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