feat(platform): 添加 GLFW 后端支持并移除 SDL2 依赖

添加 GLFW 作为可选的窗口和输入后端,支持通过配置切换 SDL2 或 GLFW 后端
移除对 SDL2 的直接依赖,重构窗口模块以支持多后端
更新构建系统和文档以反映后端选择功能
This commit is contained in:
ChestnutYueyue 2026-02-17 00:06:31 +08:00
parent 0425425ec7
commit 9f83b8fde5
12 changed files with 1299 additions and 120 deletions

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@ -7,7 +7,7 @@
#include <extra2d/app/application.h>
#include <extra2d/platform/window_module.h>
#include <extra2d/utils/logger.h>
#include <SDL.h>
#include <filesystem>
namespace extra2d {
@ -20,14 +20,13 @@ RenderModule::~RenderModule() {
}
static std::string getExecutableDir() {
char* basePath = SDL_GetBasePath();
if (basePath) {
std::string path(basePath);
SDL_free(basePath);
return path;
}
try {
auto currentPath = std::filesystem::current_path();
return currentPath.string() + "/";
} catch (...) {
return "./";
}
}
bool RenderModule::init() {
if (initialized_) return true;

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@ -1,4 +1,3 @@
#include <SDL.h>
#include <algorithm>
#include <cmath>
#include <cstring>
@ -157,8 +156,10 @@ void GLRenderer::setViewport(int x, int y, int width, int height) {
*/
void GLRenderer::setVSync(bool enabled) {
vsync_ = enabled;
// 使用 SDL2 设置交换间隔
SDL_GL_SetSwapInterval(enabled ? 1 : 0);
// 通过窗口接口设置垂直同步
if (window_) {
window_->setVSync(enabled);
}
}
/**

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@ -0,0 +1,28 @@
#include "glfw_window.h"
#include "glfw_input.h"
#include <extra2d/platform/backend_factory.h>
namespace extra2d {
namespace {
static bool s_glfwBackendRegistered = false;
}
void initGLFWBackend() {
if (s_glfwBackendRegistered) {
return;
}
s_glfwBackendRegistered = true;
BackendFactory::reg(
"glfw",
[]() -> UniquePtr<IWindow> {
return makeUnique<GLFWWindow>();
},
[]() -> UniquePtr<IInput> {
return makeUnique<GLFWInput>();
}
);
}
} // namespace extra2d

