mirror of
https://github.com/UpsilonNumworks/Upsilon.git
synced 2026-01-18 16:27:34 +01:00
[ion/simulator] Sort the platform functions
This commit is contained in:
@@ -1,6 +1,6 @@
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ion_src += $(addprefix ion/src/simulator/android/src/cpp/, \
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images.cpp \
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haptics_enabled.cpp \
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platform_images.cpp \
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)
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ion_src += $(addprefix ion/src/simulator/shared/, \
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@@ -4,7 +4,11 @@
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#include <android/bitmap.h>
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#include <assert.h>
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SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identifier) {
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namespace Ion {
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namespace Simulator {
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namespace Platform {
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SDL_Texture * loadImage(SDL_Renderer * renderer, const char * identifier) {
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JNIEnv * env = static_cast<JNIEnv *>(SDL_AndroidGetJNIEnv());
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jobject activity = static_cast<jobject>(SDL_AndroidGetActivity());
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@@ -54,3 +58,7 @@ SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identi
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env->DeleteLocalRef(activity);
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return texture;
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}
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}
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}
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}
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@@ -1,9 +1,9 @@
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ion_src += $(addprefix ion/src/simulator/ios/, \
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images.m \
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platform_images.mm \
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)
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ion_src += $(addprefix ion/src/simulator/shared/, \
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apple/language.m \
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apple/platform_language.mm \
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dummy/haptics_enabled.cpp \
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dummy/journal.cpp \
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dummy/keyboard_callback.cpp \
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@@ -1,9 +1,12 @@
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#include "../shared/platform.h"
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#include <SDL.h>
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#include <UIKit/UIKit.h>
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SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identifier) {
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namespace Ion {
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namespace Simulator {
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namespace Platform {
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SDL_Texture * loadImage(SDL_Renderer * renderer, const char * identifier) {
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CGImageRef cgImage = [[UIImage imageNamed:[NSString stringWithUTF8String:identifier]] CGImage];
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if (cgImage == NULL) {
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return NULL;
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@@ -53,3 +56,7 @@ SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identi
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return texture;
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}
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}
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}
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}
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@@ -8,9 +8,9 @@ SFLAGS += -DUSING_GENERATED_CONFIG_H
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SFLAGS += -Iion/src/simulator/linux/include
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ion_src += $(addprefix ion/src/simulator/linux/, \
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images.cpp \
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language.cpp \
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assets.s \
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platform_images.cpp \
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platform_language.cpp \
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)
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ion_src += $(addprefix ion/src/simulator/shared/, \
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@@ -32,13 +32,13 @@ LDFLAGS += -ljpeg
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$(eval $(call rule_for, \
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INCBIN, \
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ion/src/simulator/linux/assets.s ion/src/simulator/linux/images.h, \
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ion/src/simulator/linux/assets.s ion/src/simulator/linux/platform_images.h, \
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$(ion_simulator_assets_paths), \
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$$(PYTHON) ion/src/simulator/linux/incbin.py $(ion_simulator_assets) -o $$@, \
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global \
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))
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$(call object_for,ion/src/simulator/linux/images.cpp): $(BUILD_DIR)/ion/src/simulator/linux/images.h
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$(call object_for,ion/src/simulator/linux/platform_images.cpp): $(BUILD_DIR)/ion/src/simulator/linux/platform_images.h
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# The header is refered to as <ion/src/simulator/linux/images.h> so make sure it's findable this way
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# The header is refered to as <ion/src/simulator/linux/platform_images.h> so make sure it's findable this way
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SFLAGS += -I$(BUILD_DIR)
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@@ -5,7 +5,11 @@
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#include <png.h>
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#include <assert.h>
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#include <ion/src/simulator/linux/images.h>
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#include <ion/src/simulator/linux/platform_images.h>
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namespace Ion {
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namespace Simulator {
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namespace Platform {
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enum class AssetFormat {
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JPG,
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@@ -95,7 +99,7 @@ bool readJPG(const unsigned char * start, size_t size, unsigned char ** bitmapDa
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return true;
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}
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SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identifier) {
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SDL_Texture * loadImage(SDL_Renderer * renderer, const char * identifier) {
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static constexpr const char * jpgExtension = ".jpg";
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static constexpr const char * pngExtension = ".png";
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@@ -161,3 +165,7 @@ SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identi
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return texture;
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}
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}
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}
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}
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@@ -1,8 +1,11 @@
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#include "../shared/platform.h"
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#include <locale.h>
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char * IonSimulatorGetLanguageCode() {
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namespace Ion {
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namespace Simulator {
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namespace Platform {
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const char * languageCode() {
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static char buffer[3] = {0};
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char * locale = setlocale(LC_ALL, "");
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if (locale[2] == '_') {
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@@ -12,3 +15,7 @@ char * IonSimulatorGetLanguageCode() {
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}
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return nullptr;
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}
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}
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}
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}
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@@ -1,9 +1,9 @@
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ion_src += $(addprefix ion/src/simulator/macos/, \
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images.m \
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platform_images.mm \
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)
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ion_src += $(addprefix ion/src/simulator/shared/, \
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apple/language.m \
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apple/platform_language.mm \
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dummy/haptics_enabled.cpp \
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dummy/keyboard_callback.cpp \
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dummy/window_callback.cpp \
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@@ -3,7 +3,11 @@
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#include <SDL.h>
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#include <AppKit/AppKit.h>
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SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identifier) {
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namespace Ion {
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namespace Simulator {
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namespace Platform {
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SDL_Texture * loadImage(SDL_Renderer * renderer, const char * identifier) {
