mirror of
https://github.com/NoelFB/blah.git
synced 2025-12-14 13:17:07 +08:00
Refactored Platform into a struct to hold global state better
This commit is contained in:
@ -1,7 +1,6 @@
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#ifdef BLAH_PLATFORM_SDL2
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#include "platform.h"
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#include "input.h"
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#include "renderer.h"
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#include <blah/input.h>
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#include <blah/app.h>
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@ -28,30 +27,6 @@
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namespace Blah
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{
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// Blah SDL2 Platform State
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struct SDL2Platform
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{
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SDL_Window* window = nullptr;
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SDL_Joystick* joysticks[Input::max_controllers];
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SDL_GameController* gamepads[Input::max_controllers];
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char* base_path = nullptr;
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char* user_path = nullptr;
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bool displayed = false;
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} g_platform;
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// Blah SDL2 File
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struct SDL2File : public File
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{
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SDL_RWops* handle;
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SDL2File(SDL_RWops* handle) : handle(handle) { }
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~SDL2File() { if (handle) SDL_RWclose(handle); }
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size_t length() override { return SDL_RWsize(handle); }
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size_t position() override { return SDL_RWtell(handle); }
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size_t seek(size_t position) override { return SDL_RWseek(handle, position, RW_SEEK_SET); }
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size_t read(unsigned char* buffer, size_t length) override { return SDL_RWread(handle, buffer, sizeof(char), length); }
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size_t write(const unsigned char* buffer, size_t length) override { return SDL_RWwrite(handle, buffer, sizeof(char), length); }
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};
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void blah_sdl_log(void* userdata, int category, SDL_LogPriority priority, const char* message)
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{
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if (priority <= SDL_LOG_PRIORITY_INFO)
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@ -83,14 +58,80 @@ namespace Blah
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}
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return -1;
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}
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struct SDL2_File : public File
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{
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SDL_RWops* handle;
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SDL2_File(SDL_RWops* handle) : handle(handle) { }
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~SDL2_File() { if (handle) SDL_RWclose(handle); }
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size_t length() override { return SDL_RWsize(handle); }
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size_t position() override { return SDL_RWtell(handle); }
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size_t seek(size_t position) override { return SDL_RWseek(handle, position, RW_SEEK_SET); }
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size_t read(unsigned char* buffer, size_t length) override { return SDL_RWread(handle, buffer, sizeof(char), length); }
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size_t write(const unsigned char* buffer, size_t length) override { return SDL_RWwrite(handle, buffer, sizeof(char), length); }
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};
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struct SDL2_Platform : public Platform
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{
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SDL_Window* window = nullptr;
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SDL_Joystick* joysticks[Input::max_controllers];
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SDL_GameController* gamepads[Input::max_controllers];
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char* base_path_value = nullptr;
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char* user_path_value = nullptr;
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bool displayed = false;
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SDL2_Platform();
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bool init(const Config& config) override;
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void ready() override;
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void shutdown() override;
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u64 ticks() override;
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void update(InputState& state) override;
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void sleep(int milliseconds) override;
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void present() override;
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const char* get_title() override;
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void set_title(const char* title) override;
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void get_position(int* x, int* y) override;
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void set_position(int x, int y) override;
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bool get_focused() override;
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void set_fullscreen(bool enabled) override;
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void get_size(int* width, int* height) override;
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void set_size(int width, int height) override;
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void get_draw_size(int* width, int* height) override;
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float get_content_scale() override;
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const char* app_path() override;
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const char* user_path() override;
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FileRef file_open(const char* path, FileMode mode) override;
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bool file_exists(const char* path) override;
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bool file_delete(const char* path) override;
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bool dir_create(const char* path) override;
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bool dir_exists(const char* path) override;
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bool dir_delete(const char* path) override;
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void dir_enumerate(Vector<FilePath>& list, const char* path, bool recursive) override;
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void dir_explore(const char* path) override;
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void set_clipboard(const char* text) override;
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const char* get_clipboard() override;
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void open_url(const char* url) override;
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void* gl_get_func(const char* name) override;
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void* gl_context_create() override;
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void gl_context_make_current(void* context) override;
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void gl_context_destroy(void* context) override;
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void* d3d11_get_hwnd() override;
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};
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}
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using namespace Blah;
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bool Platform::init(const Config& config)
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SDL2_Platform::SDL2_Platform()
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{
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g_platform = SDL2Platform();
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for (int i = 0; i < Input::max_controllers; i++)
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{
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joysticks[i] = nullptr;
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gamepads[i] = nullptr;
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}
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}
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bool SDL2_Platform::init(const Config& config)
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{
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// Required to call this for Windows
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// I'm not sure why SDL2 doesn't do this on Windows automatically?
