/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "application.hpp"
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#include "debug/logger.hpp"
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#include "event/event-dispatcher.hpp"
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#include "event/window-events.hpp"
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#include "input/scancode.hpp"
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#include "input/sdl-game-controller-tables.hpp"
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#include "input/sdl-scancode-table.hpp"
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#include "resources/image.hpp"
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#include <SDL2/SDL.h>
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#include <glad/glad.h>
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#include <stdexcept>
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#include <utility>
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#include <iostream>
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#include <iomanip>
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application::application():
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closed(false),
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fullscreen(true),
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v_sync(false),
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cursor_visible(true),
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display_dimensions({0, 0}),
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display_dpi(0.0f),
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window_dimensions({0, 0}),
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viewport_dimensions({0, 0}),
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mouse_position({0, 0}),
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logger(nullptr),
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sdl_window(nullptr),
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sdl_gl_context(nullptr)
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{
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// Setup logging
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logger = new debug::logger();
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// Get SDL compiled version
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SDL_version sdl_compiled_version;
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SDL_VERSION(&sdl_compiled_version);
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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);
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logger->log("Compiled against SDL " + sdl_compiled_version_string);
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// Get SDL linked version
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SDL_version sdl_linked_version;
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SDL_GetVersion(&sdl_linked_version);
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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);
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logger->log("Linking against SDL " + sdl_linked_version_string);
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// Init SDL
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logger->push_task("Initializing SDL");
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if (SDL_Init(SDL_INIT_VIDEO) != 0)
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{
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logger->pop_task(EXIT_FAILURE);
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throw std::runtime_error("Failed to initialize SDL");
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}
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else
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{
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logger->pop_task(EXIT_SUCCESS);
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}
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// Load default OpenGL library
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logger->push_task("Loading OpenGL library");
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if (SDL_GL_LoadLibrary(nullptr) != 0)
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{
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logger->pop_task(EXIT_FAILURE);
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}
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else
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{
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logger->pop_task(EXIT_SUCCESS);
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}
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// Set window creation hints
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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// Get display dimensions
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SDL_DisplayMode sdl_desktop_display_mode;
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if (SDL_GetDesktopDisplayMode(0, &sdl_desktop_display_mode) != 0)
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{
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logger->error("Failed to detect desktop display mode: \"" + std::string(SDL_GetError()) + "\"");
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throw std::runtime_error("Failed to detect desktop display mode");
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}
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else
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{
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display_dimensions = {sdl_desktop_display_mode.w, sdl_desktop_display_mode.h};
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}
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// Get display DPI
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if (SDL_GetDisplayDPI(0, &display_dpi, nullptr, nullptr) != 0)
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{
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logger->error("Failed to detect display DPI: \"" + std::string(SDL_GetError()) + "\"");
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throw std::runtime_error("Failed to detect display DPI");
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}
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else
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{
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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");
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}
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// Create a hidden fullscreen window
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logger->push_task("Creating " + std::to_string(display_dimensions[0]) + "x" + std::to_string(display_dimensions[1]) + " window");
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sdl_window = SDL_CreateWindow
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(
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"Antkeeper",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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display_dimensions[0], display_dimensions[1],
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SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN
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);
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if (!sdl_window)
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{
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logger->pop_task(EXIT_FAILURE);
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throw std::runtime_error("Failed to create SDL window");
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}
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else
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{
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logger->pop_task(EXIT_SUCCESS);
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}
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// Create OpenGL context
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logger->push_task("Creating OpenGL 3.3 context");
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sdl_gl_context = SDL_GL_CreateContext(sdl_window);
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if (!sdl_gl_context)
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{
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logger->pop_task(EXIT_FAILURE);
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throw std::runtime_error("Failed to create OpenGL context");
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}
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else
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{
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logger->pop_task(EXIT_SUCCESS);
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}
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// Make OpenGL context current
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logger->push_task("Making OpenGL context current");
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if (SDL_GL_MakeCurrent(sdl_window, sdl_gl_context) != 0)
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{
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logger->pop_task(EXIT_FAILURE);
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throw std::runtime_error("Failed to make OpenGL context current");
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}
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else
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{
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logger->pop_task(EXIT_SUCCESS);
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}
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// Load OpenGL functions via GLAD
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logger->push_task("Loading OpenGL functions");
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if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
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{
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logger->pop_task(EXIT_FAILURE);
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throw std::runtime_error("Failed to load OpenGL functions");
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}
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else
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{
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logger->pop_task(EXIT_SUCCESS);
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}
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// Update window size and viewport size
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SDL_GetWindowSize(sdl_window, &window_dimensions[0], &window_dimensions[1]);
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SDL_GL_GetDrawableSize(sdl_window, &viewport_dimensions[0], &viewport_dimensions[1]);
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// Set v-sync mode
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set_v_sync(true);
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// Init SDL joystick and gamepad subsystems
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logger->push_task("Initializing SDL Joystick and Game Controller subsystems");
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if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0)
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{
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logger->pop_task(EXIT_FAILURE);
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}
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else
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{
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logger->pop_task(EXIT_SUCCESS);
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}
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// Setup rasterizer
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rasterizer = new gl::rasterizer();
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// Setup events
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event_dispatcher = new ::event_dispatcher();
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// Setup input
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keyboard = new input::keyboard();
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keyboard->set_event_dispatcher(event_dispatcher);
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mouse = new input::mouse();
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mouse->set_event_dispatcher(event_dispatcher);
