Implement SDL platform, windowing and input handling
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@@ -4,6 +4,7 @@
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#include "AndroidVulkanPlatform.h"
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#include "../RenderToolsVulkan.h"
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#include "Engine/Platform/Window.h"
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void AndroidVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
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{
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@@ -17,8 +18,10 @@ void AndroidVulkanPlatform::GetDeviceExtensions(Array<const char*>& extensions,
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extensions.Add(VK_KHR_ANDROID_SURFACE_EXTENSION_NAME);
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}
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void AndroidVulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
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void AndroidVulkanPlatform::CreateSurface(Window* window, VkInstance instance, VkSurfaceKHR* surface)
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{
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ASSERT(window);
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void* windowHandle = window->GetNativePtr();
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ASSERT(windowHandle);
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VkAndroidSurfaceCreateInfoKHR surfaceCreateInfo;
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RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_ANDROID_SURFACE_CREATE_INFO_KHR);
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