mirror of
https://github.com/NoelFB/blah.git
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first true commit
This commit is contained in:
67
private/blah/internal/graphics.h
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67
private/blah/internal/graphics.h
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#pragma once
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#include <blah/graphics/graphics.h>
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namespace Blah
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{
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namespace Internal
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{
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class GraphicsDevice;
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// graphics device metadata used to instantiate and destroy
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// devices of specific apis
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struct GraphicsDeviceInfo
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{
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GfxAPI api;
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bool (*supported)();
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GraphicsDevice* (*create)();
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void (*destroy)(GraphicsDevice*);
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};
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// graphics implementations
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extern GraphicsDeviceInfo OpenGL_DeviceInfo;
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// graphics device
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// each graphics implementation needs to implement this
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// ex. one for opengl, one for vulkan, etc
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class GraphicsDevice
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{
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public:
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bool valid = false;
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GraphicsInfo info;
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virtual void startup() = 0;
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virtual void update() = 0;
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virtual void shutdown() = 0;
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virtual void before_render() = 0;
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virtual void after_render() = 0;
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virtual TextureRef create_texture(int width, int height, TextureFilter filter, TextureWrap wrap_x, TextureWrap wrap_y, TextureFormat format) = 0;
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virtual FrameBufferRef create_framebuffer(int width, int height, const TextureFormat* attachments, int attachmentCount) = 0;
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virtual ShaderRef create_shader(const ShaderData* data) = 0;
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virtual MeshRef create_mesh() = 0;
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virtual void render(RenderCall* call) = 0;
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virtual void clear(const FrameBufferRef& target, uint32_t rgba) = 0;
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};
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namespace Graphics
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{
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// Picks a graphics API based on the available APIs
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GfxAPI pick_api();
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// Initializes the Graphics with the given API
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bool init(GfxAPI api);
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// Is called internally by the Application every update
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void frame();
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// Is called internally by the Application before every render
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void before_render();
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// Is called internally by the Application after every render
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void after_render();
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// Called when the Application is shutting down
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void shutdown();
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}
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}
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}
|
1630
private/blah/internal/graphics_opengl.cpp
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1630
private/blah/internal/graphics_opengl.cpp
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File diff suppressed because it is too large
Load Diff
57
private/blah/internal/input.h
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57
private/blah/internal/input.h
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@ -0,0 +1,57 @@
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#pragma once
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#include <blah/input/input.h>
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namespace Blah
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{
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namespace Internal
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{
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namespace Input
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{
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// This is called internally by the app, and initializes the input state
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void init();
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// This is called internally by the app, and updates the input state
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void frame();
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// Call this when the Mouse moves relative to the window
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void on_mouse_move(float x, float y);
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// Call this when the Mouse moves relative to the screen
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void on_mouse_screen_move(float x, float y);
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// Call this when a Mouse Button is pressed
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void on_mouse_down(MouseButton button);
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// Call this when a Mouse Button is released
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void on_mouse_up(MouseButton button);
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// Call this when the Mouse Wheel moves
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void on_mouse_wheel(Point wheel);
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// Call this when a keyboard key is pressed
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void on_key_down(Key key);
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// Call this when a keyboard key is released
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void on_key_up(Key key);
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|
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// Call this on Text Input
|
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void on_text_utf8(const char* text);
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// Call this when a Controller is connected. Note that the Name parameter must be kept valid
|
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// until on_controller_disconnect is called with the same index.
