Open Source Tomb Raider Engine
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WindowSDL.cpp 18KB

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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 "utils/strings.h"
  13. #include "system/WindowSDL.h"
  14. #define SUBSYSTEMS_USED (SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER)
  15. glm::vec2 WindowSDL::size(DEFAULT_WIDTH, DEFAULT_HEIGHT);
  16. bool WindowSDL::fullscreen = false;
  17. bool WindowSDL::mousegrab = false;
  18. bool WindowSDL::textinput = false;
  19. SDL_Window* WindowSDL::window = nullptr;
  20. SDL_GLContext WindowSDL::context = nullptr;
  21. SDL_GameController* WindowSDL::controller = nullptr;
  22. int WindowSDL::initialize() {
  23. if (SDL_Init(SUBSYSTEMS_USED) != 0) {
  24. std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl;
  25. return -1;
  26. }
  27. int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
  28. if (fullscreen)
  29. flags |= SDL_WINDOW_FULLSCREEN;
  30. if ((SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8) != 0)
  31. || (SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8) != 0)
  32. || (SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8) != 0)
  33. || (SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8) != 0)
  34. || (SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24) != 0)
  35. || (SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) != 0)
  36. || (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1) != 0)
  37. //|| (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2) != 0)
  38. || (SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4) != 0)
  39. || (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3) != 0)
  40. || (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3) != 0)
  41. || (SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE))) {
  42. std::cout << "SDL_GL_SetAttribute Error: " << SDL_GetError() << std::endl;
  43. return -2;
  44. }
  45. window = SDL_CreateWindow(VERSION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  46. size.x, size.y, flags);
  47. if (!window) {
  48. std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
  49. return -3;
  50. }
  51. context = SDL_GL_CreateContext(window);
  52. if (!context) {
  53. std::cout << "SDL_GL_CreateContext Error: " << SDL_GetError() << std::endl;
  54. return -4;
  55. }
  56. setMousegrab(mousegrab);
  57. setTextInput(textinput);
  58. if (SDL_NumJoysticks() == 0) {
  59. getLog() << "No Joystick found!" << Log::endl;
  60. return 0;
  61. }
  62. for (int i = 0; i < SDL_NumJoysticks(); i++) {
  63. if (SDL_IsGameController(i)) {
  64. controller = SDL_GameControllerOpen(i);
  65. if (controller) {
  66. getLog() << "Using controller \"" << SDL_GameControllerName(controller)
  67. << "\"..." << Log::endl;
  68. break;
  69. } else {
  70. getLog() << "Couldn't open controller \"" << SDL_GameControllerNameForIndex(i)
  71. << "\"!" << Log::endl;
  72. }
  73. } else {
  74. getLog() << "Joystick \"" << SDL_JoystickNameForIndex(i)
  75. << "\" is no controller!" << Log::endl;
  76. }
  77. }
  78. return 0;
  79. }
  80. void WindowSDL::eventHandling() {
  81. SDL_Event event;
  82. KeyboardButton button;
  83. while (SDL_PollEvent(&event)) {
  84. switch (event.type) {
  85. case SDL_CONTROLLERAXISMOTION:
  86. button = unknownKey;
  87. if (event.caxis.axis == SDL_CONTROLLER_AXIS_LEFTX)
  88. button = leftXAxis;
