Use new SDL backend on Windows, fix numerous SDL problems as well
This commit is contained in:
parent
a324821fe1
commit
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6 changed files with 452 additions and 23 deletions
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@ -46,6 +46,8 @@ endif()
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if(${CMAKE_SYSTEM_NAME} STREQUAL "Windows")
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message("Windows build detected!")
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find_package(SDL2 REQUIRED)
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set(ENABLE_WINDOWS ON)
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set(ENABLE_VULKAN ON)
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endif()
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388
cmake/FindSDL2.cmake
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388
cmake/FindSDL2.cmake
Normal file
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@ -0,0 +1,388 @@
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# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
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# file Copyright.txt or https://cmake.org/licensing for details.
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# Copyright 2019 Amine Ben Hassouna <amine.benhassouna@gmail.com>
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# Copyright 2000-2019 Kitware, Inc. and Contributors
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# All rights reserved.
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# Redistribution and use in source and binary forms, with or without
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# modification, are permitted provided that the following conditions
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# are met:
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# * Redistributions of source code must retain the above copyright
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# notice, this list of conditions and the following disclaimer.
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# * Redistributions in binary form must reproduce the above copyright
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# notice, this list of conditions and the following disclaimer in the
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# documentation and/or other materials provided with the distribution.
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# * Neither the name of Kitware, Inc. nor the names of Contributors
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# may be used to endorse or promote products derived from this
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# software without specific prior written permission.
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#[=======================================================================[.rst:
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FindSDL2
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--------
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Locate SDL2 library
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This module defines the following 'IMPORTED' targets:
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::
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SDL2::Core
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The SDL2 library, if found.
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Libraries should link to SDL2::Core
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SDL2::Main
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The SDL2main library, if found.
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Applications should link to SDL2::Main instead of SDL2::Core
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This module will set the following variables in your project:
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::
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SDL2_LIBRARIES, the name of the library to link against
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SDL2_INCLUDE_DIRS, where to find SDL.h
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SDL2_FOUND, if false, do not try to link to SDL2
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SDL2MAIN_FOUND, if false, do not try to link to SDL2main
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SDL2_VERSION_STRING, human-readable string containing the version of SDL2
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This module responds to the following cache variables:
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::
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SDL2_PATH
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Set a custom SDL2 Library path (default: empty)
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SDL2_NO_DEFAULT_PATH
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Disable search SDL2 Library in default path.
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If SDL2_PATH (default: ON)
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Else (default: OFF)
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SDL2_INCLUDE_DIR
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SDL2 headers path.
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SDL2_LIBRARY
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SDL2 Library (.dll, .so, .a, etc) path.
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SDL2MAIN_LIBRAY
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SDL2main Library (.a) path.
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SDL2_BUILDING_LIBRARY
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This flag is useful only when linking to SDL2_LIBRARIES insead of
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SDL2::Main. It is required only when building a library that links to
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SDL2_LIBRARIES, because only applications need main() (No need to also
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link to SDL2main).
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If this flag is defined, then no SDL2main will be added to SDL2_LIBRARIES
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and no SDL2::Main target will be created.
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Don't forget to include SDLmain.h and SDLmain.m in your project for the
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OS X framework based version. (Other versions link to -lSDL2main which
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this module will try to find on your behalf.) Also for OS X, this
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module will automatically add the -framework Cocoa on your behalf.
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Additional Note: If you see an empty SDL2_LIBRARY in your project
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configuration, it means CMake did not find your SDL2 library
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(SDL2.dll, libsdl2.so, SDL2.framework, etc). Set SDL2_LIBRARY to point
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to your SDL2 library, and configure again. Similarly, if you see an
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empty SDL2MAIN_LIBRARY, you should set this value as appropriate. These
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values are used to generate the final SDL2_LIBRARIES variable and the
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SDL2::Core and SDL2::Main targets, but when these values are unset,
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SDL2_LIBRARIES, SDL2::Core and SDL2::Main does not get created.
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$SDL2DIR is an environment variable that would correspond to the
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./configure --prefix=$SDL2DIR used in building SDL2. l.e.galup 9-20-02
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Created by Amine Ben Hassouna:
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Adapt FindSDL.cmake to SDL2 (FindSDL2.cmake).
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Add cache variables for more flexibility:
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SDL2_PATH, SDL2_NO_DEFAULT_PATH (for details, see doc above).
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Mark 'Threads' as a required dependency for non-OSX systems.
