mirror of
https://github.com/KytyPS5/KytyPS5.git
synced 2026-10-19 18:36:53 +02:00
graphics: refactoring #2
This commit is contained in:
@@ -234,11 +234,11 @@ struct WindowGame {
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};
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struct WindowGamePrivate {
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WindowGamePrivate() = default;
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explicit WindowGamePrivate(GraphicContext& graphics): graphics(graphics) {}
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Common::Mutex mutex;
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int skip_frames = 0;
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GraphicContext* ctx = nullptr;
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GraphicContext& graphics;
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};
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WindowContext* g_window_ctx = nullptr;
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@@ -248,58 +248,58 @@ constexpr uint32_t KYTY_SDL_WINDOW_FLAGS =
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(static_cast<uint32_t>(SDL_WINDOW_HIDDEN) | static_cast<uint32_t>(SDL_WINDOW_VULKAN));
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constexpr int KYTY_SDL_WINDOWPOS_CENTERED = SDL_WINDOWPOS_CENTERED; /*NOLINT(hicpp-signed-bitwise)*/
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static void CalcFrameTime(WindowGame* game, double game_time_s) {
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game->m_previous_time_seconds = game->m_current_time_seconds;
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game->m_current_time_seconds = game_time_s;
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static void CalcFrameTime(WindowGame& game, double game_time_s) {
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game.m_previous_time_seconds = game.m_current_time_seconds;
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game.m_current_time_seconds = game_time_s;
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game->m_frame_num++;
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game->m_fps_frames_num++;
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game.m_frame_num++;
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game.m_fps_frames_num++;
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const auto fps_time = game->m_current_time_seconds - game->m_fps_start_time;
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const auto fps_time = game.m_current_time_seconds - game.m_fps_start_time;
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if (fps_time > FPS_UPDATE_TIME) {
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game->m_current_fps = static_cast<double>(game->m_fps_frames_num) / fps_time;
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game->m_fps_frames_num = 0;
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game->m_fps_start_time = game->m_current_time_seconds;
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game.m_current_fps = static_cast<double>(game.m_fps_frames_num) / fps_time;
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game.m_fps_frames_num = 0;
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game.m_fps_start_time = game.m_current_time_seconds;
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}
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}
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static bool Init(WindowGame* /*game*/) {
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static bool Init(WindowGame& /*game*/) {
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return true;
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}
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static bool Update(WindowGame* /*game*/) {
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static bool Update(WindowGame& /*game*/) {
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return true;
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}
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static bool Render(WindowGame* /*game*/) {
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static bool Render(WindowGame& /*game*/) {
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return true;
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}
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static bool Close(WindowGame* /*game*/) {
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static bool Close(WindowGame& /*game*/) {
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return true;
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}
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static void SetPause(WindowGame* game, bool flag) {
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static void SetPause(WindowGame& game, bool flag) {
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LOGF("Pause: %s\n", flag ? "true" : "false");
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game->m_game_is_paused = flag;
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game.m_game_is_paused = flag;
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}
