/* * 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 . */ #include #include #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(); } }