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#if _WIN32
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@ -141,8 +182,8 @@ bool Platform::init(const Config& config)
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}
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// create the window
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g_platform.window = SDL_CreateWindow(config.name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, config.width, config.height, flags);
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if (g_platform.window == nullptr)
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window = SDL_CreateWindow(config.name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, config.width, config.height, flags);
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if (window == nullptr)
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{
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Log::error("Failed to create a Window");
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return false;
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@ -153,7 +194,7 @@ bool Platform::init(const Config& config)
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#if _WIN32
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{
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// find the display index
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int display = SDL_GetWindowDisplayIndex(g_platform.window);
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int display = SDL_GetWindowDisplayIndex(window);
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float ddpi, hdpi, vdpi;
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if (SDL_GetDisplayDPI(display, &ddpi, &hdpi, &vdpi) == 0)
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{
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@ -164,21 +205,21 @@ bool Platform::init(const Config& config)
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{
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SDL_DisplayMode mode;
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SDL_GetDesktopDisplayMode(display, &mode);
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SDL_SetWindowPosition(g_platform.window, (int)(mode.w - config.width * dpi) / 2, (int)(mode.h - config.height * dpi) / 2);
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SDL_SetWindowSize(g_platform.window, (int)(config.width * dpi), (int)(config.height * dpi));
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SDL_SetWindowPosition(window, (int)(mode.w - config.width * dpi) / 2, (int)(mode.h - config.height * dpi) / 2);
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SDL_SetWindowSize(window, (int)(config.width * dpi), (int)(config.height * dpi));
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}
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}
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}
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#endif
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// set window properties
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SDL_SetWindowResizable(g_platform.window, SDL_TRUE);
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SDL_SetWindowMinimumSize(g_platform.window, 256, 256);
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SDL_SetWindowResizable(window, SDL_TRUE);
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SDL_SetWindowMinimumSize(window, 256, 256);
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return true;
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}
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void Platform::ready()
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void SDL2_Platform::ready()
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{
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#ifndef __EMSCRIPTEN__
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// enable V-Sync
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@ -189,36 +230,36 @@ void Platform::ready()
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#endif
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}
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void Platform::shutdown()
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void SDL2_Platform::shutdown()
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{
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if (g_platform.window != nullptr)
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SDL_DestroyWindow(g_platform.window);
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g_platform.window = nullptr;
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g_platform.displayed = false;
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if (window != nullptr)
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SDL_DestroyWindow(window);
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window = nullptr;
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displayed = false;
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if (g_platform.base_path != nullptr)
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SDL_free(g_platform.base_path);
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if (base_path_value != nullptr)
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SDL_free(base_path_value);
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if (g_platform.user_path != nullptr)
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SDL_free(g_platform.user_path);
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if (user_path_value != nullptr)
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SDL_free(user_path_value);
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SDL_Quit();
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}
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u64 Platform::ticks()
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u64 SDL2_Platform::ticks()
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{
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auto counter = SDL_GetPerformanceCounter();
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auto per_second = (double)SDL_GetPerformanceFrequency();
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return (u64)(counter * (Time::ticks_per_second / per_second));
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}
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void Platform::update(InputState& state)
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void SDL2_Platform::update(InputState& state)
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{
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// update the mouse every frame
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{
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int win_x, win_y, x, y;
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SDL_GetWindowPosition(g_platform.window, &win_x, &win_y);
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SDL_GetWindowPosition(window, &win_x, &win_y);
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SDL_GetGlobalMouseState(&x, &y);
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state.mouse.on_move(
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@ -287,7 +328,7 @@ void Platform::update(InputState& state)