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@ -0,0 +1,426 @@
#include "glfw_input.h"
#include <extra2d/utils/logger.h>
#include <cmath>
namespace extra2d {
// GLFW 按键到引擎按键的映射
static Key glfwToKey(int glfwKey) {
switch (glfwKey) {
// 字母键
case GLFW_KEY_A: return Key::A;
case GLFW_KEY_B: return Key::B;
case GLFW_KEY_C: return Key::C;
case GLFW_KEY_D: return Key::D;
case GLFW_KEY_E: return Key::E;
case GLFW_KEY_F: return Key::F;
case GLFW_KEY_G: return Key::G;
case GLFW_KEY_H: return Key::H;
case GLFW_KEY_I: return Key::I;
case GLFW_KEY_J: return Key::J;
case GLFW_KEY_K: return Key::K;
case GLFW_KEY_L: return Key::L;
case GLFW_KEY_M: return Key::M;
case GLFW_KEY_N: return Key::N;
case GLFW_KEY_O: return Key::O;
case GLFW_KEY_P: return Key::P;
case GLFW_KEY_Q: return Key::Q;
case GLFW_KEY_R: return Key::R;
case GLFW_KEY_S: return Key::S;
case GLFW_KEY_T: return Key::T;
case GLFW_KEY_U: return Key::U;
case GLFW_KEY_V: return Key::V;
case GLFW_KEY_W: return Key::W;
case GLFW_KEY_X: return Key::X;
case GLFW_KEY_Y: return Key::Y;
case GLFW_KEY_Z: return Key::Z;
// 数字键
case GLFW_KEY_0: return Key::Num0;
case GLFW_KEY_1: return Key::Num1;
case GLFW_KEY_2: return Key::Num2;
case GLFW_KEY_3: return Key::Num3;
case GLFW_KEY_4: return Key::Num4;
case GLFW_KEY_5: return Key::Num5;
case GLFW_KEY_6: return Key::Num6;
case GLFW_KEY_7: return Key::Num7;
case GLFW_KEY_8: return Key::Num8;
case GLFW_KEY_9: return Key::Num9;
// 功能键
case GLFW_KEY_F1: return Key::F1;
case GLFW_KEY_F2: return Key::F2;
case GLFW_KEY_F3: return Key::F3;
case GLFW_KEY_F4: return Key::F4;
case GLFW_KEY_F5: return Key::F5;
case GLFW_KEY_F6: return Key::F6;
case GLFW_KEY_F7: return Key::F7;
case GLFW_KEY_F8: return Key::F8;
case GLFW_KEY_F9: return Key::F9;
case GLFW_KEY_F10: return Key::F10;
case GLFW_KEY_F11: return Key::F11;
case GLFW_KEY_F12: return Key::F12;
// 特殊键
case GLFW_KEY_SPACE: return Key::Space;
case GLFW_KEY_ENTER: return Key::Enter;
case GLFW_KEY_ESCAPE: return Key::Escape;
case GLFW_KEY_TAB: return Key::Tab;
case GLFW_KEY_BACKSPACE: return Key::Backspace;
case GLFW_KEY_INSERT: return Key::Insert;
case GLFW_KEY_DELETE: return Key::Delete;
case GLFW_KEY_HOME: return Key::Home;
case GLFW_KEY_END: return Key::End;
case GLFW_KEY_PAGE_UP: return Key::PageUp;
case GLFW_KEY_PAGE_DOWN: return Key::PageDown;
// 方向键
case GLFW_KEY_UP: return Key::Up;
case GLFW_KEY_DOWN: return Key::Down;
case GLFW_KEY_LEFT: return Key::Left;
case GLFW_KEY_RIGHT: return Key::Right;
// 修饰键
case GLFW_KEY_LEFT_SHIFT: return Key::LShift;
case GLFW_KEY_RIGHT_SHIFT: return Key::RShift;
case GLFW_KEY_LEFT_CONTROL: return Key::LCtrl;
case GLFW_KEY_RIGHT_CONTROL: return Key::RCtrl;
case GLFW_KEY_LEFT_ALT: return Key::LAlt;
case GLFW_KEY_RIGHT_ALT: return Key::RAlt;
// 锁定键
case GLFW_KEY_CAPS_LOCK: return Key::CapsLock;
case GLFW_KEY_NUM_LOCK: return Key::NumLock;
case GLFW_KEY_SCROLL_LOCK: return Key::ScrollLock;
default: return Key::None;
}
}
GLFWInput::GLFWInput() {
keyCurrent_.fill(false);
keyPrevious_.fill(false);
mouseCurrent_.fill(false);
mousePrevious_.fill(false);
gamepadCurrent_.fill(false);
gamepadPrevious_.fill(false);
}
GLFWInput::~GLFWInput() {
shutdown();
}
void GLFWInput::init() {
E2D_LOG_INFO("GLFWInput initialized");
openGamepad();
}
void GLFWInput::shutdown() {
closeGamepad();
E2D_LOG_INFO("GLFWInput shutdown");
}
void GLFWInput::update() {
// 保存上一帧状态
keyPrevious_ = keyCurrent_;
mousePrevious_ = mouseCurrent_;
gamepadPrevious_ = gamepadCurrent_;
// 重置增量
scrollDelta_ = 0.0f;
mouseDelta_ = Vec2{0.0f, 0.0f};
// 更新游戏手柄
updateGamepad();
// 更新键盘状态(通过轮询 GLFW
if (window_) {
for (int i = GLFW_KEY_SPACE; i <= GLFW_KEY_LAST; ++i) {
Key key = glfwToKey(i);
if (key != Key::None) {
int state = glfwGetKey(window_, i);
keyCurrent_[static_cast<size_t>(key)] = (state == GLFW_PRESS);
}
}
// 更新鼠标按钮状态
for (int i = 0; i < static_cast<int>(Mouse::Count); ++i) {
int glfwButton = GLFW_MOUSE_BUTTON_1 + i;
if (glfwButton <= GLFW_MOUSE_BUTTON_LAST) {
int state = glfwGetMouseButton(window_, glfwButton);
mouseCurrent_[i] = (state == GLFW_PRESS);
}
}
// 获取鼠标位置
double x, y;
glfwGetCursorPos(window_, &x, &y);
mousePos_ = Vec2{static_cast<float>(x), static_cast<float>(y)};
}
}
bool GLFWInput::down(Key key) const {
size_t idx = static_cast<size_t>(key);
if (idx < keyCurrent_.size()) {
return keyCurrent_[idx];
}
return false;
}
bool GLFWInput::pressed(Key key) const {
size_t idx = static_cast<size_t>(key);
if (idx < keyCurrent_.size()) {
return keyCurrent_[idx] && !keyPrevious_[idx];
}
return false;
}
bool GLFWInput::released(Key key) const {
size_t idx = static_cast<size_t>(key);
if (idx < keyCurrent_.size()) {
return !keyCurrent_[idx] && keyPrevious_[idx];
}
return false;
}
bool GLFWInput::down(Mouse btn) const {
size_t idx = static_cast<size_t>(btn);
if (idx < mouseCurrent_.size()) {
return mouseCurrent_[idx];
}
return false;
}
bool GLFWInput::pressed(Mouse btn) const {
size_t idx = static_cast<size_t>(btn);
if (idx < mouseCurrent_.size()) {
return mouseCurrent_[idx] && !mousePrevious_[idx];
}
return false;
}
bool GLFWInput::released(Mouse btn) const {
size_t idx = static_cast<size_t>(btn);
if (idx < mouseCurrent_.size()) {
return !mouseCurrent_[idx] && mousePrevious_[idx];
}
return false;
}
Vec2 GLFWInput::mouse() const {
return mousePos_;
}
Vec2 GLFWInput::mouseDelta() const {
return mouseDelta_;
}
float GLFWInput::scroll() const {
return scroll_;
}
float GLFWInput::scrollDelta() const {
return scrollDelta_;
}
void GLFWInput::setMouse(const Vec2& pos) {
if (window_) {
glfwSetCursorPos(window_, pos.x, pos.y);
}
}
bool GLFWInput::gamepad() const {
return gamepadId_ != -1;
}