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static bool RenderAndUpdate(WindowGame* game) {
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static bool RenderAndUpdate(WindowGame& game) {
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static double lag = 0.0;
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lag += game->m_current_time_seconds - game->m_previous_time_seconds;
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lag += game.m_current_time_seconds - game.m_previous_time_seconds;
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int num = 0;
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bool ok = true;
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while (lag >= game->m_update_fixed_time) {
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if (num < game->m_max_updates_per_frame) {
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while (lag >= game.m_update_fixed_time) {
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if (num < game.m_max_updates_per_frame) {
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ok = ok && Update(game);
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game->m_update_num++;
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game.m_update_num++;
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num++;
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game->m_update_time_seconds = game->m_update_num * game->m_update_fixed_time;
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game.m_update_time_seconds = game.m_update_num * game.m_update_fixed_time;
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}
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lag -= game->m_update_fixed_time;
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lag -= game.m_update_fixed_time;
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}
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ok = ok && Render(game);
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@@ -307,44 +307,36 @@ static bool RenderAndUpdate(WindowGame* game) {
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return ok;
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}
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bool GameInit(WindowGame* game, const Common::Timer& timer, void* data) {
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EXIT_IF(game == nullptr);
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EXIT_IF(data == nullptr);
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EXIT_IF(game->private_data || game->event);
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bool GameInit(WindowGame& game, const Common::Timer& timer) {
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EXIT_IF(game.private_data || game.event);
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auto& graphics = WindowGetGraphicContext();
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auto* ctx = static_cast<GraphicContext*>(data);
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EXIT_IF(graphics.screen_width == 0 || graphics.screen_height == 0);
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EXIT_IF(ctx->screen_width == 0 || ctx->screen_height == 0);
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auto* pdata = new WindowGamePrivate(graphics);
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auto* pdata = new WindowGamePrivate;
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pdata->ctx = ctx;
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game.private_data = pdata;
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game.event = new SDL_Event;
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game->private_data = pdata;
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game->event = new SDL_Event;
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game->m_screen_width = ctx->screen_width;
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game->m_screen_height = ctx->screen_height;
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game.m_screen_width = graphics.screen_width;
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game.m_screen_height = graphics.screen_height;
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CalcFrameTime(game, timer.GetTimeS());
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return Init(game);
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}
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bool GameClose(WindowGame* game) {
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EXIT_IF(!game);
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bool GameClose(WindowGame& game) {
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EXIT_IF(!game.private_data || !game.event);
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EXIT_IF(!game->private_data || !game->event);
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delete (static_cast<WindowGamePrivate*>(game->private_data));
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delete (static_cast<SDL_Event*>(game->event));
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delete (static_cast<WindowGamePrivate*>(game.private_data));
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delete (static_cast<SDL_Event*>(game.event));
