/// PlatformWin32 - Windows platform abstraction layer /// This module provides window management and input handling for Windows /// Uses Win32 API or GLFW/SDL bindings import Foundation import RendererAPI #if os(Windows) // Note: In a real implementation, this would import Win32 API bindings // import WinSDK or CGLFW #endif // MARK: - Windows Window Manager public final class Win32WindowManager: WindowManager, @unchecked Sendable { private var hwnd: UnsafeMutableRawPointer? // HWND handle private var hinstance: UnsafeMutableRawPointer? // HINSTANCE private var config: WindowConfig? private var shouldCloseFlag: Bool = false private var currentWidth: Int = 0 private var currentHeight: Int = 0 public init() { print(" 🪟 Win32WindowManager created") } public func createWindow(config: WindowConfig) async throws { print(" → Creating Windows window...") self.config = config self.currentWidth = config.width self.currentHeight = config.height #if os(Windows) // Get HINSTANCE // hinstance = GetModuleHandleW(nil) // Register window class // WNDCLASSEXW wc = { ... } // wc.lpfnWndProc = WindowProc // wc.lpszClassName = L"SportsBallEngineWindowClass" // RegisterClassExW(&wc) // Calculate window size (client area vs window size) // RECT rect = { 0, 0, width, height } // AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE) // Create window // hwnd = CreateWindowExW( // 0, L"SportsBallEngineWindowClass", title, // WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, // rect.right - rect.left, rect.bottom - rect.top, // nil, nil, hinstance, nil // ) // Show window // ShowWindow(hwnd, SW_SHOW) // UpdateWindow(hwnd) print(" ✓ Windows window created: \(config.title) (\(config.width)x\(config.height))") #else throw PlatformError.unsupportedPlatform("Win32 platform is only available on Windows") #endif } public func shouldClose() -> Bool { return shouldCloseFlag } public func processEvents() -> [WindowEvent] { var events: [WindowEvent] = [] #if os(Windows) // Process Win32 message queue // MSG msg // while PeekMessageW(&msg, nil, 0, 0, PM_REMOVE) { // if msg.message == WM_QUIT { // shouldCloseFlag = true // events.append(.close) // } // TranslateMessage(&msg) // DispatchMessageW(&msg) // } #endif return events } public func getSize() -> (width: Int, height: Int) { #if os(Windows) // RECT rect // GetClientRect(hwnd, &rect) // return (rect.right - rect.left, rect.bottom - rect.top) #endif return (currentWidth, currentHeight) } public func setSize(width: Int, height: Int) throws { currentWidth = width currentHeight = height #if os(Windows) // SetWindowPos(hwnd, nil, 0, 0, width, height, SWP_NOMOVE | SWP_NOZORDER) #endif } public func setTitle(_ title: String) throws { #if os(Windows) // SetWindowTextW(hwnd, wideTitle) #endif } public func setFullscreen(_ fullscreen: Bool) throws { #if os(Windows) // if fullscreen { // SetWindowLongPtrW(hwnd, GWL_STYLE, WS_POPUP) // SetWindowPos(hwnd, HWND_TOP, 0, 0, screenWidth, screenHeight, SWP_FRAMECHANGED) // } else { // SetWindowLongPtrW(hwnd, GWL_STYLE, WS_OVERLAPPEDWINDOW) // SetWindowPos(hwnd, nil, x, y, width, height, SWP_FRAMECHANGED) // } #endif } public func getNativeHandle() -> UnsafeMutableRawPointer? { // Return HWND for DirectX 12 or Vulkan surface creation return hwnd } public func swapBuffers() throws { // Not needed for Vulkan or DirectX 12 (presentation is handled by renderer) } public func destroyWindow() async { print(" → Destroying Windows window...") #if os(Windows) // DestroyWindow(hwnd) // UnregisterClassW(L"SportsBallEngineWindowClass", hinstance) #endif hwnd = nil print(" ✓ Windows window destroyed") } // MARK: - Win32 Window Procedure (would be separate C function) // static LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { // switch (uMsg) { // case WM_CLOSE: // PostQuitMessage(0) // return 0 // case WM_SIZE: // // Handle resize // return 0 // case