💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2020 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "animation/frame-scheduler.hpp"
  20. #include "application.hpp"
  21. #include "debug/logger.hpp"
  22. #include "debug/performance-sampler.hpp"
  23. #include "event/event-dispatcher.hpp"
  24. #include "event/window-events.hpp"
  25. #include "input/scancode.hpp"
  26. #include "input/sdl-game-controller-tables.hpp"
  27. #include "input/sdl-scancode-table.hpp"
  28. #include "input/keyboard.hpp"
  29. #include "input/mouse.hpp"
  30. #include "input/game-controller.hpp"
  31. #include "rasterizer/rasterizer.hpp"
  32. #include <SDL2/SDL.h>
  33. #include <glad/glad.h>
  34. #include <stdexcept>
  35. #include <stb/stb_image_write.h>
  36. //#include "utility/timestamp.hpp"
  37. //#include <thread>
  38. application::application():
  39. closed(false),
  40. exit_status(EXIT_SUCCESS),
  41. state({nullptr, nullptr}),
  42. update_callback(nullptr),
  43. render_callback(nullptr),
  44. fullscreen(true),
  45. vsync(true),
  46. display_dimensions({0, 0}),
  47. window_dimensions({0, 0}),
  48. viewport_dimensions({0, 0}),
  49. mouse_position({0, 0}),
  50. update_rate(60.0),
  51. logger(nullptr),
  52. sdl_window(nullptr),
  53. sdl_gl_context(nullptr)
  54. {
  55. // Setup logging
  56. logger = new ::logger();
  57. // Get SDL compiled version
  58. SDL_version sdl_compiled_version;
  59. SDL_VERSION(&sdl_compiled_version);
  60. std::string sdl_compiled_version_string = std::to_string(sdl_compiled_version.major) + "." + std::to_string(sdl_compiled_version.minor) + "." + std::to_string(sdl_compiled_version.patch);
  61. logger->log("Compiled against SDL " + sdl_compiled_version_string);
  62. // Get SDL linked version
  63. SDL_version sdl_linked_version;
  64. SDL_GetVersion(&sdl_linked_version);
  65. std::string sdl_linked_version_string = std::to_string(sdl_linked_version.major) + "." + std::to_string(sdl_linked_version.minor) + "." + std::to_string(sdl_linked_version.patch);
  66. logger->log("Linking against SDL " + sdl_linked_version_string);
  67. // Init SDL
  68. logger->push_task("Initializing SDL");
  69. if (SDL_Init(SDL_INIT_VIDEO) != 0)
  70. {
  71. logger->pop_task(EXIT_FAILURE);
  72. throw std::runtime_error("Failed to initialize SDL");
  73. }
  74. else
  75. {
  76. logger->pop_task(EXIT_SUCCESS);
  77. }
  78. // Load default OpenGL library
  79. logger->push_task("Loading OpenGL library");
  80. if (SDL_GL_LoadLibrary(nullptr) != 0)
  81. {
  82. logger->pop_task(EXIT_FAILURE);
  83. }
  84. else
  85. {
  86. logger->pop_task(EXIT_SUCCESS);
  87. }
  88. // Set window creation hints
  89. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  90. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  91. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  92. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  93. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  94. // Get display dimensions
  95. SDL_DisplayMode sdl_desktop_display_mode;
  96. if (SDL_GetDesktopDisplayMode(0, &sdl_desktop_display_mode) != 0)
  97. {
  98. logger->error("Failed to get desktop display mode: \"" + std::string(SDL_GetError()) + "\"");
  99. throw std::runtime_error("Failed to detect desktop display mode");
  100. }
  101. else
  102. {
  103. logger->log("Detected " + std::to_string(sdl_desktop_display_mode.w) + "x" + std::to_string(sdl_desktop_display_mode.h) + " display");
  104. display_dimensions = {sdl_desktop_display_mode.w, sdl_desktop_display_mode.h};
  105. }