bool GLFWInput::down(Gamepad btn) const {
size_t idx = static_cast<size_t>(btn);
if (idx < gamepadCurrent_.size()) {
return gamepadCurrent_[idx];
}
return false;
}
bool GLFWInput::pressed(Gamepad btn) const {
size_t idx = static_cast<size_t>(btn);
if (idx < gamepadCurrent_.size()) {
return gamepadCurrent_[idx] && !gamepadPrevious_[idx];
}
return false;
}
bool GLFWInput::released(Gamepad btn) const {
size_t idx = static_cast<size_t>(btn);
if (idx < gamepadCurrent_.size()) {
return !gamepadCurrent_[idx] && gamepadPrevious_[idx];
}
return false;
}
Vec2 GLFWInput::leftStick() const {
return leftStick_;
}
Vec2 GLFWInput::rightStick() const {
return rightStick_;
}
float GLFWInput::leftTrigger() const {
return leftTrigger_;
}
float GLFWInput::rightTrigger() const {
return rightTrigger_;
}
void GLFWInput::vibrate(float left, float right) {
// GLFW 本身不支持震动,需要平台特定的代码
// 这里可以扩展为使用平台特定的 API
(void)left;
(void)right;
}
bool GLFWInput::touching() const {
return false;
}
int GLFWInput::touchCount() const {
return 0;
}
Vec2 GLFWInput::touch(int index) const {
(void)index;
return Vec2{0.0f, 0.0f};
}
TouchPoint GLFWInput::touchPoint(int index) const {
(void)index;
return TouchPoint{};
}
// 事件处理函数
void GLFWInput::handleKeyEvent(int key, int scancode, int action, int mods) {
(void)scancode;
(void)mods;
Key eKey = glfwToKey(key);
if (eKey != Key::None) {
size_t idx = static_cast<size_t>(eKey);
if (action == GLFW_PRESS) {
keyCurrent_[idx] = true;
} else if (action == GLFW_RELEASE) {
keyCurrent_[idx] = false;
}
}
}
void GLFWInput::handleMouseButtonEvent(int button, int action, int mods) {
(void)mods;
if (button >= GLFW_MOUSE_BUTTON_1 && button <= GLFW_MOUSE_BUTTON_LAST) {
size_t idx = static_cast<size_t>(button - GLFW_MOUSE_BUTTON_1);
if (idx < mouseCurrent_.size()) {
if (action == GLFW_PRESS) {
mouseCurrent_[idx] = true;
} else if (action == GLFW_RELEASE) {
mouseCurrent_[idx] = false;
}
}
}
}
void GLFWInput::handleCursorPosEvent(double xpos, double ypos) {
Vec2 newPos{static_cast<float>(xpos), static_cast<float>(ypos)};
mouseDelta_ = newPos - mousePos_;
mousePos_ = newPos;
}
void GLFWInput::handleScrollEvent(double xoffset, double yoffset) {
(void)xoffset;
scroll_ += static_cast<float>(yoffset);
scrollDelta_ += static_cast<float>(yoffset);
}
void GLFWInput::handleJoystickEvent(int jid, int event) {
if (event == GLFW_CONNECTED) {
E2D_LOG_INFO("Gamepad connected: {}", jid);
if (gamepadId_ == -1) {
openGamepad();
}
} else if (event == GLFW_DISCONNECTED) {
if (jid == gamepadId_) {
E2D_LOG_INFO("Gamepad disconnected: {}", jid);
closeGamepad();
}
}
}
void GLFWInput::updateGamepad() {
if (gamepadId_ == -1) {
return;
}
GLFWgamepadstate state;
if (!glfwGetGamepadState(gamepadId_, &state)) {
return;
}
// 更新按钮状态
gamepadCurrent_[static_cast<size_t>(Gamepad::A)] = state.buttons[GLFW_GAMEPAD_BUTTON_A] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::B)] = state.buttons[GLFW_GAMEPAD_BUTTON_B] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::X)] = state.buttons[GLFW_GAMEPAD_BUTTON_X] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::Y)] = state.buttons[GLFW_GAMEPAD_BUTTON_Y] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::Back)] = state.buttons[GLFW_GAMEPAD_BUTTON_BACK] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::Start)] = state.buttons[GLFW_GAMEPAD_BUTTON_START] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::LStick)] = state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_THUMB] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::RStick)] = state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_THUMB] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::LB)] = state.buttons[GLFW_GAMEPAD_BUTTON_LEFT_BUMPER] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::RB)] = state.buttons[GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::DUp)] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_UP] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::DDown)] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_DOWN] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::DLeft)] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_LEFT] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::DRight)] = state.buttons[GLFW_GAMEPAD_BUTTON_DPAD_RIGHT] == GLFW_PRESS;
gamepadCurrent_[static_cast<size_t>(Gamepad::Guide)] = state.buttons[GLFW_GAMEPAD_BUTTON_GUIDE] == GLFW_PRESS;
// 更新摇杆值(应用死区)
leftStick_.x = applyDeadzone(state.axes[GLFW_GAMEPAD_AXIS_LEFT_X]);
leftStick_.y = applyDeadzone(state.axes[GLFW_GAMEPAD_AXIS_LEFT_Y]);
rightStick_.x = applyDeadzone(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_X]);
rightStick_.y = applyDeadzone(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]);
// 更新扳机值(范围 [0, 1]
leftTrigger_ = (state.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER] + 1.0f) * 0.5f;
rightTrigger_ = (state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER] + 1.0f) * 0.5f;
}
void GLFWInput::openGamepad() {
for (int jid = GLFW_JOYSTICK_1; jid <= GLFW_JOYSTICK_LAST; ++jid) {
if (glfwJoystickPresent(jid) && glfwJoystickIsGamepad(jid)) {
gamepadId_ = jid;
E2D_LOG_INFO("Gamepad opened: {}", glfwGetGamepadName(jid));
return;
}
}
}
void GLFWInput::closeGamepad() {
if (gamepadId_ != -1) {
gamepadId_ = -1;
gamepadCurrent_.fill(false);
gamepadPrevious_.fill(false);
leftStick_ = Vec2{0.0f, 0.0f};
rightStick_ = Vec2{0.0f, 0.0f};
leftTrigger_ = 0.0f;
rightTrigger_ = 0.0f;
}
}
float GLFWInput::applyDeadzone(float value) const {
if (std::abs(value) < deadzone_) {
return 0.0f;
}
float sign = value >= 0.0f ? 1.0f : -1.0f;
return sign * (std::abs(value) - deadzone_) / (1.0f - deadzone_);
}
} // namespace extra2d

