Open Source Tomb Raider Engine
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  1. /*!
  2. * \file src/system/WindowSDL.cpp
  3. * \brief SDL2 Windowing Implementation
  4. *
  5. * \author xythobuz
  6. */
  7. #include <sstream>
  8. #include "SDL_revision.h"
  9. #include "global.h"
  10. #include "Log.h"
  11. #include "RunTime.h"
  12. #include "UI.h"
  13. #include "system/Window.h"
  14. #include "system/WindowSDL.h"
  15. #define SUBSYSTEMS_USED (SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER)
  16. glm::i32vec2 WindowSDL::size(DEFAULT_WIDTH, DEFAULT_HEIGHT);
  17. bool WindowSDL::fullscreen = false;
  18. bool WindowSDL::mousegrab = false;
  19. bool WindowSDL::textinput = false;
  20. SDL_Window* WindowSDL::window = nullptr;
  21. SDL_GLContext WindowSDL::context = nullptr;
  22. SDL_GameController* WindowSDL::controller = nullptr;
  23. int WindowSDL::initialize() {
  24. if (SDL_Init(SUBSYSTEMS_USED) != 0) {
  25. Log::get(LOG_ERROR) << "SDL_Init Error: " << SDL_GetError() << Log::endl;
  26. return -1;
  27. }
  28. int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
  29. if (fullscreen)
  30. flags |= SDL_WINDOW_FULLSCREEN;
  31. if ((SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8) != 0)
  32. || (SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8) != 0)
  33. || (SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8) != 0)
  34. || (SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8) != 0)
  35. || (SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24) != 0)
  36. || (SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) != 0)
  37. || (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1) != 0)
  38. //|| (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2) != 0)
  39. || (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4) != 0)
  40. || (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3) != 0)
  41. || (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3) != 0)
  42. || (SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE))) {
  43. Log::get(LOG_ERROR) << "SDL_GL_SetAttribute Error: " << SDL_GetError() << Log::endl;
  44. return -2;
  45. }
  46. window = SDL_CreateWindow(VERSION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  47. size.x, size.y, flags);
  48. if (!window) {
  49. Log::get(LOG_ERROR) << "SDL_CreateWindow Error: " << SDL_GetError() << Log::endl;
  50. return -3;
  51. }
  52. int w = size.x, h = size.y;
  53. SDL_GetWindowSize(window, &w, &h);
  54. size.x = w;
  55. size.y = h;
  56. context = SDL_GL_CreateContext(window);
  57. if (!context) {
  58. Log::get(LOG_ERROR) << "SDL_GL_CreateContext Error: " << SDL_GetError() << Log::endl;
  59. return -4;
  60. }
  61. setMousegrab(mousegrab);
  62. setTextInput(textinput);
  63. if (SDL_NumJoysticks() == 0) {
  64. Log::get(LOG_INFO) << "No Joystick found!" << Log::endl;
  65. return 0;
  66. }
  67. SDL_GameControllerAddMapping("341a0000000000000208000000000000,"
  68. "USB GAMEPAD 8116,"
  69. "a:b0,x:b2,start:b7,back:b6,leftstick:b8,rightstick:b9,"
  70. "leftshoulder:b4,rightshoulder:b5,"
  71. "dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,"
  72. "leftx:a0,lefty:a1,rightx:a3,righty:a2,"
  73. "lefttrigger:,b:b1,y:b3,lefttrigger:a4,righttrigger:a4");
  74. SDL_GameControllerAddMapping("10080000000000000100000000000000,"
  75. "Twin USB Joystick,"
  76. "a:b4,b:b2,y:b0,x:b6,start:b18,back:b16,leftstick:b20,"
  77. "rightstick:b22,leftshoulder:b12,rightshoulder:b14,dpup:h0.1,"
  78. "dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftx:a0,lefty:a2,rightx:a6,"
  79. "righty:a4,lefttrigger:b8,righttrigger:b10");
  80. for (int i = 0; i < SDL_NumJoysticks(); i++) {
  81. if (SDL_IsGameController(i)) {
  82. controller = SDL_GameControllerOpen(i);
  83. if (controller) {
  84. Log::get(LOG_INFO) << "Using controller \"" << SDL_GameControllerName(controller)
  85. << "\"..." << Log::endl;
  86. break;
  87. } else {
  88. Log::get(LOG_WARNING) << "Couldn't open controller \"" << SDL_GameControllerNameForIndex(i)
  89. << "\"!" << Log::endl;
