#ifdef BLAH_USE_SDL2 #include "../internal/platform_backend.h" #include "../internal/input_backend.h" #include "../internal/graphics_backend.h" #include #include #include #include #include #include #include #if _WIN32 // on Windows we're using the C++ API for now #define WIN32_LEAN_AND_MEAN #include #include // for SetProcessDPIAware #include // for File Reading/Writing #include // for file explore namespace fs = std::filesystem; #else // on non-Windows we use POSIX standard file system stuff #include #include #include #endif using namespace Blah; namespace { SDL_Window* window = nullptr; SDL_Joystick* joysticks[Blah::Input::max_controllers]; SDL_GameController* gamepads[Blah::Input::max_controllers]; char* basePath = nullptr; char* userPath = nullptr; bool displayed = false; void sdl_log(void* userdata, int category, SDL_LogPriority priority, const char* message) { if (priority <= SDL_LOG_PRIORITY_INFO) Log::print(message); else if (priority <= SDL_LOG_PRIORITY_WARN) Log::warn(message); else Log::error(message); } } bool PlatformBackend::init(const Config* config) { // Required to call this for Windows // I'm not sure why SDL2 doesn't do this on Windows automatically? #if _WIN32 SetProcessDPIAware(); #endif // TODO: // control this via some kind of config flag SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE); SDL_LogSetOutputFunction(sdl_log, nullptr); // Get SDL version SDL_version version; SDL_GetVersion(&version); Log::print("SDL v%i.%i.%i", version.major, version.minor, version.patch); // initialize SDL if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) != 0) { Log::error("Failed to initialize SDL2"); return false; } int flags = SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE; // enable OpenGL if (App::renderer() == Renderer::OpenGL) { flags |= SDL_WINDOW_OPENGL; SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // TODO: // This should be controlled via the gfx api somehow? SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); } // enable DirectX else if (App::renderer() == Renderer::D3D11) { } // create the window window = SDL_CreateWindow(config->name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, config->width, config->height, flags); if (window == nullptr) { Log::error("Failed to create a Window"); return false; } // Scale Window to monitor for High DPI displays // Other platforms do this automatically ... Windows we need to explitely do so #if _WIN32 { // find the display index int display = SDL_GetWindowDisplayIndex(window); float ddpi, hdpi, vdpi; if (SDL_GetDisplayDPI(display, &ddpi, &hdpi, &vdpi) == 0) { // scale the window up basesd on the display DPI float hidpiRes = 96; float dpi = (ddpi / hidpiRes); if (dpi != 1) { SDL_DisplayMode mode; SDL_GetDesktopDisplayMode(display, &mode); SDL_SetWindowPosition(window, (int)(mode.w - config->width * dpi) / 2, (int)(mode.h - config->height * dpi) / 2); SDL_SetWindowSize(window, (int)(config->width * dpi), (int)(config->height * dpi)); } } } #endif // set window properties SDL_SetWindowResizable(window, SDL_TRUE); SDL_SetWindowMinimumSize(window, 256, 256); return true; } void PlatformBackend::ready() { // enable V-Sync if (App::renderer() == Renderer::OpenGL) SDL_GL_SetSwapInterval(1); } void PlatformBackend::shutdown() { if (window != nullptr) SDL_DestroyWindow(window); window = nullptr; displayed = false; if (basePath != nullptr) SDL_free(basePath); if (userPath != nullptr) SDL_free(userPath); SDL_Quit(); } uint64_t PlatformBackend::time() { return (uint64_t)SDL_GetTicks(); } void PlatformBackend::frame() { // update the mouse every frame { int