/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see .
*/
#include "application.hpp"
#include "debug/logger.hpp"
#include "event/event-dispatcher.hpp"
#include "event/window-events.hpp"
#include "input/scancode.hpp"
#include "input/sdl-game-controller-tables.hpp"
#include "input/sdl-scancode-table.hpp"
#include "resources/image.hpp"
#include
#include
#include
#include
#include
#include
application::application():
closed(false),
fullscreen(true),
v_sync(false),
cursor_visible(true),
display_dimensions({0, 0}),
display_dpi(0.0f),
window_dimensions({0, 0}),
viewport_dimensions({0, 0}),
mouse_position({0, 0}),
logger(nullptr),
sdl_window(nullptr),
sdl_gl_context(nullptr)
{
// Setup logging
logger = new debug::logger();
// Get SDL compiled version
SDL_version sdl_compiled_version;
SDL_VERSION(&sdl_compiled_version);
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);
logger->log("Compiled against SDL " + sdl_compiled_version_string);
// Get SDL linked version
SDL_version sdl_linked_version;
SDL_GetVersion(&sdl_linked_version);
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);
logger->log("Linking against SDL " + sdl_linked_version_string);
// Init SDL
logger->push_task("Initializing SDL");
if (SDL_Init(SDL_INIT_VIDEO) != 0)
{
logger->pop_task(EXIT_FAILURE);
throw std::runtime_error("Failed to initialize SDL");
}
else
{
logger->pop_task(EXIT_SUCCESS);
}
// Load default OpenGL library
logger->push_task("Loading OpenGL library");
if (SDL_GL_LoadLibrary(nullptr) != 0)
{
logger->pop_task(EXIT_FAILURE);
}
else
{
logger->pop_task(EXIT_SUCCESS);
}
// Set window creation hints
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
// Get display dimensions
SDL_DisplayMode sdl_desktop_display_mode;
if (SDL_GetDesktopDisplayMode(0, &sdl_desktop_display_mode) != 0)
{
logger->error("Failed to detect desktop display mode: \"" + std::string(SDL_GetError()) + "\"");
throw std::runtime_error("Failed to detect desktop display mode");
}
else
{
display_dimensions = {sdl_desktop_display_mode.w, sdl_desktop_display_mode.h};
}
// Get display DPI
if (SDL_GetDisplayDPI(0, &display_dpi, nullptr, nullptr) != 0)
{
logger->error("Failed to detect display DPI: \"" + std::string(SDL_GetError()) + "\"");
throw std::runtime_error("Failed to detect display DPI");
}
else
{
logger->log("Detected " + std::to_string(sdl_desktop_display_mode.w) + "x" + std::to_string(sdl_desktop_display_mode.h) + " display with " + std::to_string(display_dpi) + " DPI");
}
// Create a hidden fullscreen window
logger->push_task("Creating " + std::to_string(display_dimensions[0]) + "x" + std::to_string(display_dimensions[1]) + " window");
sdl_window = SDL_CreateWindow
(
"Antkeeper",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
display_dimensions[0], display_dimensions[1],
SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN
);
if (!sdl_window)
{
logger->pop_task(EXIT_FAILURE);
throw std::runtime_error("Failed to create SDL window");
}
else
{
logger->pop_task(EXIT_SUCCESS);
}
// Create OpenGL context
logger->push_task("Creating OpenGL 3.3 context");
sdl_gl_context = SDL_GL_CreateContext(sdl_window);
if (!sdl_gl_context)
{
logger->pop_task(EXIT_FAILURE);
throw std::runtime_error("Failed to create OpenGL context");
}
else
{
logger->pop_task(EXIT_SUCCESS);
}
// Make OpenGL context current
logger->push_task("Making OpenGL context current");
if (SDL_GL_MakeCurrent(sdl_window, sdl_gl_context) != 0)
{
logger->pop_task(EXIT_FAILURE);
throw std::runtime_error("Failed to make OpenGL context current");
}
else
{
logger->pop_task(EXIT_SUCCESS);
}
// Load OpenGL functions via GLAD
logger->push_task("Loading OpenGL functions");
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
{
logger->pop_task(EXIT_FAILURE);
throw std::runtime_error("Failed to load OpenGL functions");
}
else
{
logger->pop_task(EXIT_SUCCESS);
}
// Update window size and viewport size
SDL_GetWindowSize(sdl_window, &window_dimensions[0], &window_dimensions[1]);
SDL_GL_GetDrawableSize(sdl_window, &viewport_dimensions[0], &viewport_dimensions[1]);
// Set v-sync mode
set_v_sync(true);
// Init SDL joystick and gamepad subsystems
logger->push_task("Initializing SDL Joystick and Game Controller subsystems");