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void on_controller_connect(int index, const char* name, int isGamepad, int buttonCount, int axisCount);
|
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|
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// Call this when a controller is disconnected
|
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void on_controller_disconnect(int index);
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// Call this when a controller button is pressed
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void on_button_down(int index, int button);
|
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|
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// Call this when a controller button is released
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void on_button_up(int index, int button);
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|
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/// Call this when a controller axis is moved
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void on_axis_move(int index, int axis, float value);
|
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}
|
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}
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}
|
120
private/blah/internal/platform.h
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120
private/blah/internal/platform.h
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@ -0,0 +1,120 @@
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#pragma once
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#include <inttypes.h>
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#include <blah/filesystem.h>
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#include <blah/containers/list.h>
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|
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namespace Blah
|
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{
|
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struct Config;
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enum class FileMode;
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|
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namespace Internal
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{
|
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namespace Platform
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{
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typedef void* FileHandle;
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|
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// Initialize the System
|
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bool init(const Config* config);
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|
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// Called after the on_startup callback, but before the update loop begins
|
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void ready();
|
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|
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// Called during shutdown
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void shutdown();
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// The time, in milliseconds, since the Application was started
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uint64_t time();
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|
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// Called every frame
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void frame();
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// Sleeps the current thread
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void sleep(int milliseconds);
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// Called to present the window contents
|
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void present();
|
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|
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// Gets the Application Window Title in UTF-8
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const char* get_title();
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// Sets the Application Window Title in UTF-8
|
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void set_title(const char* title);
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// Gets the Application Window Position, in Screen Coordinates
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void get_position(int* x, int* y);
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// Sets the Application Window Position, in Screen Coordinates
|
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void set_position(int x, int y);
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// Sets the Window Fullscreen if enabled is not 0
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void set_fullscreen(bool enabled);
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|
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// Gets the Application Window Size, in Screen Coordinates
|
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void get_size(int* width, int* height);
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|
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// Sets the Application Window Size, in Screen Coordinates
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void set_size(int width, int height);
|
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|
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// Gets the Application Window Drawing Size, in Pixels. This may differ from the Window Size on hi-dpi displays.
|
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void get_draw_size(int* width, int* height);