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Modernize the FindSDL2.cmake module by creating specific targets:
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SDL2::Core and SDL2::Main (for details, see doc above).
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Original FindSDL.cmake module:
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Modified by Eric Wing. Added code to assist with automated building
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by using environmental variables and providing a more
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controlled/consistent search behavior. Added new modifications to
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recognize OS X frameworks and additional Unix paths (FreeBSD, etc).
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Also corrected the header search path to follow "proper" SDL
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guidelines. Added a search for SDLmain which is needed by some
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platforms. Added a search for threads which is needed by some
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platforms. Added needed compile switches for MinGW.
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On OSX, this will prefer the Framework version (if found) over others.
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People will have to manually change the cache value of SDL2_LIBRARY to
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override this selection or set the SDL2_PATH variable or the CMake
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environment CMAKE_INCLUDE_PATH to modify the search paths.
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Note that the header path has changed from SDL/SDL.h to just SDL.h
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This needed to change because "proper" SDL convention is #include
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"SDL.h", not <SDL/SDL.h>. This is done for portability reasons
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because not all systems place things in SDL/ (see FreeBSD).
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#]=======================================================================]
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# Define options for searching SDL2 Library in a custom path
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set(SDL2_PATH "" CACHE STRING "Custom SDL2 Library path")
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set(_SDL2_NO_DEFAULT_PATH OFF)
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if(SDL2_PATH)
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set(_SDL2_NO_DEFAULT_PATH ON)
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endif()
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set(SDL2_NO_DEFAULT_PATH ${_SDL2_NO_DEFAULT_PATH}
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CACHE BOOL "Disable search SDL2 Library in default path")
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unset(_SDL2_NO_DEFAULT_PATH)
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set(SDL2_NO_DEFAULT_PATH_CMD)
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if(SDL2_NO_DEFAULT_PATH)
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set(SDL2_NO_DEFAULT_PATH_CMD NO_DEFAULT_PATH)
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endif()
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# Search for the SDL2 include directory
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find_path(SDL2_INCLUDE_DIR SDL.h
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HINTS
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ENV SDL2DIR
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${SDL2_NO_DEFAULT_PATH_CMD}
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PATH_SUFFIXES SDL2
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# path suffixes to search inside ENV{SDL2DIR}
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include/SDL2 include
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PATHS ${SDL2_PATH}
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DOC "Where the SDL2 headers can be found"
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)
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set(SDL2_INCLUDE_DIRS "${SDL2_INCLUDE_DIR}")
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(VC_LIB_PATH_SUFFIX lib/x64)
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else()
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set(VC_LIB_PATH_SUFFIX lib/x86)
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endif()
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# SDL-2.0 is the name used by FreeBSD ports...
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# don't confuse it for the version number.
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find_library(SDL2_LIBRARY
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NAMES SDL2 SDL-2.0
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HINTS
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ENV SDL2DIR
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${SDL2_NO_DEFAULT_PATH_CMD}
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PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
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PATHS ${SDL2_PATH}
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DOC "Where the SDL2 Library can be found"
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)
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set(SDL2_LIBRARIES "${SDL2_LIBRARY}")
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if(NOT SDL2_BUILDING_LIBRARY)
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if(NOT SDL2_INCLUDE_DIR MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
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# seem to provide SDL2main for compatibility even though they don't
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# necessarily need it.
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if(SDL2_PATH)
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set(SDL2MAIN_LIBRARY_PATHS "${SDL2_PATH}")
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endif()
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if(NOT SDL2_NO_DEFAULT_PATH)
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set(SDL2MAIN_LIBRARY_PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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"${SDL2MAIN_LIBRARY_PATHS}"
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)
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endif()
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find_library(SDL2MAIN_LIBRARY
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NAMES SDL2main
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HINTS
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ENV SDL2DIR
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${SDL2_NO_DEFAULT_PATH_CMD}
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PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
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PATHS ${SDL2MAIN_LIBRARY_PATHS}
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DOC "Where the SDL2main library can be found"
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)
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unset(SDL2MAIN_LIBRARY_PATHS)
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endif()
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endif()
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# SDL2 may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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if(NOT APPLE)
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find_package(Threads QUIET)
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if(NOT Threads_FOUND)
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set(SDL2_THREADS_NOT_FOUND "Could NOT find Threads (Threads is required by SDL2).")
