blah/src/internal/platform_backend_sdl2.cpp

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#ifdef BLAH_USE_SDL2
#include "../internal/platform_backend.h"
#include "../internal/input_backend.h"
#include "../internal/graphics_backend.h"
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#include <blah/input/input.h>
#include <blah/core/app.h>
#include <blah/core/filesystem.h>
#include <blah/core/log.h>
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#include <SDL.h>
#include <SDL_vulkan.h>
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#include <SDL_syswm.h>
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#if _WIN32
// on Windows we're using the C++ <filesystem> API for now
#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
#include <winuser.h> // for SetProcessDPIAware
#include <filesystem> // for File Reading/Writing
#include <shellapi.h> // for file explore
namespace fs = std::filesystem;
#else
// on non-Windows we use POSIX standard file system stuff
#include <sys/types.h>
#include <sys/stat.h>
#include <dirent.h>
#endif
using namespace Blah;
namespace
{
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SDL_Window* window = nullptr;
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SDL_Joystick* joysticks[Blah::Input::max_controllers];
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SDL_GameController* gamepads[Blah::Input::max_controllers];
char* basePath = nullptr;
char* userPath = nullptr;
bool displayed = false;
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void sdl_log(void* userdata, int category, SDL_LogPriority priority, const char* message)
{
if (priority <= SDL_LOG_PRIORITY_INFO)
Log::print(message);
else if (priority <= SDL_LOG_PRIORITY_WARN)
Log::warn(message);
else
Log::error(message);
}
}
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bool PlatformBackend::init(const Config* config)
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{
// Required to call this for Windows
// I'm not sure why SDL2 doesn't do this on Windows automatically?
#if _WIN32
SetProcessDPIAware();
#endif
// TODO:
// control this via some kind of config flag
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE);
SDL_LogSetOutputFunction(sdl_log, nullptr);
// Get SDL version
SDL_version version;
SDL_GetVersion(&version);
Log::print("SDL v%i.%i.%i", version.major, version.minor, version.patch);
// initialize SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
{
Log::error("Failed to initialize SDL2");
return false;
}
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int flags = SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE;
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// enable OpenGL
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if (App::renderer() == Renderer::OpenGL)
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{
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flags |= SDL_WINDOW_OPENGL;
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// TODO:
// This should be controlled via the gfx api somehow?
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
}
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// enable DirectX
else if (App::renderer() == Renderer::D3D11)
{
}
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// create the window
window = SDL_CreateWindow(config->name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, config->width, config->height, flags);
if (window == nullptr)
{
Log::error("Failed to create a Window");
return false;
}
// Scale Window to monitor for High DPI displays
// Other platforms do this automatically ... Windows we need to explitely do so
#if _WIN32
{
// find the display index
int display = SDL_GetWindowDisplayIndex(window);
float ddpi, hdpi, vdpi;
if (SDL_GetDisplayDPI(display, &ddpi, &hdpi, &vdpi) == 0)
{
// scale the window up basesd on the display DPI
float hidpiRes = 96;
float dpi = (ddpi / hidpiRes);
if (dpi != 1)
{
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(display, &mode);
SDL_SetWindowPosition(window, (int)(mode.w - config->width * dpi) / 2, (int)(mode.h - config->height * dpi) / 2);
SDL_SetWindowSize(window, (int)(config->width * dpi), (int)(config->height * dpi));
}
}
}
#endif
// set window properties
SDL_SetWindowResizable(window, SDL_TRUE);
SDL_SetWindowMinimumSize(window, 256, 256);
return true;
}
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void PlatformBackend::ready()
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{
// enable V-Sync
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if (App::renderer() == Renderer::OpenGL)
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SDL_GL_SetSwapInterval(1);
}
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void PlatformBackend::shutdown()
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{
if (window != nullptr)
SDL_DestroyWindow(window);
window = nullptr;
displayed = false;
if (basePath != nullptr)
SDL_free(basePath);
if (userPath != nullptr)
SDL_free(userPath);
SDL_Quit();
}
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uint64_t PlatformBackend::time()
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{
return (uint64_t)SDL_GetTicks();
}
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void PlatformBackend::frame()
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{
// update the mouse every frame
{
int winX, winY, x, y;
SDL_GetWindowPosition(window, &winX, &winY);
SDL_GetGlobalMouseState(&x, &y);
