Shipwright/libultraship/libultraship/Lib/Fast3D/gfx_sdl2.cpp

404 lines
14 KiB
C++

#include <stdio.h>
#if defined(ENABLE_OPENGL)
#ifdef __MINGW32__
#define FOR_WINDOWS 1
#else
#define FOR_WINDOWS 0
#endif
#if FOR_WINDOWS
#include <GL/glew.h>
#include "SDL.h"
#define GL_GLEXT_PROTOTYPES 1
#include "SDL_opengl.h"
#elif __APPLE__
#include <SDL.h>
#elif __SWITCH__
#include <SDL2/SDL.h>
#include <switch.h>
#include <glad/glad.h>
#include "../../SwitchImpl.h"
#else
#include <SDL2/SDL.h>
#define GL_GLEXT_PROTOTYPES 1
#include <SDL2/SDL_opengles2.h>
#endif
#include "../../ImGuiImpl.h"
#include "../../Cvar.h"
#include "../../Hooks.h"
#include "gfx_window_manager_api.h"
#include "gfx_screen_config.h"
#ifdef _WIN32
#include <WTypesbase.h>
#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<Ship::ExitGame>();
}
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:
Ship::ExecuteHooks<Ship::ExitGame>();
SDL_Quit(); // bandaid fix for linux window closing issue
exit(0);
}
}
}
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