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
{
logger->pop_task(EXIT_FAILURE);
}
else
{
logger->pop_task(EXIT_SUCCESS);
}
// Setup rasterizer
rasterizer = new gl::rasterizer();
// Setup events
event_dispatcher = new ::event_dispatcher();
// Setup input
keyboard = new input::keyboard();
keyboard->set_event_dispatcher(event_dispatcher);
mouse = new input::mouse();
mouse->set_event_dispatcher(event_dispatcher);
// Connect gamepads
process_events();
}
application::~application()
{
// Destroy the OpenGL context
SDL_GL_DeleteContext(sdl_gl_context);
// Destroy the SDL window
SDL_DestroyWindow(sdl_window);
// Shutdown SDL
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
SDL_Quit();
}
void application::close()
{
closed = true;
}
void application::set_title(const std::string& title)
{
SDL_SetWindowTitle(sdl_window, title.c_str());
}
void application::set_cursor_visible(bool visible)
{
SDL_ShowCursor((visible) ? SDL_ENABLE : SDL_DISABLE);
cursor_visible = visible;
}
void application::set_relative_mouse_mode(bool enabled)
{
if (enabled)
{
SDL_GetMouseState(&mouse_position[0], &mouse_position[1]);
SDL_ShowCursor(SDL_DISABLE);
SDL_SetRelativeMouseMode(SDL_TRUE);
}
else
{
SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_WarpMouseInWindow(sdl_window, mouse_position[0], mouse_position[1]);
if (cursor_visible)
SDL_ShowCursor(SDL_ENABLE);
}
}
void application::resize_window(int width, int height)
{
int x = (display_dimensions[0] >> 1) - (width >> 1);
int y = (display_dimensions[1] >> 1) - (height >> 1);
// Resize and center window
SDL_SetWindowPosition(sdl_window, x, y);
SDL_SetWindowSize(sdl_window, width, height);
window_resized();
}
void application::set_fullscreen(bool fullscreen)
{
if (this->fullscreen != fullscreen)
{
this->fullscreen = fullscreen;
if (fullscreen)
{
SDL_HideWindow(sdl_window);
SDL_SetWindowFullscreen(sdl_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_ShowWindow(sdl_window);
}
else
{
SDL_SetWindowFullscreen(sdl_window, 0);
SDL_SetWindowBordered(sdl_window, SDL_TRUE);
SDL_SetWindowResizable(sdl_window, SDL_TRUE);
}
}
}
void application::set_v_sync(bool v_sync)
{
if (this->v_sync != v_sync)
{
if (v_sync)
{
logger->push_task("Enabling adaptive v-sync");
if (SDL_GL_SetSwapInterval(-1) != 0)
{
logger->pop_task(EXIT_FAILURE);
logger->push_task("Enabling synchronized v-sync");
if (SDL_GL_SetSwapInterval(-1) != 0)
{
logger->pop_task(EXIT_FAILURE);
}
else
{
this->v_sync = v_sync;
logger->pop_task(EXIT_SUCCESS);
}
}
else
{
this->v_sync = v_sync;
logger->pop_task(EXIT_SUCCESS);
}
}
else
{
logger->push_task("Disabling v-sync");
if (SDL_GL_SetSwapInterval(0) != 0)
{
logger->pop_task(EXIT_FAILURE);
}
else
{
this->v_sync = v_sync;
logger->pop_task(EXIT_SUCCESS);
}
}
}
}
void application::set_window_opacity(float opacity)
{
SDL_SetWindowOpacity(sdl_window, opacity);
}
void application::swap_buffers()
{
SDL_GL_SwapWindow(sdl_window);
}
void application::show_window()
{
SDL_ShowWindow(sdl_window);
//SDL_GL_MakeCurrent(sdl_window, sdl_gl_context);
}
void application::hide_window()
{
SDL_HideWindow(sdl_window);
}
void application::add_game_controller_mappings(const void* mappings, std::size_t size)
{
logger->push_task("Adding SDL game controller mappings");
int mapping_count = SDL_GameControllerAddMappingsFromRW(SDL_RWFromConstMem(mappings, size), 0);
if (mapping_count == -1)
{
logger->pop_task(EXIT_FAILURE);
}
else
{
logger->log("Added " + std::to_string(mapping_count) + " SDL game controller mappings");
logger->pop_task(EXIT_SUCCESS);
}
}
void application::process_events()
{
// Mouse motion event accumulators
bool mouse_motion = false;
int mouse_x;
int mouse_y;
int mouse_dx = 0;
int mouse_dy = 0;
SDL_Event sdl_event;
while (SDL_PollEvent(&sdl_event))
{
switch (sdl_event.type)
{
case SDL_KEYDOWN:
case SDL_KEYUP:
{
if (sdl_event.key.repeat == 0)
{
input::scancode scancode = input::scancode::unknown;
if (sdl_event.key.keysym.scancode <= SDL_SCANCODE_APP2)
{
scancode = input::sdl_scancode_table[sdl_event.key.keysym.scancode];
}
if (sdl_event.type == SDL_KEYDOWN)
keyboard->press(scancode);
else
keyboard->release(scancode);
}
break;
}
case SDL_MOUSEMOTION:
{
// More than one mouse motion event is often generated per frame, and may be a source of lag.
