#include #if defined(ENABLE_OPENGL) #ifdef __MINGW32__ #define FOR_WINDOWS 1 #else #define FOR_WINDOWS 0 #endif #if FOR_WINDOWS #include #include "SDL.h" #define GL_GLEXT_PROTOTYPES 1 #include "SDL_opengl.h" #elif __APPLE__ #include #elif __SWITCH__ #include #include #include #include "../../SwitchImpl.h" #else #include #define GL_GLEXT_PROTOTYPES 1 #include #endif #include "../../ImGuiImpl.h" #include "../../Cvar.h" #include "../../Hooks.h" #include "gfx_window_manager_api.h" #include "gfx_screen_config.h" #ifdef _WIN32 #include #endif #define GFX_API_NAME "SDL2 - OpenGL" static SDL_Window *wnd; static SDL_GLContext ctx; static int inverted_scancode_table[512]; static int vsync_enabled = 0; static int window_width = DESIRED_SCREEN_WIDTH; static int window_height = DESIRED_SCREEN_HEIGHT; static bool fullscreen_state; static bool is_running = true; static void (*on_fullscreen_changed_callback)(bool is_now_fullscreen); static bool (*on_key_down_callback)(int scancode); static bool (*on_key_up_callback)(int scancode); static void (*on_all_keys_up_callback)(void); const SDL_Scancode windows_scancode_table[] = { /* 0 1 2 3 4 5 6 7 */ /* 8 9 A B C D E F */ SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_ESCAPE, SDL_SCANCODE_1, SDL_SCANCODE_2, SDL_SCANCODE_3, SDL_SCANCODE_4, SDL_SCANCODE_5, SDL_SCANCODE_6, /* 0 */ SDL_SCANCODE_7, SDL_SCANCODE_8, SDL_SCANCODE_9, SDL_SCANCODE_0, SDL_SCANCODE_MINUS, SDL_SCANCODE_EQUALS, SDL_SCANCODE_BACKSPACE, SDL_SCANCODE_TAB, /* 0 */ SDL_SCANCODE_Q, SDL_SCANCODE_W, SDL_SCANCODE_E, SDL_SCANCODE_R, SDL_SCANCODE_T, SDL_SCANCODE_Y, SDL_SCANCODE_U, SDL_SCANCODE_I, /* 1 */ SDL_SCANCODE_O, SDL_SCANCODE_P, SDL_SCANCODE_LEFTBRACKET, SDL_SCANCODE_RIGHTBRACKET, SDL_SCANCODE_RETURN, SDL_SCANCODE_LCTRL, SDL_SCANCODE_A, SDL_SCANCODE_S, /* 1 */ SDL_SCANCODE_D, SDL_SCANCODE_F, SDL_SCANCODE_G, SDL_SCANCODE_H, SDL_SCANCODE_J, SDL_SCANCODE_K, SDL_SCANCODE_L, SDL_SCANCODE_SEMICOLON, /* 2 */ SDL_SCANCODE_APOSTROPHE, SDL_SCANCODE_GRAVE, SDL_SCANCODE_LSHIFT, SDL_SCANCODE_BACKSLASH, SDL_SCANCODE_Z, SDL_SCANCODE_X, SDL_SCANCODE_C, SDL_SCANCODE_V, /* 2 */ SDL_SCANCODE_B, SDL_SCANCODE_N, SDL_SCANCODE_M, SDL_SCANCODE_COMMA, SDL_SCANCODE_PERIOD, SDL_SCANCODE_SLASH, SDL_SCANCODE_RSHIFT, SDL_SCANCODE_PRINTSCREEN,/* 3 */ SDL_SCANCODE_LALT, SDL_SCANCODE_SPACE, SDL_SCANCODE_CAPSLOCK, SDL_SCANCODE_F1, SDL_SCANCODE_F2, SDL_SCANCODE_F3, SDL_SCANCODE_F4, SDL_SCANCODE_F5, /* 3 */ SDL_SCANCODE_F6, SDL_SCANCODE_F7, SDL_SCANCODE_F8, SDL_SCANCODE_F9, SDL_SCANCODE_F10, SDL_SCANCODE_NUMLOCKCLEAR, SDL_SCANCODE_SCROLLLOCK, SDL_SCANCODE_HOME, /* 4 */ SDL_SCANCODE_UP, SDL_SCANCODE_PAGEUP, SDL_SCANCODE_KP_MINUS, SDL_SCANCODE_LEFT, SDL_SCANCODE_KP_5, SDL_SCANCODE_RIGHT, SDL_SCANCODE_KP_PLUS, SDL_SCANCODE_END, /* 4 */ SDL_SCANCODE_DOWN, SDL_SCANCODE_PAGEDOWN, SDL_SCANCODE_INSERT, SDL_SCANCODE_DELETE, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_NONUSBACKSLASH,SDL_SCANCODE_F11, /* 5 */ SDL_SCANCODE_F12, SDL_SCANCODE_PAUSE, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_LGUI, SDL_SCANCODE_RGUI, SDL_SCANCODE_APPLICATION, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, /* 5 */ SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_F13, SDL_SCANCODE_F14, SDL_SCANCODE_F15, SDL_SCANCODE_F16, /* 6 */ SDL_SCANCODE_F17, SDL_SCANCODE_F18, SDL_SCANCODE_F19, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, /* 6 */ SDL_SCANCODE_INTERNATIONAL2, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_INTERNATIONAL1, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, /* 7 */ SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_INTERNATIONAL4, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_INTERNATIONAL5, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_INTERNATIONAL3, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN /* 7 */ }; const SDL_Scancode scancode_rmapping_extended[][2] = { {SDL_SCANCODE_KP_ENTER, SDL_SCANCODE_RETURN}, {SDL_SCANCODE_RALT, SDL_SCANCODE_LALT}, {SDL_SCANCODE_RCTRL, SDL_SCANCODE_LCTRL}, {SDL_SCANCODE_KP_DIVIDE, SDL_SCANCODE_SLASH}, //{SDL_SCANCODE_KP_PLUS, SDL_SCANCODE_CAPSLOCK} }; const SDL_Scancode scancode_rmapping_nonextended[][2] = { {SDL_SCANCODE_KP_7, SDL_SCANCODE_HOME}, {SDL_SCANCODE_KP_8, SDL_SCANCODE_UP}, {SDL_SCANCODE_KP_9, SDL_SCANCODE_PAGEUP}, {SDL_SCANCODE_KP_4, SDL_SCANCODE_LEFT}, {SDL_SCANCODE_KP_6, SDL_SCANCODE_RIGHT}, {SDL_SCANCODE_KP_1, SDL_SCANCODE_END}, {SDL_SCANCODE_KP_2, SDL_SCANCODE_DOWN}, {SDL_SCANCODE_KP_3, SDL_SCANCODE_PAGEDOWN}, {SDL_SCANCODE_KP_0, SDL_SCANCODE_INSERT}, {SDL_SCANCODE_KP_PERIOD, SDL_SCANCODE_DELETE}, {SDL_SCANCODE_KP_MULTIPLY, SDL_SCANCODE_PRINTSCREEN} }; static void set_fullscreen(bool on, bool call_callback) { if (fullscreen_state == on) { return; } fullscreen_state = on; if (on) { SDL_DisplayMode mode; SDL_GetDesktopDisplayMode(0, &mode); window_width = mode.w; window_height = mode.h; SDL_ShowCursor(false); } else { window_width = DESIRED_SCREEN_WIDTH; window_height = DESIRED_SCREEN_HEIGHT; } SDL_SetWindowSize(wnd, window_width, window_height); SDL_SetWindowFullscreen(wnd, on ? SDL_WINDOW_FULLSCREEN : 0); SDL_SetCursor(SDL_DISABLE); if (on_fullscreen_changed_callback != NULL && call_callback) { on_fullscreen_changed_callback(on); } } static uint64_t previous_time; #ifdef _WIN32 static HANDLE timer; #endif static int target_fps = 60; #define FRAME_INTERVAL_US_NUMERATOR 1000000 #define FRAME_INTERVAL_US_DENOMINATOR (target_fps) static void gfx_sdl_init(const char *game_name, bool start_in_fullscreen, uint32_t width, uint32_t height) { SDL_Init(SDL_INIT_VIDEO); SDL_EventState(SDL_DROPFILE, SDL_ENABLE); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); #if defined(__APPLE__) SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); #elif defined(__SWITCH__) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); #endif #ifdef _WIN32 timer = CreateWaitableTimer(nullptr, false, nullptr); #endif char