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No commits in common. "be6fe234997336c90337f43e62460a5bcbfa2bc9" and "8c3128e29ca57aa88ba1ca68cff416dec4b03906" have entirely different histories.
be6fe23499
...
8c3128e29c
13 changed files with 34 additions and 3319 deletions
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@ -11,22 +11,10 @@ set(CMAKE_CXX_STANDARD_REQUIRED True)
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# Headless build option (no SFML, no graphics - for server/testing/Emscripten prep)
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option(MCRF_HEADLESS "Build without graphics dependencies (SFML, ImGui)" OFF)
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# SDL2 backend option (SDL2 + OpenGL ES 2 - for Emscripten/WebGL, Android, cross-platform)
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option(MCRF_SDL2 "Build with SDL2+OpenGL ES 2 backend instead of SFML" OFF)
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# Emscripten builds: use SDL2 if specified, otherwise fall back to headless
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# Emscripten builds are always headless (no SFML yet - using stubs)
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if(EMSCRIPTEN)
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if(MCRF_SDL2)
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message(STATUS "Emscripten detected - using SDL2 backend")
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set(MCRF_HEADLESS OFF)
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else()
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set(MCRF_HEADLESS ON)
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message(STATUS "Emscripten detected - forcing HEADLESS mode (use -DMCRF_SDL2=ON for graphics)")
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endif()
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endif()
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if(MCRF_SDL2)
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message(STATUS "Building with SDL2 backend - SDL2+OpenGL ES 2")
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set(MCRF_HEADLESS ON)
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message(STATUS "Emscripten detected - forcing HEADLESS mode")
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endif()
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if(MCRF_HEADLESS)
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@ -48,13 +36,9 @@ if(EMSCRIPTEN)
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# Emscripten build: use Python headers compiled for wasm32-emscripten
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# The pyconfig.h from cross-build has correct LONG_BIT and other settings
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set(PYTHON_WASM_BUILD "${CMAKE_SOURCE_DIR}/deps/cpython/cross-build/wasm32-emscripten/build/python")
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# Force-include wasm pyconfig.h BEFORE anything else to set correct platform defines
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add_compile_options(-include ${PYTHON_WASM_BUILD}/pyconfig.h)
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# Override LONG_BIT - Emscripten's limits.h incorrectly defines it as 64 for wasm32
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add_compile_definitions(LONG_BIT=32)
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# Include wasm build directory FIRST so its pyconfig.h is found by #include "pyconfig.h"
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include_directories(BEFORE ${PYTHON_WASM_BUILD})
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include_directories(${CMAKE_SOURCE_DIR}/deps/cpython/Include)
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include_directories(${PYTHON_WASM_BUILD}) # For generated headers
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message(STATUS "Using Emscripten Python from: ${PYTHON_WASM_BUILD}")
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elseif(MCRF_CROSS_WINDOWS)
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# Windows cross-compilation: use cpython headers with PC/pyconfig.h
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@ -73,9 +57,8 @@ else()
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include_directories(${CMAKE_SOURCE_DIR}/deps/Python)
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endif()
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# ImGui and ImGui-SFML include directories (not needed in headless or SDL2 mode)
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# SDL2 builds will use ImGui with SDL2 backend later; for now, no ImGui
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if(NOT MCRF_HEADLESS AND NOT MCRF_SDL2)
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# ImGui and ImGui-SFML include directories (not needed in headless mode)
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if(NOT MCRF_HEADLESS)
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include_directories(${CMAKE_SOURCE_DIR}/modules/imgui)
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include_directories(${CMAKE_SOURCE_DIR}/modules/imgui-sfml)
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@ -92,14 +75,13 @@ endif()
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# Collect all the source files
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file(GLOB_RECURSE SOURCES "src/*.cpp")
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# Add ImGui sources to the build (only if using SFML)
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if(NOT MCRF_HEADLESS AND NOT MCRF_SDL2)