// Mouse events are accumulated here to prevent excess function calls and allocations
mouse_motion = true;
mouse_x = sdl_event.motion.x;
mouse_y = sdl_event.motion.y;
mouse_dx += sdl_event.motion.xrel;
mouse_dy += sdl_event.motion.yrel;
break;
}
case SDL_MOUSEBUTTONDOWN:
{
mouse->press(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
break;
}
case SDL_MOUSEBUTTONUP:
{
mouse->release(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
break;
}
case SDL_MOUSEWHEEL:
{
int direction = (sdl_event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) ? -1 : 1;
mouse->scroll(sdl_event.wheel.x * direction, sdl_event.wheel.y * direction);
break;
}
case SDL_CONTROLLERBUTTONDOWN:
{
if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
{
if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
{
input::gamepad_button button = input::sdl_button_table[sdl_event.cbutton.button];
it->second->press(button);
}
}
break;
}
case SDL_CONTROLLERBUTTONUP:
{
if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
{
if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
{
input::gamepad_button button = input::sdl_button_table[sdl_event.cbutton.button];
it->second->release(button);
}
}
break;
}
case SDL_CONTROLLERAXISMOTION:
{
if (sdl_event.caxis.axis != SDL_CONTROLLER_AXIS_INVALID)
{
if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
{
input::gamepad_axis axis = input::sdl_axis_table[sdl_event.caxis.axis];
float value = sdl_event.caxis.value;
static const float min = static_cast(std::numeric_limits::min());
static const float max = static_cast(std::numeric_limits::max());
value /= (value < 0.0f) ? -min : max;
it->second->move(axis, value);
}
}
break;
}
case SDL_CONTROLLERDEVICEADDED:
{
if (SDL_IsGameController(sdl_event.cdevice.which))
{
SDL_GameController* sdl_controller = SDL_GameControllerOpen(sdl_event.cdevice.which);
std::string controller_name = SDL_GameControllerNameForIndex(sdl_event.cdevice.which);
if (sdl_controller)
{
if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
{
logger->log("Reconnected gamepad \"" + controller_name + "\"");
it->second->connect(true);
}
else
{
// Get gamepad GUID
SDL_Joystick* sdl_joystick = SDL_GameControllerGetJoystick(sdl_controller);
SDL_JoystickGUID sdl_guid = SDL_JoystickGetGUID(sdl_joystick);
char guid_buffer[33];
std::memset(guid_buffer, '\0', 33);
SDL_JoystickGetGUIDString(sdl_guid, &guid_buffer[0], 33);
std::string guid(guid_buffer);
logger->log("Connected gamepad \"" + controller_name + "\" with GUID: " + guid + "");
// Create new gamepad
input::gamepad* gamepad = new input::gamepad();
gamepad->set_event_dispatcher(event_dispatcher);
gamepad->set_guid(guid);
// Add gamepad to list and map
gamepads.push_back(gamepad);
gamepad_map[sdl_event.cdevice.which] = gamepad;
// Send controller connected event
gamepad->connect(false);
}
}
else
{
logger->error("Failed to connected gamepad \"" + controller_name + "\"");
}
}
break;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
SDL_GameController* sdl_controller = SDL_GameControllerFromInstanceID(sdl_event.cdevice.which);
if (sdl_controller)
{
SDL_GameControllerClose(sdl_controller);
logger->log("Disconnected gamepad");
if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
{
it->second->disconnect();
}
}
break;
}
case SDL_WINDOWEVENT:
{
if (sdl_event.window.event == SDL_WINDOWEVENT_RESIZED)
{
window_resized();
}
break;
}
case SDL_QUIT:
{
close();
break;
}
}
}
// Process accumulated mouse motion events
if (mouse_motion)
{
mouse->move(mouse_x, mouse_y, mouse_dx, mouse_dy);
}
}
void application::window_resized()
{
// Update window size and viewport size
SDL_GetWindowSize(sdl_window, &window_dimensions[0], &window_dimensions[1]);
SDL_GL_GetDrawableSize(sdl_window, &viewport_dimensions[0], &viewport_dimensions[1]);
rasterizer->context_resized(viewport_dimensions[0], viewport_dimensions[1]);
window_resized_event event;
event.w = window_dimensions[0];
event.h = window_dimensions[1];
event_dispatcher->queue(event);
}