Open Source Tomb Raider Engine
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WindowSDL.cpp 20KB

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