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authorConnor Thomson <blumatrikz@gmail.com>2026-09-08 18:27:39 -0700
committerConnor Thomson <blumatrikz@gmail.com>2026-09-08 18:27:39 -0700
commitf1ddc12b68b4e4c8087962de25260470e6df2bea (patch)
tree7d0440a6402a9b0ef75ded23fa64b68534255bba /src/ta_sdl.c
parent6025860a61386bf767b29c3ec5fd0d31285f1056 (diff)
Add tuxanci2 files
Diffstat (limited to 'src/ta_sdl.c')
-rw-r--r--src/ta_sdl.c233
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();
+ }
+} \ No newline at end of file