Implement SDL platform, windowing and input handling

This commit is contained in:
2024-07-25 21:39:21 +03:00
committed by Ari Vuollet
parent 05109ca74f
commit 9fe3e92dd6
131 changed files with 67508 additions and 97 deletions

View File

@@ -6,6 +6,8 @@
#include "Engine/Core/Types/Nullable.h"
#include "Engine/Platform/Window.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Input/Input.h"
#include "Engine/Input/Mouse.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#include "Editor/Managed/ManagedEditor.h"
@@ -13,10 +15,14 @@
#include "Engine/Engine/Engine.h"
#endif
Nullable<bool> Fullscreen;
Nullable<Float2> Size;
bool CursorVisible = true;
CursorLockMode CursorLock = CursorLockMode::None;
namespace
{
Nullable<bool> Fullscreen;
Nullable<Float2> Size;
bool CursorVisible = true;
CursorLockMode CursorLock = CursorLockMode::None;
bool LastGameViewportFocus = false;
}
class ScreenService : public EngineService
{
@@ -104,6 +110,8 @@ void Screen::SetCursorVisible(const bool value)
{
win->SetCursor(value ? CursorType::Default : CursorType::Hidden);
}
else if (win)
win->SetCursor(CursorType::Default);
CursorVisible = value;
}
@@ -190,7 +198,11 @@ void ScreenService::Update()
{
#if USE_EDITOR
// Sync current cursor state in Editor (eg. when viewport focus can change)
Screen::SetCursorVisible(CursorVisible);
const auto win = Editor::Managed->GetGameWindow(true);
bool gameViewportFocus = win && Engine::HasGameViewportFocus();
if (gameViewportFocus != LastGameViewportFocus)
Screen::SetCursorVisible(CursorVisible);
LastGameViewportFocus = gameViewportFocus;
#endif
}