  106. // Create a hidden fullscreen window
  107. logger->push_task("Creating " + std::to_string(display_dimensions[0]) + "x" + std::to_string(display_dimensions[1]) + " window");
  108. sdl_window = SDL_CreateWindow
  109. (
  110. "",
  111. SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  112. display_dimensions[0], display_dimensions[1],
  113. SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN
  114. );
  115. if (!sdl_window)
  116. {
  117. logger->pop_task(EXIT_FAILURE);
  118. throw std::runtime_error("Failed to create SDL window");
  119. }
  120. else
  121. {
  122. logger->pop_task(EXIT_SUCCESS);
  123. }
  124. // Create OpenGL context
  125. logger->push_task("Creating OpenGL 3.3 context");
  126. sdl_gl_context = SDL_GL_CreateContext(sdl_window);
  127. if (!sdl_gl_context)
  128. {
  129. logger->pop_task(EXIT_FAILURE);
  130. throw std::runtime_error("Failed to create OpenGL context");
  131. }
  132. else
  133. {
  134. logger->pop_task(EXIT_SUCCESS);
  135. }
  136. // Update window size and viewport size
  137. SDL_GetWindowSize(sdl_window, &window_dimensions[0], &window_dimensions[1]);
  138. SDL_GL_GetDrawableSize(sdl_window, &viewport_dimensions[0], &viewport_dimensions[1]);
  139. // Load OpenGL functions via GLAD
  140. logger->push_task("Loading OpenGL functions");
  141. if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
  142. {
  143. logger->pop_task(EXIT_FAILURE);
  144. throw std::runtime_error("Failed to load OpenGL functions");
  145. }
  146. else
  147. {
  148. logger->pop_task(EXIT_SUCCESS);
  149. }
  150. // Set v-sync mode
  151. int swap_interval = (vsync) ? 1 : 0;
  152. logger->push_task((swap_interval) ? "Enabling v-sync" : "Disabling v-sync");
  153. if (SDL_GL_SetSwapInterval(swap_interval) != 0)
  154. {
  155. logger->pop_task(EXIT_FAILURE);
  156. }
  157. else
  158. {
  159. logger->pop_task(EXIT_SUCCESS);
  160. }
  161. // Init SDL joystick and game controller subsystems
  162. logger->push_task("Initializing SDL Joystick and Game Controller subsystems");
  163. if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
  164. {
  165. logger->pop_task(EXIT_FAILURE);
  166. }
  167. else
  168. {
  169. logger->pop_task(EXIT_SUCCESS);
  170. }
  171. // Load SDL game controller mappings
  172. /*
  173. logger->push_task("Loading SDL game controller mappings from database");
  174. std::string gamecontrollerdb_path = data_path + "controls/gamecontrollerdb.txt";
  175. if (SDL_GameControllerAddMappingsFromFile(gamecontrollerdb_path.c_str()) == -1)
  176. {
  177. logger->pop_task(EXIT_FAILURE);
  178. }
  179. else
  180. {
  181. logger->pop_task(EXIT_SUCCESS);
  182. }
  183. */
  184. // Setup rasterizer
  185. rasterizer = new ::rasterizer();
  186. // Setup events
  187. event_dispatcher = new ::event_dispatcher();
  188. // Setup input
  189. keyboard = new ::keyboard();
  190. keyboard->set_event_dispatcher(event_dispatcher);
  191. mouse = new ::mouse();
  192. mouse->set_event_dispatcher(event_dispatcher);
  193. // Setup frame scheduler
  194. frame_scheduler = new ::frame_scheduler();
  195. frame_scheduler->set_update_callback(std::bind(&application::update, this, std::placeholders::_1, std::placeholders::_2));
  196. frame_scheduler->set_render_callback(std::bind(&application::render, this, std::placeholders::_1));
  197. frame_scheduler->set_update_rate(update_rate);
  198. frame_scheduler->set_max_frame_duration(0.25);
  199. // Setup performance sampling
  200. performance_sampler = new ::performance_sampler();
  201. performance_sampler->set_sample_size(15);