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return Close(game);
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}
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void GameShowWindow(WindowGame* game, const Common::Timer& timer) {
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EXIT_IF(!game);
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auto* p = static_cast<WindowGamePrivate*>(game->private_data);
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void GameShowWindow(WindowGame& game, const Common::Timer& timer) {
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auto* p = static_cast<WindowGamePrivate*>(game.private_data);
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EXIT_IF(!p);
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@@ -364,33 +356,33 @@ void GameShowWindow(WindowGame* game, const Common::Timer& timer) {
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p->mutex.Unlock();
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}
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void GameEventQuit(WindowGame* game) {
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void GameEventQuit(WindowGame& game) {
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LOGF("Event: quit\n");
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game->m_game_need_exit = true;
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game.m_game_need_exit = true;
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}
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void GameEventTerminate(WindowGame* game) {
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void GameEventTerminate(WindowGame& game) {
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LOGF("Event: terminate\n");
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game->m_game_need_exit = true;
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game.m_game_need_exit = true;
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}
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void GameEventKeyboard(WindowGame* game, const EventKeyboard* key) {
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void GameEventKeyboard(WindowGame& game, const EventKeyboard& key) {
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#ifdef KYTY_DBG_INPUT
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LOGF("Key: time = %.04f, %s%s, %s%s, %s, scan = %d, key = %d, mod = %04" PRIx16 "\n",
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key->timestamp_seconds, (key->down ? "down" : ""), (key->up ? "up" : ""),
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(key->pressed ? "pressed" : ""), (key->released ? "released" : ""),
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(key->repeat ? "repeat" : ""), key->scan_code, key->key_code, key->mod);
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key.timestamp_seconds, (key.down ? "down" : ""), (key.up ? "up" : ""),
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(key.pressed ? "pressed" : ""), (key.released ? "released" : ""),
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(key.repeat ? "repeat" : ""), key.scan_code, key.key_code, key.mod);
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#endif
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#if KYTY_PLATFORM == KYTY_PLATFORM_WINDOWS || KYTY_PLATFORM == KYTY_PLATFORM_LINUX
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if (key->down) {
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switch (key->key_code) {
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case SDLK_ESCAPE: game->m_game_need_exit = true; break;
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case SDLK_SPACE: SetPause(game, !game->m_game_is_paused); break;
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if (key.down) {
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switch (key.key_code) {
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case SDLK_ESCAPE: game.m_game_need_exit = true; break;
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case SDLK_SPACE: SetPause(game, !game.m_game_is_paused); break;
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case SDLK_F1:
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if (!key->repeat) {
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if (!key.repeat) {
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RenderDocRequestCapture();
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}
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break;
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@@ -398,159 +390,153 @@ void GameEventKeyboard(WindowGame* game, const EventKeyboard* key) {
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}
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}
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const auto button = KeyboardKeyToPadButton(key->key_code);
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if (button != 0 && (key->down || key->up) && !key->repeat) {
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const auto button = KeyboardKeyToPadButton(key.key_code);
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if (button != 0 && (key.down || key.up) && !key.repeat) {
