| 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 "compiler.hpp"
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| 7 | #include "consts.hpp"
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| 8 |
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| 9 | using namespace std;
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| 10 |
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| 11 | GameGui_SDL::GameGui_SDL() : keyState(SDL_GetKeyboardState(NULL)) {
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| 12 | window = nullptr;
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| 13 | }
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| 14 |
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| 15 | string& GameGui_SDL::getError() {
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| 16 | s_errorMessage = SDL_GetError();
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| 17 |
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| 18 | return s_errorMessage;
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| 19 | }
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| 20 |
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| 21 | bool GameGui_SDL::init() {
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| 22 | // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
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| 23 | // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
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| 24 |
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| 25 | s_errorMessage = "No error";
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| 26 |
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| 27 | if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
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| 28 | return RTWO_ERROR;
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| 29 | }
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| 30 |
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| 31 | return RTWO_SUCCESS;
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| 32 | }
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| 33 |
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| 34 | void GameGui_SDL::shutdown() {
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| 35 | SDL_Quit();
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| 36 | }
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| 37 |
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| 38 | void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
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| 39 | // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
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| 40 |
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| 41 | // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
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| 42 | // otherwise you will not receive a High DPI OpenGL canvas.
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| 43 |
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| 44 | SDL_DisplayMode dm;
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| 45 | SDL_GetCurrentDisplayMode(0, &dm);
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| 46 |
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| 47 | if (fullscreen) {
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| 48 | width = dm.w;
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| 49 | height = dm.h;
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| 50 | }
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| 51 |
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| 52 | #ifdef WINDOWS
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| 53 | uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI |
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| 54 | (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE);
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| 55 | #else
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| 56 | uint32_t flags = SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI |
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| 57 | (fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE);
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| 58 | #endif
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| 59 |
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| 60 | window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, flags);
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| 61 |
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| 62 | refreshWindowSize();
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| 63 |
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| 64 | return window;
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| 65 | }
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| 66 |
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| 67 | void GameGui_SDL::destroyWindow() {
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| 68 | // TODO: This function can throw some errors. They should be handled
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| 69 | SDL_DestroyWindow(window);
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| 70 | }
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| 71 |
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| 72 | void GameGui_SDL::processEvents() {
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| 73 | }
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| 74 |
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| 75 | int GameGui_SDL::pollEvent(UIEvent* uiEvent) {
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| 76 | SDL_Event e;
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| 77 |
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| 78 | /* The trackpad on OSX triggers both SDL_MOUSE and SDL_FINGER events, so just treat them both
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| 79 | * as mouse events since this game isn't targeting mobile devices
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| 80 | */
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| 81 |
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| 82 | if (SDL_PollEvent(&e)) {
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| 83 | uiEvent->rawEvent.sdl = e;
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| 84 |
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| 85 | GameEvent* event = &uiEvent->event;
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| 86 |
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| 87 | switch(e.type) {
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| 88 | case SDL_QUIT:
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| 89 | event->type = UI_EVENT_QUIT;
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| 90 | break;
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| 91 | case SDL_WINDOWEVENT:
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| 92 | if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED ||
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| 93 | e.window.event == SDL_WINDOWEVENT_MINIMIZED ||
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| 94 | e.window.event == SDL_WINDOWEVENT_MAXIMIZED) {
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| 95 | event->type = UI_EVENT_WINDOWRESIZE;
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| 96 | } else if (e.window.event == SDL_WINDOWEVENT_CLOSE &&
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| 97 | e.window.windowID == SDL_GetWindowID(window)) {
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| 98 | event->type = UI_EVENT_QUIT;
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| 99 | } else {
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| 100 | event->type = UI_EVENT_WINDOW;
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| 101 | }
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| 102 | break;
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| 103 | case SDL_KEYDOWN:
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| 104 | event->type = UI_EVENT_KEYDOWN;
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| 105 | event->key.keycode = e.key.keysym.scancode;
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| 106 | event->key.repeat = e.key.repeat != 0;
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| 107 | break;
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| 108 | case SDL_KEYUP:
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| 109 | event->type = UI_EVENT_KEYUP;
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| 110 | event->key.keycode = e.key.keysym.scancode;
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| 111 | event->key.repeat = e.key.repeat != 0;
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| 112 | break;
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| 113 | case SDL_MOUSEBUTTONDOWN:
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| 114 | case SDL_FINGERDOWN:
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| 115 | event->type = UI_EVENT_MOUSEBUTTONDOWN;
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| 116 | break;
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| 117 | case SDL_MOUSEBUTTONUP:
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| 118 | case SDL_FINGERUP:
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| 119 | event->type = UI_EVENT_MOUSEBUTTONUP;
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| 120 | break;
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| 121 | case SDL_MOUSEMOTION:
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| 122 | event->mouse.x = e.motion.x;
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| 123 | event->mouse.y = e.motion.y;
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| 124 | case SDL_FINGERMOTION:
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| 125 | // TODO: Get coordinates for finger events
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| 126 | event->type = UI_EVENT_MOUSEMOTION;
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| 127 | break;
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| 128 | // The following events are not currently supported
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| 129 | case SDL_AUDIODEVICEADDED:
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| 130 | case SDL_AUDIODEVICEREMOVED:
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| 131 | case SDL_TEXTINPUT:
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| 132 | case SDL_TEXTEDITING:
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| 133 | case SDL_MOUSEWHEEL:
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| 134 | event->type = UI_EVENT_UNHANDLED;
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| 135 | break;
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| 136 | default:
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| 137 | event->type = UI_EVENT_UNKNOWN;
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| 138 | }
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| 139 |
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| 140 | return 1;
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| 141 | } else {
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| 142 | return 0;
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| 143 | }
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| 144 | }
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| 145 |
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| 146 | bool GameGui_SDL::keyPressed(unsigned int key) {
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| 147 | return keyState[key];
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| 148 | }
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| 149 |
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| 150 | // TODO: Check that this is only used where the drawable size is needed
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| 151 | // Maybe create a separate refreshWindowSize funcion as well.
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| 152 | void GameGui_SDL::refreshWindowSize() {
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| 153 | // TODO: Make sure this works on a Mac (the analogous glfw function had issues on Mac retina displays)
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| 154 |
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| 155 | #ifdef GAMEGUI_INCLUDE_VULKAN
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| 156 | SDL_Vulkan_GetDrawableSize(window, &windowWidth, &windowHeight);
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| 157 | #else
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| 158 | SDL_GL_GetDrawableSize(window, &windowWidth, &windowHeight);
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| 159 | #endif
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| 160 |
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| 161 | if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) {
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| 162 | windowWidth = 0;
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| 163 | windowHeight = 0;
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| 164 | }
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| 165 | }
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| 166 |
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| 167 | int GameGui_SDL::getWindowWidth() {
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| 168 | return windowWidth;
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| 169 | }
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| 170 |
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| 171 | int GameGui_SDL::getWindowHeight() {
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| 172 | return windowHeight;
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| 173 | }
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| 174 |
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| 175 | #ifdef GAMEGUI_INCLUDE_VULKAN
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| 176 |
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| 177 | bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
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| 178 | return SDL_Vulkan_CreateSurface(window, instance, surface) ? RTWO_SUCCESS : RTWO_ERROR;
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| 179 | }
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| 180 |
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| 181 | vector<const char*> GameGui_SDL::getRequiredExtensions() {
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| 182 | uint32_t extensionCount = 0;
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| 183 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
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| 184 |
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| 185 | vector<const char*> extensions(extensionCount);
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| 186 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
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| 187 |
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| 188 | return extensions;
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| 189 | }
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| 190 |
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| 191 | #endif
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