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|
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// Gets the Desktop Content Scale. Gui should be scaled by this value
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float get_content_scale();
|
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|
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// Returns the absoluate path to the directory that the application was started from
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const char* app_path();
|
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|
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// Returns the absolute path to the user directory where save data and settings should be stored
|
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const char* user_path();
|
||||
|
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// Returns true if a file with the given path exists
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bool file_exists(const char* path);
|
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|
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// Returns true if a file with the given path was deleted
|
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bool file_delete(const char* path);
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|
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// Returns true if a directory with the given path was successfully created
|
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bool dir_create(const char* path);
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||||
|
||||
// Returns true if a directory with the given path exists
|
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bool dir_exists(const char* path);
|
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|
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// Returns true if a directory with the given path was deleted
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bool dir_delete(const char* path);
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||||
|
||||
// enumerates a directory and appends each file to the given list
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void dir_enumerate(List<FilePath>& list, const char* path, bool recursive);
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// opens a directory in the OS file explorer / finder
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void dir_explore(const char* path);
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// Opens a file and sets the handle. returns true if the file was successfully opened
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bool file_open(const char* path, FileHandle* handle, FileMode mode);
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||||
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// Returns the length of the file
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int64_t file_length(FileHandle file);
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// Returns the Position of the file
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int64_t file_position(FileHandle file);
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||||
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// Seeks the Position of the file and returns the new position from the start of the file
|
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int64_t file_seek(FileHandle file, int64_t seekTo);
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// Reads a specific number of elements of a given size from the file into ptr
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int64_t file_read(FileHandle file, void* ptr, int64_t size);
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// Writes a specific number of elements of the given size from ptr to the file
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int64_t file_write(FileHandle file, const void* ptr, int64_t size);
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// Closes a file
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void file_close(FileHandle file);
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// OpenGL Methods
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void* gl_get_func(const char* name);
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void* gl_context_create();
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void gl_context_make_current(void* context);
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void gl_context_destroy(void* context);
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}
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}
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}
|
652
private/blah/internal/platform_sdl2.cpp
Normal file
652
private/blah/internal/platform_sdl2.cpp
Normal file
@ -0,0 +1,652 @@
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#ifdef BLAH_USE_SDL2
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#include <blah/internal/platform.h>
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#include <blah/internal/input.h>
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#include <blah/input/input.h>
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#include <blah/app.h>
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#include <blah/filesystem.h>
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#include <blah/log.h>
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#include <SDL.h>
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#include <SDL_vulkan.h>
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#if _WIN32
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// on Windows we're using the C++ <filesystem> API for now