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@ -0,0 +1,95 @@
#pragma once
#include <extra2d/platform/iinput.h>
#include <GLFW/glfw3.h>
#include <array>
namespace extra2d {
/**
* @brief GLFW
*/
class GLFWInput : public IInput {
public:
GLFWInput();
~GLFWInput() override;
void init() override;
void shutdown() override;
void update() override;
// Keyboard
bool down(Key key) const override;
bool pressed(Key key) const override;
bool released(Key key) const override;
// Mouse
bool down(Mouse btn) const override;
bool pressed(Mouse btn) const override;
bool released(Mouse btn) const override;
Vec2 mouse() const override;
Vec2 mouseDelta() const override;
float scroll() const override;
float scrollDelta() const override;
void setMouse(const Vec2& pos) override;
// Gamepad
bool gamepad() const override;
bool down(Gamepad btn) const override;
bool pressed(Gamepad btn) const override;
bool released(Gamepad btn) const override;
Vec2 leftStick() const override;
Vec2 rightStick() const override;
float leftTrigger() const override;
float rightTrigger() const override;
void vibrate(float left, float right) override;
// Touch
bool touching() const override;
int touchCount() const override;
Vec2 touch(int index) const override;
TouchPoint touchPoint(int index) const override;
// GLFW specific
void handleKeyEvent(int key, int scancode, int action, int mods);
void handleMouseButtonEvent(int button, int action, int mods);
void handleCursorPosEvent(double xpos, double ypos);
void handleScrollEvent(double xoffset, double yoffset);
void handleJoystickEvent(int jid, int event);
void setWindow(GLFWwindow* window) { window_ = window; }
private:
void updateGamepad();
void openGamepad();
void closeGamepad();
float applyDeadzone(float value) const;
// Keyboard state
std::array<bool, static_cast<size_t>(Key::Count)> keyCurrent_;
std::array<bool, static_cast<size_t>(Key::Count)> keyPrevious_;
// Mouse state
std::array<bool, static_cast<size_t>(Mouse::Count)> mouseCurrent_;
std::array<bool, static_cast<size_t>(Mouse::Count)> mousePrevious_;
Vec2 mousePos_;
Vec2 mouseDelta_;
float scroll_ = 0.0f;
float scrollDelta_ = 0.0f;
// Gamepad state
std::array<bool, static_cast<size_t>(Gamepad::Count)> gamepadCurrent_;
std::array<bool, static_cast<size_t>(Gamepad::Count)> gamepadPrevious_;
Vec2 leftStick_;
Vec2 rightStick_;
float leftTrigger_ = 0.0f;
float rightTrigger_ = 0.0f;
int gamepadId_ = -1;
float deadzone_ = 0.15f;
GLFWwindow* window_ = nullptr;
};
} // namespace extra2d