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InputBackend::on_mouse_move((float)(x - winX), (float)(y - winY));
InputBackend::on_mouse_screen_move((float)x, (float)y);
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}
// poll normal events
SDL_Event event;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
auto config = App::config();
if (config->on_exit_request != nullptr)
config->on_exit_request();
}
// Mouse
else if (event.type == SDL_MOUSEBUTTONDOWN)
{
MouseButton btn = MouseButton::None;
if (event.button.button == SDL_BUTTON_LEFT)
btn = MouseButton::Left;
else if (event.button.button == SDL_BUTTON_RIGHT)
btn = MouseButton::Right;
else if (event.button.button == SDL_BUTTON_MIDDLE)
btn = MouseButton::Middle;
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InputBackend::on_mouse_down(btn);
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}
else if (event.type == SDL_MOUSEBUTTONUP)
{
MouseButton btn = MouseButton::None;
if (event.button.button == SDL_BUTTON_LEFT)
btn = MouseButton::Left;
else if (event.button.button == SDL_BUTTON_RIGHT)
btn = MouseButton::Right;
else if (event.button.button == SDL_BUTTON_MIDDLE)
btn = MouseButton::Middle;
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InputBackend::on_mouse_up(btn);
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}
else if (event.type == SDL_MOUSEWHEEL)
{
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InputBackend::on_mouse_wheel(Point(event.wheel.x, event.wheel.y));
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}
// Keyboard
else if (event.type == SDL_KEYDOWN)
{
if (event.key.repeat == 0)
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InputBackend::on_key_down((Key)event.key.keysym.scancode);
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}
else if (event.type == SDL_KEYUP)
{
if (event.key.repeat == 0)
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InputBackend::on_key_up((Key)event.key.keysym.scancode);
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}
else if (event.type == SDL_TEXTINPUT)
{
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InputBackend::on_text_utf8(event.text.text);
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}
// Joystick Controller
else if (event.type == SDL_JOYDEVICEADDED)
{
Sint32 index = event.jdevice.which;
if (SDL_IsGameController(index) == SDL_FALSE)
{
SDL_Joystick* ptr = joysticks[index] = SDL_JoystickOpen(index);
const char* name = SDL_JoystickName(ptr);
int button_count = SDL_JoystickNumButtons(ptr);
int axis_count = SDL_JoystickNumAxes(ptr);
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uint16_t vendor = SDL_JoystickGetVendor(ptr);
uint16_t product = SDL_JoystickGetProduct(ptr);
uint16_t version = SDL_JoystickGetProductVersion(ptr);
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InputBackend::on_controller_connect(index, name, 0, button_count, axis_count, vendor, product, version);
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}
}
else if (event.type == SDL_JOYDEVICEREMOVED)
{
Sint32 index = event.jdevice.which;
if (SDL_IsGameController(index) == SDL_FALSE)
{
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InputBackend::on_controller_disconnect(index);
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SDL_JoystickClose(joysticks[index]);
}
}
else if (event.type == SDL_JOYBUTTONDOWN)
{
Sint32 index = event.jdevice.which;
if (SDL_IsGameController(index) == SDL_FALSE)
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InputBackend::on_button_down(index, event.jbutton.button);
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}
else if (event.type == SDL_JOYBUTTONUP)
{
Sint32 index = event.jdevice.which;
if (SDL_IsGameController(index) == SDL_FALSE)
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InputBackend::on_button_up(index, event.jbutton.button);
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}
else if (event.type == SDL_JOYAXISMOTION)
{
Sint32 index = event.jaxis.which;
if (SDL_IsGameController(index) == SDL_FALSE)
{
float value;
if (event.jaxis.value >= 0)
value = event.jaxis.value / 32767.0f;
else
value = event.jaxis.value / 32768.0f;
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InputBackend::on_axis_move(index, event.jaxis.axis, value);
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}
}
// Gamepad Controller
else if (event.type == SDL_CONTROLLERDEVICEADDED)
{
Sint32 index = event.cdevice.which;
SDL_GameController* ptr = gamepads[index] = SDL_GameControllerOpen(index);
const char* name = SDL_GameControllerName(ptr);
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uint16_t vendor = SDL_GameControllerGetVendor(ptr);
uint16_t product = SDL_GameControllerGetProduct(ptr);
uint16_t version = SDL_GameControllerGetProductVersion(ptr);
InputBackend::on_controller_connect(index, name, 1, 15, 6, vendor, product, version);
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}
else if (event.type == SDL_CONTROLLERDEVICEREMOVED)
{
Sint32 index = event.cdevice.which;
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InputBackend::on_controller_disconnect(index);
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SDL_GameControllerClose(gamepads[index]);
}
else if (event.type == SDL_CONTROLLERBUTTONDOWN)
{
Sint32 index = event.cbutton.which;
int button = (int)Button::None;
if (event.cbutton.button >= 0 && event.cbutton.button < 15)
button = event.cbutton.button; // NOTE: These map directly to Engine Buttons enum!
