Open Source Tomb Raider Engine
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WindowSDL.cpp 21KB

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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. if (event.text.text != nullptr)
  183. UI::handleText(event.text.text, (event.type == SDL_TEXTEDITING));
  184. break;
  185. case SDL_KEYDOWN:
  186. case SDL_KEYUP:
  187. KeyboardButton key;
  188. switch (event.key.keysym.sym) {
  189. case SDLK_0:
  190. key = zeroKey;
  191. break;
  192. case SDLK_1:
  193. key = oneKey;
  194. break;
  195. case SDLK_2:
  196. key = twoKey;
  197. break;
  198. case SDLK_3:
  199. key = threeKey;
  200. break;
  201. case SDLK_4:
  202. key = fourKey;
  203. break;
  204. case SDLK_5:
  205. key = fiveKey;
  206. break;
  207. case SDLK_6:
  208. key = sixKey;
  209. break;
  210. case SDLK_7:
  211. key = sevenKey;
  212. break;
  213. case SDLK_8:
  214. key = eightKey;
  215. break;
  216. case SDLK_9:
  217. key = nineKey;
  218. break;
  219. case SDLK_a:
  220. key = aKey;
  221. break;
  222. case SDLK_b:
  223. key = bKey;
  224. break;
  225. case SDLK_c:
  226. key = cKey;
  227. break;
  228. case SDLK_d:
  229. key = dKey;
  230. break;
  231. case SDLK_e:
  232. key = eKey;
  233. break;
  234. case SDLK_f:
  235. key = fKey;
  236. break;
  237. case SDLK_g:
  238. key = gKey;
  239. break;
  240. case SDLK_h:
  241. key = hKey;
  242. break;
  243. case SDLK_i:
  244. key = iKey;
  245. break;
  246. case SDLK_j:
  247. key = jKey;
  248. break;
  249. case SDLK_k:
  250. key = kKey;
  251. break;
  252. case SDLK_l:
  253. key = lKey;
  254. break;
  255. case SDLK_m:
  256. key = mKey;
  257. break;
  258. case SDLK_n:
  259. key = nKey;
  260. break;
  261. case SDLK_o:
  262. key = oKey;
  263. break;
  264. case SDLK_p:
  265. key = pKey;
  266. break;
  267. case SDLK_q:
  268. key = qKey;
  269. break;
  270. case SDLK_r:
  271. key = rKey;
  272. break;
  273. case SDLK_s:
  274. key = sKey;
  275. break;
  276. case SDLK_t:
  277. key = tKey;
  278. break;
  279. case SDLK_u:
  280. key = uKey;
  281. break;
  282. case SDLK_v:
  283. key = vKey;
  284. break;
  285. case SDLK_w:
  286. key = wKey;
  287. break;
  288. case SDLK_x:
  289. key = xKey;
  290. break;
  291. case SDLK_y:
  292. key = yKey;
  293. break;
  294. case SDLK_z:
  295. key = zKey;
  296. break;
  297. case SDLK_QUOTE:
  298. key = quoteKey;
  299. break;
  300. case SDLK_BACKSLASH:
  301. key = backslashKey;
  302. break;
  303. case SDLK_BACKSPACE:
  304. key = backspaceKey;
  305. break;
  306. case SDLK_CAPSLOCK:
  307. key = capslockKey;
  308. break;
  309. case SDLK_COMMA:
  310. key = commaKey;
  311. break;
  312. case SDLK_DELETE:
  313. key = delKey;
  314. break;
  315. case SDLK_UP:
  316. key = upKey;
  317. break;
  318. case SDLK_DOWN:
  319. key = downKey;
  320. break;
  321. case SDLK_LEFT:
  322. key = leftKey;
  323. break;
  324. case SDLK_RIGHT:
  325. key = rightKey;
  326. break;
  327. case SDLK_END:
  328. key = endKey;
  329. break;
  330. case SDLK_EQUALS:
  331. key = equalsKey;
  332. break;
  333. case SDLK_ESCAPE:
  334. key = escapeKey;
  335. break;
  336. case SDLK_F1:
  337. key = f1Key;
  338. break;
  339. case SDLK_F2:
  340. key = f2Key;
  341. break;
  342. case SDLK_F3:
  343. key = f3Key;
  344. break;
  345. case SDLK_F4:
  346. key = f4Key;
  347. break;
  348. case SDLK_F5:
  349. key = f5Key;
  350. break;
  351. case SDLK_F6:
  352. key = f6Key;
  353. break;
  354. case SDLK_F7:
  355. key = f7Key;
  356. break;
  357. case SDLK_F8:
  358. key = f8Key;
  359. break;
  360. case SDLK_F9:
  361. key = f9Key;
  362. break;
  363. case SDLK_F10:
  364. key = f10Key;
  365. break;
  366. case SDLK_F11:
  367. key = f11Key;
  368. break;
  369. case SDLK_F12:
  370. key = f12Key;
  371. break;
  372. case SDLK_BACKQUOTE:
  373. key = backquoteKey;
  374. break;
  375. case SDLK_HOME:
  376. key = homeKey;
  377. break;
  378. case SDLK_INSERT:
  379. key = insertKey;
  380. break;
  381. case SDLK_LALT:
  382. key = leftaltKey;
  383. break;
  384. case SDLK_LCTRL:
  385. key = leftctrlKey;
  386. break;
  387. case SDLK_LEFTBRACKET:
  388. key = leftbracketKey;
  389. break;
  390. case SDLK_LGUI:
  391. key = leftguiKey;
  392. break;
  393. case SDLK_LSHIFT:
  394. key = leftshiftKey;
