💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#include "application.hpp"
#include "config.hpp"
#include "debug/log.hpp"
#include "input/scancode.hpp"
#include "math/map.hpp"
#include <SDL2/SDL.h>
#include <glad/glad.h>
#include <stdexcept>
#include <utility>
application::application
(
const std::string& window_title,
int window_x,
int window_y,
int window_w,
int window_h,
bool maximized,
bool fullscreen,
bool v_sync
):
closed(false),
maximized(false),
fullscreen(true),
v_sync(false),
cursor_visible(true),
display_size({0, 0}),
display_dpi(0.0f),
windowed_position({-1, -1}),
windowed_size({-1, -1}),
viewport_size({-1, -1}),
mouse_position({0, 0}),
sdl_window(nullptr),
sdl_gl_context(nullptr)
{
// Log SDL info
// SDL_version sdl_compiled_version;
// SDL_version sdl_linked_version;
// SDL_VERSION(&sdl_compiled_version);
// SDL_GetVersion(&sdl_linked_version);
// debug::log::info
// (
// "SDL compiled version: {}.{}.{}; linked version: {}.{}.{}",
// sdl_compiled_version.major,
// sdl_compiled_version.minor,
// sdl_compiled_version.patch,
// sdl_linked_version.major,
// sdl_linked_version.minor,
// sdl_linked_version.patch
// );
// Init SDL events and video subsystems
debug::log::trace("Initializing SDL events and video subsystems...");
if (SDL_InitSubSystem(SDL_INIT_EVENTS | SDL_INIT_VIDEO) != 0)
{
debug::log::fatal("Failed to initialize SDL events and video subsystems: {}", SDL_GetError());
throw std::runtime_error("Failed to initialize SDL events and video subsystems");
}
debug::log::trace("Initialized SDL events and video subsystems");
// Query displays
debug::log::trace("Querying displays...");
const int sdl_display_count = SDL_GetNumVideoDisplays();
if (sdl_display_count < 1)
{
debug::log::fatal("No displays detected: {}", SDL_GetError());
throw std::runtime_error("No displays detected");
}
debug::log::info("Display count: {}", sdl_display_count);
for (int i = 0; i < sdl_display_count; ++i)
{
// Query display mode
SDL_DisplayMode sdl_display_mode;
if (SDL_GetDesktopDisplayMode(i, &sdl_display_mode) != 0)
{
debug::log::error("Failed to get mode of display {}: {}", i, SDL_GetError());
SDL_ClearError();
continue;
}
// Query display name
const char* sdl_display_name = SDL_GetDisplayName(i);
if (!sdl_display_name)
{
debug::log::warning("Failed to get name of display {}: {}", i, SDL_GetError());
SDL_ClearError();
sdl_display_name = "";
}
// Query display DPI
float sdl_display_dpi;
if (SDL_GetDisplayDPI(i, &sdl_display_dpi, nullptr, nullptr) != 0)
{
const float default_dpi = 96.0f;
debug::log::warning("Failed to get DPI of display {}: {}; Defaulting to {} DPI", i, SDL_GetError(), default_dpi);
SDL_ClearError();
}
// Log display information
debug::log::info("Display {} name: \"{}\"; resolution: {}x{}; refresh rate: {}Hz; DPI: {}", i, sdl_display_name, sdl_display_mode.w, sdl_display_mode.h, sdl_display_mode.refresh_rate, sdl_display_dpi);
}
debug::log::trace("Queried displays");
// Detect display dimensions
SDL_DisplayMode sdl_desktop_display_mode;
if (SDL_GetDesktopDisplayMode(0, &sdl_desktop_display_mode) != 0)
{
debug::log::fatal("Failed to detect desktop display mode: {}", SDL_GetError());
throw std::runtime_error("Failed to detect desktop display mode");
}
display_size = {sdl_desktop_display_mode.w, sdl_desktop_display_mode.h};
// Detect display DPI
if (SDL_GetDisplayDPI(0, &display_dpi, nullptr, nullptr) != 0)
{
debug::log::fatal("Failed to detect display DPI: {}", SDL_GetError());
throw std::runtime_error("Failed to detect display DPI");
}
// Log display properties
debug::log::info("Detected {}x{}@{}Hz display with {} DPI", sdl_desktop_display_mode.w, sdl_desktop_display_mode.h, sdl_desktop_display_mode.refresh_rate, display_dpi);
// Load OpenGL library
debug::log::trace("Loading OpenGL library...");
if (SDL_GL_LoadLibrary(nullptr) != 0)
{
debug::log::fatal("Failed to load OpenGL library: {}", SDL_GetError());
throw std::runtime_error("Failed to load OpenGL library");
}
debug::log::trace("Loaded OpenGL library");
// Set OpenGL-related window creation hints
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, config::opengl_version_major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, config::opengl_version_minor);