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InputBackend::on_button_down(index, button);
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}
else if (event.type == SDL_CONTROLLERBUTTONUP)
{
Sint32 index = event.cbutton.which;
int button = (int)Button::None;
if (event.cbutton.button >= 0 && event.cbutton.button < 15)
button = event.cbutton.button; // NOTE: These map directly to Engine Buttons enum!
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InputBackend::on_button_up(index, button);
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}
else if (event.type == SDL_CONTROLLERAXISMOTION)
{
Sint32 index = event.caxis.which;
int axis = (int)Axis::None;
if (event.caxis.axis >= 0 && event.caxis.axis < 6)
axis = event.caxis.axis; // NOTE: These map directly to Engine Axis enum!
float value;
if (event.caxis.value >= 0)
value = event.caxis.value / 32767.0f;
else
value = event.caxis.value / 32768.0f;
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InputBackend::on_axis_move(index, axis, value);
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}
}
}
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void PlatformBackend::sleep(int milliseconds)
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{
if (milliseconds >= 0)
SDL_Delay((uint32_t)milliseconds);
}
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void PlatformBackend::present()
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{
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if (App::renderer() == Renderer::OpenGL)
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{
SDL_GL_SwapWindow(window);
}
// display the window
// this avoids a short black screen on macoS
if (!displayed)
{
SDL_ShowWindow(window);
displayed = true;
}
}
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const char* PlatformBackend::get_title()
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{
return nullptr;
}
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void PlatformBackend::set_title(const char* title)
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{
SDL_SetWindowTitle(window, title);
}
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void PlatformBackend::get_position(int* x, int* y)
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{
SDL_GetWindowPosition(window, x, y);
}
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void PlatformBackend::set_position(int x, int y)
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{
SDL_SetWindowPosition(window, x, y);
}
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void PlatformBackend::set_fullscreen(bool enabled)
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{
if (enabled)
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
else
SDL_SetWindowFullscreen(window, 0);
}
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void PlatformBackend::get_size(int* width, int* height)
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{
SDL_GetWindowSize(window, width, height);
}
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void PlatformBackend::set_size(int width, int height)
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{
SDL_SetWindowSize(window, width, height);
}
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void PlatformBackend::get_draw_size(int* width, int* height)
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{
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if (App::renderer() == Renderer::OpenGL)
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{
SDL_GL_GetDrawableSize(window, width, height);
}
else
{
SDL_GetWindowSize(window, width, height);
}
}
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float PlatformBackend::get_content_scale()
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{
// TODO:
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// This is incorrect! but for some reason the scale
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// is HUGE if I use the Display DPI on macOS :/
#if __APPLE__
return 2.0f;
#endif
#if _WIN32
float hidpiRes = 96;
#else
float hidpiRes = 72;
#endif
int index = SDL_GetWindowDisplayIndex(window);
if (index < 0)
Log::error(SDL_GetError());
float ddpi, x, y;
if (SDL_GetDisplayDPI(index, &ddpi, &x, &y) != 0)
Log::error(SDL_GetError());
return (ddpi / hidpiRes);
}
// FILE IO
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const char* PlatformBackend::app_path()
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{
if (basePath == nullptr)
basePath = SDL_GetBasePath();
return basePath;
}
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const char* PlatformBackend::user_path()
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{
if (userPath == nullptr)
{
const Config* config = App::config();
userPath = SDL_GetPrefPath(nullptr, config->name);
}
return userPath;
}
// Windows File System methods
#if _WIN32
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bool PlatformBackend::file_exists(const char* path)
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{
return fs::is_regular_file(path);
}
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bool PlatformBackend::file_delete(const char* path)
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{
return fs::remove(path);
}
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bool PlatformBackend::dir_create(const char* path)
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{
std::error_code error;
return fs::create_directories(path, error);
}
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bool PlatformBackend::dir_exists(const char* path)
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{
return fs::is_directory(path);
}
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bool PlatformBackend::dir_delete(const char* path)
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{
BLAH_ERROR("not implemented");
return false;
}
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void PlatformBackend::dir_enumerate(Vector<FilePath>& list, const char* path, bool recursive)
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{
if (fs::is_directory(path))
{
if (recursive)
{
for (auto& p : fs::recursive_directory_iterator(path))
list.emplace_back(p.path().string().c_str());