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# Add ImGui sources to the build (only if not headless)
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if(NOT MCRF_HEADLESS)
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list(APPEND SOURCES ${IMGUI_SOURCES})
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endif()
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# Find OpenGL (required by ImGui-SFML) - not needed in headless mode
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# SDL2 builds handle OpenGL ES 2 differently (via SDL2 or Emscripten)
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if(NOT MCRF_HEADLESS AND NOT MCRF_SDL2)
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if(NOT MCRF_HEADLESS)
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if(MCRF_CROSS_WINDOWS)
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# For cross-compilation, OpenGL is provided by MinGW
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set(OPENGL_LIBRARIES opengl32)
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@ -127,27 +109,8 @@ if(EMSCRIPTEN)
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${LIBTCOD_WASM_BUILD}/_deps/lodepng-c-build/liblodepng-c.a
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${LIBTCOD_WASM_BUILD}/_deps/utf8proc-build/libutf8proc.a)
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include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux) # Use Linux platform stubs for now
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# For SDL2 builds, add stb headers for image/font loading
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if(MCRF_SDL2)
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include_directories(${CMAKE_SOURCE_DIR}/deps/stb)
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endif()
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message(STATUS "Linking Emscripten Python: ${PYTHON_WASM_BUILD}/libpython3.14.a")
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message(STATUS "Linking Emscripten libtcod: ${LIBTCOD_WASM_BUILD}/libtcod.a")
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elseif(MCRF_SDL2)
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# SDL2 build (non-Emscripten): link against SDL2 and system libraries
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# Note: For desktop SDL2 builds in the future
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find_package(SDL2 REQUIRED)
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find_package(OpenGL REQUIRED)
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set(LINK_LIBS
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SDL2::SDL2
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OpenGL::GL
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tcod
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python3.14
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m dl util pthread)
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include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
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include_directories(${CMAKE_SOURCE_DIR}/deps/stb) # stb_image.h, stb_truetype.h
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link_directories(${CMAKE_SOURCE_DIR}/__lib)
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message(STATUS "Building with SDL2 backend (desktop)")
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elseif(MCRF_HEADLESS)
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# Headless build: no SFML, no OpenGL
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if(WIN32 OR MCRF_CROSS_WINDOWS)
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@ -232,8 +195,6 @@ endif()
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add_executable(mcrogueface ${SOURCES})
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# Define NO_SDL for libtcod-headless headers (excludes SDL-dependent code)
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# We ALWAYS need this because libtcod headers expect SDL3, not SDL2
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# Our SDL2 backend is separate from libtcod's SDL3 renderer
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target_compile_definitions(mcrogueface PRIVATE NO_SDL)
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# Define MCRF_HEADLESS for headless builds (excludes SFML/ImGui code)
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@ -241,15 +202,9 @@ if(MCRF_HEADLESS)
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target_compile_definitions(mcrogueface PRIVATE MCRF_HEADLESS)
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endif()
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# Define MCRF_SDL2 for SDL2 builds (uses SDL2+OpenGL ES 2 instead of SFML)
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if(MCRF_SDL2)
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target_compile_definitions(mcrogueface PRIVATE MCRF_SDL2)
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endif()
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# Emscripten-specific link options (use ports for zlib, bzip2, sqlite3)
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if(EMSCRIPTEN)
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# Base Emscripten options
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set(EMSCRIPTEN_LINK_OPTIONS
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target_link_options(mcrogueface PRIVATE
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-sUSE_ZLIB=1
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-sUSE_BZIP2=1