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if (SDL_IsGameController(index) == SDL_FALSE && index >= 0 && index < Input::max_controllers)
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{
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auto ptr = g_platform.joysticks[index] = SDL_JoystickOpen(index);
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auto ptr = joysticks[index] = SDL_JoystickOpen(index);
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auto name = SDL_JoystickName(ptr);
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auto button_count = SDL_JoystickNumButtons(ptr);
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auto axis_count = SDL_JoystickNumAxes(ptr);
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@ -300,19 +341,19 @@ void Platform::update(InputState& state)
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}
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else if (event.type == SDL_JOYDEVICEREMOVED)
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{
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auto index = blah_sdl_find_joystick_index(g_platform.joysticks, event.jdevice.which);
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auto index = blah_sdl_find_joystick_index(joysticks, event.jdevice.which);
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if (index >= 0)
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{
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if (SDL_IsGameController(index) == SDL_FALSE)
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{
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state.controllers[index].on_disconnect();
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SDL_JoystickClose(g_platform.joysticks[index]);
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SDL_JoystickClose(joysticks[index]);
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}
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}
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}
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else if (event.type == SDL_JOYBUTTONDOWN)
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{
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auto index = blah_sdl_find_joystick_index(g_platform.joysticks, event.jdevice.which);
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auto index = blah_sdl_find_joystick_index(joysticks, event.jdevice.which);
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if (index >= 0)
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{
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if (SDL_IsGameController(index) == SDL_FALSE)
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@ -321,7 +362,7 @@ void Platform::update(InputState& state)
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}
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else if (event.type == SDL_JOYBUTTONUP)
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{
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auto index = blah_sdl_find_joystick_index(g_platform.joysticks, event.jdevice.which);
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auto index = blah_sdl_find_joystick_index(joysticks, event.jdevice.which);
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if (index >= 0)
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{
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if (SDL_IsGameController(index) == SDL_FALSE)
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@ -330,7 +371,7 @@ void Platform::update(InputState& state)
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}
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else if (event.type == SDL_JOYAXISMOTION)
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{
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auto index = blah_sdl_find_joystick_index(g_platform.joysticks, event.jdevice.which);
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auto index = blah_sdl_find_joystick_index(joysticks, event.jdevice.which);
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if (index >= 0)
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{
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if (SDL_IsGameController(index) == SDL_FALSE)
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@ -350,7 +391,7 @@ void Platform::update(InputState& state)
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auto index = event.cdevice.which;
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if (index >= 0 && index < Input::max_controllers)
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{
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auto ptr = g_platform.gamepads[index] = SDL_GameControllerOpen(index);
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auto ptr = gamepads[index] = SDL_GameControllerOpen(index);
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auto name = SDL_GameControllerName(ptr);
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auto vendor = SDL_GameControllerGetVendor(ptr);
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auto product = SDL_GameControllerGetProduct(ptr);
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@ -361,16 +402,16 @@ void Platform::update(InputState& state)
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}
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else if (event.type == SDL_CONTROLLERDEVICEREMOVED)
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{
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auto index = blah_sdl_find_gamepad_index(g_platform.gamepads, event.cdevice.which);
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auto index = blah_sdl_find_gamepad_index(gamepads, event.cdevice.which);
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if (index >= 0)
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{
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state.controllers[index].on_disconnect();
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SDL_GameControllerClose(g_platform.gamepads[index]);
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SDL_GameControllerClose(gamepads[index]);
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}
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}
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else if (event.type == SDL_CONTROLLERBUTTONDOWN)
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{
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auto index = blah_sdl_find_gamepad_index(g_platform.gamepads, event.cdevice.which);
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auto index = blah_sdl_find_gamepad_index(gamepads, event.cdevice.which);
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if (index >= 0)
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{
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Button button = Button::None;
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@ -382,7 +423,7 @@ void Platform::update(InputState& state)
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}
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else if (event.type == SDL_CONTROLLERBUTTONUP)
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{
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auto index = blah_sdl_find_gamepad_index(g_platform.gamepads, event.cdevice.which);
