[f898c5f] | 1 | #include "game-gui-sdl.hpp"
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| 2 |
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[27c40ce] | 3 | #include <map>
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| 4 | #include <queue>
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| 5 |
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[9546928] | 6 | #include "consts.hpp"
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| 7 |
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[27c40ce] | 8 | using namespace std;
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| 9 |
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| 10 | /*
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| 11 | // Temporary to allow the program using this class to receive events other than keyboard events
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| 12 | // Remove once I add a better game-gui wrapper for doing that
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| 13 | queue<SDL_Event> events;
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| 14 |
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| 15 | queue<MouseEvent> mouseEvents;
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| 16 | */
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| 17 |
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[d5f2b42] | 18 | string GameGui_SDL::s_errorMessage;
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| 19 |
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[7fc5e27] | 20 | string& GameGui_SDL::getError() {
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[d5f2b42] | 21 | GameGui_SDL::s_errorMessage = SDL_GetError();
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| 22 |
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| 23 | return GameGui_SDL::s_errorMessage;
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| 24 | }
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| 25 |
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[7fc5e27] | 26 | bool GameGui_SDL::init() {
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[f898c5f] | 27 | // may want to define SDL_INIT_NOPARACHUTE when I start handling crashes since it
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| 28 | // prevents SDL from setting up its own handlers for SIG_SEGV and stuff like that
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| 29 |
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[d5f2b42] | 30 | GameGui_SDL::s_errorMessage = "No error";
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[f898c5f] | 31 |
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[5f3dba8] | 32 | if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
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| 33 | return RTWO_ERROR;
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| 34 | }
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| 35 |
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| 36 | int imgFlags = IMG_INIT_PNG;
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| 37 | if (!(IMG_Init(imgFlags) & imgFlags)) {
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| 38 | return RTWO_ERROR;
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| 39 | }
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| 40 |
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| 41 | if (TTF_Init() == -1) {
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| 42 | return RTWO_ERROR;
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| 43 | }
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| 44 |
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| 45 | return RTWO_SUCCESS;
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[f898c5f] | 46 | }
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| 47 |
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[7fc5e27] | 48 | void GameGui_SDL::shutdown() {
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[f898c5f] | 49 | SDL_Quit();
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[826df16] | 50 | }
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[0e6ecf3] | 51 |
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[7fc5e27] | 52 | void* GameGui_SDL::createWindow(const string& title, int width, int height, bool fullscreen) {
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[1ce9afe] | 53 | // TODO: Make an OpenGL version of the SDL_CreateWindow call as well
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| 54 |
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[0e6ecf3] | 55 | // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
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| 56 | // otherwise you will not receive a High DPI OpenGL canvas.
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[7fc5e27] | 57 |
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[d2f607c] | 58 | SDL_DisplayMode dm;
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| 59 | SDL_GetCurrentDisplayMode(0, &dm);
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[7fc5e27] | 60 |
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[d2f607c] | 61 | if (fullscreen) {
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| 62 | width = dm.w;
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| 63 | height = dm.h;
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| 64 | }
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| 65 |
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| 66 | uint32_t flags = SDL_WINDOW_VULKAN | (fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE);
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[7fc5e27] | 67 |
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[0e6ecf3] | 68 | window = SDL_CreateWindow(title.c_str(),
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| 69 | SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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[7fc5e27] | 70 | width, height, flags);
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[0e6ecf3] | 71 |
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| 72 | return window;
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| 73 | }
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| 74 |
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[7fc5e27] | 75 | void GameGui_SDL::destroyWindow() {
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[0e6ecf3] | 76 | // TODO: This function can throw some errors. They should be handled
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| 77 | SDL_DestroyWindow(window);
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| 78 | }
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| 79 |
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[27c40ce] | 80 | void GameGui_SDL::processEvents() {
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| 81 | }
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| 82 |
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[f6521fb] | 83 | int GameGui_SDL::pollEvent(UIEvent* event) {
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| 84 | SDL_Event e;
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[27c40ce] | 85 |
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[f6521fb] | 86 | /* The trackpad on OSX triggers both SDL_MOUSE and SDL_FINGER events, so just treat them both
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| 87 | * as mouse events since this game isn't targeting mobile devices
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| 88 | */
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| 89 |
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| 90 | if (SDL_PollEvent(&e)) {
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| 91 | switch(e.type) {
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| 92 | case SDL_QUIT:
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| 93 | event->type = UI_EVENT_QUIT;
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| 94 | break;
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| 95 | case SDL_WINDOWEVENT:
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| 96 | event->type = UI_EVENT_WINDOW;
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| 97 | break;
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| 98 | case SDL_KEYUP:
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| 99 | case SDL_KEYDOWN:
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| 100 | event->type = UI_EVENT_KEY;
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| 101 | event->key.keycode = e.key.keysym.scancode;
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| 102 | break;
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| 103 | case SDL_MOUSEBUTTONDOWN:
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| 104 | case SDL_FINGERDOWN:
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| 105 | event->type = UI_EVENT_MOUSEBUTTONDOWN;
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| 106 | break;
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| 107 | case SDL_MOUSEBUTTONUP:
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| 108 | case SDL_FINGERUP:
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| 109 | event->type = UI_EVENT_MOUSEBUTTONUP;
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| 110 | break;
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| 111 | case SDL_MOUSEMOTION:
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| 112 | case SDL_FINGERMOTION:
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| 113 | event->type = UI_EVENT_MOUSEMOTION;
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| 114 | break;
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| 115 | // Ignore the following events
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| 116 | case SDL_AUDIODEVICEADDED:
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| 117 | case SDL_AUDIODEVICEREMOVED:
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| 118 | event = nullptr;
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| 119 | return 0;
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| 120 | break;
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| 121 | default:
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| 122 | cout << "Unknown event type: 0x" << hex << e.type << dec << endl;
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| 123 | event = nullptr;
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| 124 | return 0;
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| 125 | }
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[27c40ce] | 126 |
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[f6521fb] | 127 | return 1;
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[27c40ce] | 128 | }
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| 129 |
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[f6521fb] | 130 | event = nullptr;
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| 131 | return 0;
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[27c40ce] | 132 | }
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| 133 |
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[4eb4d0a] | 134 | #ifdef GAMEGUI_INCLUDE_VULKAN
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| 135 |
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[7fc5e27] | 136 | bool GameGui_SDL::createVulkanSurface(VkInstance instance, VkSurfaceKHR* surface) {
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[0e6ecf3] | 137 | return SDL_Vulkan_CreateSurface(window, instance, surface) ?
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| 138 | RTWO_SUCCESS : RTWO_ERROR;
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| 139 | }
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[8667f76] | 140 |
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[4eb4d0a] | 141 | #endif
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| 142 |
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[7fc5e27] | 143 | vector<const char*> GameGui_SDL::getRequiredExtensions() {
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[8667f76] | 144 | uint32_t extensionCount = 0;
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| 145 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
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| 146 |
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| 147 | vector<const char*> extensions(extensionCount);
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| 148 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensions.data());
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| 149 |
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| 150 | return extensions;
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| 151 | }
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| 152 |
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[7fc5e27] | 153 | void GameGui_SDL::getWindowSize(int* width, int* height) {
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[8667f76] | 154 | SDL_GetWindowSize(window, width, height);
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| 155 | }
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