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#include <windows.h>
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#include <winuser.h> // for SetProcessDPIAware
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#include <filesystem> // for File Reading/Writing
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#include <shellapi.h> // for file explore
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namespace fs = std::filesystem;
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#else
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// on non-Windows we use POSIX standard file system stuff
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <dirent.h>
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#endif
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using namespace Blah;
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using namespace Internal;
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namespace
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{
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SDL_Window* window = nullptr;
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SDL_Joystick* joysticks[BLAH_MAX_CONTROLLERS];
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SDL_GameController* gamepads[BLAH_MAX_CONTROLLERS];
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char* basePath = nullptr;
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char* userPath = nullptr;
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bool displayed = false;
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||||
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void 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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Log::print(message);
|
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else if (priority <= SDL_LOG_PRIORITY_WARN)
|
||||
Log::warn(message);
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else
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Log::error(message);
|
||||
}
|
||||
}
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||||
|
||||
bool 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
|
||||
SetProcessDPIAware();
|
||||
#endif
|
||||
|
||||
// TODO:
|
||||
// control this via some kind of config flag
|
||||
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE);
|
||||
SDL_LogSetOutputFunction(sdl_log, nullptr);
|
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|
||||
// 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;
|
||||
}
|
||||
|
||||
// GL Attributes
|
||||
if (config->graphics == GfxAPI::OpenGL)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
// set up window flags
|
||||
int flags = SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE;
|
||||
if (config->graphics == GfxAPI::OpenGL)
|
||||
flags |= SDL_WINDOW_OPENGL;
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
void Platform::ready()
|
||||
{
|
||||
// enable V-Sync
|
||||
if (App::config()->graphics == GfxAPI::OpenGL)
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
}
|
||||
|
||||
void Platform::shutdown()
|
||||
{
|
||||
if (window != nullptr)
|
||||
SDL_DestroyWindow(window);
|
||||
window = nullptr;
|
||||
displayed = false;
|
||||
|
||||
if (basePath != nullptr)
|
||||
SDL_free(basePath);
|
||||
|
||||
if (userPath != nullptr)
|
||||
SDL_free(userPath);
|
||||
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
uint64_t Platform::time()
|
||||
{
|
||||
return (uint64_t)SDL_GetTicks();
|
||||
}
|
||||
|
||||
void Platform::frame()
|
||||
{
|
||||
// update the mouse every frame
|
||||
{
|
||||
int winX, winY, x, y;
|
||||
SDL_GetWindowPosition(window, &winX, &winY);
|
||||
SDL_GetGlobalMouseState(&x, &y);
|
||||
|
||||
Internal::Input::on_mouse_move((float)(x - winX), (float)(y - winY));
|
||||
Internal::Input::on_mouse_screen_move((float)x, (float)y);
|
||||
}
|
||||
|
||||
// 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;
|
||||
Internal::Input::on_mouse_down(btn);
|
||||
}
|
||||
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;
|
||||
Internal::Input::on_mouse_up(btn);
|
||||
}
|
||||
else if (event.type == SDL_MOUSEWHEEL)
|
||||
{
|
||||
Internal::Input::on_mouse_wheel(Point(event.wheel.x, event.wheel.y));
|
||||
}
|
||||
// Keyboard
|
||||
else if (event.type == SDL_KEYDOWN)
|
||||
{
|
||||
if (event.key.repeat == 0)
|
||||
Internal::Input::on_key_down((Key)event.key.keysym.scancode);
|
||||
}
|
||||
else if (event.type == SDL_KEYUP)
|
||||
{
|
||||
if (event.key.repeat == 0)
|
||||
Internal::Input::on_key_up((Key)event.key.keysym.scancode);
|
||||
}
|
||||
else if (event.type == SDL_TEXTINPUT)
|
||||
{
|
||||
Internal::Input::on_text_utf8(event.text.text);
|
||||
}
|
||||
// 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);
|
||||
|
||||
Internal::Input::on_controller_connect(index, name, 0, button_count, axis_count);
|
||||
}
|
||||
}
|
||||
else if (event.type == SDL_JOYDEVICEREMOVED)
|
||||
{
|
||||
Sint32 index = event.jdevice.which;
|
||||
|
||||
if (SDL_IsGameController(index) == SDL_FALSE)
|
||||
{
|
||||
Internal::Input::on_controller_disconnect(index);
|
||||
SDL_JoystickClose(joysticks[index]);
|
||||
}
|
||||
}
|
||||
else if (event.type == SDL_JOYBUTTONDOWN)
|
||||
{
|
||||
Sint32 index = event.jdevice.which;
|
||||
if (SDL_IsGameController(index) == SDL_FALSE)
|
||||
Internal::Input::on_button_down(index, event.jbutton.button);
|
||||
}
|
||||
else if (event.type == SDL_JOYBUTTONUP)
|
||||
{
|
||||
Sint32 index = event.jdevice.which;
|
||||
if (SDL_IsGameController(index) == SDL_FALSE)
|
||||
Internal::Input::on_button_up(index, event.jbutton.button);
|
||||
}
|
||||
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;
