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robojerk 2025-12-15 16:03:37 -08:00
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/// PlatformLinux - Linux platform abstraction layer
/// This module provides window management and input handling for Linux
/// Uses X11/Wayland via GLFW or SDL bindings
import Foundation
import RendererAPI
// Note: In a real implementation, this would import GLFW or SDL bindings
// import CGLFW or import CSDL2
// MARK: - Linux Window Manager
public final class LinuxWindowManager: WindowManager, @unchecked Sendable {
private var window: UnsafeMutableRawPointer?
private var config: WindowConfig?
private var shouldCloseFlag: Bool = false
private var currentWidth: Int = 0
private var currentHeight: Int = 0
public init() {
print(" 🐧 LinuxWindowManager created")
}
public func createWindow(config: WindowConfig) async throws {
print(" → Creating Linux window...")
self.config = config
self.currentWidth = config.width
self.currentHeight = config.height
// Initialize GLFW or SDL
// glfwInit() or SDL_Init(SDL_INIT_VIDEO)
// Set window hints for Vulkan (no OpenGL context)
// glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API)
// glfwWindowHint(GLFW_RESIZABLE, config.resizable ? GLFW_TRUE : GLFW_FALSE)
// Create window
// window = glfwCreateWindow(width, height, title, monitor, share)
// or
// window = SDL_CreateWindow(title, x, y, width, height, SDL_WINDOW_VULKAN)
// Set up event callbacks
// glfwSetWindowSizeCallback(window, sizeCallback)
// glfwSetWindowCloseCallback(window, closeCallback)
print(" ✓ Linux window created: \(config.title) (\(config.width)x\(config.height))")
}
public func shouldClose() -> Bool {
// return glfwWindowShouldClose(window) != 0
// or check SDL event queue for SDL_QUIT
return shouldCloseFlag
}
public func processEvents() -> [WindowEvent] {
var events: [WindowEvent] = []
// Poll events from GLFW or SDL
// glfwPollEvents()
// or
// while SDL_PollEvent(&event) {
// switch event.type {
// case SDL_QUIT: events.append(.close)
// case SDL_WINDOWEVENT: ...
// }
// }
return events
}
public func getSize() -> (width: Int, height: Int) {
// glfwGetWindowSize(window, &width, &height)
// or SDL_GetWindowSize(window, &width, &height)
return (currentWidth, currentHeight)
}
public func setSize(width: Int, height: Int) throws {
currentWidth = width
currentHeight = height
// glfwSetWindowSize(window, width, height)
// or SDL_SetWindowSize(window, width, height)
}
public func setTitle(_ title: String) throws {
// glfwSetWindowTitle(window, title)
// or SDL_SetWindowTitle(window, title)
}
public func setFullscreen(_ fullscreen: Bool) throws {
// glfwSetWindowMonitor(...) for GLFW
// or SDL_SetWindowFullscreen(window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0)
}
public func getNativeHandle() -> UnsafeMutableRawPointer? {
// For Vulkan surface creation on Linux:
// X11: glfwGetX11Window(window) or SDL_GetProperty(window, SDL_PROP_WINDOW_X11_WINDOW_POINTER)
// Wayland: glfwGetWaylandWindow(window) or SDL_GetProperty(window, SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER)
return window
}
public func swapBuffers() throws {
// Not needed for Vulkan (presentation is handled by renderer)
// For OpenGL: glfwSwapBuffers(window) or SDL_GL_SwapWindow(window)
}
public func destroyWindow() async {
print(" → Destroying Linux window...")
// glfwDestroyWindow(window)
// glfwTerminate()
// or
// SDL_DestroyWindow(window)
// SDL_Quit()
window = nil
print(" ✓ Linux window destroyed")
}
}
// MARK: - Linux Input Handler
public final class LinuxInputHandler: InputHandler, @unchecked Sendable {
private var window: UnsafeMutableRawPointer?
private var keyStates: [KeyCode: Bool] = [:]
private var mouseButtonStates: [MouseButton: Bool] = [:]
private var mousePosition: (x: Double, y: Double) = (0, 0)
private var eventQueue: [InputEvent] = []
public init() {
print(" 🐧 LinuxInputHandler created")
}
public func initialize() async throws {
print(" → Initializing Linux input system...")
