refactor(platform): 移除PlatformType枚举并调整OpenGL配置
移除不再使用的PlatformType枚举及相关平台判断逻辑,简化代码结构。同时将默认OpenGL配置从3.3 Core改为3.2 ES,以支持更多平台。调整了窗口服务初始化方式,使用lambda表达式创建配置对象。
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8abf58e3d5
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0761b55864
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@ -5,15 +5,6 @@
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namespace extra2d {
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/**
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* @brief 平台类型枚举
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*/
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enum class PlatformType {
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Auto = 0,
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PC,
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Switch
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};
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/**
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* @brief 应用程序配置
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*/
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@ -27,7 +18,6 @@ struct AppConfig {
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int32 fpsLimit = 0;
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int32 glMajor = 3;
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int32 glMinor = 3;
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PlatformType platform = PlatformType::Auto;
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bool enableCursors = true;
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bool enableDpiScale = false;
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};
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@ -1,11 +1,11 @@
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#include <app/application.h>
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#include <core/director.h>
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#include <core/service.h>
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#include <core/event/events.h>
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#include <core/service.h>
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#include <platform/file.h>
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#include <platform/input.h>
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#include <platform/sdl2.h>
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#include <platform/window.h>
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#include <platform/input.h>
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#include <platform/file.h>
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#include <utils/logger.h>
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#include <chrono>
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@ -24,7 +24,8 @@ static double getTimeSeconds() {
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#ifdef __SWITCH__
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struct timespec ts;
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clock_gettime(CLOCK_MONOTONIC, &ts);
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return static_cast<double>(ts.tv_sec) + static_cast<double>(ts.tv_nsec) / 1000000000.0;
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return static_cast<double>(ts.tv_sec) +
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static_cast<double>(ts.tv_nsec) / 1000000000.0;
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#else
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using namespace std::chrono;
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auto now = steady_clock::now();
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@ -38,9 +39,7 @@ Application& Application::instance() {
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return instance;
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}
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Application::~Application() {
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shutdown();
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}
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Application::~Application() { shutdown(); }
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bool Application::init(const AppConfig &config) {
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if (initialized_) {
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@ -50,16 +49,6 @@ bool Application::init(const AppConfig& config) {
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config_ = config;
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PlatformType platform = config_.platform;
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if (platform == PlatformType::Auto) {
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#ifdef __SWITCH__
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platform = PlatformType::Switch;
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#else
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platform = PlatformType::PC;
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#endif
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}
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if (platform == PlatformType::Switch) {
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#ifdef __SWITCH__
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Result rc;
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rc = romfsInit();
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@ -74,7 +63,6 @@ bool Application::init(const AppConfig& config) {
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E2D_LOG_WARN("socketInitializeDefault failed");
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}
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#endif
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}
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if (!Sdl2::initAll()) {
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E2D_LOG_ERROR("Failed to initialize SDL2");
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@ -90,17 +78,18 @@ bool Application::init(const AppConfig& config) {
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return false;
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}
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WindowCfg winCfg;
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winCfg.title = config_.title;
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winCfg.width = config_.width;
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winCfg.height = config_.height;
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winCfg.fullscreen = config_.fullscreen;
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winCfg.resizable = config_.resizable;
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winCfg.vsync = config_.vsync;
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winCfg.glMajor = config_.glMajor;
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winCfg.glMinor = config_.glMinor;
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if (!WINDOW.create(winCfg)) {
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if (!WINDOW.create([&] {
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WindowCfg cfg;
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cfg.title = config_.title;
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cfg.width = config_.width;
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cfg.height = config_.height;
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cfg.fullscreen = config_.fullscreen;
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cfg.resizable = config_.resizable;
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cfg.vsync = config_.vsync;
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cfg.glMajor = config_.glMajor;
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cfg.glMinor = config_.glMinor;
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return cfg;
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}())) {
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E2D_LOG_ERROR("Failed to create window");
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return false;
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}
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@ -110,9 +99,7 @@ bool Application::init(const AppConfig& config) {
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return false;
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}
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WINDOW.setOnClose([this]() {
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quit();
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});
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WINDOW.setOnClose([this]() { quit(); });
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initialized_ = true;
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running_ = true;
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@ -120,13 +107,14 @@ bool Application::init(const AppConfig& config) {
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events::OnInit::emit();
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E2D_LOG_INFO("Application initialized successfully");
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E2D_LOG_INFO("Window: {}x{}, Fullscreen: {}, VSync: {}",
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config_.width, config_.height, config_.fullscreen, config_.vsync);
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E2D_LOG_INFO("Window: {}x{}, Fullscreen: {}, VSync: {}", config_.width,
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config_.height, config_.fullscreen, config_.vsync);
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return true;
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}
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void Application::shutdown() {
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if (!initialized_) return;
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if (!initialized_)
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return;