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if(SDL2_FIND_REQUIRED)
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message(FATAL_ERROR ${SDL2_THREADS_NOT_FOUND})
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else()
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if(NOT SDL2_FIND_QUIETLY)
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message(STATUS ${SDL2_THREADS_NOT_FOUND})
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endif()
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return()
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endif()
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unset(SDL2_THREADS_NOT_FOUND)
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endif()
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endif()
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# MinGW needs an additional link flag, -mwindows
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# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -mwindows
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if(MINGW)
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set(MINGW32_LIBRARY mingw32 "-mwindows" CACHE STRING "link flags for MinGW")
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endif()
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if(SDL2_LIBRARY)
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# For SDL2main
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if(SDL2MAIN_LIBRARY AND NOT SDL2_BUILDING_LIBRARY)
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list(FIND SDL2_LIBRARIES "${SDL2MAIN_LIBRARY}" _SDL2_MAIN_INDEX)
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if(_SDL2_MAIN_INDEX EQUAL -1)
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set(SDL2_LIBRARIES "${SDL2MAIN_LIBRARY}" ${SDL2_LIBRARIES})
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endif()
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unset(_SDL2_MAIN_INDEX)
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endif()
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# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
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# CMake doesn't display the -framework Cocoa string in the UI even
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# though it actually is there if I modify a pre-used variable.
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# I think it has something to do with the CACHE STRING.
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# So I use a temporary variable until the end so I can set the
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# "real" variable in one-shot.
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if(APPLE)
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set(SDL2_LIBRARIES ${SDL2_LIBRARIES} -framework Cocoa)
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endif()
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# For threads, as mentioned Apple doesn't need this.
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# In fact, there seems to be a problem if I used the Threads package
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# and try using this line, so I'm just skipping it entirely for OS X.
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if(NOT APPLE)
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set(SDL2_LIBRARIES ${SDL2_LIBRARIES} ${CMAKE_THREAD_LIBS_INIT})
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endif()
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# For MinGW library
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if(MINGW)
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set(SDL2_LIBRARIES ${MINGW32_LIBRARY} ${SDL2_LIBRARIES})
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endif()
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endif()
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# Read SDL2 version
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if(SDL2_INCLUDE_DIR AND EXISTS "${SDL2_INCLUDE_DIR}/SDL_version.h")
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file(STRINGS "${SDL2_INCLUDE_DIR}/SDL_version.h" SDL2_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL_MAJOR_VERSION[ \t]+[0-9]+$")
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file(STRINGS "${SDL2_INCLUDE_DIR}/SDL_version.h" SDL2_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL_MINOR_VERSION[ \t]+[0-9]+$")
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file(STRINGS "${SDL2_INCLUDE_DIR}/SDL_version.h" SDL2_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL_PATCHLEVEL[ \t]+[0-9]+$")
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string(REGEX REPLACE "^#define[ \t]+SDL_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MAJOR "${SDL2_VERSION_MAJOR_LINE}")
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string(REGEX REPLACE "^#define[ \t]+SDL_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MINOR "${SDL2_VERSION_MINOR_LINE}")
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string(REGEX REPLACE "^#define[ \t]+SDL_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_PATCH "${SDL2_VERSION_PATCH_LINE}")
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set(SDL2_VERSION_STRING ${SDL2_VERSION_MAJOR}.${SDL2_VERSION_MINOR}.${SDL2_VERSION_PATCH})
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unset(SDL2_VERSION_MAJOR_LINE)
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unset(SDL2_VERSION_MINOR_LINE)
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unset(SDL2_VERSION_PATCH_LINE)
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unset(SDL2_VERSION_MAJOR)
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unset(SDL2_VERSION_MINOR)
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unset(SDL2_VERSION_PATCH)
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endif()
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include(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
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REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR
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VERSION_VAR SDL2_VERSION_STRING)
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if(SDL2MAIN_LIBRARY)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2main
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REQUIRED_VARS SDL2MAIN_LIBRARY SDL2_INCLUDE_DIR
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VERSION_VAR SDL2_VERSION_STRING)
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endif()
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mark_as_advanced(SDL2_PATH
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SDL2_NO_DEFAULT_PATH
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SDL2_LIBRARY
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SDL2MAIN_LIBRARY
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SDL2_INCLUDE_DIR
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SDL2_BUILDING_LIBRARY)
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# SDL2:: targets (SDL2::Core and SDL2::Main)
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if(SDL2_FOUND)
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# SDL2::Core target
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if(SDL2_LIBRARY AND NOT TARGET SDL2::Core)
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add_library(SDL2::Core UNKNOWN IMPORTED)
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set_target_properties(SDL2::Core PROPERTIES
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IMPORTED_LOCATION "${SDL2_LIBRARY}"
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INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIR}")
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if(APPLE)
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# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
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# For more details, please see above.