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// Connect gamepads
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process_events();
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}
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application::~application()
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{
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// Destroy the OpenGL context
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SDL_GL_DeleteContext(sdl_gl_context);
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// Destroy the SDL window
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SDL_DestroyWindow(sdl_window);
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// Shutdown SDL
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SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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SDL_Quit();
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}
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void application::close()
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{
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closed = true;
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}
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void application::set_title(const std::string& title)
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{
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SDL_SetWindowTitle(sdl_window, title.c_str());
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}
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void application::set_cursor_visible(bool visible)
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{
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SDL_ShowCursor((visible) ? SDL_ENABLE : SDL_DISABLE);
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cursor_visible = visible;
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}
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void application::set_relative_mouse_mode(bool enabled)
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{
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if (enabled)
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{
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SDL_GetMouseState(&mouse_position[0], &mouse_position[1]);
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SDL_ShowCursor(SDL_DISABLE);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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}
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else
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{
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SDL_SetRelativeMouseMode(SDL_FALSE);
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SDL_WarpMouseInWindow(sdl_window, mouse_position[0], mouse_position[1]);
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if (cursor_visible)
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SDL_ShowCursor(SDL_ENABLE);
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}
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}
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void application::resize_window(int width, int height)
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{
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int x = (display_dimensions[0] >> 1) - (width >> 1);
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int y = (display_dimensions[1] >> 1) - (height >> 1);
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// Resize and center window
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SDL_SetWindowPosition(sdl_window, x, y);
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SDL_SetWindowSize(sdl_window, width, height);
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window_resized();
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}
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void application::set_fullscreen(bool fullscreen)
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{
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if (this->fullscreen != fullscreen)
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{
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this->fullscreen = fullscreen;
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if (fullscreen)
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{
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SDL_HideWindow(sdl_window);
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SDL_SetWindowFullscreen(sdl_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowWindow(sdl_window);
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}
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else
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{
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SDL_SetWindowFullscreen(sdl_window, 0);
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SDL_SetWindowBordered(sdl_window, SDL_TRUE);
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SDL_SetWindowResizable(sdl_window, SDL_TRUE);
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}
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}
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}
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void application::set_v_sync(bool v_sync)
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{
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if (this->v_sync != v_sync)
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{
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if (v_sync)
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{
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logger->push_task("Enabling adaptive v-sync");
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if (SDL_GL_SetSwapInterval(-1) != 0)
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{
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logger->pop_task(EXIT_FAILURE);
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logger->push_task("Enabling synchronized v-sync");
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if (SDL_GL_SetSwapInterval(-1) != 0)
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{
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logger->pop_task(EXIT_FAILURE);
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}
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else
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{
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this->v_sync = v_sync;
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logger->pop_task(EXIT_SUCCESS);
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}
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}
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else
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{
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this->v_sync = v_sync;
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logger->pop_task(EXIT_SUCCESS);
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}
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}
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else
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{
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logger->push_task("Disabling v-sync");
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if (SDL_GL_SetSwapInterval(0) != 0)
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{
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logger->pop_task(EXIT_FAILURE);
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}
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else
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{
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this->v_sync = v_sync;
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logger->pop_task(EXIT_SUCCESS);
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}
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}
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}
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}
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void application::set_window_opacity(float opacity)
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{
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SDL_SetWindowOpacity(sdl_window, opacity);
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}
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void application::swap_buffers()
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{
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SDL_GL_SwapWindow(sdl_window);
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}
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void application::show_window()
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{
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SDL_ShowWindow(sdl_window);
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//SDL_GL_MakeCurrent(sdl_window, sdl_gl_context);
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}
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void application::hide_window()
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{
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SDL_HideWindow(sdl_window);
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}
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void application::add_game_controller_mappings(const void* mappings, std::size_t size)
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{
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logger->push_task("Adding SDL game controller mappings");
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int mapping_count = SDL_GameControllerAddMappingsFromRW(SDL_RWFromConstMem(mappings, size), 0);
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if (mapping_count == -1)
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{
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logger->pop_task(EXIT_FAILURE);
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}
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else
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{
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logger->log("Added " + std::to_string(mapping_count) + " SDL game controller mappings");
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logger->pop_task(EXIT_SUCCESS);
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}
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}
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void application::process_events()
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{
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// Mouse motion event accumulators
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bool mouse_motion = false;
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int mouse_x;
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int mouse_y;
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int mouse_dx = 0;
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int mouse_dy = 0;
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SDL_Event sdl_event;
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while (SDL_PollEvent(&sdl_event))
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{
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switch (sdl_event.type)
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{
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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if (sdl_event.key.repeat == 0)
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{
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input::scancode scancode = input::scancode::unknown;
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if (sdl_event.key.keysym.scancode <= SDL_SCANCODE_APP2)
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{
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scancode = input::sdl_scancode_table[sdl_event.key.keysym.scancode];
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}
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if (sdl_event.type == SDL_KEYDOWN)
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keyboard->press(scancode);
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else
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keyboard->release(scancode);
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}
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break;
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}
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case SDL_MOUSEMOTION:
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{
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// More than one mouse motion event is often generated per frame, and may be a source of lag.