// Set up GLFW or SDL input callbacks
// glfwSetKeyCallback(window, keyCallback)
// glfwSetMouseButtonCallback(window, mouseButtonCallback)
// glfwSetCursorPosCallback(window, cursorPosCallback)
// glfwSetScrollCallback(window, scrollCallback)
// glfwSetJoystickCallback(joystickCallback)
print(" ✓ Linux input system initialized")
}
public func pollEvents() -> [InputEvent] {
// Events are accumulated in callbacks, return and clear the queue
let events = eventQueue
eventQueue.removeAll()
return events
}
public func isKeyPressed(_ key: KeyCode) -> Bool {
return keyStates[key] ?? false
}
public func isMouseButtonPressed(_ button: MouseButton) -> Bool {
return mouseButtonStates[button] ?? false
}
public func getMousePosition() -> (x: Double, y: Double) {
// glfwGetCursorPos(window, &xpos, &ypos)
// or SDL_GetMouseState(&x, &y)
return mousePosition
}
public func setCursorVisible(_ visible: Bool) {
// glfwSetInputMode(window, GLFW_CURSOR, visible ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_HIDDEN)
// or SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE)
}
public func setCursorMode(_ mode: CursorMode) {
// switch mode {
// case .normal:
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL)
// case .hidden:
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN)
// case .locked:
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED)
// }
}
public func getGamepadCount() -> Int {
// Check for connected joysticks
// glfwJoystickPresent(GLFW_JOYSTICK_1) through GLFW_JOYSTICK_16
// or SDL_NumJoysticks()
return 0
}
public func isGamepadConnected(_ gamepadId: Int) -> Bool {
// glfwJoystickPresent(gamepadId) != 0
// or SDL_JoystickGetAttached(joystick)
return false
}
public func getGamepadName(_ gamepadId: Int) -> String? {
// glfwGetJoystickName(gamepadId)
// or SDL_JoystickName(joystick)
return nil
}
public func shutdown() async {
print(" → Shutting down Linux input system...")
keyStates.removeAll()
mouseButtonStates.removeAll()
eventQueue.removeAll()
print(" ✓ Linux input system shutdown")
}
// MARK: - Event Processing Helpers
internal func handleKeyEvent(key: KeyCode, action: InputAction) {
keyStates[key] = (action == .press || action == .repeat_)
eventQueue.append(.keyEvent(key: key, action: action))
}
internal func handleMouseButton(button: MouseButton, action: InputAction) {
mouseButtonStates[button] = (action == .press)
eventQueue.append(.mouseButton(button: button, action: action))
}
internal func handleMouseMove(x: Double, y: Double) {
mousePosition = (x, y)
eventQueue.append(.mouseMove(x: x, y: y))
}
internal func handleMouseScroll(xOffset: Double, yOffset: Double) {
eventQueue.append(.mouseScroll(xOffset: xOffset, yOffset: yOffset))
}
}
// MARK: - Linux Audio Engine (Stub)
public final class LinuxAudioEngine: AudioEngine, @unchecked Sendable {
public init() {
print(" 🐧 LinuxAudioEngine created")
}
public func initialize(config: AudioConfig) async throws {
print(" → Initializing Linux audio (ALSA/PulseAudio/PipeWire)...")
// Initialize audio backend (ALSA, PulseAudio, PipeWire, or OpenAL)
print(" ✓ Linux audio initialized")
}
public func loadAudio(path: String) async throws -> AudioHandle {
// Load audio file (WAV, OGG, MP3)
return AudioHandle()
}
public func loadAudioFromData(data: Data, sampleRate: Int, channels: Int) async throws -> AudioHandle {
return AudioHandle()
}
public func play(handle: AudioHandle, source: AudioSource3D) throws {
// Play audio source
}
public func stop(handle: AudioHandle) throws {
// Stop audio source
}
public func pause(handle: AudioHandle) throws {
// Pause audio source
}
public func resume(handle: AudioHandle) throws {
// Resume audio source
}
public func updateSource(handle: AudioHandle, source: AudioSource3D) throws {
// Update 3D audio properties
}
public func setListener(listener: AudioListener) throws {
// Set listener (camera) position and orientation
}
public func setMasterVolume(_ volume: Float) throws {
// Set master volume
}
public func update(deltaTime: Float) throws {
// Update audio system
}
public func shutdown() async {
print(" → Shutting down Linux audio...")
print(" ✓ Linux audio shutdown")
}
}