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}
else
{
for (auto& p : fs::directory_iterator(path))
list.emplace_back(p.path().string().c_str());
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}
}
}
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void PlatformBackend::dir_explore(const char* path)
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{
ShellExecute(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT);
}
// Non-Windows File System Methods
#else
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bool PlatformBackend::file_exists(const char* path)
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{
struct stat buffer;
return (stat(path, &buffer) == 0) && S_ISREG(buffer.st_mode);
}
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bool PlatformBackend::file_delete(const char* path)
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{
BLAH_ERROR("not implemented");
return false;
}
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bool PlatformBackend::dir_create(const char* path)
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{
char tmp[265];
char* p = NULL;
size_t len;
snprintf(tmp, sizeof(tmp), "%s", path);
len = strlen(tmp);
if (tmp[len - 1] == '/')
tmp[len - 1] = 0;
for (p = tmp + 1; *p; p++)
if (*p == '/') {
*p = 0;
mkdir(tmp, S_IRWXU);
*p = '/';
}
return mkdir(tmp, S_IRWXU) == 0;
}
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bool PlatformBackend::dir_exists(const char* path)
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{
struct stat buffer;
return (stat(path, &buffer) == 0) && S_ISDIR(buffer.st_mode);
}
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bool PlatformBackend::dir_delete(const char* path)
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{
BLAH_ERROR("not implemented");
return false;
}
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void PlatformBackend::dir_enumerate(Vector<FilePath>& list, const char* path, bool recursive)
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{
DIR* dirp = opendir(path);
if (dirp != NULL)
{
struct dirent* dp;
while ((dp = readdir(dirp)) != NULL)
{
if (dp->d_name[0] == '.')
continue;
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FilePath subpath = FilePath(path).append(dp->d_name);
list.push_back(subpath);
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if (recursive && dp->d_type == DT_DIR)
dir_enumerate(list, subpath + "/", true);
}
closedir(dirp);
}
}
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void PlatformBackend::dir_explore(const char* path)
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{
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BLAH_ERROR("'dir_explore' Not Implemented");
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}
#endif
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bool PlatformBackend::file_open(const char* path, PlatformBackend::FileHandle* handle, FileMode mode)
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{
const char* sdlMode = "rb";
if (mode == FileMode::Write)
sdlMode = "wb";
auto ptr = SDL_RWFromFile(path, sdlMode);
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*handle = (PlatformBackend::FileHandle)ptr;
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return ptr != nullptr;
}
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int64_t PlatformBackend::file_length(PlatformBackend::FileHandle stream)
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{
return SDL_RWsize((SDL_RWops*)stream);
}
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int64_t PlatformBackend::file_position(PlatformBackend::FileHandle stream)
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{
return SDL_RWtell((SDL_RWops*)stream);
}
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int64_t PlatformBackend::file_seek(PlatformBackend::FileHandle stream, int64_t seekTo)
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{
return SDL_RWseek((SDL_RWops*)stream, seekTo, RW_SEEK_SET);
}
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int64_t PlatformBackend::file_read(PlatformBackend::FileHandle stream, void* ptr, int64_t length)
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{
return SDL_RWread((SDL_RWops*)stream, ptr, sizeof(char), length);
}
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int64_t PlatformBackend::file_write(PlatformBackend::FileHandle stream, const void* ptr, int64_t length)
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{
return SDL_RWwrite((SDL_RWops*)stream, ptr, sizeof(char), length);
}
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void PlatformBackend::file_close(PlatformBackend::FileHandle stream)
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{
if (stream != nullptr)
SDL_RWclose((SDL_RWops*)stream);
}
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void* PlatformBackend::gl_get_func(const char* name)
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{
return SDL_GL_GetProcAddress(name);
}
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void* PlatformBackend::gl_context_create()
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{
void* pointer = SDL_GL_CreateContext(window);
if (pointer == nullptr)
Log::error("SDL_GL_CreateContext failed: %s", SDL_GetError());
return pointer;
}
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void PlatformBackend::gl_context_make_current(void* context)
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{
SDL_GL_MakeCurrent(window, context);
}
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void PlatformBackend::gl_context_destroy(void* context)
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{
SDL_GL_DeleteContext(context);
}
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void* PlatformBackend::d3d11_get_hwnd()
{
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#if _WIN32
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SDL_SysWMinfo info;
SDL_VERSION(&info.version);
SDL_GetWindowWMInfo(window, &info);
return info.info.win.window;
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#else
return nullptr;
#endif
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}
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#endif // BLAH_USE_SDL2