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static bool keyboard_connected = false;
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if (!keyboard_connected) {
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Controller::ControllerConnect(KEYBOARD_CONTROLLER_ID);
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keyboard_connected = true;
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}
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Controller::ControllerButton(KEYBOARD_CONTROLLER_ID, button, key->down);
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Controller::ControllerButton(KEYBOARD_CONTROLLER_ID, button, key.down);
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}
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#endif
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}
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void GameEventMouse([[maybe_unused]] WindowGame* game, [[maybe_unused]] const EventMouse* mb) {
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void GameEventMouse([[maybe_unused]] WindowGame& game, [[maybe_unused]] const EventMouse& mb) {
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#ifdef KYTY_DBG_INPUT
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if (mb->wheel) {
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LOGF("Mouse wheel: time = %.04f, %s[%d, %d]\n", mb->timestamp_seconds,
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(mb->touch ? "touch, " : ""), mb->x, mb->y);
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} else if (mb->motion) {
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LOGF("Mouse motion: time = %.04f, %s%s%s%s%s%s, [%d, %d], (%d, %d)\n",
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mb->timestamp_seconds, (mb->left ? "left" : ""), (mb->middle ? "middle" : ""),
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(mb->right ? "right" : ""), (mb->x1 ? "x1" : ""), (mb->x2 ? "x2" : ""),
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(mb->touch ? "_touch" : ""), mb->x, mb->y, mb->motion_x, mb->motion_y);
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if (mb.wheel) {
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LOGF("Mouse wheel: time = %.04f, %s[%d, %d]\n", mb.timestamp_seconds,
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(mb.touch ? "touch, " : ""), mb.x, mb.y);
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} else if (mb.motion) {
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LOGF("Mouse motion: time = %.04f, %s%s%s%s%s%s, [%d, %d], (%d, %d)\n", mb.timestamp_seconds,
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(mb.left ? "left" : ""), (mb.middle ? "middle" : ""), (mb.right ? "right" : ""),
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(mb.x1 ? "x1" : ""), (mb.x2 ? "x2" : ""), (mb.touch ? "_touch" : ""), mb.x, mb.y,
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mb.motion_x, mb.motion_y);
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} else {
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LOGF("Mouse click: time = %.04f, %d, %s%s%s%s%s%s, %s%s, %s%s, [%d, %d]\n",
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mb->timestamp_seconds, mb->num_of_clicks, (mb->left ? "left" : ""),
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(mb->middle ? "middle" : ""), (mb->right ? "right" : ""), (mb->x1 ? "x1" : ""),
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(mb->x2 ? "x2" : ""), (mb->touch ? "_touch" : ""), (mb->down ? "down" : ""),
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(mb->up ? "up" : ""), (mb->pressed ? "pressed" : ""), (mb->released ? "released" : ""),
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mb->x, mb->y);
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mb.timestamp_seconds, mb.num_of_clicks, (mb.left ? "left" : ""),
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(mb.middle ? "middle" : ""), (mb.right ? "right" : ""), (mb.x1 ? "x1" : ""),
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(mb.x2 ? "x2" : ""), (mb.touch ? "_touch" : ""), (mb.down ? "down" : ""),
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(mb.up ? "up" : ""), (mb.pressed ? "pressed" : ""), (mb.released ? "released" : ""),
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mb.x, mb.y);
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}
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#endif
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}
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void GameEventFinger([[maybe_unused]] WindowGame* game, [[maybe_unused]] const EventFinger* f) {
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void GameEventFinger([[maybe_unused]] WindowGame& game, [[maybe_unused]] const EventFinger& f) {
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#ifdef KYTY_DBG_INPUT
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if (f->motion) {
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if (f.motion) {
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LOGF("Finger motion: time = %.04f, %d, %d, (x,y) = [%f, %f], (dx,dy) = [%f, %f], pressure "
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"= %f\n",