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-sUSE_SQLITE3=1
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@ -260,9 +215,6 @@ if(EMSCRIPTEN)
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-sSTACK_OVERFLOW_CHECK=2
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-fexceptions
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-sNO_DISABLE_EXCEPTION_CATCHING
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# Disable features that require dynamic linking support
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-sERROR_ON_UNDEFINED_SYMBOLS=0
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-sALLOW_UNIMPLEMENTED_SYSCALLS=1
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# Preload Python stdlib into virtual filesystem at /lib/python3.14
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--preload-file=${CMAKE_SOURCE_DIR}/wasm_stdlib/lib@/lib
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# Preload game scripts into /scripts
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@ -270,24 +222,6 @@ if(EMSCRIPTEN)
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# Preload assets
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--preload-file=${CMAKE_SOURCE_DIR}/assets@/assets
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)
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# Add SDL2 options if using SDL2 backend
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if(MCRF_SDL2)
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list(APPEND EMSCRIPTEN_LINK_OPTIONS
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-sUSE_SDL=2
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-sFULL_ES2=1
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-sMIN_WEBGL_VERSION=2
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-sMAX_WEBGL_VERSION=2
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)
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# SDL2 flags are also needed at compile time for headers
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target_compile_options(mcrogueface PRIVATE
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-sUSE_SDL=2
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)
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message(STATUS "Emscripten SDL2 options enabled: -sUSE_SDL=2 -sFULL_ES2=1")
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endif()
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target_link_options(mcrogueface PRIVATE ${EMSCRIPTEN_LINK_OPTIONS})
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# Set Python home for the embedded interpreter
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target_compile_definitions(mcrogueface PRIVATE
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MCRF_WASM_PYTHON_HOME="/lib/python3.14"
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@ -10,15 +10,11 @@
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// =============================================================================
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||||
#ifdef MCRF_HEADLESS
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// Use headless type stubs instead of SFML (no graphics, for CI/testing)
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// Use headless type stubs instead of SFML
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#include "platform/HeadlessTypes.h"
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#define MCRF_GRAPHICS_BACKEND "headless"
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#elif defined(MCRF_SDL2)
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// Use SDL2 + OpenGL ES 2 backend (for Emscripten/WebGL, Android, cross-platform)
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#include "platform/SDL2Types.h"
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#define MCRF_GRAPHICS_BACKEND "sdl2"
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#else
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// Use SFML for graphics and audio (default desktop build)
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// Use SFML for graphics and audio
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#include <SFML/Graphics.hpp>
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#include <SFML/Audio.hpp>
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#define MCRF_GRAPHICS_BACKEND "sfml"
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@ -7,8 +7,7 @@
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#include "Animation.h"
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#include "Timer.h"
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#include "BenchmarkLogger.h"
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// ImGui is only available for SFML builds (not headless, not SDL2)
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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#ifndef MCRF_HEADLESS
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#include "imgui.h"
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#include "imgui-SFML.h"
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#endif
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@ -87,8 +86,8 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg)
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window->setFramerateLimit(60);
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render_target = window.get();
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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// Initialize ImGui for the window (SFML builds only)
