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