  89. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_LEFTY)
  90. button = leftYAxis;
  91. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_RIGHTX)
  92. button = rightXAxis;
  93. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_RIGHTY)
  94. button = rightYAxis;
  95. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
  96. button = leftTrigger;
  97. else if (event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
  98. button = rightTrigger;
  99. if (button != unknownKey)
  100. UI::handleControllerAxis(event.caxis.value / 32768.0f, button);
  101. break;
  102. case SDL_CONTROLLERBUTTONDOWN:
  103. case SDL_CONTROLLERBUTTONUP:
  104. button = unknownKey;
  105. if (event.cbutton.button == SDL_CONTROLLER_BUTTON_A)
  106. button = aButton;
  107. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_B)
  108. button = bButton;
  109. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_X)
  110. button = xButton;
  111. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_Y)
  112. button = yButton;
  113. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_BACK)
  114. button = backButton;
  115. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_GUIDE)
  116. button = guideButton;
  117. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_START)
  118. button = startButton;
  119. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_LEFTSTICK)
  120. button = leftStick;
  121. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_RIGHTSTICK)
  122. button = rightStick;
  123. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER)
  124. button = leftShoulder;
  125. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)
  126. button = rightShoulder;
  127. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_DPAD_UP)
  128. button = padUp;
  129. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_DPAD_DOWN)
  130. button = padDown;
  131. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_DPAD_LEFT)
  132. button = padLeft;
  133. else if (event.cbutton.button == SDL_CONTROLLER_BUTTON_DPAD_RIGHT)
  134. button = padRight;
  135. if (button != unknownKey)
  136. UI::handleControllerButton(button, (event.type == SDL_CONTROLLERBUTTONUP));
  137. break;
  138. case SDL_MOUSEMOTION:
  139. UI::handleMouseMotion(event.motion.xrel, event.motion.yrel, event.motion.x, event.motion.y);
  140. break;
  141. case SDL_MOUSEBUTTONDOWN:
  142. case SDL_MOUSEBUTTONUP:
  143. button = unknownKey;
  144. if (event.button.button == SDL_BUTTON_LEFT)
  145. button = leftmouseKey;
  146. else if (event.button.button == SDL_BUTTON_RIGHT)
  147. button = rightmouseKey;
  148. else if (event.button.button == SDL_BUTTON_MIDDLE)
  149. button = middlemouseKey;
  150. else if (event.button.button == SDL_BUTTON_X1)
  151. button = fourthmouseKey;
  152. else if (event.button.button == SDL_BUTTON_X2)
  153. button = fifthmouseKey;
  154. if (button != unknownKey)
  155. UI::handleMouseClick(event.button.x, event.button.y, button,
  156. (event.type == SDL_MOUSEBUTTONUP));
  157. break;
  158. case SDL_MOUSEWHEEL:
  159. if ((event.wheel.x != 0) || (event.wheel.y != 0))
  160. UI::handleMouseScroll(event.wheel.x, event.wheel.y);
  161. break;
  162. case SDL_TEXTINPUT:
  163. case SDL_TEXTEDITING:
  164. if (event.text.text != nullptr)
  165. UI::handleText(event.text.text, (event.type == SDL_TEXTEDITING));
  166. break;
  167. case SDL_KEYDOWN:
  168. case SDL_KEYUP:
  169. KeyboardButton key;