  395. break;
  396. case SDLK_MINUS:
  397. key = minusKey;
  398. break;
  399. case SDLK_NUMLOCKCLEAR:
  400. key = numlockKey;
  401. break;
  402. case SDLK_PAGEDOWN:
  403. key = pagedownKey;
  404. break;
  405. case SDLK_PAGEUP:
  406. key = pageupKey;
  407. break;
  408. case SDLK_PAUSE:
  409. key = pauseKey;
  410. break;
  411. case SDLK_PERIOD:
  412. key = dotKey;
  413. break;
  414. case SDLK_RALT:
  415. key = rightaltKey;
  416. break;
  417. case SDLK_RCTRL:
  418. key = rightctrlKey;
  419. break;
  420. case SDLK_RETURN:
  421. case SDLK_RETURN2:
  422. key = enterKey;
  423. break;
  424. case SDLK_RGUI:
  425. key = rightguiKey;
  426. break;
  427. case SDLK_RIGHTBRACKET:
  428. key = rightbracketKey;
  429. break;
  430. case SDLK_RSHIFT:
  431. key = rightshiftKey;
  432. break;
  433. case SDLK_SCROLLLOCK:
  434. key = scrolllockKey;
  435. break;
  436. case SDLK_SEMICOLON:
  437. key = semicolonKey;
  438. break;
  439. case SDLK_SLASH:
  440. key = slashKey;
  441. break;
  442. case SDLK_SPACE:
  443. key = spaceKey;
  444. break;
  445. case SDLK_TAB:
  446. key = tabKey;
  447. break;
  448. default:
  449. key = unknownKey;
  450. break;
  451. }
  452. UI::handleKeyboard(key, (event.type == SDL_KEYDOWN));
  453. break;
  454. case SDL_WINDOWEVENT:
  455. if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
  456. size = glm::i32vec2(event.window.data1, event.window.data2);
  457. Window::setSize(size);
  458. }
  459. break;
  460. case SDL_QUIT:
  461. RunTime::setRunning(false);
  462. break;
  463. }
  464. }
  465. UI::eventsFinished();
  466. }
  467. void WindowSDL::swapBuffers() {
  468. SDL_GL_SwapWindow(window);
  469. }
  470. void WindowSDL::shutdown() {
  471. if (context) {
  472. SDL_GL_DeleteContext(context);
  473. context = nullptr;
  474. }
  475. if (controller) {
  476. SDL_GameControllerClose(controller);
  477. controller = nullptr;
  478. }
  479. if (window) {
  480. SDL_DestroyWindow(window);
  481. SDL_QuitSubSystem(SUBSYSTEMS_USED);
  482. SDL_Quit();
  483. window = nullptr;
  484. }
  485. }
  486. void WindowSDL::setSize(glm::i32vec2 s) {
  487. orAssert((s.x > 0) && (s.y > 0));
  488. if (window) {
  489. if ((s.x != size.x) || (s.y != size.y)) {
  490. SDL_SetWindowSize(window, s.x, s.y);
  491. }
  492. }
  493. size = s;
  494. }
  495. void WindowSDL::setFullscreen(bool f) {
  496. fullscreen = f;
  497. if (window) {
  498. if (fullscreen) {
  499. SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
  500. } else {
  501. SDL_SetWindowFullscreen(window, 0);
  502. }
  503. }
  504. }
  505. void WindowSDL::setMousegrab(bool g) {
  506. mousegrab = g;
  507. if (window) {
  508. if (mousegrab) {
  509. SDL_SetRelativeMouseMode(SDL_TRUE);
  510. } else {
  511. SDL_SetRelativeMouseMode(SDL_FALSE);
  512. SDL_ShowCursor(1);
  513. }
  514. }
  515. }
  516. void WindowSDL::setTextInput(bool t) {
  517. textinput = t;
  518. if (textinput)
  519. SDL_StartTextInput();
  520. else
  521. SDL_StopTextInput();
  522. }
  523. void WindowSDL::setClipboard(const char* s) {
  524. if (window) {
  525. if (SDL_SetClipboardText(s) < 0) {
  526. Log::get(LOG_ERROR) << "SDL_SetClipboardText Error: " << SDL_GetError() << Log::endl;
  527. }
  528. }
  529. }
  530. const char* WindowSDL::getClipboard() {
  531. if (window) {
  532. //! \fixme Should be freed with SDL_free(). But how, where, when?
  533. const char* ret = SDL_GetClipboardText();
  534. if (ret == nullptr) {
  535. Log::get(LOG_ERROR) << "SDL_GetClipboardText Error: " << SDL_GetError() << Log::endl;
  536. }
  537. return ret;
  538. }
  539. return nullptr;
  540. }
  541. void WindowSDL::inputPositionCallback(int x, int y) {
  542. SDL_Rect rect;
  543. rect.x = x;
  544. rect.y = y;
  545. rect.w = 50;
  546. rect.h = 25;
  547. SDL_SetTextInputRect(&rect);
  548. }
  549. std::string WindowSDL::getVersion(bool linked) {
  550. SDL_version vers;
  551. if (linked) {
  552. SDL_GetVersion(&vers);
  553. } else {
  554. SDL_VERSION(&vers);
  555. }
  556. std::ostringstream str;
  557. str << "SDL2 v" << int(vers.major) << "." << int(vers.minor) << "." << int(vers.patch);
  558. if (linked) {
  559. return str.str() + " (" + SDL_GetRevision() + ")";
  560. } else {
  561. return str.str() + " (" + SDL_REVISION + ")";
  562. }
  563. }