protot/3rdparty/bgfx/examples/common/entry/entry_sdl.cpp

1154 lines
32 KiB
C++

/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "entry_p.h"
#if ENTRY_CONFIG_USE_SDL
#if BX_PLATFORM_WINDOWS
# define SDL_MAIN_HANDLED
#endif // BX_PLATFORM_WINDOWS
#include <bx/os.h>
#include <SDL2/SDL.h>
BX_PRAGMA_DIAGNOSTIC_PUSH()
BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wextern-c-compat")
#include <SDL2/SDL_syswm.h>
BX_PRAGMA_DIAGNOSTIC_POP()
#include <bgfx/platform.h>
#if defined(None) // X11 defines this...
# undef None
#endif // defined(None)
#include <bx/mutex.h>
#include <bx/thread.h>
#include <bx/handlealloc.h>
#include <bx/readerwriter.h>
#include <tinystl/allocator.h>
#include <tinystl/string.h>
namespace entry
{
inline bool sdlSetWindow(SDL_Window* _window)
{
SDL_SysWMinfo wmi;
SDL_VERSION(&wmi.version);
if (!SDL_GetWindowWMInfo(_window, &wmi) )
{
return false;
}
bgfx::PlatformData pd;
# if BX_PLATFORM_LINUX || BX_PLATFORM_BSD
pd.ndt = wmi.info.x11.display;
pd.nwh = (void*)(uintptr_t)wmi.info.x11.window;
# elif BX_PLATFORM_OSX
pd.ndt = NULL;
pd.nwh = wmi.info.cocoa.window;
# elif BX_PLATFORM_WINDOWS
pd.ndt = NULL;
pd.nwh = wmi.info.win.window;
# elif BX_PLATFORM_STEAMLINK
pd.ndt = wmi.info.vivante.display;
pd.nwh = wmi.info.vivante.window;
# endif // BX_PLATFORM_
pd.context = NULL;
pd.backBuffer = NULL;
pd.backBufferDS = NULL;
bgfx::setPlatformData(pd);
return true;
}
static uint8_t translateKeyModifiers(uint16_t _sdl)
{
uint8_t modifiers = 0;
modifiers |= _sdl & KMOD_LALT ? Modifier::LeftAlt : 0;
modifiers |= _sdl & KMOD_RALT ? Modifier::RightAlt : 0;
modifiers |= _sdl & KMOD_LCTRL ? Modifier::LeftCtrl : 0;
modifiers |= _sdl & KMOD_RCTRL ? Modifier::RightCtrl : 0;
modifiers |= _sdl & KMOD_LSHIFT ? Modifier::LeftShift : 0;
modifiers |= _sdl & KMOD_RSHIFT ? Modifier::RightShift : 0;
modifiers |= _sdl & KMOD_LGUI ? Modifier::LeftMeta : 0;
modifiers |= _sdl & KMOD_RGUI ? Modifier::RightMeta : 0;
return modifiers;
}
static uint8_t translateKeyModifierPress(uint16_t _key)
{
uint8_t modifier;
switch (_key)
{
case SDL_SCANCODE_LALT: { modifier = Modifier::LeftAlt; } break;
case SDL_SCANCODE_RALT: { modifier = Modifier::RightAlt; } break;
case SDL_SCANCODE_LCTRL: { modifier = Modifier::LeftCtrl; } break;
case SDL_SCANCODE_RCTRL: { modifier = Modifier::RightCtrl; } break;
case SDL_SCANCODE_LSHIFT: { modifier = Modifier::LeftShift; } break;
case SDL_SCANCODE_RSHIFT: { modifier = Modifier::RightShift; } break;
case SDL_SCANCODE_LGUI: { modifier = Modifier::LeftMeta; } break;
case SDL_SCANCODE_RGUI: { modifier = Modifier::RightMeta; } break;
default: { modifier = 0; } break;
}
return modifier;
}
static uint8_t s_translateKey[256];
static void initTranslateKey(uint16_t _sdl, Key::Enum _key)
{
BX_CHECK(_sdl < BX_COUNTOF(s_translateKey), "Out of bounds %d.", _sdl);
s_translateKey[_sdl&0xff] = (uint8_t)_key;
}
static Key::Enum translateKey(SDL_Scancode _sdl)
{
return (Key::Enum)s_translateKey[_sdl&0xff];
}
static uint8_t s_translateGamepad[256];
static void initTranslateGamepad(uint8_t _sdl, Key::Enum _button)
{
s_translateGamepad[_sdl] = _button;
}
static Key::Enum translateGamepad(uint8_t _sdl)
{
return Key::Enum(s_translateGamepad[_sdl]);
}
static uint8_t s_translateGamepadAxis[256];
static void initTranslateGamepadAxis(uint8_t _sdl, GamepadAxis::Enum _axis)