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_RED_SIZE, config::opengl_min_red_size);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, config::opengl_min_green_size);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, config::opengl_min_blue_size);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, config::opengl_min_alpha_size);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, config::opengl_min_depth_size);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, config::opengl_min_stencil_size);
Uint32 sdl_window_flags = SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
if (fullscreen)
{
sdl_window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
if (maximized)
{
sdl_window_flags |= SDL_WINDOW_MAXIMIZED;
}
if (window_x == -1 && window_y == -1)
{
window_x = SDL_WINDOWPOS_CENTERED;
window_y = SDL_WINDOWPOS_CENTERED;
}
if (window_w <= 0 || window_h <= 0)
{
window_w = sdl_desktop_display_mode.w / 2;
window_h = sdl_desktop_display_mode.h / 2;
}
// Create a hidden fullscreen window
debug::log::trace("Creating window...");
sdl_window = SDL_CreateWindow
(
window_title.c_str(),
window_x,
window_y,
window_w,
window_h,
sdl_window_flags
);
if (!sdl_window)
{
debug::log::fatal("Failed to create {}x{} window: {}", display_size[0], display_size[1], SDL_GetError());
throw std::runtime_error("Failed to create SDL window");
}
debug::log::trace("Created window");
if (window_x != SDL_WINDOWPOS_CENTERED && window_y != SDL_WINDOWPOS_CENTERED)
{
this->windowed_position = {window_x, window_y};
}
this->windowed_size = {window_w, window_h};
this->maximized = maximized;
this->fullscreen = fullscreen;
// Set hard window minimum size
SDL_SetWindowMinimumSize(sdl_window, 160, 120);
// Create OpenGL context
debug::log::trace("Creating OpenGL {}.{} context...", config::opengl_version_major, config::opengl_version_minor);
sdl_gl_context = SDL_GL_CreateContext(sdl_window);
if (!sdl_gl_context)
{
debug::log::fatal("Failed to create OpenGL context: {}", SDL_GetError());
throw std::runtime_error("Failed to create OpenGL context");
}
// Log version of created OpenGL context
int opengl_context_version_major = -1;
int opengl_context_version_minor = -1;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &opengl_context_version_major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &opengl_context_version_minor);
debug::log::info("Created OpenGL {}.{} context", opengl_context_version_major, opengl_context_version_minor);
// Compare OpenGL context version with requested version
if (opengl_context_version_major != config::opengl_version_major ||
opengl_context_version_minor != config::opengl_version_minor)
{
debug::log::warning("Requested OpenGL {}.{} context but created OpenGL {}.{} context", config::opengl_version_major, config::opengl_version_minor, opengl_context_version_major, opengl_context_version_minor);
}
// Log format of OpenGL context default framebuffer
int opengl_context_red_size = -1;
int opengl_context_green_size = -1;
int opengl_context_blue_size = -1;
int opengl_context_alpha_size = -1;
int opengl_context_depth_size = -1;
int opengl_context_stencil_size = -1;
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &opengl_context_red_size);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &opengl_context_green_size);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &opengl_context_blue_size);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &opengl_context_alpha_size);
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &opengl_context_depth_size);
SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &opengl_context_stencil_size);
debug::log::info("OpenGL context format: R{}G{}B{}A{}D{}S{}", opengl_context_red_size, opengl_context_green_size, opengl_context_blue_size, opengl_context_alpha_size, opengl_context_depth_size, opengl_context_stencil_size);
// Compare OpenGL context default framebuffer format with request format
if (opengl_context_red_size < config::opengl_min_red_size ||
opengl_context_green_size < config::opengl_min_green_size ||
opengl_context_blue_size < config::opengl_min_blue_size ||
opengl_context_alpha_size < config::opengl_min_alpha_size ||
opengl_context_depth_size < config::opengl_min_depth_size ||
opengl_context_stencil_size < config::opengl_min_stencil_size)
{
debug::log::warning
(
"OpenGL context format (R{}G{}B{}A{}D{}S{}) does not meet minimum requested format (R{}G{}B{}A{}D{}S{})",
