Files
funnygame/materialsystem/gamewindow_sdl.cpp
2026-03-05 21:25:59 +02:00

314 lines
7.6 KiB
C++

#include "materialsystem/igamewindow.h"
#include "tier0/lib.h"
#include "tier0/platform.h"
#include "tier1/interface.h"
#include "tier1/utlvector.h"
#define SDL_MAIN_HANDLED
#include "SDL3/SDL.h"
#include "SDL3/SDL_init.h"
#include "SDL3/SDL_video.h"
#include "SDL3/SDL_vulkan.h"
#include "SDL3/SDL_events.h"
class CSDLGameWindow: public IGameWindow
{
public:
virtual void Init() override;
virtual void Shutdown() override;
virtual void Frame( float fDelta ) override;
virtual uint32_t GetRenderWidth() override;
virtual uint32_t GetRenderHeight() override;
virtual bool BRenderSizeUpdated() override;
virtual void SetOutputImage( IImage *pImage ) override;
virtual IImage *GetOutputImage() override;
virtual void SetKeyCallback( KeyCallbackFn fn ) override;
virtual void SetAxisCallback( AxisCallbackFn fn ) override;
virtual void *CreateVulkanSurface( void *pInstance ) override;
virtual void DestroyVulkanSurface( void *pInstance ) override;
SDL_WindowID WindowID();
KeyCallbackFn m_fnKeyCallback;
AxisCallbackFn m_fnAxisCallback;
bool m_bWindowSizeUpdated;
uint32_t m_uRenderWidth;
uint32_t m_uRenderHeight;
private:
VkSurfaceKHR m_hSurface;
SDL_Window *m_pWindow;
IImage *m_pOutputImage;
};
void CSDLGameWindow::Init()
{
m_pWindow = SDL_CreateWindow("funnygame", 1280, 720, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
if (!m_pWindow)
Plat_FatalErrorFunc("SDL_CreateWindow: %s\n", SDL_GetError());
m_uRenderWidth = 1280;
m_uRenderHeight = 720;
}
void CSDLGameWindow::Shutdown()
{
}
void CSDLGameWindow::Frame( float fDelta )
{
}
uint32_t CSDLGameWindow::GetRenderWidth()
{
return m_uRenderWidth;
}
uint32_t CSDLGameWindow::GetRenderHeight()
{
return m_uRenderHeight;
}
bool CSDLGameWindow::BRenderSizeUpdated()
{
return m_bWindowSizeUpdated;
}
void CSDLGameWindow::SetOutputImage( IImage *pImage )
{
m_pOutputImage = pImage;
}
IImage *CSDLGameWindow::GetOutputImage()
{
return m_pOutputImage;
}
void CSDLGameWindow::SetKeyCallback( KeyCallbackFn fn )
{
m_fnKeyCallback = fn;
}
void CSDLGameWindow::SetAxisCallback( AxisCallbackFn fn )
{
m_fnAxisCallback = fn;
}
void *CSDLGameWindow::CreateVulkanSurface( void *pInstance )
{
SDL_Vulkan_CreateSurface(m_pWindow, (VkInstance)pInstance, NULL, (VkSurfaceKHR*)&m_hSurface);
return (void*)m_hSurface;
}
void CSDLGameWindow::DestroyVulkanSurface( void *pInstance )
{
SDL_Vulkan_DestroySurface((VkInstance)pInstance, (VkSurfaceKHR)m_hSurface, NULL);
}
SDL_WindowID CSDLGameWindow::WindowID()
{
return SDL_GetWindowID(m_pWindow);
}
class CSDLGameWindowManager: public IGameWindowManager
{
public:
virtual void Init() override;
virtual void Frame( float fDelta ) override;
virtual void Shutdown() override;
virtual IGameWindow *CreateWindow() override;
virtual void DestroyWindow( IGameWindow* pWindow ) override;
virtual int GetVulkanInstanceExtensionCount() override;
virtual const char **GetVulkanInstanceExtensions() override;
private:
CUtlVector<CSDLGameWindow*> m_pWindows;
};
IGameWindowManager *GameWindowManager()
{
static CSDLGameWindowManager mgr;
return &mgr;
}
EXPOSE_INTERFACE_FN(GameWindowManager, IGameWindowManager, GAME_WINDOW_MANAGER_INTERFACE_VERSION)
void CSDLGameWindowManager::Init()
{
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD))
Plat_FatalErrorFunc("SDL_Init: %s\n", SDL_GetError());
}
static EInputButton GetKeyButton( SDL_Keycode eCode )
{
switch(eCode)
{
case SDLK_ESCAPE: return k_EInputButton_ESCAPE;
case SDLK_TAB: return k_EInputButton_TAB;
case SDLK_RETURN: return k_EInputButton_ENTER;
case SDLK_RCTRL: return k_EInputButton_CONTROL;
case SDLK_LCTRL: return k_EInputButton_CONTROL;
case SDLK_RSHIFT: return k_EInputButton_SHIFT;