{
s_translateGamepadAxis[_sdl] = uint8_t(_axis);
}
static GamepadAxis::Enum translateGamepadAxis(uint8_t _sdl)
{
return GamepadAxis::Enum(s_translateGamepadAxis[_sdl]);
}
struct AxisDpadRemap
{
Key::Enum first;
Key::Enum second;
};
static AxisDpadRemap s_axisDpad[] =
{
{ Key::GamepadLeft, Key::GamepadRight },
{ Key::GamepadUp, Key::GamepadDown },
{ Key::None, Key::None },
{ Key::GamepadLeft, Key::GamepadRight },
{ Key::GamepadUp, Key::GamepadDown },
{ Key::None, Key::None },
};
struct GamepadSDL
{
GamepadSDL()
: m_controller(NULL)
, m_jid(INT32_MAX)
{
bx::memSet(m_value, 0, sizeof(m_value) );
// Deadzone values from xinput.h
m_deadzone[GamepadAxis::LeftX ] =
m_deadzone[GamepadAxis::LeftY ] = 7849;
m_deadzone[GamepadAxis::RightX] =
m_deadzone[GamepadAxis::RightY] = 8689;
m_deadzone[GamepadAxis::LeftZ ] =
m_deadzone[GamepadAxis::RightZ] = 30;
}
void create(const SDL_JoyDeviceEvent& _jev)
{
m_joystick = SDL_JoystickOpen(_jev.which);
SDL_Joystick* joystick = m_joystick;
m_jid = SDL_JoystickInstanceID(joystick);
}
void create(const SDL_ControllerDeviceEvent& _cev)
{
m_controller = SDL_GameControllerOpen(_cev.which);
SDL_Joystick* joystick = SDL_GameControllerGetJoystick(m_controller);
m_jid = SDL_JoystickInstanceID(joystick);
}
void update(EventQueue& _eventQueue, WindowHandle _handle, GamepadHandle _gamepad, GamepadAxis::Enum _axis, int32_t _value)
{
if (filter(_axis, &_value) )
{
_eventQueue.postAxisEvent(_handle, _gamepad, _axis, _value);
if (Key::None != s_axisDpad[_axis].first)
{
if (_value == 0)
{
_eventQueue.postKeyEvent(_handle, s_axisDpad[_axis].first, 0, false);
_eventQueue.postKeyEvent(_handle, s_axisDpad[_axis].second, 0, false);
}
else
{
_eventQueue.postKeyEvent(_handle
, 0 > _value ? s_axisDpad[_axis].first : s_axisDpad[_axis].second
, 0
, true
);
}
}
}
}
void destroy()
{
if (NULL != m_controller)
{
SDL_GameControllerClose(m_controller);
m_controller = NULL;
}
if (NULL != m_joystick)
{
SDL_JoystickClose(m_joystick);
m_joystick = NULL;
}
m_jid = INT32_MAX;
}
bool filter(GamepadAxis::Enum _axis, int32_t* _value)
{
const int32_t old = m_value[_axis];
const int32_t deadzone = m_deadzone[_axis];
int32_t value = *_value;
value = value > deadzone || value < -deadzone ? value : 0;
m_value[_axis] = value;
*_value = value;
return old != value;
}
int32_t m_value[GamepadAxis::Count];
int32_t m_deadzone[GamepadAxis::Count];
SDL_Joystick* m_joystick;
SDL_GameController* m_controller;
// SDL_Haptic* m_haptic;
SDL_JoystickID m_jid;
};
struct MainThreadEntry
{
int m_argc;
char** m_argv;
static int32_t threadFunc(bx::Thread* _thread, void* _userData);
};
///
static void* sdlNativeWindowHandle(SDL_Window* _window)
{
SDL_SysWMinfo wmi;
SDL_VERSION(&wmi.version);
if (!SDL_GetWindowWMInfo(_window, &wmi) )
{
return NULL;
}
# if BX_PLATFORM_LINUX || BX_PLATFORM_BSD
return (void*)wmi.info.x11.window;
# elif BX_PLATFORM_OSX
return wmi.info.cocoa.window;
# elif BX_PLATFORM_WINDOWS
return wmi.info.win.window;
# elif BX_PLATFORM_STEAMLINK
return wmi.info.vivante.window;
# endif // BX_PLATFORM_
}
struct Msg
{
Msg()
: m_x(0)
, m_y(0)
, m_width(0)
, m_height(0)
, m_flags(0)
, m_flagsEnabled(false)
{
}
int32_t m_x;
int32_t m_y;
uint32_t m_width;
uint32_t m_height;
uint32_t m_flags;
tinystl::string m_title;
bool m_flagsEnabled;
};
static uint32_t s_userEventStart;