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events::OnShutdown::emit();
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@ -136,21 +124,10 @@ void Application::shutdown() {
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SVC_MGR.shutdownAll();
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Sdl2::shutdown();
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PlatformType platform = config_.platform;
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if (platform == PlatformType::Auto) {
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#ifdef __SWITCH__
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platform = PlatformType::Switch;
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#else
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platform = PlatformType::PC;
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#endif
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}
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if (platform == PlatformType::Switch) {
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#ifdef __SWITCH__
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romfsExit();
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socketExit();
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#endif
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}
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initialized_ = false;
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running_ = false;
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@ -229,7 +206,8 @@ void Application::mainLoop() {
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double frameTime = frameEndTime - currentTime;
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double target = 1.0 / static_cast<double>(config_.fpsLimit);
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if (frameTime < target) {
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std::this_thread::sleep_for(std::chrono::duration<double>(target - frameTime));
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std::this_thread::sleep_for(
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std::chrono::duration<double>(target - frameTime));
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}
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}
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}
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@ -1,7 +1,7 @@
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#include <platform/window.h>
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#include <SDL.h>
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#include <platform/input.h>
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#include <platform/sdl2.h>
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#include <SDL.h>
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#include <platform/window.h>
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namespace extra2d {
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@ -11,15 +11,16 @@ WindowSvc& WindowSvc::inst() {
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}
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bool WindowSvc::init() {
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if (isInited()) return true;
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if (isInited())
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return true;
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if (!Sdl2::initVideo()) {
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return false;
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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@ -41,7 +42,8 @@ void WindowSvc::shutdown() {
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}
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bool WindowSvc::create(const WindowCfg &cfg) {
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if (window_) return true;
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if (window_)
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return true;
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uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
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if (cfg.resizable) {
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@ -54,14 +56,9 @@ bool WindowSvc::create(const WindowCfg& cfg) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, cfg.glMajor);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, cfg.glMinor);
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window_ = SDL_CreateWindow(
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cfg.title.c_str(),
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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cfg.width,
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cfg.height,
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flags
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);
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window_ =
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SDL_CreateWindow(cfg.title.c_str(), SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, cfg.width, cfg.height, flags);
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if (!window_) {
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return false;
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@ -86,7 +83,8 @@ bool WindowSvc::pollEvents() {
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switch (evt.type) {
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case SDL_QUIT:
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shouldClose_ = true;
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if (onClose_) onClose_();
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if (onClose_)
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onClose_();
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break;
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case SDL_WINDOWEVENT:
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if (evt.window.event == SDL_WINDOWEVENT_RESIZED) {
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@ -112,14 +110,16 @@ void WindowSvc::swapBuffers() {
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}
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Size WindowSvc::getSize() const {
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if (!window_) return Size(0, 0);
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if (!window_)
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return Size(0, 0);
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int w, h;
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SDL_GetWindowSize(window_, &w, &h);
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return Size(w, h);
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}
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Vec2 WindowSvc::getPosition() const {
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if (!window_) return Vec2(0, 0);
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if (!window_)
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return Vec2(0, 0);
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int x, y;
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SDL_GetWindowPosition(window_, &x, &y);
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return Vec2(static_cast<float>(x), static_cast<float>(y));
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@ -139,12 +139,14 @@ void WindowSvc::setTitle(const std::string& title) {
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void WindowSvc::setFullscreen(bool fullscreen) {
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if (window_) {
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SDL_SetWindowFullscreen(window_, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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SDL_SetWindowFullscreen(window_,
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fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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}
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}
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bool WindowSvc::isFullscreen() const {
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if (!window_) return false;
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if (!window_)
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return false;
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uint32 flags = SDL_GetWindowFlags(window_);
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return (flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
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}
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@ -154,9 +156,7 @@ void WindowSvc::setVsync(bool vsync) {
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vsync_ = vsync;
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}
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bool WindowSvc::isVsync() const {
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return vsync_;
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}
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bool WindowSvc::isVsync() const { return vsync_; }
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void WindowSvc::setVisible(bool visible) {
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if (window_) {
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@ -169,7 +169,8 @@ void WindowSvc::setVisible(bool visible) {
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}
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bool WindowSvc::isVisible() const {
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if (!window_) return false;
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if (!window_)
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return false;
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uint32 flags = SDL_GetWindowFlags(window_);
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return (flags & SDL_WINDOW_SHOWN) != 0;
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}
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