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f->timestamp_seconds, f->touch_id, f->finger_id, f->x, f->y, f->dx, f->dy,
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f->pressure);
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f.timestamp_seconds, f.touch_id, f.finger_id, f.x, f.y, f.dx, f.dy, f.pressure);
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} else {
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LOGF("Finger press: time = %.04f, %d, %d, %s%s, (x,y) = [%f, %f], (dx,dy) = [%f, %f], "
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"pressure = %f\n",
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f->timestamp_seconds, f->touch_id, f->finger_id, (f->down ? "down" : ""),
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(f->up ? "up" : ""), f->x, f->y, f->dx, f->dy, f->pressure);
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f.timestamp_seconds, f.touch_id, f.finger_id, (f.down ? "down" : ""),
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(f.up ? "up" : ""), f.x, f.y, f.dx, f.dy, f.pressure);
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}
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#endif
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}
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void GameEventController([[maybe_unused]] WindowGame* game,
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[[maybe_unused]] const EventController* f) {
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EXIT_NOT_IMPLEMENTED(f->remapped);
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void GameEventController([[maybe_unused]] WindowGame& game,
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[[maybe_unused]] const EventController& f) {
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EXIT_NOT_IMPLEMENTED(f.remapped);
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#ifdef KYTY_DBG_INPUT
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if (f->added || f->removed) {
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LOGF("Controller %s: %d, time = %.04f\n", (f->added ? "added" : "removed"), f->id,
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f->timestamp_seconds);
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} else if (f->axis) {
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LOGF("Controller axis: %d, axis = %d, value = %d, time = %.04f\n", f->id, f->axis_id,
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f->axis_value, f->timestamp_seconds);
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if (f.added || f.removed) {
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LOGF("Controller %s: %d, time = %.04f\n", (f.added ? "added" : "removed"), f.id,
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f.timestamp_seconds);
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} else if (f.axis) {
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LOGF("Controller axis: %d, axis = %d, value = %d, time = %.04f\n", f.id, f.axis_id,
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f.axis_value, f.timestamp_seconds);
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} else {
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LOGF("Controller button: "
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"%d, %s%s, %s%s, button = %d, time = %.04f\n",
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f->id, (f->down ? "down" : ""), (f->up ? "up" : ""), (f->pressed ? "pressed" : ""),
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(f->released ? "released" : ""), f->button, f->timestamp_seconds);
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f.id, (f.down ? "down" : ""), (f.up ? "up" : ""), (f.pressed ? "pressed" : ""),
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(f.released ? "released" : ""), f.button, f.timestamp_seconds);
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}
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#endif
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if (f->added) {
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auto* pad = SDL_GameControllerOpen(f->id);
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if (f.added) {
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auto* pad = SDL_GameControllerOpen(f.id);
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EXIT_NOT_IMPLEMENTED(pad == nullptr);
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int id = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(pad));
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Controller::ControllerConnect(id);
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}
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if (f->removed) {
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Controller::ControllerDisconnect(f->id);
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SDL_GameControllerClose(SDL_GameControllerFromInstanceID(f->id));
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if (f.removed) {
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Controller::ControllerDisconnect(f.id);
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SDL_GameControllerClose(SDL_GameControllerFromInstanceID(f.id));
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}