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@ -0,0 +1,462 @@
#include "glfw_window.h"
#include "glfw_input.h"
#include <extra2d/utils/logger.h>
#include <glad/glad.h>
namespace extra2d {
GLFWWindow::GLFWWindow() {}
GLFWWindow::~GLFWWindow() {
destroy();
}
bool GLFWWindow::create(const WindowConfigData& cfg) {
if (!initGLFW()) {
return false;
}
// 设置 OpenGL ES 3.2 上下文
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
glfwWindowHint(GLFW_DEPTH_BITS, 24);
glfwWindowHint(GLFW_STENCIL_BITS, 8);
#ifdef __SWITCH__
// Switch 平台强制全屏
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
fullscreen_ = true;
#else
// 桌面平台配置
if (cfg.resizable) {
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
} else {
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
}
if (!cfg.decorated) {
glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
}
if (cfg.isFullscreen()) {
glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
fullscreen_ = true;
}
#endif
if (cfg.multisamples > 0) {
glfwWindowHint(GLFW_SAMPLES, cfg.multisamples);
}
// 创建窗口
GLFWmonitor* monitor = nullptr;
#ifdef __SWITCH__
monitor = glfwGetPrimaryMonitor();
#endif
if (fullscreen_ && !monitor) {
monitor = glfwGetPrimaryMonitor();
}
glfwWindow_ = glfwCreateWindow(
cfg.width, cfg.height,
cfg.title.c_str(),
monitor,
nullptr
);
if (!glfwWindow_) {
E2D_LOG_ERROR("Failed to create GLFW window");
deinitGLFW();
return false;
}
glfwMakeContextCurrent(glfwWindow_);
// 初始化 GLAD
if (!gladLoadGLES2Loader((GLADloadproc)glfwGetProcAddress)) {
E2D_LOG_ERROR("Failed to initialize GLAD GLES2");
glfwDestroyWindow(glfwWindow_);
glfwWindow_ = nullptr;
deinitGLFW();
return false;
}
// 设置垂直同步
glfwSwapInterval(cfg.vsync ? 1 : 0);
vsync_ = cfg.vsync;
// 获取实际窗口大小
glfwGetWindowSize(glfwWindow_, &width_, &height_);
updateContentScale();
// 设置回调函数
glfwSetWindowUserPointer(glfwWindow_, this);
glfwSetFramebufferSizeCallback(glfwWindow_, framebufferSizeCallback);
glfwSetWindowCloseCallback(glfwWindow_, windowCloseCallback);
glfwSetWindowFocusCallback(glfwWindow_, windowFocusCallback);
glfwSetWindowIconifyCallback(glfwWindow_, windowIconifyCallback);
glfwSetCursorPosCallback(glfwWindow_, cursorPosCallback);
glfwSetMouseButtonCallback(glfwWindow_, mouseButtonCallback);
glfwSetScrollCallback(glfwWindow_, scrollCallback);
glfwSetKeyCallback(glfwWindow_, keyCallback);
glfwSetJoystickCallback(joystickCallback);
// 创建输入系统
input_ = makeUnique<GLFWInput>();
input_->setWindow(glfwWindow_);
input_->init();
E2D_LOG_INFO("GLFW window created: {}x{}", width_, height_);
E2D_LOG_INFO(" Platform: OpenGL ES 3.2");
return true;
}
void GLFWWindow::destroy() {
if (input_) {
input_->shutdown();
input_.reset();
}
if (glfwWindow_) {
glfwDestroyWindow(glfwWindow_);
glfwWindow_ = nullptr;
}
deinitGLFW();
}
void GLFWWindow::poll() {
if (!glfwWindow_) return;
if (input_) {
input_->update();
}
glfwPollEvents();
}
void GLFWWindow::swap() {
if (glfwWindow_) {
glfwSwapBuffers(glfwWindow_);
}
}
bool GLFWWindow::shouldClose() const {
if (!glfwWindow_) return true;
return shouldClose_ || glfwWindowShouldClose(glfwWindow_);
}
void GLFWWindow::close() {
shouldClose_ = true;
if (glfwWindow_) {
glfwSetWindowShouldClose(glfwWindow_, GLFW_TRUE);
}
}
void GLFWWindow::setTitle(const std::string& title) {
if (glfwWindow_) {
glfwSetWindowTitle(glfwWindow_, title.c_str());
}
}
void GLFWWindow::setSize(int w, int h) {
if (glfwWindow_) {
glfwSetWindowSize(glfwWindow_, w, h);
width_ = w;
height_ = h;
}
}
void GLFWWindow::setPos(int x, int y) {
#ifndef __SWITCH__
if (glfwWindow_) {
glfwSetWindowPos(glfwWindow_, x, y);
}
#else
(void)x;
(void)y;
#endif
}
void GLFWWindow::setFullscreen(bool fs) {
#ifndef __SWITCH__
if (!glfwWindow_) return;
if (fs == fullscreen_) return;
if (fs) {
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
glfwSetWindowMonitor(glfwWindow_, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
} else {
glfwSetWindowMonitor(glfwWindow_, nullptr, 100, 100, 1280, 720, 0);
}
fullscreen_ = fs;
glfwGetWindowSize(glfwWindow_, &width_, &height_);
updateContentScale();
#else
(void)fs;
#endif
}
void GLFWWindow::setVSync(bool vsync) {
if (glfwWindow_) {
glfwSwapInterval(vsync ? 1 : 0);
vsync_ = vsync;
}
}
void GLFWWindow::setVisible(bool visible) {
#ifndef __SWITCH__
if (glfwWindow_) {
if (visible) {
glfwShowWindow(glfwWindow_);
} else {
glfwHideWindow(glfwWindow_);
}
}
#else
(void)visible;
#endif
}
int GLFWWindow::width() const {
return width_;
}
int GLFWWindow::height() const {
return height_;
}
Size GLFWWindow::size() const {
return Size(static_cast<float>(width_), static_cast<float>(height_));
}
Vec2 GLFWWindow::pos() const {
int x = 0, y = 0;
#ifndef __SWITCH__
if (glfwWindow_) {
glfwGetWindowPos(glfwWindow_, &x, &y);
}
#endif
return Vec2(static_cast<float>(x), static_cast<float>(y));
}
bool GLFWWindow::fullscreen() const {
return fullscreen_;
}
bool GLFWWindow::vsync() const {
return vsync_;
}
bool GLFWWindow::focused() const {
return focused_;
}
bool GLFWWindow::minimized() const {
return minimized_;
}
float GLFWWindow::scaleX() const {
return scaleX_;
}
float GLFWWindow::scaleY() const {
return scaleY_;
}
void GLFWWindow::setCursor(Cursor cursor) {
#ifndef __SWITCH__
if (!glfwWindow_) return;
if (cursor == Cursor::Hidden) {
glfwSetInputMode(glfwWindow_, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
return;
}
glfwSetInputMode(glfwWindow_, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
GLFWcursor* glfwCursor = nullptr;
switch (cursor) {
case Cursor::Arrow:
glfwCursor = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
break;
case Cursor::IBeam:
glfwCursor = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
break;
case Cursor::Crosshair:
glfwCursor = glfwCreateStandardCursor(GLFW_CROSSHAIR_CURSOR);
break;
case Cursor::Hand:
glfwCursor = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
break;
case Cursor::HResize:
glfwCursor = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
break;
case Cursor::VResize:
glfwCursor = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
break;
default:
glfwCursor = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
break;
}
if (glfwCursor) {
glfwSetCursor(glfwWindow_, glfwCursor);
}
#else
(void)cursor;
#endif
}
void GLFWWindow::showCursor(bool show) {
#ifndef __SWITCH__
if (glfwWindow_) {
glfwSetInputMode(glfwWindow_, GLFW_CURSOR, show ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_HIDDEN);
cursorVisible_ = show;
}
#else
(void)show;
#endif
}
void GLFWWindow::lockCursor(bool lock) {
#ifndef __SWITCH__
if (glfwWindow_) {
glfwSetInputMode(glfwWindow_, GLFW_CURSOR, lock ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_NORMAL);
cursorLocked_ = lock;
}
#else
(void)lock;
#endif
}
IInput* GLFWWindow::input() const {
return input_.get();
}
void GLFWWindow::onResize(ResizeCb cb) {
resizeCb_ = cb;
}
void GLFWWindow::onClose(CloseCb cb) {
closeCb_ = cb;
}
void GLFWWindow::onFocus(FocusCb cb) {
focusCb_ = cb;
}
void* GLFWWindow::native() const {
return glfwWindow_;
}
bool GLFWWindow::initGLFW() {
static int glfwInitCount = 0;
if (glfwInitCount == 0) {
if (!glfwInit()) {
E2D_LOG_ERROR("Failed to initialize GLFW");
return false;
}
glfwInitCount++;
}
return true;
}
void GLFWWindow::deinitGLFW() {
static int glfwInitCount = 1;
glfwInitCount--;
if (glfwInitCount == 0) {
glfwTerminate();
}
}
void GLFWWindow::updateContentScale() {
if (glfwWindow_) {
int fbWidth, fbHeight;
glfwGetFramebufferSize(glfwWindow_, &fbWidth, &fbHeight);
scaleX_ = fbWidth > 0 ? static_cast<float>(fbWidth) / width_ : 1.0f;
scaleY_ = fbHeight > 0 ? static_cast<float>(fbHeight) / height_ : 1.0f;
}
}
// 静态回调函数
void GLFWWindow::framebufferSizeCallback(GLFWwindow* window, int width, int height) {
GLFWWindow* self = static_cast<GLFWWindow*>(glfwGetWindowUserPointer(window));
if (self) {
self->width_ = width;
self->height_ = height;
self->updateContentScale();
if (self->resizeCb_) {
self->resizeCb_(width, height);
}
}
}
void GLFWWindow::windowCloseCallback(GLFWwindow* window) {
GLFWWindow* self = static_cast<GLFWWindow*>(glfwGetWindowUserPointer(window));
if (self) {
self->shouldClose_ = true;
if (self->closeCb_) {
self->closeCb_();
}
}
}
void GLFWWindow::windowFocusCallback(GLFWwindow* window, int focused) {
GLFWWindow* self = static_cast<GLFWWindow*>(glfwGetWindowUserPointer(window));
if (self) {
self->focused_ = (focused == GLFW_TRUE);
if (self->focusCb_) {
self->focusCb_(self->focused_);
}
}
}
void GLFWWindow::windowIconifyCallback(GLFWwindow* window, int iconified) {
GLFWWindow* self = static_cast<GLFWWindow*>(glfwGetWindowUserPointer(window));
if (self) {
self->minimized_ = (iconified == GLFW_TRUE);
}
}
void GLFWWindow::cursorPosCallback(GLFWwindow* window, double xpos, double ypos) {
GLFWWindow* self = static_cast<GLFWWindow*>(glfwGetWindowUserPointer(window));
if (self && self->input_) {
self->input_->handleCursorPosEvent(xpos, ypos);
}
}
void GLFWWindow::mouseButtonCallback(GLFWwindow* window, int button, int action, int mods) {
GLFWWindow* self = static_cast<GLFWWindow*>(glfwGetWindowUserPointer(window));
if (self && self->input_) {
self->input_->handleMouseButtonEvent(button, action, mods);
}
}
void GLFWWindow::scrollCallback(GLFWwindow* window, double xoffset, double yoffset) {
GLFWWindow* self = static_cast<GLFWWindow*>(glfwGetWindowUserPointer(window));
if (self && self->input_) {
self->input_->handleScrollEvent(xoffset, yoffset);
}
}
void GLFWWindow::keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
GLFWWindow* self = static_cast<GLFWWindow*>(glfwGetWindowUserPointer(window));
if (self && self->input_) {
self->input_->handleKeyEvent(key, scancode, action, mods);
}
}
void GLFWWindow::joystickCallback(int jid, int event) {
// 通过全局回调找到对应的窗口实例
// 由于 GLFW 的 joystick 回调没有窗口参数,我们需要其他方式处理
// 这里简化处理,让输入系统在 update() 中轮询
}
} // namespace extra2d