opengl_context_red_size, opengl_context_green_size, opengl_context_blue_size, opengl_context_alpha_size, opengl_context_depth_size, opengl_context_stencil_size,
config::opengl_min_red_size, config::opengl_min_green_size, config::opengl_min_blue_size, config::opengl_min_alpha_size, config::opengl_min_depth_size, config::opengl_min_stencil_size
);
}
// Load OpenGL functions via GLAD
debug::log::trace("Loading OpenGL functions...");
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
{
debug::log::fatal("Failed to load OpenGL functions", SDL_GetError());
throw std::runtime_error("Failed to load OpenGL functions");
}
debug::log::trace("Loaded OpenGL functions");
// Log OpenGL context information
debug::log::info
(
"OpenGL vendor: {}; renderer: {}; version: {}; shading language version: {}",
reinterpret_cast<const char*>(glGetString(GL_VENDOR)),
reinterpret_cast<const char*>(glGetString(GL_RENDERER)),
reinterpret_cast<const char*>(glGetString(GL_VERSION)),
reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION))
);
// Clear window color
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
swap_buffers();
// Set v-sync mode
set_v_sync(v_sync);
// Update viewport size
SDL_GL_GetDrawableSize(sdl_window, &viewport_size[0], &viewport_size[1]);
// Init SDL joystick and controller subsystems
debug::log::trace("Initializing SDL joystick and controller subsystems...");
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
{
debug::log::error("Failed to initialize SDL joystick and controller subsytems: {}", SDL_GetError());
}
else
{
debug::log::trace("Initialized SDL joystick and controller subsystems");
}
// Setup rasterizer
rasterizer = new gl::rasterizer();
rasterizer->context_resized(viewport_size[0], viewport_size[1]);
// Register keyboard and mouse with input device manager
device_manager.register_device(keyboard);
device_manager.register_device(mouse);
// Generate keyboard and mouse device connected events
keyboard.connect();
mouse.connect();
// 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_size[0] >> 1) - (width >> 1);
int y = (display_size[1] >> 1) - (height >> 1);
// Resize and center window
SDL_SetWindowPosition(sdl_window, x, y);
SDL_SetWindowSize(sdl_window, width, height);
}
void application::set_fullscreen(bool fullscreen)
{
if (this->fullscreen != fullscreen)
{
this->fullscreen = fullscreen;
if (fullscreen)
{
SDL_SetWindowFullscreen(sdl_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
else
{
SDL_SetWindowFullscreen(sdl_window, 0);
}
}
}
void application::set_v_sync(bool v_sync)
{
if (v_sync)
{
debug::log::trace("Enabling adaptive v-sync...");
if (SDL_GL_SetSwapInterval(-1) != 0)
{
debug::log::error("Failed to enable adaptive v-sync: {}", SDL_GetError());
debug::log::trace("Enabling synchronized v-sync...");
if (SDL_GL_SetSwapInterval(1) != 0)
{
debug::log::error("Failed to enable synchronized v-sync: {}", SDL_GetError());
}
else
{
this->v_sync = v_sync;
debug::log::debug("Enabled synchronized v-sync");
}
}
else
{
this->v_sync = v_sync;
debug::log::debug("Enabled adaptive v-sync");
}
}
else
{
debug::log::trace("Disabling v-sync...");
if (SDL_GL_SetSwapInterval(0) != 0)
{
debug::log::error("Failed to disable v-sync: {}", SDL_GetError());
}
else
{
this->v_sync = v_sync;
debug::log::debug("Disabled v-sync");
}
}
}
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)
{
debug::log::trace("Adding SDL game controller mappings...");
int mapping_count = SDL_GameControllerAddMappingsFromRW(SDL_RWFromConstMem(mappings, static_cast<int>(size)), 0);
if (mapping_count == -1)
{
debug::log::error("Failed to add SDL game controller mappings: {}", SDL_GetError());
}
else
{
debug::log::debug("Added {} SDL game controller mappings", mapping_count);
}
}
void application::process_events()
{
// Active modifier keys
std::uint16_t sdl_key_mod = KMOD_NONE;
std::uint16_t modifier_keys = input::modifier_key::none;
// Mouse motion event accumulators
// bool mouse_motion = false;
// std::int32_t mouse_x;
// std::int32_t mouse_y;
// std::int32_t mouse_dx = 0;
// std::int32_t mouse_dy = 0;
SDL_Event sdl_event;
while (SDL_PollEvent(&sdl_event))
{
switch (sdl_event.type)
{
[[likely]] case SDL_MOUSEMOTION:
{
// More than one mouse motion event is often generated per frame, and may be a source of lag.