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if (f->down || f->up) {
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const auto button = ControllerButtonToPadButton(f->button);
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if (f.down || f.up) {
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const auto button = ControllerButtonToPadButton(f.button);
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if (button != 0) {
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Controller::ControllerButton(f->id, button, f->down);
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Controller::ControllerButton(f.id, button, f.down);
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}
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}
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if (f->axis) {
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const auto axis = ControllerAxisFromSdl(f->axis_id);
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if (f.axis) {
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const auto axis = ControllerAxisFromSdl(f.axis_id);
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if (axis != Controller::Axis::AxisMax) {
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Controller::ControllerAxis(f->id, axis,
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ControllerAxisValueFromSdl(f->axis_id, f->axis_value));
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Controller::ControllerAxis(f.id, axis,
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ControllerAxisValueFromSdl(f.axis_id, f.axis_value));
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}
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}
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}
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void GameEventDisplay([[maybe_unused]] WindowGame* game, [[maybe_unused]] const EventDisplay* d) {
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auto* p = static_cast<WindowGamePrivate*>(game->private_data);
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auto* ctx = static_cast<GraphicContext*>(p->ctx);
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void GameEventDisplay([[maybe_unused]] WindowGame& game) {
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auto* p = static_cast<WindowGamePrivate*>(game.private_data);
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p->mutex.Lock();
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game->m_screen_width = ctx->screen_width;
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game->m_screen_height = ctx->screen_height;
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game.m_screen_width = p->graphics.screen_width;
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game.m_screen_height = p->graphics.screen_height;
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p->mutex.Unlock();
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}
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void GameEventLowMemory(WindowGame* /*game*/) {
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void GameEventLowMemory(WindowGame& /*game*/) {
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LOGF("Event: low_memory\n");
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}
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void GameEventWillEnterBackground(WindowGame* game) {
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void GameEventWillEnterBackground(WindowGame& game) {
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LOGF("Event: will_enter_background\n");
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SetPause(game, true);
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}
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void GameEventDidEnterBackground(WindowGame* /*game*/) {
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void GameEventDidEnterBackground(WindowGame& /*game*/) {
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LOGF("Event: did_enter_background\n");
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}
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void GameEventWillEnterForeground(WindowGame* /*game*/) {
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void GameEventWillEnterForeground(WindowGame& /*game*/) {
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LOGF("Event: will_enter_foreground\n");
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}
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void GameEventDidEnterForeground(WindowGame* game) {
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void GameEventDidEnterForeground(WindowGame& game) {
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LOGF("Event: did_enter_foreground\n");
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|
||||
SetPause(game, false);
|
||||
}
|
||||
|
||||
void GameEventResize(WindowGame* game, uint32_t new_width, uint32_t new_height) {
|
||||
void GameEventResize(WindowGame& game, uint32_t new_width, uint32_t new_height) {
|
||||
EXIT_IF(new_width == 0 || new_height == 0);
|
||||
EXIT_IF(!game);
|
||||
|
||||
auto* p = static_cast<WindowGamePrivate*>(game->private_data);
|
||||