enum SDL_USER_WINDOW
{
SDL_USER_WINDOW_CREATE,
SDL_USER_WINDOW_DESTROY,
SDL_USER_WINDOW_SET_TITLE,
SDL_USER_WINDOW_SET_FLAGS,
SDL_USER_WINDOW_SET_POS,
SDL_USER_WINDOW_SET_SIZE,
SDL_USER_WINDOW_TOGGLE_FRAME,
SDL_USER_WINDOW_TOGGLE_FULL_SCREEN,
SDL_USER_WINDOW_MOUSE_LOCK,
};
static void sdlPostEvent(SDL_USER_WINDOW _type, WindowHandle _handle, Msg* _msg = NULL, uint32_t _code = 0)
{
SDL_Event event;
SDL_UserEvent& uev = event.user;
uev.type = s_userEventStart + _type;
union { void* p; WindowHandle h; } cast;
cast.h = _handle;
uev.data1 = cast.p;
uev.data2 = _msg;
uev.code = _code;
SDL_PushEvent(&event);
}
static WindowHandle getWindowHandle(const SDL_UserEvent& _uev)
{
union { void* p; WindowHandle h; } cast;
cast.p = _uev.data1;
return cast.h;
}
struct Context
{
Context()
: m_width(ENTRY_DEFAULT_WIDTH)
, m_height(ENTRY_DEFAULT_HEIGHT)
, m_aspectRatio(16.0f/9.0f)
, m_mx(0)
, m_my(0)
, m_mz(0)
, m_mouseLock(false)
, m_fullscreen(false)
{
bx::memSet(s_translateKey, 0, sizeof(s_translateKey) );
initTranslateKey(SDL_SCANCODE_ESCAPE, Key::Esc);
initTranslateKey(SDL_SCANCODE_RETURN, Key::Return);
initTranslateKey(SDL_SCANCODE_TAB, Key::Tab);
initTranslateKey(SDL_SCANCODE_BACKSPACE, Key::Backspace);
initTranslateKey(SDL_SCANCODE_SPACE, Key::Space);
initTranslateKey(SDL_SCANCODE_UP, Key::Up);
initTranslateKey(SDL_SCANCODE_DOWN, Key::Down);
initTranslateKey(SDL_SCANCODE_LEFT, Key::Left);
initTranslateKey(SDL_SCANCODE_RIGHT, Key::Right);
initTranslateKey(SDL_SCANCODE_PAGEUP, Key::PageUp);
initTranslateKey(SDL_SCANCODE_PAGEDOWN, Key::PageDown);
initTranslateKey(SDL_SCANCODE_HOME, Key::Home);
initTranslateKey(SDL_SCANCODE_END, Key::End);
initTranslateKey(SDL_SCANCODE_PRINTSCREEN, Key::Print);
initTranslateKey(SDL_SCANCODE_KP_PLUS, Key::Plus);
initTranslateKey(SDL_SCANCODE_EQUALS, Key::Plus);
initTranslateKey(SDL_SCANCODE_KP_MINUS, Key::Minus);
initTranslateKey(SDL_SCANCODE_MINUS, Key::Minus);
initTranslateKey(SDL_SCANCODE_GRAVE, Key::Tilde);
initTranslateKey(SDL_SCANCODE_KP_COMMA, Key::Comma);
initTranslateKey(SDL_SCANCODE_COMMA, Key::Comma);
initTranslateKey(SDL_SCANCODE_KP_PERIOD, Key::Period);
initTranslateKey(SDL_SCANCODE_PERIOD, Key::Period);
initTranslateKey(SDL_SCANCODE_SLASH, Key::Slash);
initTranslateKey(SDL_SCANCODE_F1, Key::F1);
initTranslateKey(SDL_SCANCODE_F2, Key::F2);
initTranslateKey(SDL_SCANCODE_F3, Key::F3);
initTranslateKey(SDL_SCANCODE_F4, Key::F4);
initTranslateKey(SDL_SCANCODE_F5, Key::F5);
initTranslateKey(SDL_SCANCODE_F6, Key::F6);
initTranslateKey(SDL_SCANCODE_F7, Key::F7);
initTranslateKey(SDL_SCANCODE_F8, Key::F8);
initTranslateKey(SDL_SCANCODE_F9, Key::F9);
initTranslateKey(SDL_SCANCODE_F10, Key::F10);
initTranslateKey(SDL_SCANCODE_F11, Key::F11);
initTranslateKey(SDL_SCANCODE_F12, Key::F12);
initTranslateKey(SDL_SCANCODE_KP_0, Key::NumPad0);
initTranslateKey(SDL_SCANCODE_KP_1, Key::NumPad1);
initTranslateKey(SDL_SCANCODE_KP_2, Key::NumPad2);
initTranslateKey(SDL_SCANCODE_KP_3, Key::NumPad3);
initTranslateKey(SDL_SCANCODE_KP_4, Key::NumPad4);
initTranslateKey(SDL_SCANCODE_KP_5, Key::NumPad5);
initTranslateKey(SDL_SCANCODE_KP_6, Key::NumPad6);
initTranslateKey(SDL_SCANCODE_KP_7, Key::NumPad7);
initTranslateKey(SDL_SCANCODE_KP_8, Key::NumPad8);
initTranslateKey(SDL_SCANCODE_KP_9, Key::NumPad9);
initTranslateKey(SDL_SCANCODE_0, Key::Key0);