// Mouse events can be accumulated here to prevent excessive 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;
mouse.move({sdl_event.motion.x, sdl_event.motion.y}, {sdl_event.motion.xrel, sdl_event.motion.yrel});
break;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
// Get scancode of key
const input::scancode scancode = static_cast<input::scancode>(sdl_event.key.keysym.scancode);
// Rebuild modifier keys bit mask
if (sdl_event.key.keysym.mod != sdl_key_mod)
{
sdl_key_mod = sdl_event.key.keysym.mod;
modifier_keys = input::modifier_key::none;
if (sdl_key_mod & KMOD_LSHIFT)
modifier_keys |= input::modifier_key::left_shift;
if (sdl_key_mod & KMOD_RSHIFT)
modifier_keys |= input::modifier_key::right_shift;
if (sdl_key_mod & KMOD_LCTRL)
modifier_keys |= input::modifier_key::left_ctrl;
if (sdl_key_mod & KMOD_RCTRL)
modifier_keys |= input::modifier_key::right_ctrl;
if (sdl_key_mod & KMOD_LGUI)
modifier_keys |= input::modifier_key::left_gui;
if (sdl_key_mod & KMOD_RGUI)
modifier_keys |= input::modifier_key::right_gui;
if (sdl_key_mod & KMOD_NUM)
modifier_keys |= input::modifier_key::num_lock;
if (sdl_key_mod & KMOD_CAPS)
modifier_keys |= input::modifier_key::caps_lock;
if (sdl_key_mod & KMOD_SCROLL)
modifier_keys |= input::modifier_key::scroll_lock;
if (sdl_key_mod & KMOD_MODE)
modifier_keys |= input::modifier_key::alt_gr;
}
// Determine if event was generated from a key repeat
const bool repeat = sdl_event.key.repeat > 0;
if (sdl_event.type == SDL_KEYDOWN)
{
keyboard.press(scancode, repeat, modifier_keys);
}
else
{
keyboard.release(scancode, repeat, modifier_keys);
}
break;
}
case SDL_MOUSEWHEEL:
{
const float flip = (sdl_event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) ? -1.0f : 1.0f;
mouse.scroll({sdl_event.wheel.preciseX * flip, sdl_event.wheel.preciseY * flip});
break;
}
case SDL_MOUSEBUTTONDOWN:
{
mouse.press(static_cast<input::mouse_button>(sdl_event.button.button));
break;
}
case SDL_MOUSEBUTTONUP:
{
mouse.release(static_cast<input::mouse_button>(sdl_event.button.button));
break;
}
[[likely]] 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())
{
// Map axis position onto `[-1, 1]`.
const float position = math::map
(
static_cast<float>(sdl_event.caxis.value),
static_cast<float>(std::numeric_limits<decltype(sdl_event.caxis.value)>::min()),
static_cast<float>(std::numeric_limits<decltype(sdl_event.caxis.value)>::max()),
-1.0f,
1.0f
);
// Generate gamepad axis moved event
it->second->move(static_cast<input::gamepad_axis>(sdl_event.caxis.axis), position);
}
}
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())
{
it->second->press(static_cast<input::gamepad_button>(sdl_event.cbutton.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())
{
it->second->release(static_cast<input::gamepad_button>(sdl_event.cbutton.button));
}
}
break;
}
case SDL_WINDOWEVENT:
{
switch (sdl_event.window.event)
{
case SDL_WINDOWEVENT_SIZE_CHANGED:
{
// Query SDL window parameters
SDL_Window* sdl_window = SDL_GetWindowFromID(sdl_event.window.windowID);
const auto sdl_window_flags = SDL_GetWindowFlags(sdl_window);
int sdl_window_drawable_w = 0;
int sdl_window_drawable_h = 0;
SDL_GL_GetDrawableSize(sdl_window, &sdl_window_drawable_w, &sdl_window_drawable_h);
// Build window resized event
input::event::window_resized event;
event.window = nullptr;
event.size.x() = static_cast<std::int32_t>(sdl_event.window.data1);
event.size.y() = static_cast<std::int32_t>(sdl_event.window.data2);
event.maximized = sdl_window_flags & SDL_WINDOW_MAXIMIZED;
event.fullscreen = sdl_window_flags & SDL_WINDOW_FULLSCREEN;
event.viewport_size.x() = static_cast<std::int32_t>(sdl_window_drawable_w);
event.viewport_size.y() = static_cast<std::int32_t>(sdl_window_drawable_h);
// Update windowed size
if (!event.maximized && !event.fullscreen)
{