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auto index = blah_sdl_find_gamepad_index(gamepads, event.cdevice.which);
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if (index >= 0)
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{
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Button button = Button::None;
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@ -394,7 +435,7 @@ void Platform::update(InputState& state)
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}
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else if (event.type == SDL_CONTROLLERAXISMOTION)
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{
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auto index = blah_sdl_find_gamepad_index(g_platform.gamepads, event.cdevice.which);
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auto index = blah_sdl_find_gamepad_index(gamepads, event.cdevice.which);
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if (index >= 0)
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{
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Axis axis = Axis::None;
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@ -413,85 +454,85 @@ void Platform::update(InputState& state)
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}
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}
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void Platform::sleep(int milliseconds)
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void SDL2_Platform::sleep(int milliseconds)
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{
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if (milliseconds >= 0)
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SDL_Delay((u32)milliseconds);
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}
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void Platform::present()
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void SDL2_Platform::present()
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{
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if (App::renderer().type == RendererType::OpenGL)
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{
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SDL_GL_SwapWindow(g_platform.window);
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SDL_GL_SwapWindow(window);
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}
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// display the window
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// this avoids a short black screen on macoS
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if (!g_platform.displayed)
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if (!displayed)
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{
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SDL_ShowWindow(g_platform.window);
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g_platform.displayed = true;
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SDL_ShowWindow(window);
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displayed = true;
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}
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}
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const char* Platform::get_title()
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const char* SDL2_Platform::get_title()
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{
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return SDL_GetWindowTitle(g_platform.window);
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return SDL_GetWindowTitle(window);
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}
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void Platform::set_title(const char* title)
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void SDL2_Platform::set_title(const char* title)
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{
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SDL_SetWindowTitle(g_platform.window, title);
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SDL_SetWindowTitle(window, title);
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}
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void Platform::get_position(int* x, int* y)
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void SDL2_Platform::get_position(int* x, int* y)
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{
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SDL_GetWindowPosition(g_platform.window, x, y);
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SDL_GetWindowPosition(window, x, y);
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}
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void Platform::set_position(int x, int y)
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void SDL2_Platform::set_position(int x, int y)
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{
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SDL_SetWindowPosition(g_platform.window, x, y);
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SDL_SetWindowPosition(window, x, y);
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}
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bool Platform::get_focused()
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bool SDL2_Platform::get_focused()
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{
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auto flags = SDL_GetWindowFlags(g_platform.window);
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auto flags = SDL_GetWindowFlags(window);
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return (flags & SDL_WINDOW_INPUT_FOCUS) != 0 && (flags & SDL_WINDOW_MINIMIZED) == 0;
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}
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void Platform::set_fullscreen(bool enabled)
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void SDL2_Platform::set_fullscreen(bool enabled)
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{
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if (enabled)
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SDL_SetWindowFullscreen(g_platform.window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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else
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SDL_SetWindowFullscreen(g_platform.window, 0);
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SDL_SetWindowFullscreen(window, 0);
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}
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void Platform::get_size(int* width, int* height)
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void SDL2_Platform::get_size(int* width, int* height)
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{
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SDL_GetWindowSize(g_platform.window, width, height);
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SDL_GetWindowSize(window, width, height);
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}
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void Platform::set_size(int width, int height)
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void SDL2_Platform::set_size(int width, int height)
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{
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SDL_SetWindowSize(g_platform.window, width, height);