  90. }
  91. } else {
  92. Log::get(LOG_WARNING) << "Joystick \"" << SDL_JoystickNameForIndex(i)
  93. << "\" is no compatible controller!" << Log::endl;
  94. }
  95. }
  96. return 0;
  97. }
  98. void WindowSDL::eventHandling() {
  99. SDL_Event event;
  100. KeyboardButton button;
  101. while (SDL_PollEvent(&event)) {
  102. switch (event.type) {
  103. case SDL_CONTROLLERAXISMOTION:
  104. button = unknownKey;
  105. if (event.caxis.axis == SDL_CONTROLLER_AXIS_LEFTX)
  106. button = leftXAxis;
  107. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_LEFTY)
  108. button = leftYAxis;
  109. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_RIGHTX)
  110. button = rightXAxis;
  111. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_RIGHTY)
  112. button = rightYAxis;
  113. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
  114. button = leftTrigger;
  115. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
  116. button = rightTrigger;
  117. if (button != unknownKey)
  118. UI::handleControllerAxis(event.caxis.value / 32768.0f, button);
  119. break;
  120. case SDL_CONTROLLERBUTTONDOWN:
  121. case SDL_CONTROLLERBUTTONUP:
  122. button = unknownKey;
  123. if (event.cbutton.button == SDL_CONTROLLER_BUTTON_A)
  124. button = aButton;
  125. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_B)
  126. button = bButton;
  127. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_X)
  128. button = xButton;
  129. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_Y)
  130. button = yButton;
  131. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_BACK)
  132. button = backButton;
  133. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_GUIDE)
  134. button = guideButton;
  135. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_START)
  136. button = startButton;
  137. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_LEFTSTICK)
  138. button = leftStick;
  139. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_RIGHTSTICK)
  140. button = rightStick;
  141. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER)
  142. button = leftShoulder;
  143. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)
  144. button = rightShoulder;
  145. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_DPAD_UP)
  146. button = padUp;
  147. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_DPAD_DOWN)
  148. button = padDown;
  149. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_DPAD_LEFT)
  150. button = padLeft;
  151. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_DPAD_RIGHT)
  152. button = padRight;
  153. if (button != unknownKey)
  154. UI::handleControllerButton(button, (event.type == SDL_CONTROLLERBUTTONUP));
  155. break;
  156. case SDL_MOUSEMOTION:
  157. UI::handleMouseMotion(event.motion.xrel, event.motion.yrel, event.motion.x, event.motion.y);
  158. break;
  159. case SDL_MOUSEBUTTONDOWN:
  160. case SDL_MOUSEBUTTONUP:
  161. button = unknownKey;
  162. if (event.button.button == SDL_BUTTON_LEFT)
  163. button = leftmouseKey;
  164. else if (event.button.button == SDL_BUTTON_RIGHT)
  165. button = rightmouseKey;
  166. else if (event.button.button == SDL_BUTTON_MIDDLE)
  167. button = middlemouseKey;
  168. else if (event.button.button == SDL_BUTTON_X1)
  169. button = fourthmouseKey;
  170. else if (event.button.button == SDL_BUTTON_X2)
  171. button = fifthmouseKey;
  172. if (button != unknownKey)
  173. UI::handleMouseClick(event.button.x, event.button.y, button,
  174. (event.type == SDL_MOUSEBUTTONUP));
  175. break;
  176. case SDL_MOUSEWHEEL:
  177. if ((event.wheel.x != 0) || (event.wheel.y != 0))
  178. UI::handleMouseScroll(event.wheel.x, event.wheel.y);
  179. break;
  180. case SDL_TEXTINPUT:
  181. case SDL_TEXTEDITING:
  182. UI::handleText(event.text.text, (event.type == SDL_TEXTEDITING));
  183. break;
  184. case SDL_KEYDOWN:
  185. case SDL_KEYUP:
  186. KeyboardButton key;
  187. switch (event.key.keysym.sym) {
  188. case SDLK_0:
  189. key = zeroKey;
  190. break;
  191. case SDLK_1:
  192. key = oneKey;