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#ifndef MCRF_HEADLESS
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// Initialize ImGui for the window
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||||
if (ImGui::SFML::Init(*window)) {
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imguiInitialized = true;
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// Register settings handler before .ini is loaded (happens on first frame)
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@ -200,7 +199,7 @@ void GameEngine::cleanup()
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}
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// Shutdown ImGui AFTER window is closed to avoid X11 BadCursor errors
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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#ifndef MCRF_HEADLESS
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if (imguiInitialized) {
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ImGui::SFML::Shutdown();
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imguiInitialized = false;
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@ -362,8 +361,8 @@ void GameEngine::doFrame()
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if (!headless) {
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sUserInput();
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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// Update ImGui (SFML builds only)
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#ifndef MCRF_HEADLESS
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// Update ImGui
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if (imguiInitialized) {
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ImGui::SFML::Update(*window, clock.getElapsedTime());
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}
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@ -406,8 +405,8 @@ void GameEngine::doFrame()
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profilerOverlay->render(*render_target);
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}
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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||||
// Render ImGui overlays (console and scene explorer) - SFML builds only
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#ifndef MCRF_HEADLESS
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// Render ImGui overlays (console and scene explorer)
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if (imguiInitialized && !headless) {
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console.render();
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sceneExplorer.render(*this);
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@ -594,8 +593,8 @@ void GameEngine::sUserInput()
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sf::Event event;
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while (window && window->pollEvent(event))
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{
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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||||
// Process event through ImGui first (SFML builds only)
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||||
#ifndef MCRF_HEADLESS
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// Process event through ImGui first
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if (imguiInitialized) {
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ImGui::SFML::ProcessEvent(*window, event);
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}
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||||
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@ -10,8 +10,7 @@
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|||
#include "HeadlessRenderer.h"
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#include "SceneTransition.h"
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#include "Profiler.h"
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||||
// ImGui is only available for SFML builds (not headless, not SDL2)
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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#ifndef MCRF_HEADLESS
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#include "ImGuiConsole.h"
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#include "ImGuiSceneExplorer.h"
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#endif
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@ -197,8 +196,7 @@ private:
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int overlayUpdateCounter = 0; // Only update overlay every N frames
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ProfilerOverlay* profilerOverlay = nullptr; // The actual overlay renderer
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// ImGui is only available for SFML builds
|
||||
#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
|
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#ifndef MCRF_HEADLESS
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||||
// ImGui console overlay
|
||||
ImGuiConsole console;
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ImGuiSceneExplorer sceneExplorer;
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||||
|
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|
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|
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@ -1,7 +1,7 @@
|
|||
// ImGuiConsole.cpp - Debug console using ImGui
|
||||
// This file is excluded from headless and SDL2 builds (ImGui-SFML only)
|
||||
// This file is excluded from headless builds (no GUI/debug interface needed)