winX, winY, x, y; SDL_GetWindowPosition(window, &winX, &winY); SDL_GetGlobalMouseState(&x, &y); InputBackend::on_mouse_move((float)(x - winX), (float)(y - winY)); InputBackend::on_mouse_screen_move((float)x, (float)y); } // poll normal events SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { auto config = App::config(); if (config->on_exit_request != nullptr) config->on_exit_request(); } // Mouse else if (event.type == SDL_MOUSEBUTTONDOWN) { MouseButton btn = MouseButton::None; if (event.button.button == SDL_BUTTON_LEFT) btn = MouseButton::Left; else if (event.button.button == SDL_BUTTON_RIGHT) btn = MouseButton::Right; else if (event.button.button == SDL_BUTTON_MIDDLE) btn = MouseButton::Middle; InputBackend::on_mouse_down(btn); } else if (event.type == SDL_MOUSEBUTTONUP) { MouseButton btn = MouseButton::None; if (event.button.button == SDL_BUTTON_LEFT) btn = MouseButton::Left; else if (event.button.button == SDL_BUTTON_RIGHT) btn = MouseButton::Right; else if (event.button.button == SDL_BUTTON_MIDDLE) btn = MouseButton::Middle; InputBackend::on_mouse_up(btn); } else if (event.type == SDL_MOUSEWHEEL) { InputBackend::on_mouse_wheel(Point(event.wheel.x, event.wheel.y)); } // Keyboard else if (event.type == SDL_KEYDOWN) { if (event.key.repeat == 0) InputBackend::on_key_down((Key)event.key.keysym.scancode); } else if (event.type == SDL_KEYUP) { if (event.key.repeat == 0) InputBackend::on_key_up((Key)event.key.keysym.scancode); } else if (event.type == SDL_TEXTINPUT) { InputBackend::on_text_utf8(event.text.text); } // Joystick Controller else if (event.type == SDL_JOYDEVICEADDED) { Sint32 index = event.jdevice.which; if (SDL_IsGameController(index) == SDL_FALSE) { SDL_Joystick* ptr = joysticks[index] = SDL_JoystickOpen(index); const char* name = SDL_JoystickName(ptr); int button_count = SDL_JoystickNumButtons(ptr); int axis_count = SDL_JoystickNumAxes(ptr); uint16_t vendor = SDL_JoystickGetVendor(ptr); uint16_t product = SDL_JoystickGetProduct(ptr); uint16_t version = SDL_JoystickGetProductVersion(ptr); InputBackend::on_controller_connect(index, name, 0, button_count, axis_count, vendor, product, version); } } else if (event.type == SDL_JOYDEVICEREMOVED) { Sint32 index = event.jdevice.which; if (SDL_IsGameController(index) == SDL_FALSE) { InputBackend::on_controller_disconnect(index); SDL_JoystickClose(joysticks[index]); } } else if (event.type == SDL_JOYBUTTONDOWN) { Sint32 index = event.jdevice.which; if (SDL_IsGameController(index) == SDL_FALSE) InputBackend::on_button_down(index, event.jbutton.button); } else if (event.type == SDL_JOYBUTTONUP) { Sint32 index = event.jdevice.which; if (SDL_IsGameController(index) == SDL_FALSE) InputBackend::on_button_up(index, event.jbutton.button); } else if (event.type == SDL_JOYAXISMOTION) { Sint32 index = event.jaxis.which; if (SDL_IsGameController(index) == SDL_FALSE) { float value; if (event.jaxis.value >= 0) value = event.jaxis.value / 32767.0f; else value = event.jaxis.value / 32768.0f; InputBackend::on_axis_move(index, event.jaxis.axis, value); } } // Gamepad Controller else if (event.type == SDL_CONTROLLERDEVICEADDED) { Sint32 index = event.cdevice.which; SDL_GameController* ptr = gamepads[index] = SDL_GameControllerOpen(index); const char* name = SDL_GameControllerName(ptr); uint16_t vendor = SDL_GameControllerGetVendor(ptr); uint16_t product = SDL_GameControllerGetProduct(ptr); uint16_t version = SDL_GameControllerGetProductVersion(ptr); InputBackend::on_controller_connect(index, name, 1, 15, 6, vendor, product, version); } else if (event.type == SDL_CONTROLLERDEVICEREMOVED) { Sint32 index = event.cdevice.which; InputBackend::on_controller_disconnect(index); SDL_GameControllerClose(gamepads[index]); } else if (event.type == SDL_CONTROLLERBUTTONDOWN) { Sint32 index = event.cbutton.which; int button = (int)Button::None; if (event.cbutton.button >= 0 && event.cbutton.button < 15) button = event.cbutton.button; // NOTE: These map directly to Engine Buttons enum! InputBackend::on_button_down(index, button); } else if (event.type == SDL_CONTROLLERBUTTONUP) { Sint32 index = event.cbutton.which; int button = (int)Button::None; if (event.cbutton.button >= 0 && event.cbutton.button < 15) button = event.cbutton.button; // NOTE: These map directly to Engine Buttons enum! InputBackend::on_button_up(index, button); } else if (event.type == SDL_CONTROLLERAXISMOTION) { Sint32 index = event.caxis.which; int axis = (int)Axis::None; if (event.caxis.axis >= 0 && event.caxis.axis < 6) axis = event.caxis.axis; // NOTE: These map directly to Engine Axis enum! float value; if (event.caxis.value >= 0) value = event.caxis.value / 32767.0f; else value = event.caxis.value / 32768.0f; InputBackend::on_axis_move(index, axis, value); } } } void PlatformBackend::sleep(int milliseconds) { if (milliseconds >= 0) SDL_Delay((uint32_t)milliseconds); } void PlatformBackend::present() { if (App::renderer() == Renderer::OpenGL) { SDL_GL_SwapWindow(window); } // display the window // this avoids a short black screen on macoS if (!displayed) { SDL_ShowWindow(window); displayed = true; } } const char* PlatformBackend::get_title() { return nullptr; } void PlatformBackend::set_title(const char* title) { SDL_SetWindowTitle(window, title); } void PlatformBackend::get_position(int* x, int* y) { SDL_GetWindowPosition(window, x, y); } void PlatformBackend::set_position(int x, int y) { SDL_SetWindowPosition(window, x, y); } void PlatformBackend::set_fullscreen(bool enabled) { if (enabled) SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP); else SDL_SetWindowFullscreen(window, 0); } void PlatformBackend::get_size(int* width, int* height) { SDL_GetWindowSize(window, width, height); } void PlatformBackend::set_size(int width, int height) { SDL_SetWindowSize(window, width, height); } void PlatformBackend::get_draw_size(int* width, int* height) { if (App::renderer() == Renderer::OpenGL) { SDL_GL_GetDrawableSize(window, width, height); } else { SDL_GetWindowSize(window, width, height); } } float PlatformBackend::get_content_scale() { // TODO: // This is incorrect! but for some reason the scale // is HUGE if I use the Display DPI on macOS :/ #if __APPLE__ return 2.0f; #endif #if _WIN32 float hidpiRes = 96; #else float hidpiRes = 72; #endif int index = SDL_GetWindowDisplayIndex(window); if (index < 0) Log::error(SDL_GetError()); float ddpi, x, y; if (SDL_GetDisplayDPI(index, &ddpi, &x, &y) != 0) Log::error(SDL_GetError()); return (ddpi / hidpiRes); } // FILE IO const char* PlatformBackend::app_path() { if (basePath == nullptr) basePath = SDL_GetBasePath(); return basePath; } const char* PlatformBackend::user_path() { if (userPath == nullptr) { const Config* config = App::config(); userPath = SDL_GetPrefPath(nullptr, config->name); } return userPath; } // Windows File System methods #if _WIN32 bool PlatformBackend::file_exists(const char* path) { return fs::is_regular_file(path); } bool PlatformBackend::file_delete(const char* path) { return fs::remove(path); } bool PlatformBackend::dir_create(const char* path) { std::error_code error; return fs::create_directories(path, error); } bool PlatformBackend::dir_exists(const char* path) { return fs::is_directory(path); } bool PlatformBackend::dir_delete(const char* path) { BLAH_ERROR("not implemented"); return