View File

@ -0,0 +1,99 @@
#pragma once
#include <extra2d/platform/iwindow.h>
#include <GLFW/glfw3.h>
namespace extra2d {
class GLFWInput;
/**
* @brief GLFW
*/
class GLFWWindow : public IWindow {
public:
GLFWWindow();
~GLFWWindow() override;
bool create(const WindowConfigData& cfg) override;
void destroy() override;
void poll() override;
void swap() override;
bool shouldClose() const override;
void close() override;
void setTitle(const std::string& title) override;
void setSize(int w, int h) override;
void setPos(int x, int y) override;
void setFullscreen(bool fs) override;
void setVSync(bool vsync) override;
void setVisible(bool visible) override;
int width() const override;
int height() const override;
Size size() const override;
Vec2 pos() const override;
bool fullscreen() const override;
bool vsync() const override;
bool focused() const override;
bool minimized() const override;
float scaleX() const override;
float scaleY() const override;
void setCursor(Cursor cursor) override;
void showCursor(bool show) override;
void lockCursor(bool lock) override;
IInput* input() const override;
void onResize(ResizeCb cb) override;
void onClose(CloseCb cb) override;
void onFocus(FocusCb cb) override;
void* native() const override;
/**
* @brief GLFW
*/
GLFWwindow* glfwWindow() const { return glfwWindow_; }
private:
bool initGLFW();
void deinitGLFW();
void updateContentScale();
// GLFW 回调函数(静态)
static void framebufferSizeCallback(GLFWwindow* window, int width, int height);
static void windowCloseCallback(GLFWwindow* window);
static void windowFocusCallback(GLFWwindow* window, int focused);
static void windowIconifyCallback(GLFWwindow* window, int iconified);
static void cursorPosCallback(GLFWwindow* window, double xpos, double ypos);
static void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset);
static void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void joystickCallback(int jid, int event);
GLFWwindow* glfwWindow_ = nullptr;
UniquePtr<GLFWInput> input_;
int width_ = 1280;
int height_ = 720;
bool fullscreen_ = false;
bool vsync_ = true;
bool focused_ = true;
bool minimized_ = false;
bool shouldClose_ = false;
float scaleX_ = 1.0f;
float scaleY_ = 1.0f;
bool cursorVisible_ = true;
bool cursorLocked_ = false;
ResizeCb resizeCb_;
CloseCb closeCb_;
FocusCb focusCb_;
};
} // namespace extra2d

View File

@ -2,7 +2,6 @@
#include <extra2d/platform/backend_factory.h>
#include <extra2d/core/service_locator.h>
#include <extra2d/utils/logger.h>
#include <SDL.h>
#ifdef __SWITCH__
#include <switch.h>
@ -10,8 +9,12 @@
namespace extra2d {
// 前向声明 SDL2 后端初始化函数
// 前向声明后端初始化函数
#if defined(E2D_BACKEND_SDL2)
void initSDL2Backend();
#elif defined(E2D_BACKEND_GLFW)
void initGLFWBackend();
#endif
WindowModule::WindowModule(const Cfg& cfg) : cfg_(cfg) {}
@ -28,21 +31,16 @@ bool WindowModule::init() {
cfg_.mode = WindowMode::Fullscreen;
#endif
// 初始化SDL后端注册到工厂
// 初始化后端(注册到工厂)
#if defined(E2D_BACKEND_SDL2)
initSDL2Backend();
// 初始化SDL
Uint32 flags = SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_TIMER;
#ifdef __SWITCH__
flags |= SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER;
#elif defined(E2D_BACKEND_GLFW)
initGLFWBackend();
#else
#error "No window backend defined"
#endif
if (SDL_Init(flags) != 0) {
E2D_LOG_ERROR("SDL_Init failed: {}", SDL_GetError());
return false;
}
sdlInited_ = true;
E2D_LOG_INFO("SDL initialized successfully");
E2D_LOG_INFO("Window backend initialized");
// 创建窗口配置
WindowConfigData winCfg;
@ -57,8 +55,7 @@ bool WindowModule::init() {
// 创建窗口(使用配置的后端)
win_ = BackendFactory::createWindow(cfg_.backend);
if (!win_) {
E2D_LOG_ERROR("Failed to create window backend");
shutdown();
E2D_LOG_ERROR("Failed to create window backend: {}", cfg_.backend);
return false;
}
@ -81,11 +78,6 @@ void WindowModule::shutdown() {
win_.reset();
}
if (sdlInited_) {
SDL_Quit();
sdlInited_ = false;
}
initialized_ = false;
}