auto* p = static_cast<WindowGamePrivate*>(game.private_data);
|
||||
EXIT_IF(p == nullptr);
|
||||
|
||||
auto* ctx = static_cast<GraphicContext*>(p->ctx);
|
||||
EXIT_IF(ctx == nullptr);
|
||||
|
||||
p->mutex.Lock();
|
||||
{
|
||||
p->skip_frames++;
|
||||
ctx->screen_width = new_width;
|
||||
ctx->screen_height = new_height;
|
||||
p->graphics.screen_width = new_width;
|
||||
p->graphics.screen_height = new_height;
|
||||
|
||||
game->m_screen_width = ctx->screen_width;
|
||||
game->m_screen_height = ctx->screen_height;
|
||||
game.m_screen_width = p->graphics.screen_width;
|
||||
game.m_screen_height = p->graphics.screen_height;
|
||||
}
|
||||
p->mutex.Unlock();
|
||||
}
|
||||
|
||||
static void ProcessWindowEvent(WindowGame* game, SDL_WindowEvent window) {
|
||||
static void ProcessWindowEvent(WindowGame& game, SDL_WindowEvent window) {
|
||||
switch (window.event) {
|
||||
case SDL_WINDOWEVENT_SHOWN: LOGF("Window %" PRIu32 " shown\n", window.windowID); break;
|
||||
|
||||
@@ -608,7 +594,7 @@ static void ProcessWindowEvent(WindowGame* game, SDL_WindowEvent window) {
|
||||
}
|
||||
}
|
||||
|
||||
static void ProcessDisplayEvent(WindowGame* game, SDL_DisplayEvent display) {
|
||||
static void ProcessDisplayEvent(WindowGame& game, SDL_DisplayEvent display) {
|
||||
bool sdl = false;
|
||||
|
||||
switch (display.event) {
|
||||
@@ -617,32 +603,17 @@ static void ProcessDisplayEvent(WindowGame* game, SDL_DisplayEvent display) {
|
||||
LOGF("Display %" PRIu32 "[%s] changed orientation to %d - ", display.display,
|
||||
sdl ? "SDL" : "Kyty", static_cast<int>(display.data1));
|
||||
|
||||
EventDisplay d {};
|
||||
d.orientation = DisplayOrientation::Unknown;
|
||||
|
||||
switch (display.data1) {
|
||||
case SDL_ORIENTATION_UNKNOWN: LOGF("UNKNOWN\n"); break;
|
||||
case SDL_ORIENTATION_LANDSCAPE:
|
||||
LOGF("LANDSCAPE\n");
|
||||
d.orientation = DisplayOrientation::Landscape;
|
||||
break;
|
||||
case SDL_ORIENTATION_LANDSCAPE_FLIPPED:
|
||||
LOGF("LANDSCAPE_FLIPPED\n");
|
||||
d.orientation = DisplayOrientation::LandscapeFlipped;
|
||||
break;
|
||||
case SDL_ORIENTATION_PORTRAIT:
|
||||
LOGF("PORTRAIT\n");
|
||||
d.orientation = DisplayOrientation::Portrait;
|
||||
break;
|
||||
case SDL_ORIENTATION_PORTRAIT_FLIPPED:
|
||||
d.orientation = DisplayOrientation::PortraitFlipped;
|
||||
LOGF("PORTRAIT_FLIPPED\n");
|
||||
break;
|
||||
case SDL_ORIENTATION_LANDSCAPE: LOGF("LANDSCAPE\n"); break;
|
||||
case SDL_ORIENTATION_LANDSCAPE_FLIPPED: LOGF("LANDSCAPE_FLIPPED\n"); break;
|
||||
case SDL_ORIENTATION_PORTRAIT: LOGF("PORTRAIT\n"); break;
|
||||
case SDL_ORIENTATION_PORTRAIT_FLIPPED: LOGF("PORTRAIT_FLIPPED\n"); break;
|
||||
default: LOGF("???\n");
|
||||
}
|
||||
|
||||
if (!sdl) {
|
||||
GameEventDisplay(game, &d);
|
||||
GameEventDisplay(game);
|
||||
}
|
||||
|
||||
break;
|
||||
@@ -654,30 +625,24 @@ static void ProcessDisplayEvent(WindowGame* game, SDL_DisplayEvent display) {
|
||||
}
|
||||
}
|
||||
|
||||
int GamePollEvent(WindowGame* game) {
|
||||
EXIT_IF(!game);
|
||||
|
||||
auto* event = static_cast<SDL_Event*>(game->event);
|
||||
int GamePollEvent(WindowGame& game) {
|
||||
auto* event = static_cast<SDL_Event*>(game.event);
|
||||
|
||||
EXIT_IF(!event);
|
||||
|
||||
return SDL_PollEvent(event);
|
||||
}
|
||||
|
||||
int GameWaitEvent(WindowGame* game) {
|
||||
EXIT_IF(!game);
|
||||
|
||||
auto* event = static_cast<SDL_Event*>(game->event);
|
||||
int GameWaitEvent(WindowGame& game) {
|
||||
auto* event = static_cast<SDL_Event*>(game.event);
|
||||
|
||||
EXIT_IF(!event);
|
||||
|
||||
return SDL_WaitEvent(event);
|
||||
}
|
||||
|
||||
void GameProcessEvent(WindowGame* game, double time_s) {
|
||||
EXIT_IF(!game);
|
||||
|
||||
auto* event = static_cast<SDL_Event*>(game->event);
|
||||
void GameProcessEvent(WindowGame& game, double time_s) {
|
||||
auto* event = static_cast<SDL_Event*>(game.event);
|
||||
|
||||
EXIT_IF(!event);
|
||||
|
||||
@@ -712,7 +677,7 @@ void GameProcessEvent(WindowGame* game, double time_s) {
|
||||
key.mod = event->key.keysym.mod;
|
||||
key.timestamp_seconds = time_s;
|
||||
|
||||
GameEventKeyboard(game, &key);
|
||||
GameEventKeyboard(game, key);
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -744,7 +709,7 @@ void GameProcessEvent(WindowGame* game, double time_s) {
|
||||
mb.motion_y = 0;
|
||||
mb.timestamp_seconds = time_s;
|
||||
|
||||
GameEventMouse(game, &mb);
|
||||
GameEventMouse(game, mb);
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -771,7 +736,7 @@ void GameProcessEvent(WindowGame* game, double time_s) {
|
||||
mb.motion_y = 0;
|
||||
mb.timestamp_seconds = time_s;
|
||||
|
||||
GameEventMouse(game, &mb);
|
||||
GameEventMouse(game, mb);
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -798,7 +763,7 @@ void GameProcessEvent(WindowGame* game, double time_s) {
|
||||
mb.motion_y = event->motion.yrel;
|
||||
mb.timestamp_seconds = time_s;
|
||||
|
||||
GameEventMouse(game, &mb);
|
||||
GameEventMouse(game, mb);
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -820,7 +785,7 @@ void GameProcessEvent(WindowGame* game, double time_s) {
|
||||
f.pressure = event->tfinger.pressure;
|
||||
f.timestamp_seconds = time_s;
|
||||
|
||||
GameEventFinger(game, &f);
|
||||
GameEventFinger(game, f);
