Open Source Tomb Raider Engine
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WindowSDL.cpp 19KB

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