  202. }
  203. application::~application()
  204. {
  205. // Destroy the OpenGL context
  206. SDL_GL_DeleteContext(sdl_gl_context);
  207. // Destroy the SDL window
  208. SDL_DestroyWindow(sdl_window);
  209. // Shutdown SDL
  210. SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
  211. SDL_Quit();
  212. }
  213. void application::close(int status)
  214. {
  215. closed = true;
  216. exit_status = status;
  217. }
  218. int application::execute(bootloader_type bootloader)
  219. {
  220. // Execute bootloader
  221. if (bootloader)
  222. {
  223. exit_status = bootloader(this);
  224. if (exit_status != EXIT_SUCCESS)
  225. {
  226. return exit_status;
  227. }
  228. }
  229. // Show window
  230. SDL_ShowWindow(sdl_window);
  231. // Clear window
  232. rasterizer->clear_framebuffer(true, false, false);
  233. SDL_GL_SwapWindow(sdl_window);
  234. // Perform initial update
  235. update(0.0, 0.0);
  236. // Reset frame scheduler
  237. frame_scheduler->reset();
  238. // Schedule frames until closed
  239. while (!closed)
  240. {
  241. // Tick frame scheduler
  242. frame_scheduler->tick();
  243. // Sample frame duration
  244. performance_sampler->sample(frame_scheduler->get_frame_duration());
  245. }
  246. // Exit current state
  247. change_state({nullptr, nullptr});
  248. return exit_status;
  249. }
  250. void application::change_state(const state_type& next_state)
  251. {
  252. // Exit current state
  253. if (state[1])
  254. {
  255. state[1]();
  256. }
  257. // Enter next state
  258. state = next_state;
  259. if (state[0])
  260. {
  261. state[0]();
  262. }
  263. }
  264. void application::set_update_callback(const update_callback_type& callback)
  265. {
  266. update_callback = callback;
  267. }
  268. void application::set_render_callback(const render_callback_type& callback)
  269. {
  270. render_callback = callback;
  271. }
  272. void application::set_update_rate(double frequency)
  273. {
  274. update_rate = frequency;
  275. frame_scheduler->set_update_rate(update_rate);
  276. }
  277. void application::set_title(const std::string& title)
  278. {
  279. SDL_SetWindowTitle(sdl_window, title.c_str());
  280. }
  281. void application::set_cursor_visible(bool visible)
  282. {
  283. SDL_ShowCursor((visible) ? SDL_ENABLE : SDL_DISABLE);
  284. }
  285. void application::set_relative_mouse_mode(bool enabled)
  286. {
  287. if (enabled)
  288. {
  289. SDL_GetMouseState(&mouse_position[0], &mouse_position[1]);
  290. }
  291. SDL_SetRelativeMouseMode((enabled) ? SDL_TRUE : SDL_FALSE);
  292. if (!enabled)
  293. {
  294. SDL_WarpMouseInWindow(sdl_window, mouse_position[0], mouse_position[1]);
  295. }
  296. }
  297. void application::resize_window(int width, int height)
  298. {
  299. int x = (display_dimensions[0] >> 1) - (width >> 1);
  300. int y = (display_dimensions[1] >> 1) - (height >> 1);
  301. // Resize and center window
  302. SDL_SetWindowPosition(sdl_window, x, y);
  303. SDL_SetWindowSize(sdl_window, width, height);
  304. window_resized();
  305. }
  306. void application::set_fullscreen(bool fullscreen)
  307. {
  308. if (this->fullscreen != fullscreen)
  309. {
  310. this->fullscreen = fullscreen;
  311. if (fullscreen)
  312. {
  313. SDL_SetWindowBordered(sdl_window, SDL_FALSE);
  314. SDL_SetWindowResizable(sdl_window, SDL_FALSE);
  315. resize_window(display_dimensions[0], display_dimensions[1]);
  316. }
  317. else
  318. {
  319. SDL_SetWindowBordered(sdl_window, SDL_TRUE);
  320. SDL_SetWindowResizable(sdl_window, SDL_TRUE);
  321. }