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -842,7 +807,7 @@ void GameProcessEvent(WindowGame* game, double time_s) {
|
||||
c.released = false;
|
||||
c.timestamp_seconds = time_s;
|
||||
|
||||
GameEventController(game, &c);
|
||||
GameEventController(game, c);
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -865,7 +830,7 @@ void GameProcessEvent(WindowGame* game, double time_s) {
|
||||
c.released = (event->cbutton.state == SDL_RELEASED);
|
||||
c.timestamp_seconds = time_s;
|
||||
|
||||
GameEventController(game, &c);
|
||||
GameEventController(game, c);
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -889,20 +854,20 @@ void GameProcessEvent(WindowGame* game, double time_s) {
|
||||
c.released = false;
|
||||
c.timestamp_seconds = time_s;
|
||||
|
||||
GameEventController(game, &c);
|
||||
GameEventController(game, c);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameMainLoop(WindowGame* game, void* data) {
|
||||
void GameMainLoop(WindowGame& game) {
|
||||
bool need_exit = false;
|
||||
|
||||
Common::Timer timer;
|
||||
timer.Start();
|
||||
|
||||
if (!GameInit(game, timer, data)) {
|
||||
if (!GameInit(game, timer)) {
|
||||
need_exit = true;
|
||||
}
|
||||
|
||||
@@ -916,7 +881,7 @@ void GameMainLoop(WindowGame* game, void* data) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (game->m_game_is_paused) {
|
||||
if (game.m_game_is_paused) {
|
||||
if (!timer.IsPaused()) {
|
||||
timer.Pause();
|
||||
}
|
||||
@@ -924,13 +889,13 @@ void GameMainLoop(WindowGame* game, void* data) {
|
||||
GameWaitEvent(game);
|
||||
|
||||
GameProcessEvent(game, timer.GetTimeS());
|
||||
need_exit = game->m_game_need_exit;
|
||||
need_exit = game.m_game_need_exit;
|
||||
continue;
|
||||
}
|
||||
|
||||
need_exit = game->m_game_need_exit;
|
||||
need_exit = game.m_game_need_exit;
|
||||
|
||||
if (game->m_game_is_paused) {
|
||||
if (game.m_game_is_paused) {
|
||||
if (!timer.IsPaused()) {
|
||||
timer.Pause();
|
||||
}
|
||||
@@ -952,14 +917,13 @@ void GameMainLoop(WindowGame* game, void* data) {
|
||||
GameClose(game);
|
||||
}
|
||||
|
||||
static void WindowCreate(WindowContext* ctx) {
|
||||
EXIT_IF(ctx == nullptr);
|
||||
EXIT_IF(ctx->window != nullptr);
|
||||
EXIT_IF(ctx->graphic_ctx.screen_width == 0);
|
||||
EXIT_IF(ctx->graphic_ctx.screen_height == 0);
|
||||
static void WindowCreate(WindowContext& context) {
|
||||
EXIT_IF(context.window != nullptr);
|
||||
EXIT_IF(context.graphic_ctx.screen_width == 0);
|
||||
EXIT_IF(context.graphic_ctx.screen_height == 0);
|
||||
|
||||
int width = static_cast<int>(ctx->graphic_ctx.screen_width);
|
||||
int height = static_cast<int>(ctx->graphic_ctx.screen_height);
|
||||
int width = static_cast<int>(context.graphic_ctx.screen_width);
|
||||
int height = static_cast<int>(context.graphic_ctx.screen_height);
|
||||
|
||||
#if KYTY_PLATFORM == KYTY_PLATFORM_WINDOWS
|
||||
SDL_SetHint(SDL_HINT_WINDOWS_DPI_SCALING, "0");
|
||||
@@ -971,17 +935,17 @@ static void WindowCreate(WindowContext* ctx) {
|
||||
|
||||
LOGF("WindowCreate(): width = %d, height = %d\n", width, height);
|
||||
|
||||
ctx->window =
|
||||
context.window =
|
||||
SDL_CreateWindow(KYTY_SDL_WINDOW_CAPTION, KYTY_SDL_WINDOWPOS_CENTERED,
|
||||
KYTY_SDL_WINDOWPOS_CENTERED, width, height, KYTY_SDL_WINDOW_FLAGS);
|
||||
|
||||
ctx->window_hidden = true;
|
||||
context.window_hidden = true;
|
||||
|
||||
if (ctx->window == nullptr) {
|
||||
if (context.window == nullptr) {
|
||||
EXIT("%s\n", SDL_GetError());
|
||||
}
|
||||
|
||||
SDL_SetWindowResizable(ctx->window, SDL_FALSE);
|
||||
SDL_SetWindowResizable(context.window, SDL_FALSE);
|
||||
}
|
||||
|
||||
void WindowInit(uint32_t width, uint32_t height) {
|
||||
@@ -1015,19 +979,21 @@ void WindowRun() {
|
||||
{
|
||||
EXIT_IF(g_window_ctx->graphic_initialized);
|
||||
|
||||
WindowCreate(g_window_ctx);
|
||||
VulkanCreate(g_window_ctx);
|
||||
WindowCreate(*g_window_ctx);
|
||||
VulkanCreate(*g_window_ctx);
|
||||
|
||||
g_window_ctx->game = &game;
|
||||
|
||||
g_window_ctx->graphic_initialized = true;
|
||||
g_window_ctx->graphic_initialized_condvar.Signal();
|
||||
}
|
||||
g_window_ctx->mutex.Unlock();
|
||||
|
||||
GraphicsRenderCreateContext();
|
||||
|
||||
GameMainLoop(&game, &g_window_ctx->graphic_ctx);
|
||||
g_window_ctx->mutex.Lock();
|
||||
g_window_ctx->graphic_initialized = true;
|
||||
g_window_ctx->graphic_initialized_condvar.Signal();
|
||||
g_window_ctx->mutex.Unlock();
|
||||
|
||||
GameMainLoop(game);
|
||||
|
||||
// TODO: replace std::_Exit shutdown with full Vulkan teardown, then destroy
|
||||
// the VMA allocator immediately before vkDestroyDevice.
|
||||
@@ -1043,12 +1009,12 @@ vk::SurfaceCapabilitiesKHR* VulkanGetSurfaceCapabilities() {
|
||||
return &g_window_ctx->surface_capabilities->capabilities;
|
||||
}
|
||||
|
||||
GraphicContext* WindowGetGraphicContext() {
|
||||
GraphicContext& WindowGetGraphicContext() {
|
||||
EXIT_IF(g_window_ctx == nullptr);
|
||||
|
||||
Common::LockGuard lock(g_window_ctx->mutex);
|
||||
|
||||
return &g_window_ctx->graphic_ctx;
|
||||
return g_window_ctx->graphic_ctx;
|
||||
}
|
||||
|
||||
static int WindowIconRead(void* user, char* data, int size) {
|
||||
|
||||
Reference in New Issue
Block a user