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set_property(TARGET SDL2::Core APPEND PROPERTY
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INTERFACE_LINK_OPTIONS -framework Cocoa)
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else()
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# For threads, as mentioned Apple doesn't need this.
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# For more details, please see above.
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set_property(TARGET SDL2::Core APPEND PROPERTY
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INTERFACE_LINK_LIBRARIES Threads::Threads)
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endif()
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endif()
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# SDL2::Main target
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# Applications should link to SDL2::Main instead of SDL2::Core
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# For more details, please see above.
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if(NOT SDL2_BUILDING_LIBRARY AND NOT TARGET SDL2::Main)
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if(SDL2_INCLUDE_DIR MATCHES ".framework" OR NOT SDL2MAIN_LIBRARY)
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add_library(SDL2::Main INTERFACE IMPORTED)
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set_property(TARGET SDL2::Main PROPERTY
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INTERFACE_LINK_LIBRARIES SDL2::Core)
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elseif(SDL2MAIN_LIBRARY)
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# MinGW requires that the mingw32 library is specified before the
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# libSDL2main.a static library when linking.
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# The SDL2::MainInternal target is used internally to make sure that
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# CMake respects this condition.
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add_library(SDL2::MainInternal UNKNOWN IMPORTED)
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set_property(TARGET SDL2::MainInternal PROPERTY
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IMPORTED_LOCATION "${SDL2MAIN_LIBRARY}")
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set_property(TARGET SDL2::MainInternal PROPERTY
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INTERFACE_LINK_LIBRARIES SDL2::Core)
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add_library(SDL2::Main INTERFACE IMPORTED)
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if(MINGW)
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# MinGW needs an additional link flag '-mwindows' and link to mingw32
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set_property(TARGET SDL2::Main PROPERTY
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INTERFACE_LINK_LIBRARIES "mingw32" "-mwindows")
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endif()
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set_property(TARGET SDL2::Main APPEND PROPERTY
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INTERFACE_LINK_LIBRARIES SDL2::MainInternal)
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endif()
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||||
endif()
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endif()
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@ -1450,7 +1450,7 @@ void GFXVulkan::createLogicalDevice(std::vector<const char*> extensions) {
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void GFXVulkan::createSwapchain(NativeSurface* native_surface, VkSwapchainKHR oldSwapchain) {
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#ifdef PLATFORM_WINDOWS
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#ifdef PLATFORM_WINDOWS_OLD
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// create win32 surface
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if(native_surface->surface == VK_NULL_HANDLE)
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{
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@ -1,5 +1,5 @@
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if(ENABLE_WINDOWS)
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add_subdirectory(windows)
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add_subdirectory(sdl)
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endif()
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if(ENABLE_LINUX)
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|
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@ -5,7 +5,7 @@ add_platform(
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MAIN_FILE
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main.cpp.in
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LINK_LIBRARIES
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SDL2
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SDL2::Main
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Core
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GFXVulkan
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)
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|
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@ -3,20 +3,34 @@
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#include "gfx_vulkan.hpp"
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#include "platform.hpp"