title[512]; int len = sprintf(title, "%s (%s)", game_name, GFX_API_NAME); #ifdef __SWITCH__ // For Switch we need to set the window width before creating the window Ship::Switch::GetDisplaySize(&window_width, &window_height); #endif wnd = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); #ifndef __SWITCH__ SDL_GL_GetDrawableSize(wnd, &window_width, &window_height); if (start_in_fullscreen) { set_fullscreen(true, false); } #endif ctx = SDL_GL_CreateContext(wnd); #ifdef __SWITCH__ if(!gladLoadGLLoader(SDL_GL_GetProcAddress)){ printf("Failed to initialize glad\n"); } #endif SDL_GL_SetSwapInterval(1); SohImGui::WindowImpl window_impl; window_impl.backend = SohImGui::Backend::SDL; window_impl.sdl = { wnd, ctx }; SohImGui::Init(window_impl); for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) { inverted_scancode_table[windows_scancode_table[i]] = i; } for (size_t i = 0; i < sizeof(scancode_rmapping_extended) / sizeof(scancode_rmapping_extended[0]); i++) { inverted_scancode_table[scancode_rmapping_extended[i][0]] = inverted_scancode_table[scancode_rmapping_extended[i][1]] + 0x100; } for (size_t i = 0; i < sizeof(scancode_rmapping_nonextended) / sizeof(scancode_rmapping_nonextended[0]); i++) { inverted_scancode_table[scancode_rmapping_nonextended[i][0]] = inverted_scancode_table[scancode_rmapping_nonextended[i][1]]; inverted_scancode_table[scancode_rmapping_nonextended[i][1]] += 0x100; } } static void gfx_sdl_set_fullscreen_changed_callback(void (*on_fullscreen_changed)(bool is_now_fullscreen)) { on_fullscreen_changed_callback = on_fullscreen_changed; } static void gfx_sdl_set_fullscreen(bool enable) { set_fullscreen(enable, true); } static void gfx_sdl_show_cursor(bool hide) { SDL_ShowCursor(hide); } static void gfx_sdl_set_keyboard_callbacks(bool (*on_key_down)(int scancode), bool (*on_key_up)(int scancode), void (*on_all_keys_up)(void)) { on_key_down_callback = on_key_down; on_key_up_callback = on_key_up; on_all_keys_up_callback = on_all_keys_up; } static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) { #ifdef __SWITCH__ while(Ship::Switch::IsRunning()) { #else while(is_running) { #endif run_one_game_iter(); } #ifdef __SWITCH__ Ship::Switch::Exit(); #endif Ship::ExecuteHooks(); SDL_Quit(); } static void gfx_sdl_get_dimensions(uint32_t *width, uint32_t *height) { *width = window_width; *height = window_height; } static int translate_scancode(int scancode) { if (scancode < 512) { return inverted_scancode_table[scancode]; } else { return 0; } } static int untranslate_scancode(int translatedScancode) { for (int i = 0; i < 512; i++) { if (inverted_scancode_table[i] == translatedScancode) { return i; } } return 0; } static void gfx_sdl_onkeydown(int scancode) { int key = translate_scancode(scancode); if (on_key_down_callback != NULL) { on_key_down_callback(key); } } static void gfx_sdl_onkeyup(int scancode) { int key = translate_scancode(scancode); if (on_key_up_callback != NULL) { on_key_up_callback(key); } } static void gfx_sdl_handle_events(void) { SDL_Event event; while (SDL_PollEvent(&event)) { SohImGui::EventImpl event_impl; event_impl.sdl = { &event }; SohImGui::Update(event_impl); switch (event.type) { #ifndef TARGET_WEB // Scancodes are broken in Emscripten SDL2: https://bugzilla.libsdl.org/show_bug.cgi?id=3259 case SDL_KEYDOWN: gfx_sdl_onkeydown(event.key.keysym.scancode); break; case SDL_KEYUP: gfx_sdl_onkeyup(event.key.keysym.scancode); break; #endif case SDL_WINDOWEVENT: if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) { #ifdef __SWITCH__ Ship::Switch::GetDisplaySize(&window_width, &window_height); #else SDL_GL_GetDrawableSize(wnd, &window_width, &window_height); #endif } break; case SDL_DROPFILE: CVar_SetString("gDroppedFile", event.drop.file); CVar_SetS32("gNewFileDropped", 1); CVar_Save(); break; case SDL_QUIT: is_running = false; break; } } } static bool gfx_sdl_start_frame(void) { return true; } static uint64_t qpc_to_100ns(uint64_t qpc) { const uint64_t qpc_freq = SDL_GetPerformanceFrequency(); return qpc / qpc_freq * 10000000 + qpc % qpc_freq * 10000000 / qpc_freq; } static inline void sync_framerate_with_timer(void) { uint64_t t; t = qpc_to_100ns(SDL_GetPerformanceCounter()); const int64_t next = previous_time + 10 * FRAME_INTERVAL_US_NUMERATOR / FRAME_INTERVAL_US_DENOMINATOR; const int64_t left = next - t; if (left > 0) { #ifndef _WIN32 const timespec spec = { 0, left * 100 }; nanosleep(&spec, nullptr); #else // The accuracy of this timer seems to usually be within +- 1.0 ms LARGE_INTEGER li; li.QuadPart = -left; SetWaitableTimer(timer, &li, 0, nullptr, nullptr, false); WaitForSingleObject(timer, INFINITE); #endif } t = qpc_to_100ns(SDL_GetPerformanceCounter()); if (left > 0 && t - next < 10000) { // In case it takes some time for the application to wake up after sleep, // or inaccurate timer, // don't let that slow down the framerate. t = next; } previous_time = t; } static void gfx_sdl_swap_buffers_begin(void) { sync_framerate_with_timer(); SDL_GL_SwapWindow(wnd); } static void gfx_sdl_swap_buffers_end(void) { } static double gfx_sdl_get_time(void) { return 0.0; } static void gfx_sdl_set_target_fps(int fps) { target_fps = fps; } static void gfx_sdl_set_maximum_frame_latency(int latency) { // Not supported by SDL :( } static float gfx_sdl_get_detected_hz(void) { return 0; } static const char* gfx_sdl_get_key_name(int scancode) { return SDL_GetScancodeName((SDL_Scancode) untranslate_scancode(scancode)); } struct GfxWindowManagerAPI gfx_sdl = { gfx_sdl_init, gfx_sdl_set_keyboard_callbacks, gfx_sdl_set_fullscreen_changed_callback, gfx_sdl_set_fullscreen, gfx_sdl_show_cursor, gfx_sdl_main_loop, gfx_sdl_get_dimensions, gfx_sdl_handle_events, gfx_sdl_start_frame, gfx_sdl_swap_buffers_begin, gfx_sdl_swap_buffers_end, gfx_sdl_get_time, gfx_sdl_set_target_fps, gfx_sdl_set_maximum_frame_latency, gfx_sdl_get_detected_hz, gfx_sdl_get_key_name }; #endif