flake parts
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161
src/include/utils/Window/WindowImpl/WindowSDL3/WindowSDL3.h
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161
src/include/utils/Window/WindowImpl/WindowSDL3/WindowSDL3.h
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#ifdef WINDOW_SDL3
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#ifndef WINDOW_SDL3_H
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#define WINDOW_SDL3_H
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#include "pch.hpp"
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#include "utils/Window/Window.h"
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#include <SDL3/SDL.h>
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#ifdef RENDERER_OPENGL
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#include <SDL3/SDL_opengl.h>
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#endif
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namespace Archimedes {
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static bool EventCallback(void* ptr, SDL_Event* e) {
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WindowData& data = *(WindowData*) ptr;
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switch(e->type) {
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case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
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case SDL_EVENT_QUIT:
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data.sendEvent(new CloseWindowEvent(data.window, e));
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break;
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case SDL_EVENT_WINDOW_RESIZED:
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data.sendEvent(new ResizeWindowEvent(e->window.data1, e->window.data2, e));
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break;
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case SDL_EVENT_WINDOW_MOUSE_ENTER:
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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data.sendEvent(new FocusedWindowEvent(data.window, e));
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break;
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case SDL_EVENT_WINDOW_MOUSE_LEAVE:
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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data.sendEvent(new FocusLostWindowEvent(data.window, e));
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break;
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case SDL_EVENT_KEY_DOWN:
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data.sendEvent(new KeyPressedWindowEvent(e->key.key, e->key.repeat ? 1 : 0, e));
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break;
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case SDL_EVENT_KEY_UP:
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data.sendEvent(new KeyReleasedWindowEvent(e->key.key, e));
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break;
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case SDL_EVENT_MOUSE_MOTION:
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data.sendEvent(new MouseMovedWindowEvent(e->motion.x, e->motion.y, e));
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break;
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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data.sendEvent(new MouseButtonPressedWindowEvent(e->button.button, e));
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break;
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case SDL_EVENT_MOUSE_BUTTON_UP:
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data.sendEvent(new MouseButtonReleasedWindowEvent(e->button.button, e));
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break;
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case SDL_EVENT_MOUSE_WHEEL:
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data.sendEvent(new ScrollWindowEvent(e->wheel.x, e->wheel.y, e));
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break;
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default:
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data.sendEvent(new AnonymousEvent(e));
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break;
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}
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return true;
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}
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class WindowSDL3 : public Window {
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public:
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WindowSDL3(const std::function<void(Event*)>& sendEvent) : Window(sendEvent) {
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data.window = this;
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data.sendEvent = sendEvent;
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
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std::cerr << "Error: SDL_Init(): " << SDL_GetError() << std::flush;
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std::abort();
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}
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#ifdef RENDERER_OPENGL
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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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SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
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#endif
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#ifdef RENDERER_SDL3
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SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
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#endif
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window = SDL_CreateWindow("Archimedes", 1280, 720, window_flags);
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if (window == nullptr)
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{
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std::cerr << "Error: SDL_CreateWindow(): " << SDL_GetError() << std::endl;
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std::abort();
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}
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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#ifdef RENDERER_OPENGL
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gl_context = SDL_GL_CreateContext(window);
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if (gl_context == nullptr)
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{
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std::cerr << "Error: SDL_GL_CreateContext(): " << SDL_GetError() << std::endl;
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std::abort();
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}
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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#endif
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SDL_AddEventWatch(EventCallback, &data);
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SDL_ShowWindow(window);
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}
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~WindowSDL3() {
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#ifdef RENDERER_OPENGL
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SDL_GL_DestroyContext(gl_context);
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#endif
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SDL_RemoveEventWatch(EventCallback, &data);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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bool shouldClose() override { return false; }
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void swapBuffers() override {
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#ifdef RENDERER_OPENGL
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restoreContext();
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SDL_GL_SwapWindow(window);
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#endif
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}
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void pollEvents() override {
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static SDL_Event e;
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while(SDL_PollEvent(&e));
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}
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WindowSDL3* getWindowImpl() override { return this; };
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#ifdef RENDERER_OPENGL
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void restoreContext() override { SDL_GL_MakeCurrent(window, gl_context); }
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#endif
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SDL_Window* getWindow() { return window; }
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#ifdef RENDERER_OPENGL
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SDL_GLContext getContext() { return gl_context; }
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#endif
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WindowData data;
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private:
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SDL_Window* window;
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#ifdef RENDERER_OPENGL
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SDL_GLContext gl_context;
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#endif
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};
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}
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#endif
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#endif
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