|
||||
Internal::Input::on_axis_move(index, event.jaxis.axis, value);
|
||||
}
|
||||
}
|
||||
// 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);
|
||||
Internal::Input::on_controller_connect(index, name, 1, 15, 6);
|
||||
}
|
||||
else if (event.type == SDL_CONTROLLERDEVICEREMOVED)
|
||||
{
|
||||
Sint32 index = event.cdevice.which;
|
||||
Internal::Input::on_controller_disconnect(index);
|
||||
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!
|
||||
|
||||
Internal::Input::on_button_down(index, button);
|
||||
}
|
||||
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!
|
||||
|
||||
Internal::Input::on_button_up(index, button);
|
||||
}
|
||||
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;
|
||||
|
||||
Internal::Input::on_axis_move(index, axis, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Platform::sleep(int milliseconds)
|
||||
{
|
||||
if (milliseconds >= 0)
|
||||
SDL_Delay((uint32_t)milliseconds);
|
||||
}
|
||||
|
||||
void Platform::present()
|
||||
{
|
||||
if (App::config()->graphics == GfxAPI::OpenGL)
|
||||
{
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
// display the window
|
||||
// this avoids a short black screen on macoS
|
||||
if (!displayed)
|
||||
{
|
||||
SDL_ShowWindow(window);
|
||||
displayed = true;
|
||||
}
|
||||
}
|
||||
|
||||
const char* Platform::get_title()
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void Platform::set_title(const char* title)
|
||||
{
|
||||
SDL_SetWindowTitle(window, title);
|
||||
}
|
||||
|
||||
void Platform::get_position(int* x, int* y)
|
||||
{
|
||||
SDL_GetWindowPosition(window, x, y);
|
||||
}
|
||||
|
||||
void Platform::set_position(int x, int y)
|
||||
{
|
||||
SDL_SetWindowPosition(window, x, y);
|
||||
}
|
||||
|
||||
void Platform::set_fullscreen(bool enabled)
|
||||
{
|
||||
if (enabled)
|
||||
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
else
|
||||
SDL_SetWindowFullscreen(window, 0);
|
||||
}
|
||||
|
||||
void Platform::get_size(int* width, int* height)
|
||||
{
|
||||
SDL_GetWindowSize(window, width, height);
|
||||
}
|
||||
|
||||
void Platform::set_size(int width, int height)
|
||||
{
|
||||
SDL_SetWindowSize(window, width, height);
|
||||
}
|
||||
|
||||
void Platform::get_draw_size(int* width, int* height)
|
||||
{
|
||||
auto config = App::config();
|
||||
if (config->graphics == GfxAPI::OpenGL)
|
||||
{
|
||||
SDL_GL_GetDrawableSize(window, width, height);
|
||||
}
|
||||
/*
|
||||
else if (config->graphics == GfxAPI::Vulkan)
|
||||
{
|
||||
SDL_Vulkan_GetDrawableSize(window, width, height);
|
||||
}
|
||||
*/
|
||||
else
|
||||
{
|
||||
SDL_GetWindowSize(window, width, height);
|
||||
}
|
||||
}
|
||||
|
||||
float Platform::get_content_scale()
|
||||
{
|
||||
// TODO:
|
||||
// This is incorrect! but for some reason the scale
|
||||
// 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
|
||||
|
||||
const char* Platform::app_path()
|
||||
{
|
||||
if (basePath == nullptr)
|
||||
basePath = SDL_GetBasePath();
|
||||
return basePath;
|
||||
}
|
||||
|
||||
const char* Platform::user_path()
|
||||
{
|
||||
if (userPath == nullptr)
|
||||
{
|
||||
const Config* config = App::config();
|
||||
userPath = SDL_GetPrefPath(nullptr, config->name);
|
||||
}
|
||||
|
||||
return userPath;
|
||||
}
|
||||
|
||||
// Windows File System methods
|
||||
#if _WIN32
|
||||
|
||||
bool Platform::file_exists(const char* path)
|
||||
{
|
||||
return fs::is_regular_file(path);
|
||||
}
|
||||
|
||||
bool Platform::file_delete(const char* path)
|
||||
{
|
||||
return fs::remove(path);
|
||||
}
|
||||
|
||||
bool Platform::dir_create(const char* path)
|
||||
{
|
||||
std::error_code error;
|
||||
return fs::create_directories(path, error);
|
||||
}
|
||||
|
||||
bool Platform::dir_exists(const char* path)
|
||||
{
|
||||
return fs::is_directory(path);
|
||||
}
|
||||
|
||||
bool Platform::dir_delete(const char* path)
|
||||
{
|
||||
BLAH_ERROR("not implemented");
|
||||
return false;
|
||||
}
|
||||
|
||||
void Platform::dir_enumerate(List<FilePath>& list, const char* path, bool recursive)
|
||||
{
|
||||
if (fs::is_directory(path))
|
||||
{
|
||||
if (recursive)
|
||||
{
|
||||
for (auto& p : fs::recursive_directory_iterator(path))
|
||||
{
|
||||
FilePath str(p.path().string().c_str());
|
||||
list.add(str);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (auto& p : fs::directory_iterator(path))
|
||||
{
|
||||
FilePath str(p.path().string().c_str());
|
||||
list.add(str);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Platform::dir_explore(const char* path)
|
||||
{
|
||||
ShellExecute(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT);
|
||||
}
|
||||
|
||||
// Non-Windows File System Methods
|
||||
#else
|
||||
|
||||
bool Platform::file_exists(const char* path)
|
||||
{
|
||||
struct stat buffer;
|
||||
return (stat(path, &buffer) == 0) && S_ISREG(buffer.st_mode);
|
||||
}
|
||||
|
||||
bool Platform::file_delete(const char* path)
|
||||
{
|
||||
BLAH_ERROR("not implemented");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Platform::dir_create(const char* path)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
bool Platform::dir_exists(const char* path)
|
||||
{
|
||||
struct stat buffer;
|
||||
return (stat(path, &buffer) == 0) && S_ISDIR(buffer.st_mode);
|
||||
}
|
||||
|
||||
bool Platform::dir_delete(const char* path)
|
||||
{
|
||||
BLAH_ERROR("not implemented");
|
||||
return false;
|
||||
}
|
||||
|
||||
void Platform::dir_enumerate(List<FilePath>& list, const char* path, bool recursive)
|
||||
{
|
||||
DIR* dirp = opendir(path);
|
||||
if (dirp != NULL)
|
||||
{
|
||||
struct dirent* dp;
|
||||
while ((dp = readdir(dirp)) != NULL)
|
||||
{
|
||||
if (dp->d_name[0] == '.')
