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