Implement SDL platform, windowing and input handling
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@@ -5,6 +5,7 @@
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#include "iOSVulkanPlatform.h"
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#include "../RenderToolsVulkan.h"
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#include "Engine/Core/Delegate.h"
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#include "Engine/Platform/Window.h"
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#include <UIKit/UIKit.h>
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void iOSVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
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@@ -13,8 +14,9 @@ void iOSVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Ar
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extensions.Add(VK_MVK_IOS_SURFACE_EXTENSION_NAME);
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}
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void iOSVulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
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void iOSVulkanPlatform::CreateSurface(Window* window, VkInstance instance, VkSurfaceKHR* surface)
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{
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void* windowHandle = window->GetNativePtr();
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// Create surface on a main UI Thread
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Function<void()> func = [&windowHandle, &instance, &surface]()
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{
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