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#include <string_utils.hpp>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_vulkan.h>
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#include <SDL.h>
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#include <SDL_vulkan.h>
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@APP_CLASS@* app = nullptr;
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GFX* interface = nullptr;
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GFX* gfx_interface = nullptr;
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struct Window {
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int identifier = 0;
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SDL_Window* window = nullptr;
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bool operator==(const Window& b) {
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return identifier == b.identifier && window == b.window;
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||||
}
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||||
};
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std::vector<Window> windows;
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||||
|
||||
Window* get_window(const int index) {
|
||||
for(auto& window : windows) {
|
||||
if(window.identifier == index)
|
||||
return &window;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static std::map<InputButton, int> inputToKeyCode = { {
|
||||
{InputButton::A, 38},
|
||||
{InputButton::W, 25},
|
||||
|
@ -53,6 +67,13 @@ int platform::open_window(const std::string_view title, const prism::Rectangle r
|
|||
}
|
||||
|
||||
void platform::close_window(const int index) {
|
||||
auto window = get_window(index);
|
||||
|
||||
engine->remove_window(window->identifier);
|
||||
|
||||
SDL_DestroyWindow(window->window);
|
||||
|
||||
utility::erase(windows, *window);
|
||||
}
|
||||
|
||||
void platform::force_quit() {
|
||||
|
@ -67,23 +88,23 @@ float platform::get_monitor_dpi() {
|
|||
}
|
||||
|
||||
prism::Rectangle platform::get_monitor_resolution() {
|
||||
return {};
|
||||
SDL_DisplayMode DM;
|
||||
SDL_GetCurrentDisplayMode(0, &DM);
|
||||
|
||||
return {0, 0, (uint32_t)DM.w, (uint32_t)DM.h};
|
||||
}
|
||||
|
||||
prism::Rectangle platform::get_monitor_work_area() {
|
||||
return platform::get_monitor_resolution();
|
||||
}
|
||||
|
||||
Window* get_window(const int index) {
|
||||
for(auto& window : windows) {
|
||||
if(window.identifier == index)
|
||||
return &window;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
prism::Offset platform::get_window_position(const int index) {
|
||||
auto window = get_window(index);
|
||||
|
||||
int x, y;
|
||||
SDL_GetWindowPosition(window->window, &x, &y);
|
||||
|
||||
return {(int32_t)x, (int32_t)y};
|
||||
}
|
||||
|
||||
prism::Extent platform::get_window_size(const int index) {
|
||||
|
@ -105,15 +126,24 @@ prism::Extent platform::get_window_drawable_size(const int index) {
|
|||
}
|
||||
|
||||
bool platform::is_window_focused(const int index) {
|
||||
return false;
|
||||
}
|
||||
|
||||
void platform::set_window_focused(const int index) {
|
||||
auto window = get_window(index);
|
||||
SDL_SetWindowInputFocus(window->window);
|
||||
}
|
||||
|
||||
void platform::set_window_position(const int index, const prism::Offset offset) {
|
||||
auto window = get_window(index);
|
||||
|
||||
SDL_SetWindowPosition(window->window, offset.x, offset.y);
|
||||
}
|
||||
|
||||
void platform::set_window_size(const int index, const prism::Extent extent) {
|
||||
auto window = get_window(index);
|
||||
|
||||
SDL_SetWindowSize(window->window, extent.width, extent.height);
|
||||
}
|
||||
|
||||
void platform::set_window_title(const int index, const std::string_view title) {
|
||||
|
@ -131,24 +161,33 @@ int platform::get_keycode(const InputButton key) {
|
|||
}
|
||||
|
||||
prism::Offset platform::get_cursor_position() {
|
||||
return {0, 0};
|
||||
int x, y;
|
||||
SDL_GetMouseState(&x, &y);
|
||||
|
||||
return {(int32_t)x, (int32_t)y};
|
||||
}
|
||||
|
||||
prism::Offset platform::get_screen_cursor_position() {
|
||||
return {0, 0};
|
||||
int x, y;
|
||||
SDL_GetGlobalMouseState(&x, &y);
|
||||
|
||||
return {(int32_t)x, (int32_t)y};
|
||||
}
|
||||
|
||||
bool platform::get_mouse_button_down(const int button) {
|
||||
return false;
|
||||
return SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT + button);
|
||||
}
|
||||
|
||||
std::tuple<float, float> platform::get_wheel_delta() {
|
||||
return {0.0f, 0.0f};
|
||||
}
|
||||
|
||||
std::tuple<float, float> platform::get_right_stick_position() {
|
||||
return {0.0f, 0.0f};
|
||||
}
|
||||
|
||||
std::tuple<float, float> platform::get_left_stick_position() {
|
||||
return {0.0f, 0.0f};
|
||||
}
|
||||
|
||||
void platform::capture_mouse(const bool capture) {
|
||||
|
@ -178,16 +217,16 @@ void platform::unmute_output() {
|
|||
int main(int argc, char* argv[]) {
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
engine = new prism::Engine(argc, argv);
|
||||
engine = new prism::engine(argc, argv);
|
||||
|
||||
app = new @APP_CLASS@();
|
||||
engine->set_app(app);
|
||||
|
||||
GFXCreateInfo info = {};
|
||||
|
||||
interface = new GFXVulkan();
|
||||
if(interface->initialize(info)) {
|
||||
engine->set_gfx(interface);
|
||||
gfx_interface = new GFXVulkan();
|
||||
if(gfx_interface->initialize(info)) {
|
||||
engine->set_gfx(gfx_interface);
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
|
|
Reference in a new issue