Implement SDL platform, windowing and input handling
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@@ -4,6 +4,7 @@
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#include "MacVulkanPlatform.h"
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#include "../RenderToolsVulkan.h"
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#include "Engine/Platform/Window.h"
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#include <Cocoa/Cocoa.h>
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void MacVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
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@@ -12,12 +13,13 @@ void MacVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Ar
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extensions.Add(VK_MVK_MACOS_SURFACE_EXTENSION_NAME);
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}
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void MacVulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
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void MacVulkanPlatform::CreateSurface(Window* window, VkInstance instance, VkSurfaceKHR* surface)
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{
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NSWindow* window = (NSWindow*)windowHandle;
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void* windowHandle = window->GetNativePtr();
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NSWindow* nswindow = (NSWindow*)windowHandle;
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VkMacOSSurfaceCreateInfoMVK surfaceCreateInfo;
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RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_MACOS_SURFACE_CREATE_INFO_MVK);
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surfaceCreateInfo.pView = (void*)window.contentView;
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surfaceCreateInfo.pView = (void*)nswindow.contentView;
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VALIDATE_VULKAN_RESULT(vkCreateMacOSSurfaceMVK(instance, &surfaceCreateInfo, nullptr, surface));
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}
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