
10
11string GameGui_SDL::s_errorMessage;
12
13GameGui_SDL::GameGui_SDL() : keyState(SDL_GetKeyboardState(NULL)) {
14}
15
16string& GameGui_SDL::getError() {
17 GameGui_SDL::s_errorMessage = SDL_GetError();
18
19 return GameGui_SDL::s_errorMessage;
20}
21
22bool GameGui_SDL::init() {
23 // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
24 // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
25
26 GameGui_SDL::s_errorMessage = "No error";
27
28 if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
29 return RTWO_ERROR;
30 }
31
32 if (TTF_Init() == -1) {
33 return RTWO_ERROR;
34 }
35
36 return RTWO_SUCCESS;
37}
38
39void GameGui_SDL::shutdown() {
40 SDL_Quit();
41}
42
43void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
44 // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
45
46 // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
47 // otherwise you will not receive a High DPI OpenGL canvas.
48
49 SDL_DisplayMode dm;
50 SDL_GetCurrentDisplayMode(0, &dm);
51
52 if (fullscreen) {
53 width = dm.w;
54 height = dm.h;
55 }
56
57#ifdef WINDOWS
58 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE);
59#else
60 uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | (fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE);
61#endif
62
63 window = SDL_CreateWindow(title.c_str(),
64 SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
65 width, height, flags);
66
67 refreshWindowSize();
68
69 return window;
70}
71
72void GameGui_SDL::destroyWindow() {
73 // TODO: This function can throw some errors. They should be handled
74 SDL_DestroyWindow(window);
75}
76
77void GameGui_SDL::processEvents() {
78}
79
80int GameGui_SDL::pollEvent(UIEvent* event) {
81 SDL_Event e;
82
83 /* The trackpad on OSX triggers both SDL_MOUSE and SDL_FINGER events, so just treat them both
84 * as mouse events since this game isn't targeting mobile devices
85 */
86
87 if (SDL_PollEvent(&e)) {
88 switch(e.type) {
89 case SDL_QUIT:
90 event->type = UI_EVENT_QUIT;
91 break;
92 case SDL_WINDOWEVENT:
93 if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ||
94 e.window.event == SDL_WINDOWEVENT_MINIMIZED ||
95 e.window.event == SDL_WINDOWEVENT_MAXIMIZED) {
96 event->type = UI_EVENT_WINDOWRESIZE;
97 } else {
98 event->type = UI_EVENT_WINDOW;
99 }
100 break;
101 case SDL_KEYDOWN:
102 event->type = UI_EVENT_KEYDOWN;
103 event->key.keycode = e.key.keysym.scancode;
104 event->key.repeat = e.key.repeat != 0;
105 break;
106 case SDL_KEYUP:
107 event->type = UI_EVENT_KEYUP;
108 event->key.keycode = e.key.keysym.scancode;
109 event->key.repeat = e.key.repeat != 0;
110 break;
111 case SDL_MOUSEBUTTONDOWN:
112 case SDL_FINGERDOWN:
113 event->type = UI_EVENT_MOUSEBUTTONDOWN;
114 break;
115 case SDL_MOUSEBUTTONUP:
116 case SDL_FINGERUP:
117 event->type = UI_EVENT_MOUSEBUTTONUP;
118 break;
119 case SDL_MOUSEMOTION:
120 event->mouse.x = e.motion.x;
121 event->mouse.y = e.motion.y;
122 case SDL_FINGERMOTION:
123 event->type = UI_EVENT_MOUSEMOTION;
124 break;
125 // Ignore the following events
126 case SDL_AUDIODEVICEADDED:
127 case SDL_AUDIODEVICEREMOVED:
128 case SDL_TEXTINPUT:
129 case SDL_TEXTEDITING:
130 event->type = UI_EVENT_UNKNOWN;
131 event->unknown.eventType = e.type;
132 break;
133 default:
134 event->type = UI_EVENT_UNKNOWN;
135 event->unknown.eventType = 0;
136 }
137
138 return 1;
139 }
140
141 event = nullptr;
142 return 0;
143}
144
145bool GameGui_SDL::keyPressed(unsigned int key) {
146 return keyState[key];
147}
148
149void GameGui_SDL::refreshWindowSize() {
150 SDL_GetWindowSize(window, &windowWidth, &windowHeight);
151}
152
153int GameGui_SDL::getWindowWidth() {
154 return windowWidth;
155}
156
157int GameGui_SDL::getWindowHeight() {
158 return windowHeight;
159}
160
161#ifdef GAMEGUI_INCLUDE_VULKAN
162
163bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
164 return SDL_Vulkan_CreateSurface(window, instance, surface) ? RTWO_SUCCESS : RTWO_ERROR;
165}
166
167vector<const char*> GameGui_SDL::getRequiredExtensions() {
168 uint32_t extensionCount = 0;
169 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
170
171 vector<const char*> extensions(extensionCount);
172 SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
173
174 return extensions;
175}
176
177#endif
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