case SDLK_LSHIFT: return k_EInputButton_SHIFT;
case SDLK_RALT: return k_EInputButton_ALT;
case SDLK_LALT: return k_EInputButton_ALT;
case SDLK_SPACE: return k_EInputButton_SPACE;
case SDLK_GRAVE: return k_EInputButton_TILDE;
case SDLK_F1: return k_EInputButton_F1;
case SDLK_F2: return k_EInputButton_F2;
case SDLK_F3: return k_EInputButton_F3;
case SDLK_F4: return k_EInputButton_F4;
case SDLK_F5: return k_EInputButton_F5;
case SDLK_F6: return k_EInputButton_F6;
case SDLK_F7: return k_EInputButton_F7;
case SDLK_F8: return k_EInputButton_F8;
case SDLK_F9: return k_EInputButton_F9;
case SDLK_F10: return k_EInputButton_F10;
case SDLK_F11: return k_EInputButton_F11;
case SDLK_F12: return k_EInputButton_F12;
case SDLK_1: return k_EInputButton_1;
case SDLK_2: return k_EInputButton_2;
case SDLK_3: return k_EInputButton_3;
case SDLK_4: return k_EInputButton_4;
case SDLK_5: return k_EInputButton_5;
case SDLK_6: return k_EInputButton_6;
case SDLK_7: return k_EInputButton_7;
case SDLK_8: return k_EInputButton_8;
case SDLK_9: return k_EInputButton_9;
case SDLK_0: return k_EInputButton_0;
case SDLK_A: return k_EInputButton_A;
case SDLK_B: return k_EInputButton_B;
case SDLK_C: return k_EInputButton_C;
case SDLK_D: return k_EInputButton_D;
case SDLK_E: return k_EInputButton_E;
case SDLK_F: return k_EInputButton_F;
case SDLK_G: return k_EInputButton_G;
case SDLK_H: return k_EInputButton_H;
case SDLK_I: return k_EInputButton_I;
case SDLK_J: return k_EInputButton_J;
case SDLK_K: return k_EInputButton_K;
case SDLK_L: return k_EInputButton_L;
case SDLK_M: return k_EInputButton_M;
case SDLK_N: return k_EInputButton_N;
case SDLK_O: return k_EInputButton_O;
case SDLK_P: return k_EInputButton_P;
case SDLK_Q: return k_EInputButton_Q;
case SDLK_R: return k_EInputButton_R;
case SDLK_S: return k_EInputButton_S;
case SDLK_T: return k_EInputButton_T;
case SDLK_U: return k_EInputButton_U;
case SDLK_V: return k_EInputButton_V;
case SDLK_W: return k_EInputButton_W;
case SDLK_X: return k_EInputButton_X;
case SDLK_Y: return k_EInputButton_Y;
case SDLK_Z: return k_EInputButton_Z;
}
return k_EInputButton_NONE;
}
void CSDLGameWindowManager::Frame( float fDelta )
{
SDL_Event event;
CSDLGameWindow *pWindow;
pWindow = NULL;
for (auto a: m_pWindows)
{
a->m_bWindowSizeUpdated = false;
}
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
for (auto a: m_pWindows)
{
if (a->WindowID() != event.window.windowID)
break;
pWindow = a;
break;
}
pWindow->m_bWindowSizeUpdated = true;
pWindow->m_uRenderWidth = event.window.data1;
pWindow->m_uRenderHeight = event.window.data2;
break;
case SDL_EVENT_KEY_UP:
for (auto a: m_pWindows)
{
if (a->WindowID() != event.window.windowID)
break;
pWindow = a;
break;
}
if (pWindow->m_fnKeyCallback)
pWindow->m_fnKeyCallback(k_EInputDevice_Keyboard, GetKeyButton(event.key.key), false);
break;
case SDL_EVENT_KEY_DOWN:
for (auto a: m_pWindows)
{
if (a->WindowID() != event.window.windowID)
break;
pWindow = a;
break;
}
if (pWindow->m_fnKeyCallback)
pWindow->m_fnKeyCallback(k_EInputDevice_Keyboard, GetKeyButton(event.key.key), true);
break;
case SDL_EVENT_QUIT:
Plat_Exit(0);
break;
default:
break;
}
}
}
void CSDLGameWindowManager::Shutdown()
{
}
IGameWindow *CSDLGameWindowManager::CreateWindow()
{
CSDLGameWindow *pWindow = new CSDLGameWindow;
m_pWindows.AppendTail(pWindow);
return pWindow;
}
void CSDLGameWindowManager::DestroyWindow( IGameWindow* pWindow )
{
delete (CSDLGameWindow*)pWindow;
}
int CSDLGameWindowManager::GetVulkanInstanceExtensionCount()
{
uint32_t nCount;
SDL_Vulkan_GetInstanceExtensions(&nCount);
return nCount;
}
const char **CSDLGameWindowManager::GetVulkanInstanceExtensions()
{
uint32_t nCount;
return (const char **)SDL_Vulkan_GetInstanceExtensions(&nCount);
}