some stuff
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@@ -25,11 +25,17 @@ public:
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virtual void SetOutputImage( IImage *pImage ) override;
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virtual IImage *GetOutputImage() override;
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virtual void SetKeyCallback( KeyCallbackFn fn ) override;
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virtual void SetAxisCallback( AxisCallbackFn fn ) override;
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virtual void *CreateVulkanSurface( void *pInstance ) override;
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virtual void DestroyVulkanSurface( void *pInstance ) override;
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SDL_WindowID WindowID();
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KeyCallbackFn m_fnKeyCallback;
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AxisCallbackFn m_fnAxisCallback;
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bool m_bWindowSizeUpdated;
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uint32_t m_uRenderWidth;
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uint32_t m_uRenderHeight;
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@@ -87,6 +93,16 @@ IImage *CSDLGameWindow::GetOutputImage()
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}
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void CSDLGameWindow::SetKeyCallback( KeyCallbackFn fn )
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{
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m_fnKeyCallback = fn;
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}
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void CSDLGameWindow::SetAxisCallback( AxisCallbackFn fn )
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{
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m_fnAxisCallback = fn;
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}
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void *CSDLGameWindow::CreateVulkanSurface( void *pInstance )
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{
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@@ -98,6 +114,7 @@ void CSDLGameWindow::DestroyVulkanSurface( void *pInstance )
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{
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SDL_Vulkan_DestroySurface((VkInstance)pInstance, (VkSurfaceKHR)m_hSurface, NULL);
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}
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SDL_WindowID CSDLGameWindow::WindowID()
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{
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@@ -132,6 +149,76 @@ void CSDLGameWindowManager::Init()
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD))
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Plat_FatalErrorFunc("SDL_Init: %s\n", SDL_GetError());
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}
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static EInputButton GetKeyButton( SDL_Keycode eCode )
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{
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switch(eCode)
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{
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case SDLK_ESCAPE: return k_EInputButton_ESCAPE;
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case SDLK_TAB: return k_EInputButton_TAB;
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case SDLK_RETURN: return k_EInputButton_ENTER;
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case SDLK_RCTRL: return k_EInputButton_CONTROL;
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case SDLK_LCTRL: return k_EInputButton_CONTROL;
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case SDLK_RSHIFT: return k_EInputButton_SHIFT;
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case SDLK_LSHIFT: return k_EInputButton_SHIFT;
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case SDLK_RALT: return k_EInputButton_ALT;
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case SDLK_LALT: return k_EInputButton_ALT;
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case SDLK_SPACE: return k_EInputButton_SPACE;
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case SDLK_GRAVE: return k_EInputButton_TILDE;
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case SDLK_F1: return k_EInputButton_F1;
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case SDLK_F2: return k_EInputButton_F2;
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case SDLK_F3: return k_EInputButton_F3;
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case SDLK_F4: return k_EInputButton_F4;
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case SDLK_F5: return k_EInputButton_F5;
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case SDLK_F6: return k_EInputButton_F6;
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case SDLK_F7: return k_EInputButton_F7;
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case SDLK_F8: return k_EInputButton_F8;
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case SDLK_F9: return k_EInputButton_F9;
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case SDLK_F10: return k_EInputButton_F10;
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case SDLK_F11: return k_EInputButton_F11;
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case SDLK_F12: return k_EInputButton_F12;
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case SDLK_1: return k_EInputButton_1;
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case SDLK_2: return k_EInputButton_2;
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case SDLK_3: return k_EInputButton_3;
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case SDLK_4: return k_EInputButton_4;
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case SDLK_5: return k_EInputButton_5;
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case SDLK_6: return k_EInputButton_6;
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case SDLK_7: return k_EInputButton_7;
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case SDLK_8: return k_EInputButton_8;
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case SDLK_9: return k_EInputButton_9;
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case SDLK_0: return k_EInputButton_0;
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case SDLK_A: return k_EInputButton_A;
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case SDLK_B: return k_EInputButton_B;
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case SDLK_C: return k_EInputButton_C;
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case SDLK_D: return k_EInputButton_D;
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case SDLK_E: return k_EInputButton_E;
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case SDLK_F: return k_EInputButton_F;
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case SDLK_G: return k_EInputButton_G;
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case SDLK_H: return k_EInputButton_H;
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case SDLK_I: return k_EInputButton_I;
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case SDLK_J: return k_EInputButton_J;
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case SDLK_K: return k_EInputButton_K;
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case SDLK_L: return k_EInputButton_L;
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case SDLK_M: return k_EInputButton_M;
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case SDLK_N: return k_EInputButton_N;
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case SDLK_O: return k_EInputButton_O;
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case SDLK_P: return k_EInputButton_P;
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case SDLK_Q: return k_EInputButton_Q;
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case SDLK_R: return k_EInputButton_R;
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case SDLK_S: return k_EInputButton_S;
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case SDLK_T: return k_EInputButton_T;
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case SDLK_U: return k_EInputButton_U;
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case SDLK_V: return k_EInputButton_V;
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case SDLK_W: return k_EInputButton_W;
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case SDLK_X: return k_EInputButton_X;
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case SDLK_Y: return k_EInputButton_Y;
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case SDLK_Z: return k_EInputButton_Z;
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}
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return k_EInputButton_NONE;
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}
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void CSDLGameWindowManager::Frame( float fDelta )
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{
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@@ -159,6 +246,28 @@ void CSDLGameWindowManager::Frame( float fDelta )
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pWindow->m_uRenderWidth = event.window.data1;
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pWindow->m_uRenderHeight = event.window.data2;
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break;
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case SDL_EVENT_KEY_UP:
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for (auto a: m_pWindows)
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{
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if (a->WindowID() != event.window.windowID)
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break;
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pWindow = a;
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break;
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}
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if (pWindow->m_fnKeyCallback)
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pWindow->m_fnKeyCallback(k_EInputDevice_Keyboard, GetKeyButton(event.key.key), false);
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break;
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case SDL_EVENT_KEY_DOWN:
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for (auto a: m_pWindows)
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{
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if (a->WindowID() != event.window.windowID)
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break;
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pWindow = a;
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break;
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}
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if (pWindow->m_fnKeyCallback)
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pWindow->m_fnKeyCallback(k_EInputDevice_Keyboard, GetKeyButton(event.key.key), true);
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break;
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case SDL_EVENT_QUIT:
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Plat_Exit(0);
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break;
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