windowing and input stuff

This commit is contained in:
octocar 2025-10-01 21:04:31 +02:00 committed by crueter
parent a24d9ad40d
commit 66e11f28d7
9 changed files with 139 additions and 160 deletions

View file

@ -346,16 +346,16 @@ int main(int argc, char** argv) {
// Apply the command line arguments
system.ApplySettings();
std::unique_ptr<EmuWindow_SDL2> emu_window;
std::unique_ptr<EmuWindow_SDL3> emu_window;
switch (Settings::values.renderer_backend.GetValue()) {
case Settings::RendererBackend::OpenGL:
emu_window = std::make_unique<EmuWindow_SDL2_GL>(&input_subsystem, system, fullscreen);
emu_window = std::make_unique<EmuWindow_SDL3_GL>(&input_subsystem, system, fullscreen);
break;
case Settings::RendererBackend::Vulkan:
emu_window = std::make_unique<EmuWindow_SDL2_VK>(&input_subsystem, system, fullscreen);
emu_window = std::make_unique<EmuWindow_SDL3_VK>(&input_subsystem, system, fullscreen);
break;
case Settings::RendererBackend::Null:
emu_window = std::make_unique<EmuWindow_SDL2_Null>(&input_subsystem, system, fullscreen);
emu_window = std::make_unique<EmuWindow_SDL3_Null>(&input_subsystem, system, fullscreen);
break;
}