  193. break;
  194. case SDLK_2:
  195. key = twoKey;
  196. break;
  197. case SDLK_3:
  198. key = threeKey;
  199. break;
  200. case SDLK_4:
  201. key = fourKey;
  202. break;
  203. case SDLK_5:
  204. key = fiveKey;
  205. break;
  206. case SDLK_6:
  207. key = sixKey;
  208. break;
  209. case SDLK_7:
  210. key = sevenKey;
  211. break;
  212. case SDLK_8:
  213. key = eightKey;
  214. break;
  215. case SDLK_9:
  216. key = nineKey;
  217. break;
  218. case SDLK_a:
  219. key = aKey;
  220. break;
  221. case SDLK_b:
  222. key = bKey;
  223. break;
  224. case SDLK_c:
  225. key = cKey;
  226. break;
  227. case SDLK_d:
  228. key = dKey;
  229. break;
  230. case SDLK_e:
  231. key = eKey;
  232. break;
  233. case SDLK_f:
  234. key = fKey;
  235. break;
  236. case SDLK_g:
  237. key = gKey;
  238. break;
  239. case SDLK_h:
  240. key = hKey;
  241. break;
  242. case SDLK_i:
  243. key = iKey;
  244. break;
  245. case SDLK_j:
  246. key = jKey;
  247. break;
  248. case SDLK_k:
  249. key = kKey;
  250. break;
  251. case SDLK_l:
  252. key = lKey;
  253. break;
  254. case SDLK_m:
  255. key = mKey;
  256. break;
  257. case SDLK_n:
  258. key = nKey;
  259. break;
  260. case SDLK_o:
  261. key = oKey;
  262. break;
  263. case SDLK_p:
  264. key = pKey;
  265. break;
  266. case SDLK_q:
  267. key = qKey;
  268. break;
  269. case SDLK_r:
  270. key = rKey;
  271. break;
  272. case SDLK_s:
  273. key = sKey;
  274. break;
  275. case SDLK_t:
  276. key = tKey;
  277. break;
  278. case SDLK_u:
  279. key = uKey;
  280. break;
  281. case SDLK_v:
  282. key = vKey;
  283. break;
  284. case SDLK_w:
  285. key = wKey;
  286. break;
  287. case SDLK_x:
  288. key = xKey;
  289. break;
  290. case SDLK_y:
  291. key = yKey;
  292. break;
  293. case SDLK_z:
  294. key = zKey;
  295. break;
  296. case SDLK_QUOTE:
  297. key = quoteKey;
  298. break;
  299. case SDLK_BACKSLASH:
  300. key = backslashKey;
  301. break;
  302. case SDLK_BACKSPACE:
  303. key = backspaceKey;
  304. break;
  305. case SDLK_CAPSLOCK:
  306. key = capslockKey;
  307. break;
  308. case SDLK_COMMA:
  309. key = commaKey;
  310. break;
  311. case SDLK_DELETE:
  312. key = delKey;
  313. break;
  314. case SDLK_UP:
  315. key = upKey;
  316. break;
  317. case SDLK_DOWN:
  318. key = downKey;
  319. break;
  320. case SDLK_LEFT:
  321. key = leftKey;
  322. break;
  323. case SDLK_RIGHT:
  324. key = rightKey;
  325. break;
  326. case SDLK_END:
  327. key = endKey;
  328. break;
  329. case SDLK_EQUALS:
  330. key = equalsKey;
  331. break;
  332. case SDLK_ESCAPE:
  333. key = escapeKey;
  334. break;
  335. case SDLK_F1:
  336. key = f1Key;
  337. break;
  338. case SDLK_F2:
  339. key = f2Key;
  340. break;
  341. case SDLK_F3:
  342. key = f3Key;
  343. break;
  344. case SDLK_F4:
  345. key = f4Key;
  346. break;
  347. case SDLK_F5:
  348. key = f5Key;
  349. break;
  350. case SDLK_F6:
  351. key = f6Key;
  352. break;
  353. case SDLK_F7:
  354. key = f7Key;
  355. break;
  356. case SDLK_F8:
  357. key = f8Key;
  358. break;
  359. case SDLK_F9:
  360. key = f9Key;
  361. break;
  362. case SDLK_F10:
  363. key = f10Key;
  364. break;
  365. case SDLK_F11:
  366. key = f11Key;
  367. break;
  368. case SDLK_F12:
  369. key = f12Key;
  370. break;
  371. case SDLK_BACKQUOTE:
  372. key = backquoteKey;
  373. break;
  374. case SDLK_HOME:
  375. key = homeKey;
  376. break;
  377. case SDLK_INSERT:
  378. key = insertKey;
  379. break;
  380. case SDLK_LALT:
  381. key = leftaltKey;
  382. break;
  383. case SDLK_LCTRL:
  384. key = leftctrlKey;
  385. break;
  386. case SDLK_LEFTBRACKET:
  387. key = leftbracketKey;
  388. break;
  389. case SDLK_LGUI:
  390. key = leftguiKey;
  391. break;
  392. case SDLK_LSHIFT:
  393. key = leftshiftKey;
  394. break;
  395. case SDLK_MINUS:
  396. key = minusKey;
  397. break;
  398. case SDLK_NUMLOCKCLEAR:
  399. key = numlockKey;
  400. break;
  401. case SDLK_PAGEDOWN:
  402. key = pagedownKey;
  403. break;
  404. case SDLK_PAGEUP:
  405. key = pageupKey;