windowed_size = event.size;
}
// Update GL context size
rasterizer->context_resized(event.viewport_size.x(), event.viewport_size.y());
// Publish window resized event
window_resized_publisher.publish(event);
break;
}
case SDL_WINDOWEVENT_MOVED:
{
// Query SDL window parameters
SDL_Window* sdl_window = SDL_GetWindowFromID(sdl_event.window.windowID);
const auto sdl_window_flags = SDL_GetWindowFlags(sdl_window);
// Build window moved event
input::event::window_moved event;
event.window = nullptr;
event.position.x() = static_cast<std::int32_t>(sdl_event.window.data1);
event.position.y() = static_cast<std::int32_t>(sdl_event.window.data2);
event.maximized = sdl_window_flags & SDL_WINDOW_MAXIMIZED;
event.fullscreen = sdl_window_flags & SDL_WINDOW_FULLSCREEN;
// Update windowed position
if (!event.maximized && !event.fullscreen)
{
windowed_position = event.position;
}
// Publish window moved event
window_moved_publisher.publish(event);
break;
}
case SDL_WINDOWEVENT_FOCUS_GAINED:
// Build and publish window focused gained event
window_focus_changed_publisher.publish({nullptr, true});
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
// Build and publish window focused lost event
window_focus_changed_publisher.publish({nullptr, false});
break;
case SDL_WINDOWEVENT_MAXIMIZED:
// Update window maximized
maximized = true;
// Build and publish window maximized event
window_maximized_publisher.publish({nullptr});
break;
case SDL_WINDOWEVENT_RESTORED:
// Update window maximized
maximized = false;
// Build and publish window restored event
window_restored_publisher.publish({nullptr});
break;
case SDL_WINDOWEVENT_MINIMIZED:
// Build and publish window minimized event
window_minimized_publisher.publish({nullptr});
break;
[[unlikely]] case SDL_WINDOWEVENT_CLOSE:
// Build and publish window closed event
window_closed_publisher.publish({nullptr});
break;
default:
break;
}
break;
}
[[unlikely]] case SDL_CONTROLLERDEVICEADDED:
{
if (SDL_IsGameController(sdl_event.cdevice.which))
{
SDL_GameController* sdl_controller = SDL_GameControllerOpen(sdl_event.cdevice.which);
const char* 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())
{
// Gamepad reconnected
debug::log::info("Reconnected gamepad \"{}\"", controller_name);
it->second->connect();
}
else
{
// Get gamepad GUID
SDL_Joystick* sdl_joystick = SDL_GameControllerGetJoystick(sdl_controller);
SDL_JoystickGUID sdl_guid = SDL_JoystickGetGUID(sdl_joystick);
// Copy into UUID struct
::uuid gamepad_uuid;
std::memcpy(gamepad_uuid.data.data(), sdl_guid.data, gamepad_uuid.data.size());
debug::log::info("Connected gamepad \"{}\" with UUID {}", controller_name, gamepad_uuid.string());
// Create new gamepad
input::gamepad* gamepad = new input::gamepad();
gamepad->set_uuid(gamepad_uuid);
// Add gamepad to gamepad map
gamepad_map[sdl_event.cdevice.which] = gamepad;
// Register gamepad with device manager
device_manager.register_device(*gamepad);
// Generate gamepad connected event
gamepad->connect();
}
}
else
{
debug::log::error("Failed to connected gamepad \"{}\": {}", controller_name, SDL_GetError());
}
}
break;
}
[[unlikely]] case SDL_CONTROLLERDEVICEREMOVED:
{
SDL_GameController* sdl_controller = SDL_GameControllerFromInstanceID(sdl_event.cdevice.which);
if (sdl_controller)
{
const char* controller_name = SDL_GameControllerNameForIndex(sdl_event.cdevice.which);
SDL_GameControllerClose(sdl_controller);
if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
{
it->second->disconnect();
}
debug::log::info("Disconnected gamepad \"{}\"", controller_name);
}
break;
}
[[unlikely]] case SDL_QUIT:
{
debug::log::info("Quit requested");
close();
break;
}
default:
break;
}
}
// Process accumulated mouse motion events
// if (mouse_motion)
// {
// mouse.move(mouse_x, mouse_y, mouse_dx, mouse_dy);
// }
}