SDL3 port - code cleanup
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@@ -96,7 +96,7 @@ int main(int argc, char *argv[])
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wi::arguments::Parse(argc, argv);
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sdl3::sdlsystem_ptr_t system = sdl3::make_sdlsystem(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD | SDL_INIT_EVENTS);
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sdl3::sdlsystem_ptr_t system = sdl3::make_sdlsystem(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD);
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if (!system) {
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throw sdl3::SDLError("Error creating SDL3 system");
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}
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@@ -48,7 +48,7 @@ int main(int argc, char *argv[])
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application.infoDisplay.resolution = true;
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application.infoDisplay.fpsinfo = true;
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sdl3::sdlsystem_ptr_t system = sdl3::make_sdlsystem(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
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sdl3::sdlsystem_ptr_t system = sdl3::make_sdlsystem(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD);
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sdl3::window_ptr_t window = sdl3::make_window(
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"Template",
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2560, 1440,
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+30
-35
@@ -18,41 +18,36 @@ int sdl_loop(Tests &tests)
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case SDL_EVENT_QUIT:
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quit = true;
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break;
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// case SDL_WINDOWEVENT:
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// switch (event.window.event) {
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case SDL_EVENT_WINDOW_CLOSE_REQUESTED: // exit tests
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quit = true;
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break;
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case SDL_EVENT_WINDOW_RESIZED:
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// Tells the engine to reload window configuration (size and dpi)
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tests.SetWindow(tests.window);
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break;
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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tests.is_window_active = false;
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break;
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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tests.is_window_active = true;
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if (wi::shadercompiler::GetRegisteredShaderCount() > 0)
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{
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std::thread([] {
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wi::backlog::post("[Shader check] Started checking " + std::to_string(wi::shadercompiler::GetRegisteredShaderCount()) + " registered shaders for changes...");
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if (wi::shadercompiler::CheckRegisteredShadersOutdated())
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{
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wi::backlog::post("[Shader check] Changes detected, initiating reload...");
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wi::eventhandler::Subscribe_Once(wi::eventhandler::EVENT_THREAD_SAFE_POINT, [](uint64_t userdata) {
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wi::renderer::ReloadShaders();
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});
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}
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else
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{
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wi::backlog::post("[Shader check] All up to date");
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}
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}).detach();
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}
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break;
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// default:
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// break;
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// }
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case SDL_EVENT_WINDOW_CLOSE_REQUESTED: // exit tests
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quit = true;
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break;
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case SDL_EVENT_WINDOW_RESIZED:
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// Tells the engine to reload window configuration (size and dpi)
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tests.SetWindow(tests.window);
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break;
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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tests.is_window_active = false;
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break;
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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tests.is_window_active = true;
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if (wi::shadercompiler::GetRegisteredShaderCount() > 0)
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{
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std::thread([] {
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wi::backlog::post("[Shader check] Started checking " + std::to_string(wi::shadercompiler::GetRegisteredShaderCount()) + " registered shaders for changes...");
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if (wi::shadercompiler::CheckRegisteredShadersOutdated())
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{
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wi::backlog::post("[Shader check] Changes detected, initiating reload...");
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wi::eventhandler::Subscribe_Once(wi::eventhandler::EVENT_THREAD_SAFE_POINT, [](uint64_t userdata) {
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wi::renderer::ReloadShaders();
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});
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}
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else
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{
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wi::backlog::post("[Shader check] All up to date");
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}
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}).detach();
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}
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break;
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default:
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break;
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}
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@@ -4,7 +4,6 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_oldnames.h>
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#include <memory>
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#include <sstream>
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@@ -1,7 +1,6 @@
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#pragma once
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// This file includes platform, os specific libraries and supplies common platform specific resources
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#include <SDL3/SDL_video.h>
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#ifdef _WIN32
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#ifndef NOMINMAX
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@@ -33,6 +32,7 @@ typedef void* HMODULE;
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#ifdef SDL3
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_vulkan.h>
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#include "sdl3.h"
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#endif
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@@ -1,9 +1,9 @@
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#include "wiSDLInput.h"
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_gamepad.h>
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#ifdef SDL3
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_gamepad.h>
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#include "wiUnorderedMap.h"
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#include "wiBacklog.h"
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