View File

@ -15,6 +15,9 @@
<a href="#">
<img src="https://img.shields.io/badge/SDL2-2.0+-1DA1F2?style=for-the-badge" alt="SDL2">
</a>
<a href="#">
<img src="https://img.shields.io/badge/GLFW-3.4+-1DA1F2?style=for-the-badge" alt="GLFW">
</a>
<a href="#">
<img src="https://img.shields.io/badge/Nintendo%20Switch-E60012?style=for-the-badge&logo=nintendo-switch&logoColor=white" alt="Nintendo Switch">
</a>
@ -174,6 +177,8 @@ sudo apt install xmake
### 构建项目
#### 基础构建(使用 SDL2 后端,默认)
```bash
# 配置项目
xmake f -p mingw -a x86_64 -m release -y
@ -185,6 +190,32 @@ xmake build
xmake run demo_basic
```
#### 使用 GLFW 后端
```bash
# 配置项目(指定 GLFW 后端)
xmake f -p mingw -a x86_64 -m release --window_backend=glfw -y
# 构建
xmake build
# 运行示例
xmake run demo_basic
```
#### 切换后端
```bash
# 切换到 GLFW 后端
xmake f --window_backend=glfw -y
# 切换回 SDL2 后端
xmake f --window_backend=sdl2 -y
# 清理重新配置
xmake f -c -y
```
### Nintendo Switch 构建
```bash
@ -314,7 +345,8 @@ xmake run demo_basic
| 技术 | 用途 | 版本 |
|:----:|:-----|:----:|
| OpenGL ES | 2D 图形渲染 | 3.2 |
| SDL2 | 窗口和输入管理 | 2.0+ |
| SDL2 | 窗口和输入管理(可选) | 2.0+ |
| GLFW | 窗口和输入管理(可选) | 3.4+ |
| GLM | 数学库 | 0.9.9+ |
| nlohmann_json | JSON 解析 | 3.x |
| glad | OpenGL 加载器 | 最新版 |
@ -375,54 +407,8 @@ Extra2D/
│ │ └── opengl/ # OpenGL 实现
│ ├── platform/ # 平台实现
│ │ └── backends/ # 后端实现
│ │ └── sdl2/ # SDL2 后端
│ ├── scene/ # 场景实现
│ ├── services/ # 服务实现
│ └── utils/ # 工具实现
├── docs/ # 文档
├── examples/ # 示例程序
│ └── basic/ # 基础示例
└── xmake/ # 构建配置
└── toolchains/ # 工具链配置
```
Extra2D/
├── Extra2D/
│ ├── include/
│ │ ├── KHR/ # KHR 平台头文件
│ │ ├── extra2d/ # 引擎公共头文件
│ │ │ ├── app/ # 应用程序
│ │ │ ├── audio/ # 音频配置
│ │ │ ├── config/ # 配置系统
│ │ │ ├── core/ # 核心类型
│ │ │ ├── debug/ # 调试配置
│ │ │ ├── event/ # 事件系统
│ │ │ ├── graphics/ # 图形渲染
│ │ │ │ └── opengl/ # OpenGL 实现
│ │ │ ├── input/ # 输入配置
│ │ │ ├── platform/ # 平台抽象
│ │ │ ├── resource/ # 资源配置
│ │ │ ├── scene/ # 场景系统
│ │ │ ├── services/ # 服务接口
│ │ │ └── utils/ # 工具库
│ │ ├── glad/ # OpenGL 加载器
│ │ └── stb/ # STB 单文件库
│ ├── shaders/ # 着色器文件
│ │ ├── builtin/ # 内置着色器
│ │ ├── common/ # 公共着色器代码
│ │ └── effects/ # 特效着色器
│ └── src/ # 源文件
│ ├── app/ # 应用实现
│ ├── config/ # 配置实现
│ ├── core/ # 核心实现
│ ├── debug/ # 调试实现
│ ├── event/ # 事件实现
│ ├── glad/ # GLAD 实现
│ ├── graphics/ # 图形实现
│ │ └── opengl/ # OpenGL 实现
│ ├── platform/ # 平台实现
│ │ └── backends/ # 后端实现
│ │ └── sdl2/ # SDL2 后端
│ ├── resource/ # 资源实现
│ │ ├── sdl2/ # SDL2 后端
│ │ └── glfw/ # GLFW 后端
│ ├── scene/ # 场景实现
│ ├── services/ # 服务实现
│ └── utils/ # 工具实现
@ -439,10 +425,10 @@ Extra2D/
| 平台 | 窗口后端 | 图形 API | 状态 |
|-----|---------|---------|------|
| Windows | SDL2 | OpenGL ES 3.2 | ✅ 支持 |
| Linux | SDL2 | OpenGL ES 3.2 | ✅ 支持 |
| macOS | SDL2 | OpenGL ES 3.2 | ✅ 支持 |
| Nintendo Switch | SDL2 | OpenGL ES 3.2 | ✅ 支持 |
| Windows | SDL2 / GLFW | OpenGL ES 3.2 | ✅ 支持 |
| Linux | SDL2 / GLFW | OpenGL ES 3.2 | ✅ 支持 |
| macOS | SDL2 / GLFW | OpenGL ES 3.2 | ✅ 支持 |
| Nintendo Switch | SDL2 / GLFW | OpenGL ES 3.2 | ✅ 支持 |
---

View File

@ -458,7 +458,7 @@ if (caps.supportsGamepad) {
**职责**:窗口创建和管理
**后端**统一使用 SDL2支持所有平台
**后端**支持 SDL2 和 GLFW可通过配置切换
**配置**
```cpp
@ -468,7 +468,16 @@ cfg.w = 1280;
cfg.h = 720;
cfg.mode = WindowMode::Windowed;
cfg.vsync = true;
cfg.backend = "sdl2"; // 可选:指定后端
cfg.backend = "sdl2"; // 可选:"sdl2" 或 "glfw"
```
**构建时选择后端**
```bash
# 使用 SDL2 后端(默认)
xmake f --window_backend=sdl2 -y
# 使用 GLFW 后端
xmake f --window_backend=glfw -y
```
**平台约束**
@ -678,10 +687,10 @@ eventService->addListener(EventType::MouseButtonPressed, [](Event& e) {
| 平台 | 窗口后端 | 图形 API | 特殊处理 |
|-----|---------|---------|---------|
| Windows | SDL2 | OpenGL ES 3.2 | - |
| Linux | SDL2 | OpenGL ES 3.2 | - |
| macOS | SDL2 | OpenGL ES 3.2 | - |
| Nintendo Switch | SDL2 | OpenGL ES 3.2 | romfs, 强制全屏 |
| Windows | SDL2 / GLFW | OpenGL ES 3.2 | - |
| Linux | SDL2 / GLFW | OpenGL ES 3.2 | - |
| macOS | SDL2 / GLFW | OpenGL ES 3.2 | - |
| Nintendo Switch | SDL2 / GLFW | OpenGL ES 3.2 | romfs, 强制全屏 |
### 平台检测

