diff options
| author | Connor Thomson <blumatrikz@gmail.com> | 2026-09-08 18:27:39 -0700 |
|---|---|---|
| committer | Connor Thomson <blumatrikz@gmail.com> | 2026-09-08 18:27:39 -0700 |
| commit | f1ddc12b68b4e4c8087962de25260470e6df2bea (patch) | |
| tree | 7d0440a6402a9b0ef75ded23fa64b68534255bba /src/ta_sdl.c | |
| parent | 6025860a61386bf767b29c3ec5fd0d31285f1056 (diff) | |
Add tuxanci2 files
Diffstat (limited to 'src/ta_sdl.c')
| -rw-r--r-- | src/ta_sdl.c | 233 |
1 files changed, 233 insertions, 0 deletions
diff --git a/src/ta_sdl.c b/src/ta_sdl.c new file mode 100644 index 0000000..d1519df --- /dev/null +++ b/src/ta_sdl.c @@ -0,0 +1,233 @@ +/* + * Tuxánci 2 - A first person shooter + * Copyright (C) 2007-2011 Tuxánci Development Team + * Copyright (C) 2025-2026 Connor Thomson + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <https://www.gnu.org/licenses/>. + */ + +#include <stdbool.h> +#include <stdlib.h> +#include "ta_sdl.h" +#include "logging.h" +#include "main.h" + +static void ta_sdl_handle_error(void) { + const char *error = SDL_GetError(); + SDL_Log("SDL: %s\n", error); + + ta_main_exit(1); +} + +void ta_sdl_init(SDL_InitFlags flags) { + // TODO: Make it log what subsystem + ta_log("Initializing a SDL subsystem"); + bool success = SDL_Init(flags); + if (!success) { + ta_sdl_handle_error(); + } +} + +void ta_sdl_shutdown(void) { + ta_log("Exiting SDL"); + SDL_Quit(); +} + +SDL_Window *ta_sdl_create_window(const char *title, int width, int height) { + SDL_WindowFlags flags = { 0 }; + + ta_log("Initializing SDL window"); + SDL_Window *window = SDL_CreateWindow(title, width, height, flags); + if (window) { + return window; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +SDL_IOStream *ta_sdl_io_from_file(const char *file, const char *mode) { + ta_log("Opening %s as %s", file, mode); + + SDL_IOStream *io = SDL_IOFromFile(file, mode); + if (io) { + return io; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +SDL_IOStream *ta_sdl_io_from_mem(void *mem, size_t size) { + ta_log("Loading IO from memory"); + SDL_IOStream *io = SDL_IOFromMem(mem, size); + if (io) { + return io; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +void ta_sdl_get_window_size(SDL_Window *window, int *width, int *height) { + bool success = SDL_GetWindowSize(window, width, height); + if (!success) { + ta_sdl_handle_error(); + } +} + +SDL_GPUDevice *ta_sdl_create_gpu_device(void) { + ta_log("Creating SDL_gpu device"); + SDL_GPUDevice *device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, true, NULL); + if (device) { + return device; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +void ta_sdl_claim_window_for_gpu_device(SDL_GPUDevice *device, SDL_Window *window) { + ta_log("Claiming SDL window for SDL_gpu device"); + bool success = SDL_ClaimWindowForGPUDevice(device, window); + if (!success) { + ta_sdl_handle_error(); + } +} + +SDL_GPUShader *ta_sdl_create_gpu_shader(SDL_GPUDevice *device, const SDL_GPUShaderCreateInfo *createinfo) { + ta_log("Creating a SDL_gpu shader"); + SDL_GPUShader *shader = SDL_CreateGPUShader(device, createinfo); + if (shader) { + return shader; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +SDL_GPUGraphicsPipeline *ta_sdl_create_gpu_graphics_pipeline(SDL_GPUDevice *device, const SDL_GPUGraphicsPipelineCreateInfo *createinfo) { + ta_log("Creating a SDL_gpu graphics pipeline"); + SDL_GPUGraphicsPipeline *graphics_pipeline = SDL_CreateGPUGraphicsPipeline(device, createinfo); + if (graphics_pipeline) { + return graphics_pipeline; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +SDL_GPUTexture *ta_sdl_create_gpu_texture(SDL_GPUDevice *device, const SDL_GPUTextureCreateInfo *createinfo) { + SDL_GPUTexture *texture = SDL_CreateGPUTexture(device, createinfo); + if (texture) { + return texture; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +SDL_GPUSampler *ta_sdl_create_gpu_sampler(SDL_GPUDevice *device, const SDL_GPUSamplerCreateInfo *createinfo) { + SDL_GPUSampler *sampler = SDL_CreateGPUSampler(device, createinfo); + if (sampler) { + return sampler; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +SDL_GPUTransferBuffer *ta_sdl_create_gpu_transfer_buffer(SDL_GPUDevice *device, const SDL_GPUTransferBufferCreateInfo *createinfo) { + SDL_GPUTransferBuffer *transfer_buffer = SDL_CreateGPUTransferBuffer(device, createinfo); + if (transfer_buffer) { + return transfer_buffer; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +void *ta_sdl_map_gpu_transfer_buffer(SDL_GPUDevice *device, SDL_GPUTransferBuffer *transfer_buffer, bool cycle) { + void *mapped = SDL_MapGPUTransferBuffer(device, transfer_buffer, cycle); + if (mapped) { + return mapped; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +SDL_GPUCommandBuffer *ta_sdl_acquire_gpu_command_buffer(SDL_GPUDevice *device) { + SDL_GPUCommandBuffer *command_buffer = SDL_AcquireGPUCommandBuffer(device); + if (command_buffer) { + return command_buffer; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +SDL_GPUCopyPass *ta_sdl_begin_gpu_copy_pass(SDL_GPUCommandBuffer *command_buffer) { + SDL_GPUCopyPass *copy_pass = SDL_BeginGPUCopyPass(command_buffer); + if (copy_pass) { + return copy_pass; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +SDL_GPURenderPass *ta_sdl_begin_gpu_render_pass(SDL_GPUCommandBuffer *command_buffer, const SDL_GPUColorTargetInfo *color_target_infos, Uint32 num_color_targets, const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info) { + SDL_GPURenderPass *render_pass = SDL_BeginGPURenderPass(command_buffer, color_target_infos, num_color_targets, depth_stencil_target_info); + if (render_pass) { + return render_pass; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +void ta_sdl_wait_and_acquire_gpu_swapchain_texture(SDL_GPUCommandBuffer *commandbuffer, SDL_Window *window, SDL_GPUTexture **swapchain_texture) { + Uint32 *swapchain_texture_width = NULL; + Uint32 *swapchain_texture_height = NULL; + + bool success = SDL_WaitAndAcquireGPUSwapchainTexture(commandbuffer, window, swapchain_texture, swapchain_texture_width, swapchain_texture_height); + if (!success) { + ta_sdl_handle_error(); + } +} + +void ta_sdl_submit_gpu_command_buffer(SDL_GPUCommandBuffer *command_buffer) { + bool success = SDL_SubmitGPUCommandBuffer(command_buffer); + if (!success) { + ta_sdl_handle_error(); + } +} + +SDL_Surface *ta_sdl_convert_surface(SDL_Surface *surface, SDL_PixelFormat format) { + SDL_Surface *converted_surface = SDL_ConvertSurface(surface, format); + if (converted_surface) { + return converted_surface; + } else { + ta_sdl_handle_error(); + return NULL; + } +} + +void ta_sdl_set_window_fullscreen(SDL_Window *window, bool fullscreen) { + bool success = SDL_SetWindowFullscreen(window, fullscreen); + if (!success) { + ta_sdl_handle_error(); + } +}
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