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||||
|
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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#ifndef MCRF_HEADLESS
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||||
|
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#include "ImGuiConsole.h"
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#include "imgui.h"
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||||
|
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|
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|
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@ -1,7 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
// ImGuiConsole - excluded from headless and SDL2 builds (ImGui-SFML only)
|
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
|
||||
// ImGuiConsole - excluded from headless builds (no GUI/debug interface)
|
||||
#ifndef MCRF_HEADLESS
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||||
|
||||
#include <string>
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#include <vector>
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||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
// ImGuiSceneExplorer.cpp - Debug scene hierarchy explorer using ImGui
|
||||
// This file is excluded from headless and SDL2 builds (ImGui-SFML only)
|
||||
// This file is excluded from headless builds (no GUI/debug interface needed)
|
||||
|
||||
#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
|
||||
#ifndef MCRF_HEADLESS
|
||||
|
||||
#include "ImGuiSceneExplorer.h"
|
||||
#include "imgui.h"
|
||||
|
|
|
|||
|
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@ -1,7 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
// ImGuiSceneExplorer - excluded from headless and SDL2 builds (ImGui-SFML only)
|
||||
#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
|
||||
// ImGuiSceneExplorer - excluded from headless builds (no GUI/debug interface)
|
||||
#ifndef MCRF_HEADLESS
|
||||
|
||||
#include <string>
|
||||
#include <memory>
|
||||
|
|
|
|||
|
|
@ -32,8 +32,7 @@
|
|||
#include "PyUniformCollection.h" // Shader uniform collection (#106)
|
||||
#include "McRogueFaceVersion.h"
|
||||
#include "GameEngine.h"
|
||||
// ImGui is only available for SFML builds
|
||||
#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
|
||||
#ifndef MCRF_HEADLESS
|
||||
#include "ImGuiConsole.h"
|
||||
#endif
|
||||
#include "BenchmarkLogger.h"
|
||||
|
|
@ -1628,7 +1627,7 @@ PyObject* McRFPy_API::_setDevConsole(PyObject* self, PyObject* args) {
|
|||
return NULL;
|
||||
}
|
||||
|
||||
#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
|
||||
#ifndef MCRF_HEADLESS
|
||||
ImGuiConsole::setEnabled(enabled);
|
||||
#endif
|
||||
Py_RETURN_NONE;
|
||||
|
|
|
|||
|
|
@ -1,38 +0,0 @@
|
|||
// EmscriptenStubs.cpp - Stub implementations for missing POSIX functions in Emscripten
|
||||
// These functions are referenced by Python's posixmodule and timemodule but not available in WASM
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
|
||||
#include <sys/types.h>
|
||||
#include <sys/resource.h>
|
||||
#include <wchar.h>
|
||||
#include <errno.h>
|
||||
|
||||
extern "C" {
|
||||
|
||||
// wait3 and wait4 are BSD-style wait functions not available in Emscripten
|
||||
// Python's posixmodule references them but they're not critical for WASM
|
||||
pid_t wait3(int *status, int options, struct rusage *rusage) {
|
||||
errno = ENOSYS;
|
||||
return -1;
|
||||
}
|
||||
|
||||
pid_t wait4(pid_t pid, int *status, int options, struct rusage *rusage) {
|
||||
errno = ENOSYS;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// wcsftime - wide character strftime, used by Python's timemodule
|
||||
// Provide a minimal implementation that returns 0 (no characters written)
|
||||
size_t wcsftime(wchar_t *wcs, size_t maxsize, const wchar_t *format, const struct tm *timeptr) {
|
||||
// In a full implementation, this would format time as wide chars
|
||||
// For WASM, just return 0 to indicate nothing written
|
||||
if (maxsize > 0) {
|
||||
wcs[0] = L'\0';
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
} // extern "C"
|
||||
|
||||
#endif // __EMSCRIPTEN__
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||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,182 +0,0 @@
|
|||
// SDL2Renderer.h - OpenGL ES 2 rendering implementation for SDL2 backend
|
||||
// This file provides the actual rendering implementation for the SDL2 types
|
||||
// defined in SDL2Types.h. It handles:
|
||||
// - OpenGL ES 2 context management
|
||||
// - Shader compilation and management
|
||||
// - Texture loading (via stb_image)
|
||||
// - Font rendering (via stb_truetype)
|
||||
// - Framebuffer object management
|
||||
//
|
||||
// Part of the renderer abstraction layer
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifdef MCRF_SDL2
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
||||
// Forward declarations to avoid SDL header in this header
|
||||
struct SDL_Window;
|
||||
typedef void* SDL_GLContext;
|
||||
|
||||
namespace sf {
|
||||
|
||||
// Forward declarations
|
||||
class RenderTarget;
|
||||
class Texture;
|
||||
class Shader;
|
||||
|
||||
// =============================================================================
|
||||
// SDL2 Renderer - Singleton managing OpenGL ES 2 state
|
||||
// =============================================================================
|
||||
|
||||
class SDL2Renderer {
|
||||
public:
|
||||
// Singleton access
|
||||
static SDL2Renderer& getInstance();
|
||||
|
||||
// Initialization/shutdown
|
||||
bool init(); // Initialize SDL2 (call before window creation)