View File

@ -8,7 +8,7 @@
-- - macOS
-- - Nintendo Switch
--
-- 窗口后端: SDL2 (统一)
-- 窗口后端: SDL2 / GLFW
-- ==============================================
-- 项目元信息
@ -33,6 +33,13 @@ option("debug_logs")
set_description("Enable debug logging")
option_end()
option("window_backend")
set_default("sdl2")
set_showmenu(true)
set_description("Window backend: sdl2 or glfw")
set_values("sdl2", "glfw")
option_end()
-- ==============================================
-- 平台检测与配置
-- ==============================================
@ -85,6 +92,12 @@ end
if target_plat ~= "switch" then
add_requires("glm")
add_requires("nlohmann_json")
-- 窗口后端依赖
local backend = get_config("window_backend") or "sdl2"
if backend == "glfw" then
add_requires("glfw")
else
local sdl2_configs = {
configs = {
wayland = false
@ -98,6 +111,7 @@ if target_plat ~= "switch" then
end
add_requires("libsdl2", sdl2_configs)
end
end
-- ==============================================
@ -150,14 +164,30 @@ target("demo_basic")
-- 平台配置
local plat = get_config("plat") or os.host()
local backend = get_config("window_backend") or "sdl2"
if plat == "mingw" or plat == "windows" then
add_packages("glm", "nlohmann_json", "libsdl2")
add_packages("glm", "nlohmann_json")
if backend == "glfw" then
add_packages("glfw")
else
add_packages("libsdl2")
end
add_syslinks("opengl32", "glu32", "winmm", "imm32", "version", "setupapi")
elseif plat == "linux" then
add_packages("glm", "nlohmann_json", "libsdl2")
add_packages("glm", "nlohmann_json")
if backend == "glfw" then
add_packages("glfw")
else
add_packages("libsdl2")
end
add_syslinks("GL", "dl", "pthread")
elseif plat == "macosx" then
add_packages("glm", "nlohmann_json", "libsdl2")
add_packages("glm", "nlohmann_json")
if backend == "glfw" then
add_packages("glfw")
else
add_packages("libsdl2")
end
add_frameworks("OpenGL", "Cocoa", "IOKit", "CoreVideo")
end
@ -176,14 +206,30 @@ target("demo_hello_module")
-- 平台配置
local plat = get_config("plat") or os.host()
local backend = get_config("window_backend") or "sdl2"
if plat == "mingw" or plat == "windows" then
add_packages("glm", "nlohmann_json", "libsdl2")
add_packages("glm", "nlohmann_json")
if backend == "glfw" then
add_packages("glfw")
else
add_packages("libsdl2")
end
add_syslinks("opengl32", "glu32", "winmm", "imm32", "version", "setupapi")
elseif plat == "linux" then
add_packages("glm", "nlohmann_json", "libsdl2")
add_packages("glm", "nlohmann_json")
if backend == "glfw" then
add_packages("glfw")
else
add_packages("libsdl2")
end
add_syslinks("GL", "dl", "pthread")
elseif plat == "macosx" then
add_packages("glm", "nlohmann_json", "libsdl2")
add_packages("glm", "nlohmann_json")
if backend == "glfw" then
add_packages("glfw")
else
add_packages("libsdl2")
end
add_frameworks("OpenGL", "Cocoa", "IOKit", "CoreVideo")
end

View File

@ -2,11 +2,11 @@
-- Extra2D 引擎库共享配置
-- 被主项目和示例共享使用
--
-- 窗口后端统一使用 SDL2支持以下平台
-- - Windows (MinGW)
-- - Linux
-- - macOS
-- - Nintendo Switch
-- 窗口后端支持 SDL2 和 GLFW
-- - Windows (MinGW) - 支持 SDL2 和 GLFW
-- - Linux - 支持 SDL2 和 GLFW
-- - macOS - 支持 SDL2 和 GLFW
-- - Nintendo Switch - 使用系统提供的后端
-- ==============================================
-- 获取当前平台
@ -14,18 +14,29 @@ local function get_current_plat()
return get_config("plat") or os.host()
end
-- 获取窗口后端
local function get_window_backend()
return get_config("window_backend") or "sdl2"
end
-- 定义 Extra2D 引擎库目标
function define_extra2d_engine()
target("extra2d")
set_kind("static")
-- 引擎核心源文件
add_files("Extra2D/src/**.cpp")
add_files("Extra2D/src/**.cpp|platform/backends/**.cpp")
add_files("Extra2D/src/glad/glad.c")
-- SDL2 后端源文件(所有平台统一使用)
-- 窗口后端源文件
local backend = get_window_backend()
if backend == "glfw" then
add_files("Extra2D/src/platform/backends/glfw/*.cpp")
add_defines("E2D_BACKEND_GLFW")
else
add_files("Extra2D/src/platform/backends/sdl2/*.cpp")
add_defines("E2D_BACKEND_SDL2")
end
-- 头文件路径
add_includedirs("Extra2D/include", {public = true})
@ -39,23 +50,48 @@ function define_extra2d_engine()
local devkitPro = os.getenv("DEVKITPRO") or "C:/devkitPro"
add_includedirs(devkitPro .. "/portlibs/switch/include", {public = true})
add_linkdirs(devkitPro .. "/portlibs/switch/lib")
-- Switch 平台根据后端选择链接库
local backend = get_window_backend()
if backend == "glfw" then
-- GLFW 后端(使用 libnx 提供的 GLFW
add_syslinks("glfw", "GLESv2", "EGL", "glapi", "drm_nouveau", "nx", "m",
{public = true})
else
-- SDL2 后端
add_syslinks("SDL2", "GLESv2", "EGL", "glapi", "drm_nouveau", "nx", "m",
{public = true})
end
elseif plat == "mingw" or plat == "windows" then
-- Windows (MinGW) 平台配置
add_packages("glm", "nlohmann_json", {public = true})
local backend = get_window_backend()
if backend == "glfw" then
add_packages("glfw", {public = true})
else
add_packages("libsdl2", {public = true})
end
add_syslinks("opengl32", "glu32", "winmm", "imm32", "version", "setupapi",
{public = true})
elseif plat == "linux" then
-- Linux 平台配置
add_packages("glm", "nlohmann_json", {public = true})
local backend = get_window_backend()
if backend == "glfw" then
add_packages("glfw", {public = true})
else
add_packages("libsdl2", {public = true})
end
add_syslinks("GL", "dl", "pthread", {public = true})
elseif plat == "macosx" then
-- macOS 平台配置
add_packages("glm", "nlohmann_json", {public = true})
local backend = get_window_backend()
if backend == "glfw" then
add_packages("glfw", {public = true})
else
add_packages("libsdl2", {public = true})
end
add_frameworks("OpenGL", "Cocoa", "IOKit", "CoreVideo", {public = true})
end