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NSImage * nsImage = [NSImage imageNamed:[NSString stringWithUTF8String:identifier]];
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CGImageRef cgImage = [nsImage CGImageForProposedRect:NULL
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context:NULL
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@@ -55,3 +59,7 @@ SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identi
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return texture;
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}
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}
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}
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}
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@@ -2,7 +2,11 @@
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#include <Foundation/Foundation.h>
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char * IonSimulatorGetLanguageCode() {
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namespace Ion {
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namespace Simulator {
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namespace Platform {
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const char * languageCode() {
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static char buffer[4] = {0};
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if (buffer[0] == 0) {
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NSString * preferredLanguage = [[NSLocale preferredLanguages] firstObject];
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@@ -15,3 +19,7 @@ char * IonSimulatorGetLanguageCode() {
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}
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return buffer;
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}
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}
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}
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}
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@@ -202,9 +202,9 @@ static SDL_Texture * sBackgroundTexture = nullptr;
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static SDL_Texture * sKeyLayoutTextures[KeyLayout::NumberOfShapes];
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void init(SDL_Renderer * renderer) {
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sBackgroundTexture = IonSimulatorLoadImage(renderer, "background.jpg");
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sBackgroundTexture = Platform::loadImage(renderer, "background.jpg");
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for (size_t i = 0; i < KeyLayout::NumberOfShapes; i++) {
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sKeyLayoutTextures[i] = IonSimulatorLoadImage(renderer, KeyLayout::assetName[i]);
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sKeyLayoutTextures[i] = Platform::loadImage(renderer, KeyLayout::assetName[i]);
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}
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}
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@@ -4,6 +4,7 @@
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#include "random.h"
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#include "telemetry.h"
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#include "window.h"
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#include <algorithm>
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#include <vector>
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#include <ion.h>
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#ifndef __WIN32__
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@@ -68,11 +69,13 @@ std::vector<const char *>::const_iterator Args::find(const char * name) const {
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);
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}
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using namespace Ion::Simulator;
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int main(int argc, char * argv[]) {
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Args args(argc, argv);
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if (!args.has("--language")) {
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args.push("--language", IonSimulatorGetLanguageCode());
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args.push("--language", Platform::languageCode());
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}
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#ifndef __WIN32__
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@@ -88,7 +91,6 @@ int main(int argc, char * argv[]) {
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bool headless = args.popFlag("--headless");
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using namespace Ion::Simulator;
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Random::init();
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if (!headless) {
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Journal::init();
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@@ -2,20 +2,16 @@
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#define ION_SIMULATOR_PLATFORM_H
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#include <SDL.h>
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#include <stdbool.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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namespace Ion {
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namespace Simulator {
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namespace Platform {
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/* Those functions should be implemented per-platform.
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* They are defined as C function for easier interop. */
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SDL_Texture * loadImage(SDL_Renderer * renderer, const char * identifier);
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const char * languageCode();
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SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identifier);
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char * IonSimulatorGetLanguageCode();
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#ifdef __cplusplus
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}
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#endif
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}
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}
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#endif
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@@ -1,6 +1,6 @@
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ion_src += $(addprefix ion/src/simulator/windows/, \
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images.cpp \
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language.cpp \
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platform_images.cpp \
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platform_language.cpp \
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resources.rc \
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)
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@@ -36,6 +36,6 @@ $(eval $(call rule_for, \
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global \
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))
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$(call object_for,ion/src/simulator/windows/images.cpp): $(BUILD_DIR)/ion/src/simulator/windows/images.h
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$(call object_for,ion/src/simulator/windows/platform_images.cpp): $(BUILD_DIR)/ion/src/simulator/windows/images.h
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$(call object_for,ion/src/simulator/windows/resources.rc): $(BUILD_DIR)/ion/src/simulator/windows/resources_gen.rc
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@@ -12,7 +12,7 @@
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* Note that this adds an extra runtime dependency (as compared to just SDL),
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* but this should not be an issue. */
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HRESULT CreateStreamOnResource(const char * name, LPSTREAM * stream) {
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static inline HRESULT CreateStreamOnResource(const char * name, LPSTREAM * stream) {
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HINSTANCE hInstance = GetModuleHandle(0);
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*stream = nullptr;
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HRSRC hC = FindResource(hInstance, name, RT_RCDATA);
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@@ -36,7 +36,11 @@ HRESULT CreateStreamOnResource(const char * name, LPSTREAM * stream) {
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return hr;
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}
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SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identifier) {
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namespace Ion {
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namespace Simulator {
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namespace Platform {
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SDL_Texture * loadImage(SDL_Renderer * renderer, const char * identifier) {
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Gdiplus::GdiplusStartupInput gdiplusStartupInput;
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ULONG_PTR gdiplusToken;
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Gdiplus::GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, nullptr);
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@@ -87,3 +91,7 @@ SDL_Texture * IonSimulatorLoadImage(SDL_Renderer * renderer, const char * identi
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return texture;
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}
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}
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}
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}
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@@ -1,8 +1,11 @@
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#include "../shared/platform.h"
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#include <winnls.h>
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char * IonSimulatorGetLanguageCode() {
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namespace Ion {
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namespace Simulator {
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namespace Platform {
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const char * languageCode() {
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/* Per documentation, the maximum number of characters allowed for the
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* language string is nine, including a terminating null character. */
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static char buffer[9] = {0};
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@@ -19,3 +22,7 @@ char * IonSimulatorGetLanguageCode() {
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}
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return buffer;
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}
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}
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}
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}
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