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// Mouse events are accumulated here to prevent excess function calls and allocations
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mouse_motion = true;
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mouse_x = sdl_event.motion.x;
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mouse_y = sdl_event.motion.y;
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mouse_dx += sdl_event.motion.xrel;
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mouse_dy += sdl_event.motion.yrel;
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break;
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}
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case SDL_MOUSEBUTTONDOWN:
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{
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mouse->press(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
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break;
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}
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case SDL_MOUSEBUTTONUP:
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{
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mouse->release(sdl_event.button.button, sdl_event.button.x, sdl_event.button.y);
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break;
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}
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case SDL_MOUSEWHEEL:
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{
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int direction = (sdl_event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) ? -1 : 1;
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mouse->scroll(sdl_event.wheel.x * direction, sdl_event.wheel.y * direction);
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break;
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}
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case SDL_CONTROLLERBUTTONDOWN:
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{
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if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
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{
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if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
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{
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input::gamepad_button button = input::sdl_button_table[sdl_event.cbutton.button];
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it->second->press(button);
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}
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}
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break;
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}
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case SDL_CONTROLLERBUTTONUP:
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{
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if (sdl_event.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
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{
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if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
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{
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input::gamepad_button button = input::sdl_button_table[sdl_event.cbutton.button];
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it->second->release(button);
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}
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}
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break;
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}
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case SDL_CONTROLLERAXISMOTION:
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{
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if (sdl_event.caxis.axis != SDL_CONTROLLER_AXIS_INVALID)
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{
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if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
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{
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input::gamepad_axis axis = input::sdl_axis_table[sdl_event.caxis.axis];
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float value = sdl_event.caxis.value;
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static const float min = static_cast<float>(std::numeric_limits<std::int16_t>::min());
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static const float max = static_cast<float>(std::numeric_limits<std::int16_t>::max());
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value /= (value < 0.0f) ? -min : max;
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it->second->move(axis, value);
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}
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}
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break;
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}
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case SDL_CONTROLLERDEVICEADDED:
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{
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if (SDL_IsGameController(sdl_event.cdevice.which))
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{
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SDL_GameController* sdl_controller = SDL_GameControllerOpen(sdl_event.cdevice.which);
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std::string controller_name = SDL_GameControllerNameForIndex(sdl_event.cdevice.which);
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if (sdl_controller)
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{
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if (auto it = gamepad_map.find(sdl_event.cdevice.which); it != gamepad_map.end())
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{
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logger->log("Reconnected gamepad \"" + controller_name + "\"");
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it->second->connect(true);
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}
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else
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{
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// Get gamepad GUID
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SDL_Joystick* sdl_joystick = SDL_GameControllerGetJoystick(sdl_controller);
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SDL_JoystickGUID sdl_guid = SDL_JoystickGetGUID(sdl_joystick);
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char guid_buffer[33];
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std::memset(guid_buffer, '\0', 33);
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SDL_JoystickGetGUIDString(sdl_guid, &guid_buffer[0], 33);
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std::string guid(guid_buffer);
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logger->log("Connected gamepad \"" + controller_name + "\" with GUID: " + guid + "");
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// Create new gamepad
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input::gamepad* gamepad = new input::gamepad();
|
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gamepad->set_event_dispatcher(event_dispatcher);
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gamepad->set_guid(guid);
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|
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// Add gamepad to list and map
|
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gamepads.push_back(gamepad);
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gamepad_map[sdl_event.cdevice.which] = gamepad;
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|
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// Send controller connected event
|
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gamepad->connect(false);
|
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}
|
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}
|
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else
|
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{
|
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logger->error("Failed to connected gamepad \"" + controller_name + "\"");
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}
|
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}
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|
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break;
|
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}
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|
|
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);
|
|
}
|