|
||||
bool initGL(); // Initialize OpenGL resources (call after GL context exists)
|
||||
void shutdown();
|
||||
bool isInitialized() const { return initialized_; }
|
||||
bool isGLInitialized() const { return glInitialized_; }
|
||||
|
||||
// Built-in shader programs
|
||||
enum class ShaderType {
|
||||
Shape, // For RectangleShape, CircleShape, etc.
|
||||
Sprite, // For textured sprites
|
||||
Text, // For text rendering
|
||||
Custom // User-provided shaders
|
||||
};
|
||||
|
||||
// Get a built-in shader program
|
||||
unsigned int getShaderProgram(ShaderType type) const;
|
||||
|
||||
// Compile a custom shader program
|
||||
unsigned int compileShader(const std::string& vertexSource, const std::string& fragmentSource);
|
||||
void deleteShaderProgram(unsigned int programId);
|
||||
|
||||
// Texture management
|
||||
unsigned int createTexture(unsigned int width, unsigned int height, const unsigned char* pixels = nullptr);
|
||||
void updateTexture(unsigned int textureId, unsigned int x, unsigned int y,
|
||||
unsigned int width, unsigned int height, const unsigned char* pixels);
|
||||
void deleteTexture(unsigned int textureId);
|
||||
void setTextureSmooth(unsigned int textureId, bool smooth);
|
||||
void setTextureRepeated(unsigned int textureId, bool repeated);
|
||||
|
||||
// FBO management
|
||||
unsigned int createFBO(unsigned int width, unsigned int height, unsigned int& colorTexture);
|
||||
void deleteFBO(unsigned int fboId);
|
||||
void bindFBO(unsigned int fboId);
|
||||
void unbindFBO();
|
||||
|
||||
// Render state management
|
||||
void setViewport(int x, int y, unsigned int width, unsigned int height);
|
||||
void setProjection(float left, float right, float bottom, float top);
|
||||
void clear(float r, float g, float b, float a);
|
||||
|
||||
// Drawing primitives
|
||||
void drawTriangles(const float* vertices, size_t vertexCount,
|
||||
const float* colors, const float* texCoords,
|
||||
unsigned int textureId = 0);
|
||||
|
||||
// Projection matrix access (for shaders)
|
||||
const float* getProjectionMatrix() const { return projectionMatrix_; }
|
||||
|
||||
private:
|
||||
SDL2Renderer() = default;
|
||||
~SDL2Renderer() = default;
|
||||
SDL2Renderer(const SDL2Renderer&) = delete;
|
||||
SDL2Renderer& operator=(const SDL2Renderer&) = delete;
|
||||
|
||||
bool initialized_ = false;
|
||||
bool glInitialized_ = false;
|
||||
|
||||
// Built-in shader programs
|
||||
unsigned int shapeProgram_ = 0;
|
||||
unsigned int spriteProgram_ = 0;
|
||||
unsigned int textProgram_ = 0;
|
||||
|
||||
// Current projection matrix (4x4 orthographic)
|
||||
float projectionMatrix_[16] = {0};
|
||||
|
||||
// FBO stack for nested render-to-texture
|
||||
std::vector<unsigned int> fboStack_;
|
||||
|
||||
// Helper functions
|
||||
bool compileAndLinkProgram(const char* vertexSrc, const char* fragmentSrc, unsigned int& programOut);
|
||||
unsigned int compileShaderStage(unsigned int type, const char* source);
|
||||
void initBuiltinShaders();
|
||||
};
|
||||
|
||||
// =============================================================================
|
||||
// Keyboard/Mouse SDL2 Implementation helpers
|
||||
// =============================================================================
|
||||
|
||||
// SDL2 scancode to sf::Keyboard::Key mapping
|
||||
int sdlScancodeToSfKey(int sdlScancode);
|
||||
int sfKeyToSdlScancode(int sfKey);
|
||||
|
||||
// SDL2 mouse button to sf::Mouse::Button mapping
|
||||
int sdlButtonToSfButton(int sdlButton);
|
||||
int sfButtonToSdlButton(int sfButton);
|
||||
|
||||
// =============================================================================
|
||||
// Event translation
|
||||
// =============================================================================
|
||||
|
||||
// Translate SDL_Event to sf::Event
|
||||
// Returns true if the event was translated, false if it should be ignored
|
||||
bool translateSDLEvent(const void* sdlEvent, void* sfEvent);
|
||||
|
||||
// =============================================================================
|
||||
// Font Atlas for text rendering
|
||||
// =============================================================================
|
||||
|
||||
class FontAtlas {
|
||||
public:
|
||||
FontAtlas();
|
||||
~FontAtlas();
|
||||
|
||||
// Load font data
|
||||
bool load(const unsigned char* fontData, size_t dataSize, float fontSize);
|
||||
|
||||
// Get texture atlas
|
||||
unsigned int getTextureId() const { return textureId_; }
|
||||
|
||||
// Get glyph info for rendering
|
||||
struct GlyphInfo {
|
||||
float u0, v0, u1, v1; // Texture coordinates
|
||||
float xoff, yoff; // Offset from cursor
|
||||
float xadvance; // How far to advance cursor
|
||||
float width, height; // Glyph dimensions in pixels
|
||||
};
|
||||
|
||||
bool getGlyph(uint32_t codepoint, GlyphInfo& info) const;
|
||||
|
||||
// Get font metrics
|
||||
float getAscent() const { return ascent_; }
|
||||
float getDescent() const { return descent_; }
|
||||
float getLineHeight() const { return lineHeight_; }
|
||||
|
||||
private:
|
||||
unsigned int textureId_ = 0;
|
||||
float fontSize_ = 0;
|
||||
float ascent_ = 0;
|
||||
float descent_ = 0;
|
||||
float lineHeight_ = 0;
|
||||
|
||||
// Glyph cache - maps codepoint to glyph info
|
||||
std::unordered_map<uint32_t, GlyphInfo> glyphCache_;
|
||||
|
||||
// stb_truetype font info (opaque pointer to avoid header inclusion)
|
||||
void* stbFontInfo_ = nullptr;
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
#endif // MCRF_SDL2
|
||||
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