  170. switch (event.key.keysym.sym) {
  171. case SDLK_0:
  172. key = zeroKey;
  173. break;
  174. case SDLK_1:
  175. key = oneKey;
  176. break;
  177. case SDLK_2:
  178. key = twoKey;
  179. break;
  180. case SDLK_3:
  181. key = threeKey;
  182. break;
  183. case SDLK_4:
  184. key = fourKey;
  185. break;
  186. case SDLK_5:
  187. key = fiveKey;
  188. break;
  189. case SDLK_6:
  190. key = sixKey;
  191. break;
  192. case SDLK_7:
  193. key = sevenKey;
  194. break;
  195. case SDLK_8:
  196. key = eightKey;
  197. break;
  198. case SDLK_9:
  199. key = nineKey;
  200. break;
  201. case SDLK_a:
  202. key = aKey;
  203. break;
  204. case SDLK_b:
  205. key = bKey;
  206. break;
  207. case SDLK_c:
  208. key = cKey;
  209. break;
  210. case SDLK_d:
  211. key = dKey;
  212. break;
  213. case SDLK_e:
  214. key = eKey;
  215. break;
  216. case SDLK_f:
  217. key = fKey;
  218. break;
  219. case SDLK_g:
  220. key = gKey;
  221. break;
  222. case SDLK_h:
  223. key = hKey;
  224. break;
  225. case SDLK_i:
  226. key = iKey;
  227. break;
  228. case SDLK_j:
  229. key = jKey;
  230. break;
  231. case SDLK_k:
  232. key = kKey;
  233. break;
  234. case SDLK_l:
  235. key = lKey;
  236. break;
  237. case SDLK_m:
  238. key = mKey;
  239. break;
  240. case SDLK_n:
  241. key = nKey;
  242. break;
  243. case SDLK_o:
  244. key = oKey;
  245. break;
  246. case SDLK_p:
  247. key = pKey;
  248. break;
  249. case SDLK_q:
  250. key = qKey;
  251. break;
  252. case SDLK_r:
  253. key = rKey;
  254. break;
  255. case SDLK_s:
  256. key = sKey;
  257. break;
  258. case SDLK_t:
  259. key = tKey;
  260. break;
  261. case SDLK_u:
  262. key = uKey;
  263. break;
  264. case SDLK_v:
  265. key = vKey;
  266. break;
  267. case SDLK_w:
  268. key = wKey;
  269. break;
  270. case SDLK_x:
  271. key = xKey;
  272. break;
  273. case SDLK_y:
  274. key = yKey;
  275. break;
  276. case SDLK_z:
  277. key = zKey;
  278. break;
  279. case SDLK_QUOTE:
  280. key = quoteKey;
  281. break;
  282. case SDLK_BACKSLASH:
  283. key = backslashKey;
  284. break;
  285. case SDLK_BACKSPACE:
  286. key = backspaceKey;
  287. break;
  288. case SDLK_CAPSLOCK:
  289. key = capslockKey;
  290. break;
  291. case SDLK_COMMA:
  292. key = commaKey;
  293. break;
  294. case SDLK_DELETE:
  295. key = delKey;
  296. break;
  297. case SDLK_UP:
  298. key = upKey;
  299. break;
  300. case SDLK_DOWN:
  301. key = downKey;
  302. break;
  303. case SDLK_LEFT:
  304. key = leftKey;
  305. break;
  306. case SDLK_RIGHT:
  307. key = rightKey;
  308. break;
  309. case SDLK_END:
  310. key = endKey;
  311. break;
  312. case SDLK_EQUALS:
  313. key = equalsKey;
  314. break;
  315. case SDLK_ESCAPE:
  316. key = escapeKey;
  317. break;
  318. case SDLK_F1:
  319. key = f1Key;
  320. break;
  321. case SDLK_F2:
  322. key = f2Key;
  323. break;
  324. case SDLK_F3:
  325. key = f3Key;
  326. break;
  327. case SDLK_F4:
  328. key = f4Key;
  329. break;
  330. case SDLK_F5:
  331. key = f5Key;
  332. break;
  333. case SDLK_F6:
  334. key = f6Key;
  335. break;
  336. case SDLK_F7:
  337. key = f7Key;
  338. break;
  339. case SDLK_F8:
  340. key = f8Key;
  341. break;
  342. case SDLK_F9:
  343. key = f9Key;
  344. break;
  345. case SDLK_F10:
  346. key = f10Key;
  347. break;
  348. case SDLK_F11:
  349. key = f11Key;
  350. break;
  351. case SDLK_F12:
  352. key = f12Key;
