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