WM_KEYDOWN: // case WM_KEYUP: // // Handle keyboard // return 0 // default: // return DefWindowProcW(hwnd, uMsg, wParam, lParam) // } // } } // MARK: - Windows Input Handler public final class Win32InputHandler: InputHandler, @unchecked Sendable { 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(" 🪟 Win32InputHandler created") } public func initialize() async throws { print(" → Initializing Windows input system...") #if os(Windows) // Initialize Raw Input or XInput for gamepads // RAWINPUTDEVICE rid[2] // rid[0].usUsagePage = 0x01 // HID_USAGE_PAGE_GENERIC // rid[0].usUsage = 0x02 // HID_USAGE_GENERIC_MOUSE // rid[1].usUsagePage = 0x01 // rid[1].usUsage = 0x06 // HID_USAGE_GENERIC_KEYBOARD // RegisterRawInputDevices(rid, 2, sizeof(RAWINPUTDEVICE)) #endif print(" ✓ Windows input system initialized") } public func pollEvents() -> [InputEvent] { let events = eventQueue eventQueue.removeAll() return events } public func isKeyPressed(_ key: KeyCode) -> Bool { #if os(Windows) // GetAsyncKeyState(virtualKeyCode) & 0x8000 #endif return keyStates[key] ?? false } public func isMouseButtonPressed(_ button: MouseButton) -> Bool { #if os(Windows) // GetAsyncKeyState(VK_LBUTTON/VK_RBUTTON/VK_MBUTTON) & 0x8000 #endif return mouseButtonStates[button] ?? false } public func getMousePosition() -> (x: Double, y: Double) { #if os(Windows) // POINT pt // GetCursorPos(&pt) // ScreenToClient(hwnd, &pt) #endif return mousePosition } public func setCursorVisible(_ visible: Bool) { #if os(Windows) // ShowCursor(visible ? TRUE : FALSE) #endif } public func setCursorMode(_ mode: CursorMode) { #if os(Windows) // switch mode { // case .normal: // ShowCursor(TRUE) // ClipCursor(nil) // case .hidden: // ShowCursor(FALSE) // case .locked: // ShowCursor(FALSE) // RECT rect; GetClientRect(hwnd, &rect) // ClipCursor(&rect) // Confine cursor to window // } #endif } public func getGamepadCount() -> Int { #if os(Windows) // Check XInput connected controllers (max 4) // for i in 0..<4 { // XINPUT_STATE state // if XInputGetState(i, &state) == ERROR_SUCCESS { // count++ // } // } #endif return 0 } public func isGamepadConnected(_ gamepadId: Int) -> Bool { #if os(Windows) // XINPUT_STATE state // return XInputGetState(gamepadId, &state) == ERROR_SUCCESS #endif return false } public func getGamepadName(_ gamepadId: Int) -> String? { return "Xbox Controller \(gamepadId)" } public func shutdown() async { print(" → Shutting down Windows input system...") keyStates.removeAll() mouseButtonStates.removeAll() eventQueue.removeAll() print(" ✓ Windows 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)) } } // MARK: - Windows Audio Engine (Stub) public final class Win32AudioEngine: AudioEngine, @unchecked Sendable { public init() { print(" 🪟 Win32AudioEngine created") } public func initialize(config: AudioConfig) async throws { print(" → Initializing Windows audio (WASAPI/XAudio2)...") // Initialize audio backend (WASAPI, XAudio2, or OpenAL) print(" ✓ Windows audio initialized") } public func loadAudio(path: String) async throws -> AudioHandle { return AudioHandle() } public func loadAudioFromData(data: Data, sampleRate: Int, channels: Int) async throws -> AudioHandle { return AudioHandle() } public func play(handle: AudioHandle, source: AudioSource3D) throws {} public func stop(handle: AudioHandle) throws {} public func pause(handle: AudioHandle) throws {} public func resume(handle: AudioHandle) throws {} public func updateSource(handle: AudioHandle, source: AudioSource3D) throws {} public func setListener(listener: AudioListener) throws {} public func setMasterVolume(_ volume: Float) throws {} public func update(deltaTime: Float) throws {} public func shutdown() async { print(" → Shutting down Windows audio...") print(" ✓ Windows audio shutdown") } } // MARK: - Errors private enum PlatformError: Error { case unsupportedPlatform(String) }