Files
tracy/examples/opengl/triangle/platform/platform_sdl3.cpp
Marcos Slomp 17e13bc2e0 SDL2 -> SDL3
2026-06-14 12:18:06 -07:00

86 lines
2.5 KiB
C++

// platform_sdl3.cpp — SDL3 windowing backend (cross-platform)
#include "platform.h" // GL headers first (gl3.h / glew.h) so SDL sees guards set
#define SDL_MAIN_HANDLED // we don't want SDL_main
#include <SDL3/SDL.h>
#include <chrono>
#include <cstdio>
static SDL_Window* sWin = nullptr;
static SDL_GLContext sCtx = nullptr;
static std::chrono::steady_clock::time_point sStartTime;
bool platformInit(int width, int height, const char* title) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
fprintf(stderr, "ERROR: SDL_Init failed: %s\n", SDL_GetError());
return false;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
sWin = SDL_CreateWindow(title, width, height, SDL_WINDOW_OPENGL);
if (!sWin) {
fprintf(stderr, "ERROR: SDL_CreateWindow failed: %s\n", SDL_GetError());
SDL_Quit();
return false;
}
SDL_SetWindowPosition(sWin, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
sCtx = SDL_GL_CreateContext(sWin);
if (!sCtx) {
fprintf(stderr, "ERROR: SDL_GL_CreateContext failed: %s\n", SDL_GetError());
SDL_DestroyWindow(sWin);
SDL_Quit();
return false;
}
SDL_GL_SetSwapInterval(1);
sStartTime = std::chrono::steady_clock::now();
return true;
}
bool platformInitGL() {
#ifndef __APPLE__
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return false;
}
#endif
return true;
}
double platformGetTime() {
return std::chrono::duration<double>(
std::chrono::steady_clock::now() - sStartTime).count();
}
void platformSwapBuffers() { SDL_GL_SwapWindow(sWin); }
void platformGetPixelDensityScale(float* x, float* y) {
int pw, ph, ww, wh;
SDL_GetWindowSizeInPixels(sWin, &pw, &ph);
SDL_GetWindowSize(sWin, &ww, &wh);
*x = (ww > 0) ? (float)pw / (float)ww : 1.0f;
*y = (wh > 0) ? (float)ph / (float)wh : 1.0f;
}
void platformRunLoop(void (*render)(), void (*shutdown)()) {
bool running = true;
while (running) {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) running = false;
if (e.type == SDL_EVENT_KEY_DOWN && e.key.key == SDLK_ESCAPE) running = false;
}
if (running) render();
}
shutdown();
SDL_GL_DestroyContext(sCtx);
SDL_DestroyWindow(sWin);
SDL_Quit();
}