  406. break;
  407. case SDLK_PAUSE:
  408. key = pauseKey;
  409. break;
  410. case SDLK_PERIOD:
  411. key = dotKey;
  412. break;
  413. case SDLK_RALT:
  414. key = rightaltKey;
  415. break;
  416. case SDLK_RCTRL:
  417. key = rightctrlKey;
  418. break;
  419. case SDLK_RETURN:
  420. case SDLK_RETURN2:
  421. key = enterKey;
  422. break;
  423. case SDLK_RGUI:
  424. key = rightguiKey;
  425. break;
  426. case SDLK_RIGHTBRACKET:
  427. key = rightbracketKey;
  428. break;
  429. case SDLK_RSHIFT:
  430. key = rightshiftKey;
  431. break;
  432. case SDLK_SCROLLLOCK:
  433. key = scrolllockKey;
  434. break;
  435. case SDLK_SEMICOLON:
  436. key = semicolonKey;
  437. break;
  438. case SDLK_SLASH:
  439. key = slashKey;
  440. break;
  441. case SDLK_SPACE:
  442. key = spaceKey;
  443. break;
  444. case SDLK_TAB:
  445. key = tabKey;
  446. break;
  447. default:
  448. key = unknownKey;
  449. break;
  450. }
  451. UI::handleKeyboard(key, (event.type == SDL_KEYDOWN));
  452. break;
  453. case SDL_WINDOWEVENT:
  454. if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
  455. size = glm::i32vec2(event.window.data1, event.window.data2);
  456. Window::setSize(size);
  457. }
  458. break;
  459. case SDL_QUIT:
  460. RunTime::setRunning(false);
  461. break;
  462. }
  463. }
  464. UI::eventsFinished();
  465. }
  466. void WindowSDL::swapBuffers() {
  467. SDL_GL_SwapWindow(window);
  468. }
  469. void WindowSDL::shutdown() {
  470. if (context) {
  471. SDL_GL_DeleteContext(context);
  472. context = nullptr;
  473. }
  474. if (controller) {
  475. SDL_GameControllerClose(controller);
  476. controller = nullptr;
  477. }
  478. if (window) {
  479. SDL_DestroyWindow(window);
  480. SDL_QuitSubSystem(SUBSYSTEMS_USED);
  481. SDL_Quit();
  482. window = nullptr;
  483. }
  484. }
  485. void WindowSDL::setSize(glm::i32vec2 s) {
  486. orAssert((s.x > 0) && (s.y > 0));
  487. if (window) {
  488. if ((s.x != size.x) || (s.y != size.y)) {
  489. SDL_SetWindowSize(window, s.x, s.y);
  490. }
  491. }
  492. size = s;
  493. }
  494. void WindowSDL::setFullscreen(bool f) {
  495. fullscreen = f;
  496. if (window) {
  497. if (fullscreen) {
  498. SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
  499. } else {
  500. SDL_SetWindowFullscreen(window, 0);
  501. }
  502. }
  503. }
  504. void WindowSDL::setMousegrab(bool g) {
  505. mousegrab = g;
  506. if (window) {
  507. if (mousegrab) {
  508. SDL_SetRelativeMouseMode(SDL_TRUE);
  509. } else {
  510. SDL_SetRelativeMouseMode(SDL_FALSE);
  511. SDL_ShowCursor(1);
  512. }
  513. }
  514. }
  515. void WindowSDL::setTextInput(bool t) {
  516. textinput = t;
  517. if (textinput)
  518. SDL_StartTextInput();
  519. else
  520. SDL_StopTextInput();
  521. }
  522. void WindowSDL::setClipboard(const char* s) {
  523. if (window) {
  524. if (SDL_SetClipboardText(s) < 0) {
  525. Log::get(LOG_ERROR) << "SDL_SetClipboardText Error: " << SDL_GetError() << Log::endl;
  526. }
  527. }
  528. }
  529. const char* WindowSDL::getClipboard() {
  530. if (window) {
  531. //! \fixme Should be freed with SDL_free(). But how, where, when?
  532. const char* ret = SDL_GetClipboardText();
  533. if (ret == nullptr) {
  534. Log::get(LOG_ERROR) << "SDL_GetClipboardText Error: " << SDL_GetError() << Log::endl;
  535. }
  536. return ret;
  537. }
  538. return nullptr;
  539. }
  540. void WindowSDL::inputPositionCallback(int x, int y) {
  541. SDL_Rect rect;
  542. rect.x = x;
  543. rect.y = y;
  544. rect.w = 50;
  545. rect.h = 25;
  546. SDL_SetTextInputRect(&rect);
  547. }
  548. std::string WindowSDL::getVersion(bool linked) {
  549. SDL_version vers;
  550. if (linked) {
  551. SDL_GetVersion(&vers);
  552. } else {
  553. SDL_VERSION(&vers);
  554. }
  555. std::ostringstream str;
  556. str << "SDL2 v" << int(vers.major) << "." << int(vers.minor) << "." << int(vers.patch);
  557. if (linked) {
  558. return str.str() + " (" + SDL_GetRevision() + ")";
  559. } else {
  560. return str.str() + " (" + SDL_REVISION + ")";
  561. }
  562. }