  322. }
  323. }
  324. void application::set_vsync(bool vsync)
  325. {
  326. if (this->vsync != vsync)
  327. {
  328. this->vsync = vsync;
  329. SDL_GL_SetSwapInterval((vsync) ? 1 : 0);
  330. }
  331. }
  332. void application::update(double t, double dt)
  333. {
  334. translate_sdl_events();
  335. event_dispatcher->update(t);
  336. if (update_callback)
  337. {
  338. update_callback(t, dt);
  339. }
  340. }
  341. void application::render(double alpha)
  342. {
  343. /*
  344. std::cout << std::fixed;
  345. std::cout << std::setprecision(2);
  346. std::cout << performance_sampler.mean_frame_duration() * 1000.0 << std::endl;
  347. */
  348. if (render_callback)
  349. {
  350. render_callback(alpha);
  351. }
  352. SDL_GL_SwapWindow(sdl_window);
  353. }
  354. void application::translate_sdl_events()
  355. {
  356. SDL_Event sdl_event;
  357. while (SDL_PollEvent(&sdl_event))
  358. {
  359. switch (sdl_event.type)
  360. {
  361. case SDL_KEYDOWN:
  362. case SDL_KEYUP:
  363. {
  364. if (sdl_event.key.repeat == 0)
  365. {
  366. scancode scancode = scancode::unknown;
  367. if (sdl_event.key.keysym.scancode <= SDL_SCANCODE_APP2)
  368. {
  369. scancode = sdl_scancode_table[sdl_event.key.keysym.scancode];
  370. }
  371. if (sdl_event.type == SDL_KEYDOWN)
  372. keyboard->press(scancode);
  373. else
  374. keyboard->release(scancode);
  375. }
  376. break;
  377. }
  378. case SDL_MOUSEMOTION:
  379. {
  380. mouse->move(sdl_event.motion.x, sdl_event.motion.y, sdl_event.motion.xrel, sdl_event.motion.yrel);
  381. break;
  382. }
  383. case SDL_MOUSEBUTTONDOWN:
  384. {
  385. mouse->press(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  386. break;
  387. }
  388. case SDL_MOUSEBUTTONUP:
  389. {
  390. mouse->release(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
  391. break;
  392. }
  393. case SDL_MOUSEWHEEL:
  394. {
  395. int direction = (sdl_event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) ? -1 : 1;
  396. mouse->scroll(sdl_event.wheel.x * direction, sdl_event.wheel.y * direction);
  397. break;
  398. }
  399. case SDL_CONTROLLERBUTTONDOWN:
  400. {
  401. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  402. {
  403. if (auto it = game_controller_map.find(sdl_event.cdevice.which); it != game_controller_map.end())
  404. {
  405. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  406. it->second->press(button);
  407. }
  408. }
  409. break;
  410. }
  411. case SDL_CONTROLLERBUTTONUP:
  412. {
  413. if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
  414. {
  415. if (auto it = game_controller_map.find(sdl_event.cdevice.which); it != game_controller_map.end())
  416. {
  417. game_controller_button button = sdl_button_table[sdl_event.cbutton.button];
  418. it->second->release(button);
  419. }
  420. }
  421. break;
  422. }
  423. case SDL_CONTROLLERAXISMOTION:
  424. {
  425. if (sdl_event.caxis.axis != SDL_CONTROLLER_AXIS_INVALID)
  426. {
  427. if (auto it = game_controller_map.find(sdl_event.cdevice.which); it != game_controller_map.end())
  428. {
  429. game_controller_axis axis = sdl_axis_table[sdl_event.caxis.axis];
  430. float value = sdl_event.caxis.value;
  431. value /= (value < 0.0f) ? 32768.0f : 32767.0f;
  432. it->second->move(axis, value);
  433. }
  434. }
  435. break;
  436. }
  437. case SDL_CONTROLLERDEVICEADDED:
  438. {
  439. if (SDL_IsGameController(sdl_event.cdevice.which))
  440. {
  441. SDL_GameController* sdl_controller = SDL_GameControllerOpen(sdl_event.cdevice.which);