false; } void PlatformBackend::dir_enumerate(Vector& list, const char* path, bool recursive) { if (fs::is_directory(path)) { if (recursive) { for (auto& p : fs::recursive_directory_iterator(path)) list.emplace_back(p.path().string().c_str()); } else { for (auto& p : fs::directory_iterator(path)) list.emplace_back(p.path().string().c_str()); } } } void PlatformBackend::dir_explore(const char* path) { ShellExecute(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT); } // Non-Windows File System Methods #else bool PlatformBackend::file_exists(const char* path) { struct stat buffer; return (stat(path, &buffer) == 0) && S_ISREG(buffer.st_mode); } bool PlatformBackend::file_delete(const char* path) { BLAH_ERROR("not implemented"); return false; } bool PlatformBackend::dir_create(const char* path) { char tmp[265]; char* p = NULL; size_t len; snprintf(tmp, sizeof(tmp), "%s", path); len = strlen(tmp); if (tmp[len - 1] == '/') tmp[len - 1] = 0; for (p = tmp + 1; *p; p++) if (*p == '/') { *p = 0; mkdir(tmp, S_IRWXU); *p = '/'; } return mkdir(tmp, S_IRWXU) == 0; } bool PlatformBackend::dir_exists(const char* path) { struct stat buffer; return (stat(path, &buffer) == 0) && S_ISDIR(buffer.st_mode); } bool PlatformBackend::dir_delete(const char* path) { BLAH_ERROR("not implemented"); return false; } void PlatformBackend::dir_enumerate(Vector& list, const char* path, bool recursive) { DIR* dirp = opendir(path); if (dirp != NULL) { struct dirent* dp; while ((dp = readdir(dirp)) != NULL) { if (dp->d_name[0] == '.') continue; FilePath subpath = FilePath(path).append(dp->d_name); list.push_back(subpath); if (recursive && dp->d_type == DT_DIR) dir_enumerate(list, subpath + "/", true); } closedir(dirp); } } void PlatformBackend::dir_explore(const char* path) { BLAH_ERROR("'dir_explore' Not Implemented"); } #endif bool PlatformBackend::file_open(const char* path, PlatformBackend::FileHandle* handle, FileMode mode) { const char* sdlMode = "rb"; if (mode == FileMode::Write) sdlMode = "wb"; auto ptr = SDL_RWFromFile(path, sdlMode); *handle = (PlatformBackend::FileHandle)ptr; return ptr != nullptr; } int64_t PlatformBackend::file_length(PlatformBackend::FileHandle stream) { return SDL_RWsize((SDL_RWops*)stream); } int64_t PlatformBackend::file_position(PlatformBackend::FileHandle stream) { return SDL_RWtell((SDL_RWops*)stream); } int64_t PlatformBackend::file_seek(PlatformBackend::FileHandle stream, int64_t seekTo) { return SDL_RWseek((SDL_RWops*)stream, seekTo, RW_SEEK_SET); } int64_t PlatformBackend::file_read(PlatformBackend::FileHandle stream, void* ptr, int64_t length) { return SDL_RWread((SDL_RWops*)stream, ptr, sizeof(char), length); } int64_t PlatformBackend::file_write(PlatformBackend::FileHandle stream, const void* ptr, int64_t length) { return SDL_RWwrite((SDL_RWops*)stream, ptr, sizeof(char), length); } void PlatformBackend::file_close(PlatformBackend::FileHandle stream) { if (stream != nullptr) SDL_RWclose((SDL_RWops*)stream); } void* PlatformBackend::gl_get_func(const char* name) { return SDL_GL_GetProcAddress(name); } void* PlatformBackend::gl_context_create() { void* pointer = SDL_GL_CreateContext(window); if (pointer == nullptr) Log::error("SDL_GL_CreateContext failed: %s", SDL_GetError()); return pointer; } void PlatformBackend::gl_context_make_current(void* context) { SDL_GL_MakeCurrent(window, context); } void PlatformBackend::gl_context_destroy(void* context) { SDL_GL_DeleteContext(context); } void* PlatformBackend::d3d11_get_hwnd() { SDL_SysWMinfo info; SDL_VERSION(&info.version); SDL_GetWindowWMInfo(window, &info); return info.info.win.window; } #endif // BLAH_USE_SDL2