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SDL_SetWindowSize(window, width, height);
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}
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void Platform::get_draw_size(int* width, int* height)
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void SDL2_Platform::get_draw_size(int* width, int* height)
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{
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if (App::renderer().type == RendererType::OpenGL)
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{
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SDL_GL_GetDrawableSize(g_platform.window, width, height);
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SDL_GL_GetDrawableSize(window, width, height);
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}
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else
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{
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SDL_GetWindowSize(g_platform.window, width, height);
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SDL_GetWindowSize(window, width, height);
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}
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}
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float Platform::get_content_scale()
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float SDL2_Platform::get_content_scale()
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{
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// TODO:
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// This is incorrect! but for some reason the scale
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@ -506,7 +547,7 @@ float Platform::get_content_scale()
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float hidpiRes = 72;
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#endif
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int index = SDL_GetWindowDisplayIndex(g_platform.window);
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int index = SDL_GetWindowDisplayIndex(window);
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if (index < 0)
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Log::error(SDL_GetError());
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@ -517,27 +558,25 @@ float Platform::get_content_scale()
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return (ddpi / hidpiRes);
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}
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// FILE IO
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|
||||
const char* Platform::app_path()
|
||||
const char* SDL2_Platform::app_path()
|
||||
{
|
||||
if (g_platform.base_path == nullptr)
|
||||
g_platform.base_path = SDL_GetBasePath();
|
||||
return g_platform.base_path;
|
||||
if (base_path_value == nullptr)
|
||||
base_path_value = SDL_GetBasePath();
|
||||
return base_path_value;
|
||||
}
|
||||
|
||||
const char* Platform::user_path()
|
||||
const char* SDL2_Platform::user_path()
|
||||
{
|
||||
if (g_platform.user_path == nullptr)
|
||||
if (user_path_value == nullptr)
|
||||
{
|
||||
auto& config = App::config();
|
||||
g_platform.user_path = SDL_GetPrefPath(nullptr, config.name);
|
||||
user_path_value = SDL_GetPrefPath(nullptr, config.name);
|
||||
}
|
||||
|
||||
return g_platform.user_path;
|
||||
return user_path_value;
|
||||
}
|
||||
|
||||
FileRef Platform::file_open(const char* path, FileMode mode)
|
||||
FileRef SDL2_Platform::file_open(const char* path, FileMode mode)
|
||||
{
|
||||
const char* sdl_mode = "";
|
||||
|
||||
@ -561,35 +600,35 @@ FileRef Platform::file_open(const char* path, FileMode mode)
|
||||
if (!ptr)
|
||||
return FileRef();
|
||||
|
||||
return FileRef(new SDL2File(ptr));
|
||||
return FileRef(new SDL2_File(ptr));
|
||||
}
|
||||
|
||||
bool Platform::file_exists(const char* path)
|
||||
bool SDL2_Platform::file_exists(const char* path)
|
||||
{
|
||||
return std::filesystem::is_regular_file(path);
|
||||
}
|
||||
|
||||
bool Platform::file_delete(const char* path)
|
||||
bool SDL2_Platform::file_delete(const char* path)
|
||||
{
|
||||
return std::filesystem::remove(path);
|
||||
}
|
||||
|
||||
bool Platform::dir_create(const char* path)
|
||||
bool SDL2_Platform::dir_create(const char* path)
|
||||
{
|
||||
return std::filesystem::create_directories(path);
|
||||
}
|
||||
|
||||
bool Platform::dir_exists(const char* path)
|
||||
bool SDL2_Platform::dir_exists(const char* path)
|
||||
{
|
||||
return std::filesystem::is_directory(path);
|
||||
}
|
||||
|
||||
bool Platform::dir_delete(const char* path)
|
||||
bool SDL2_Platform::dir_delete(const char* path)
|
||||
{
|
||||
return std::filesystem::remove_all(path) > 0;
|
||||
}
|
||||
|
||||
void Platform::dir_enumerate(Vector<FilePath>& list, const char* path, bool recursive)
|
||||
void SDL2_Platform::dir_enumerate(Vector<FilePath>& list, const char* path, bool recursive)
|
||||
{
|
||||
if (std::filesystem::is_directory(path))
|
||||
{
|
||||
@ -606,7 +645,7 @@ void Platform::dir_enumerate(Vector<FilePath>& list, const char* path, bool recu
|
||||
}
|
||||
}
|
||||
|
||||
void Platform::dir_explore(const char* path)
|
||||
void SDL2_Platform::dir_explore(const char* path)
|
||||
{
|
||||
#if _WIN32
|
||||
|
||||
@ -623,54 +662,59 @@ void Platform::dir_explore(const char* path)
|
||||
#endif
|
||||
}
|
||||
|
||||
void Platform::set_clipboard(const char* text)
|
||||
void SDL2_Platform::set_clipboard(const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
const char* Platform::get_clipboard()
|
||||
const char* SDL2_Platform::get_clipboard()
|
||||
{
|
||||
return SDL_GetClipboardText();
|
||||
}
|
||||
|
||||
void* Platform::gl_get_func(const char* name)
|
||||
void* SDL2_Platform::gl_get_func(const char* name)
|
||||
{
|
||||
return SDL_GL_GetProcAddress(name);
|
||||
}
|
||||
|
||||
void* Platform::gl_context_create()
|
||||
void* SDL2_Platform::gl_context_create()
|
||||
{
|
||||
void* pointer = SDL_GL_CreateContext(g_platform.window);
|
||||
void* pointer = SDL_GL_CreateContext(window);
|
||||
if (pointer == nullptr)
|
||||
Log::error("SDL_GL_CreateContext failed: %s", SDL_GetError());
|
||||
return pointer;
|
||||
}
|
||||
|
||||
void Platform::gl_context_make_current(void* context)
|
||||
void SDL2_Platform::gl_context_make_current(void* context)
|
||||
{
|
||||
SDL_GL_MakeCurrent(g_platform.window, context);
|
||||
SDL_GL_MakeCurrent(window, context);
|
||||
}
|
||||
|
||||
void Platform::gl_context_destroy(void* context)
|
||||
void SDL2_Platform::gl_context_destroy(void* context)
|
||||
{
|
||||
SDL_GL_DeleteContext(context);
|
||||
}
|
||||
|
||||
void* Platform::d3d11_get_hwnd()
|
||||
void* SDL2_Platform::d3d11_get_hwnd()
|
||||
{
|
||||
#if _WIN32
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
SDL_GetWindowWMInfo(g_platform.window, &info);
|
||||
SDL_GetWindowWMInfo(window, &info);
|
||||
return info.info.win.window;
|
||||
#else
|
||||
return nullptr;
|
||||
#endif
|
||||
}
|
||||
|
||||
void Platform::open_url(const char* url)
|
||||
void SDL2_Platform::open_url(const char* url)
|
||||
{
|
||||
SDL_OpenURL(url);
|
||||
}
|
||||
|
||||
Platform* Platform::try_make_platform(const Config& config)
|
||||
{
|
||||
return new SDL2_Platform();
|
||||
}
|
||||
|
||||
#endif // BLAH_PLATFORM_SDL2
|
||||
|
||||
Reference in New Issue
Block a user