  353. break;
  354. case SDLK_BACKQUOTE:
  355. key = backquoteKey;
  356. break;
  357. case SDLK_HOME:
  358. key = homeKey;
  359. break;
  360. case SDLK_INSERT:
  361. key = insertKey;
  362. break;
  363. case SDLK_LALT:
  364. key = leftaltKey;
  365. break;
  366. case SDLK_LCTRL:
  367. key = leftctrlKey;
  368. break;
  369. case SDLK_LEFTBRACKET:
  370. key = leftbracketKey;
  371. break;
  372. case SDLK_LGUI:
  373. key = leftguiKey;
  374. break;
  375. case SDLK_LSHIFT:
  376. key = leftshiftKey;
  377. break;
  378. case SDLK_MINUS:
  379. key = minusKey;
  380. break;
  381. case SDLK_NUMLOCKCLEAR:
  382. key = numlockKey;
  383. break;
  384. case SDLK_PAGEDOWN:
  385. key = pagedownKey;
  386. break;
  387. case SDLK_PAGEUP:
  388. key = pageupKey;
  389. break;
  390. case SDLK_PAUSE:
  391. key = pauseKey;
  392. break;
  393. case SDLK_PERIOD:
  394. key = dotKey;
  395. break;
  396. case SDLK_RALT:
  397. key = rightaltKey;
  398. break;
  399. case SDLK_RCTRL:
  400. key = rightctrlKey;
  401. break;
  402. case SDLK_RETURN:
  403. case SDLK_RETURN2:
  404. key = enterKey;
  405. break;
  406. case SDLK_RGUI:
  407. key = rightguiKey;
  408. break;
  409. case SDLK_RIGHTBRACKET:
  410. key = rightbracketKey;
  411. break;
  412. case SDLK_RSHIFT:
  413. key = rightshiftKey;
  414. break;
  415. case SDLK_SCROLLLOCK:
  416. key = scrolllockKey;
  417. break;
  418. case SDLK_SEMICOLON:
  419. key = semicolonKey;
  420. break;
  421. case SDLK_SLASH:
  422. key = slashKey;
  423. break;
  424. case SDLK_SPACE:
  425. key = spaceKey;
  426. break;
  427. case SDLK_TAB:
  428. key = tabKey;
  429. break;
  430. default:
  431. key = unknownKey;
  432. break;
  433. }
  434. UI::handleKeyboard(key, (event.type == SDL_KEYDOWN));
  435. break;
  436. case SDL_WINDOWEVENT:
  437. if (event.window.event == SDL_WINDOWEVENT_RESIZED)
  438. setSize(glm::vec2(event.window.data1, event.window.data2));
  439. break;
  440. case SDL_QUIT:
  441. getRunTime().setRunning(false);
  442. break;
  443. }
  444. }
  445. UI::eventsFinished();
  446. }
  447. void WindowSDL::swapBuffers() {
  448. SDL_GL_SwapWindow(window);
  449. }
  450. void WindowSDL::shutdown() {
  451. if (context) {
  452. SDL_GL_DeleteContext(context);
  453. context = nullptr;
  454. }
  455. if (controller) {
  456. SDL_GameControllerClose(controller);
  457. controller = nullptr;
  458. }
  459. if (window) {
  460. SDL_DestroyWindow(window);
  461. SDL_QuitSubSystem(SUBSYSTEMS_USED);
  462. SDL_Quit();
  463. window = nullptr;
  464. }
  465. }
  466. void WindowSDL::setSize(glm::vec2 s) {
  467. assert((s.x > 0) && (s.y > 0));
  468. size = s;
  469. if (window)
  470. SDL_SetWindowSize(window, size.x, size.y);
  471. }
  472. void WindowSDL::setFullscreen(bool f) {
  473. fullscreen = f;
  474. if (window) {
  475. if (fullscreen) {
  476. SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
  477. } else {
  478. SDL_SetWindowFullscreen(window, 0);
  479. }
  480. }
  481. }
  482. void WindowSDL::setMousegrab(bool g) {
  483. mousegrab = g;
  484. if (window) {
  485. if (mousegrab) {
  486. SDL_SetRelativeMouseMode(SDL_TRUE);
  487. } else {
  488. SDL_SetRelativeMouseMode(SDL_FALSE);
  489. SDL_ShowCursor(1);
  490. }
  491. }
  492. }
  493. void WindowSDL::setTextInput(bool t) {
  494. textinput = t;
  495. if (textinput)
  496. SDL_StartTextInput();
  497. else
  498. SDL_StopTextInput();
  499. }