isloate sdl logic to window class
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@@ -34,6 +34,7 @@ add_executable(ouros
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target_include_directories(ouros PRIVATE
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"${CMAKE_CURRENT_SOURCE_DIR}/"
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"${CMAKE_CURRENT_SOURCE_DIR}/src"
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"${VULKAN_PATH}/Include"
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)
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if(WIN32)
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@@ -74,5 +74,6 @@ $ ./build/ouros --debug=0b00111111
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where each bit in the mask corresponds to a debug level, in order: unused, unused, fatal, trace, error, warning, notice, and info. `0b1111111` enables all debug messages.
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## Additional Resources
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- https://howtovulkan.com/
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- https://howtovulkan.com/, primary guide, most up-to-date (2026, Vulkan v1.4)
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- https://vkguide.dev/, Vulkan v1.3, but provides a lot of guidance on a more robustly architectured Vulkan app
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- Will add more as I use them
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@@ -1,6 +1,9 @@
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#include "App.hpp"
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#include <thread>
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#include <chrono>
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#include "utils/utils.hpp"
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App::App() {
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@@ -24,22 +27,25 @@ int App::run() {
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utils::debugPrint(__FUNCTION__, __LINE__, "Run app.", utils::DebugLevel::Trace);
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bool quit = false;
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while (!quit) {
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// app loop for as long as the window is open
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// other threads might be able to change quit to true to auto close in the future
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SDL_Event event;
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while(SDL_PollEvent(&event)) { // TODO: pass event handling to window
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if(event.type == SDL_EVENT_QUIT ) {
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quit = true;
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}
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while (window_->open()) {
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// app loop for as long as the window is open
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// pass events to the window
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while(SDL_PollEvent(&event) != 0) {
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window_->handleEvent(event);
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}
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// pass vulkan handling to engine
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// call engine.render() or something
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// engine has a pointer to window so can handle pushing to the screen
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if(window_->rendering()) {
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engine_->draw();
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} else {
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std::this_thread::sleep_for(std::chrono::milliseconds(100)); // wait until the window is visible again
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}
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}
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// SDL teardown handled in window destructor
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@@ -22,4 +22,6 @@ private:
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Window* window_;
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Engine* engine_;
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bool rendering_ = true;
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};
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@@ -1,6 +1,8 @@
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#include "Window.hpp"
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#include <SDL3/SDL_events.h>
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Window::Window() {
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(void)init();
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@@ -18,6 +20,25 @@ int Window::init() {
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sdlWindow_ = SDL_CreateWindow("Ouros: Vulkan", 1280u, 720u, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
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return (sdlWindow_ == nullptr);
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if(sdlWindow_ != nullptr) {
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rendering_ = true;
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open_ = true;
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return 0;
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} else {
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return -1;
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}
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}
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void Window::handleEvent(SDL_Event& event) {
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if(event.type == SDL_EVENT_QUIT ) {
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open_ = false;
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}
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if(event.type == SDL_EVENT_WINDOW_MINIMIZED) {
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rendering_ = false;
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} else if(event.type == SDL_EVENT_WINDOW_RESTORED) {
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rendering_ = true;
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}
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}
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@@ -2,7 +2,7 @@
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#pragma once
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#include "SDL3/SDL.h"
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#include "SDL3/SDL_Vulkan.h"
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#include "SDL3/SDL_vulkan.h"
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// reference: https://wiki.libsdl.org/SDL3/SDL_CreateWindow
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@@ -13,6 +13,11 @@ public:
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Window();
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~Window();
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void handleEvent(SDL_Event& event);
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bool rendering() { return rendering_; }
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bool open() { return open_; }
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private:
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// launches window
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@@ -23,4 +28,7 @@ private:
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SDL_Window* sdlWindow_;
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bool rendering_ = false;
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bool open_ = false;
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};
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@@ -36,8 +36,15 @@ void Engine::init() {
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utils::debugPrint(__FUNCTION__, __LINE__, "Error creating Vulkan instance", utils::DebugLevel::Error);
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}
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}
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void Engine::process() {
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// next steps:
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// device selection and setup
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// queue creation
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// vulkan memory allocator
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// create vulkan surface
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// attach surface to window
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}
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void Engine::draw() {
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}
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@@ -14,8 +14,8 @@ public:
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void init();
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// process is called every render iteration in that while loop
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void process();
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// draw is called every render iteration in that while loop
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void draw();
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private:
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