|
||||
continue;
|
||||
|
||||
FilePath subpath = FilePath(path).Append(dp->d_name);
|
||||
list.Add(subpath);
|
||||
|
||||
if (recursive && dp->d_type == DT_DIR)
|
||||
dir_enumerate(list, subpath + "/", true);
|
||||
}
|
||||
closedir(dirp);
|
||||
}
|
||||
}
|
||||
|
||||
void Platform::dir_explore(const char* path)
|
||||
{
|
||||
BLAH_ERROR("not implemented");
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
bool Platform::file_open(const char* path, Platform::FileHandle* handle, FileMode mode)
|
||||
{
|
||||
const char* sdlMode = "rb";
|
||||
if (mode == FileMode::Write)
|
||||
sdlMode = "wb";
|
||||
|
||||
auto ptr = SDL_RWFromFile(path, sdlMode);
|
||||
*handle = (Platform::FileHandle)ptr;
|
||||
return ptr != nullptr;
|
||||
}
|
||||
|
||||
int64_t Platform::file_length(Platform::FileHandle stream)
|
||||
{
|
||||
return SDL_RWsize((SDL_RWops*)stream);
|
||||
}
|
||||
|
||||
int64_t Platform::file_position(Platform::FileHandle stream)
|
||||
{
|
||||
return SDL_RWtell((SDL_RWops*)stream);
|
||||
}
|
||||
|
||||
int64_t Platform::file_seek(Platform::FileHandle stream, int64_t seekTo)
|
||||
{
|
||||
return SDL_RWseek((SDL_RWops*)stream, seekTo, RW_SEEK_SET);
|
||||
}
|
||||
|
||||
int64_t Platform::file_read(Platform::FileHandle stream, void* ptr, int64_t length)
|
||||
{
|
||||
return SDL_RWread((SDL_RWops*)stream, ptr, sizeof(char), length);
|
||||
}
|
||||
|
||||
int64_t Platform::file_write(Platform::FileHandle stream, const void* ptr, int64_t length)
|
||||
{
|
||||
return SDL_RWwrite((SDL_RWops*)stream, ptr, sizeof(char), length);
|
||||
}
|
||||
|
||||
void Platform::file_close(Platform::FileHandle stream)
|
||||
{
|
||||
if (stream != nullptr)
|
||||
SDL_RWclose((SDL_RWops*)stream);
|
||||
}
|
||||
|
||||
void* Platform::gl_get_func(const char* name)
|
||||
{
|
||||
return SDL_GL_GetProcAddress(name);
|
||||
}
|
||||
|
||||
void* Platform::gl_context_create()
|
||||
{
|
||||
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)
|
||||
{
|
||||
SDL_GL_MakeCurrent(window, context);
|
||||
}
|
||||
|
||||
void Platform::gl_context_destroy(void* context)
|
||||
{
|
||||
SDL_GL_DeleteContext(context);
|
||||
}
|
||||
|
||||
#endif // BLAH_USE_SDL2
|
7656
private/blah/third_party/stb_image.h
vendored
Normal file
7656
private/blah/third_party/stb_image.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
1666
private/blah/third_party/stb_image_write.h
vendored
Normal file
1666
private/blah/third_party/stb_image_write.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
5011
private/blah/third_party/stb_truetype.h
vendored
Normal file
5011
private/blah/third_party/stb_truetype.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user