  442. std::string controller_name = SDL_GameControllerNameForIndex(sdl_event.cdevice.which);
  443. if (sdl_controller)
  444. {
  445. if (auto it = game_controller_map.find(sdl_event.cdevice.which); it != game_controller_map.end())
  446. {
  447. logger->log("Reconnected game controller \"" + controller_name + "\"");
  448. it->second->connect(true);
  449. }
  450. else
  451. {
  452. logger->log("Connected game controller \"" + controller_name + "\"");
  453. game_controller* controller = new game_controller();
  454. controller->set_event_dispatcher(event_dispatcher);
  455. game_controllers.push_back(controller);
  456. game_controller_map[sdl_event.cdevice.which] = controller;
  457. controller->connect(false);
  458. }
  459. }
  460. else
  461. {
  462. logger->error("Failed to connected game controller \"" + controller_name + "\"");
  463. }
  464. }
  465. break;
  466. }
  467. case SDL_CONTROLLERDEVICEREMOVED:
  468. {
  469. SDL_GameController* sdl_controller = SDL_GameControllerFromInstanceID(sdl_event.cdevice.which);
  470. if (sdl_controller)
  471. {
  472. SDL_GameControllerClose(sdl_controller);
  473. logger->log("Disconnected game controller");
  474. if (auto it = game_controller_map.find(sdl_event.cdevice.which); it != game_controller_map.end())
  475. {
  476. it->second->disconnect();
  477. }
  478. }
  479. break;
  480. }
  481. case SDL_WINDOWEVENT:
  482. {
  483. if (sdl_event.window.event == SDL_WINDOWEVENT_RESIZED)
  484. {
  485. window_resized();
  486. }
  487. break;
  488. }
  489. case SDL_QUIT:
  490. {
  491. close(EXIT_SUCCESS);
  492. break;
  493. }
  494. }
  495. }
  496. }
  497. void application::window_resized()
  498. {
  499. // Update window size and viewport size
  500. SDL_GetWindowSize(sdl_window, &window_dimensions[0], &window_dimensions[1]);
  501. SDL_GL_GetDrawableSize(sdl_window, &viewport_dimensions[0], &viewport_dimensions[1]);
  502. window_resized_event event;
  503. event.w = window_dimensions[0];
  504. event.h = window_dimensions[1];
  505. event_dispatcher->queue(event);
  506. /*
  507. rasterizer->window_resized(width, height);
  508. overworld_camera.set_perspective(overworld_camera.get_fov(), aspect_ratio, overworld_camera.get_clip_near(), overworld_camera.get_clip_far());
  509. underworld_camera.set_perspective(underworld_camera.get_fov(), aspect_ratio, underworld_camera.get_clip_near(), underworld_camera.get_clip_far());
  510. control_system->set_viewport(viewport);
  511. camera_system->set_viewport(viewport);
  512. tool_system->set_viewport(viewport);
  513. ui_system->set_viewport(viewport);
  514. */
  515. }
  516. /*
  517. void application::take_screenshot()
  518. {
  519. std::string filename = screenshots_path + "antkeeper-" + timestamp() + ".png";
  520. logger->push_task("Saving screenshot to \"" + filename + "\"");
  521. int x = viewport[0];
  522. int y = viewport[1];
  523. int w = viewport[2];
  524. int h = viewport[3];
  525. // Read pixel data from framebuffer
  526. unsigned char* pixels = new unsigned char[w * h * 3];
  527. glReadBuffer(GL_BACK);
  528. glReadPixels(x, y, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
  529. std::thread screenshot_thread(application::save_image, filename, w, h, pixels);
  530. screenshot_thread.detach();
  531. logger->pop_task(EXIT_SUCCESS);
  532. }
  533. */
  534. void application::save_image(const std::string& filename, int w, int h, const unsigned char* pixels)
  535. {
  536. stbi_flip_vertically_on_write(1);
  537. stbi_write_png(filename.c_str(), w, h, 3, pixels, w * 3);
  538. delete[] pixels;
  539. }