SportsBallEngine/Sources/PlatformWin32/Win32Platform.swift
2025-12-15 16:03:37 -08:00

338 lines
10 KiB
Swift

/// 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)
}