jak-project/game/graphics/display.cpp
Tyler Wilding bdaf088d4b
game: Migrate from GLFW to SDL2 & attempt to rewrite / simplify display and input code (#2397)
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-04 15:34:37 -04:00

98 lines
2.3 KiB
C++

/*!
* @file display.cpp
* Display for graphics. This is the game window, distinct from the runtime console.
*/
#include "display.h"
#include <optional>
#include "gfx.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "common/util/json_util.h"
#include "game/runtime.h"
#include "third-party/json.hpp"
/*
********************************
* Internal functions
********************************
*/
namespace {
void set_main_display(std::shared_ptr<GfxDisplay> display) {
if (Display::g_displays.size() > 0) {
Display::g_displays[0] = display;
} else {
Display::g_displays.push_back(display);
}
}
} // namespace
/*
********************************
* DISPLAY
********************************
*/
namespace Display {
std::vector<std::shared_ptr<GfxDisplay>> g_displays;
std::shared_ptr<GfxDisplay> GetMainDisplay() {
if (g_displays.size() == 0)
return NULL;
return g_displays.front()->get_display_manager()->is_window_active() ? g_displays.front() : NULL;
}
int InitMainDisplay(int width,
int height,
const char* title,
GfxGlobalSettings& settings,
GameVersion version) {
if (GetMainDisplay() != NULL) {
lg::warn("InitMainDisplay called when main display already exists.");
return 1;
}
auto display =
Gfx::GetCurrentRenderer()->make_display(width, height, title, settings, version, true);
if (display == NULL) {
lg::error("Failed to make main display.");
return 1;
}
set_main_display(display);
return 0;
}
void KillMainDisplay() {
KillDisplay(GetMainDisplay());
}
void KillDisplay(std::shared_ptr<GfxDisplay> display) {
// lg::debug("kill display #x{:x}", (uintptr_t)display);
if (!display->get_display_manager()->is_window_active()) {
lg::warn("display #x{:x} cant be killed because it is not active");
return;
}
if (GetMainDisplay() == display) {
// killing the main display, kill all children displays too!
while (g_displays.size() > 1) {
KillDisplay(g_displays.at(1));
}
}
// find this display in the list and remove it from there
// if everything went right the smart pointer should delete the display.
auto this_disp = std::find(g_displays.begin(), g_displays.end(), display);
g_displays.erase(this_disp);
}
} // namespace Display