initTranslateKey(SDL_SCANCODE_1, Key::Key1);
initTranslateKey(SDL_SCANCODE_2, Key::Key2);
initTranslateKey(SDL_SCANCODE_3, Key::Key3);
initTranslateKey(SDL_SCANCODE_4, Key::Key4);
initTranslateKey(SDL_SCANCODE_5, Key::Key5);
initTranslateKey(SDL_SCANCODE_6, Key::Key6);
initTranslateKey(SDL_SCANCODE_7, Key::Key7);
initTranslateKey(SDL_SCANCODE_8, Key::Key8);
initTranslateKey(SDL_SCANCODE_9, Key::Key9);
initTranslateKey(SDL_SCANCODE_A, Key::KeyA);
initTranslateKey(SDL_SCANCODE_B, Key::KeyB);
initTranslateKey(SDL_SCANCODE_C, Key::KeyC);
initTranslateKey(SDL_SCANCODE_D, Key::KeyD);
initTranslateKey(SDL_SCANCODE_E, Key::KeyE);
initTranslateKey(SDL_SCANCODE_F, Key::KeyF);
initTranslateKey(SDL_SCANCODE_G, Key::KeyG);
initTranslateKey(SDL_SCANCODE_H, Key::KeyH);
initTranslateKey(SDL_SCANCODE_I, Key::KeyI);
initTranslateKey(SDL_SCANCODE_J, Key::KeyJ);
initTranslateKey(SDL_SCANCODE_K, Key::KeyK);
initTranslateKey(SDL_SCANCODE_L, Key::KeyL);
initTranslateKey(SDL_SCANCODE_M, Key::KeyM);
initTranslateKey(SDL_SCANCODE_N, Key::KeyN);
initTranslateKey(SDL_SCANCODE_O, Key::KeyO);
initTranslateKey(SDL_SCANCODE_P, Key::KeyP);
initTranslateKey(SDL_SCANCODE_Q, Key::KeyQ);
initTranslateKey(SDL_SCANCODE_R, Key::KeyR);
initTranslateKey(SDL_SCANCODE_S, Key::KeyS);
initTranslateKey(SDL_SCANCODE_T, Key::KeyT);
initTranslateKey(SDL_SCANCODE_U, Key::KeyU);
initTranslateKey(SDL_SCANCODE_V, Key::KeyV);
initTranslateKey(SDL_SCANCODE_W, Key::KeyW);
initTranslateKey(SDL_SCANCODE_X, Key::KeyX);
initTranslateKey(SDL_SCANCODE_Y, Key::KeyY);
initTranslateKey(SDL_SCANCODE_Z, Key::KeyZ);
bx::memSet(s_translateGamepad, uint8_t(Key::Count), sizeof(s_translateGamepad) );
initTranslateGamepad(SDL_CONTROLLER_BUTTON_A, Key::GamepadA);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_B, Key::GamepadB);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_X, Key::GamepadX);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_Y, Key::GamepadY);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_LEFTSTICK, Key::GamepadThumbL);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_RIGHTSTICK, Key::GamepadThumbR);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, Key::GamepadShoulderL);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, Key::GamepadShoulderR);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_UP, Key::GamepadUp);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_DOWN, Key::GamepadDown);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_LEFT, Key::GamepadLeft);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, Key::GamepadRight);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_BACK, Key::GamepadBack);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_START, Key::GamepadStart);
initTranslateGamepad(SDL_CONTROLLER_BUTTON_GUIDE, Key::GamepadGuide);
bx::memSet(s_translateGamepadAxis, uint8_t(GamepadAxis::Count), sizeof(s_translateGamepadAxis) );
initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_LEFTX, GamepadAxis::LeftX);
initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_LEFTY, GamepadAxis::LeftY);
initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT, GamepadAxis::LeftZ);
initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_RIGHTX, GamepadAxis::RightX);
initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_RIGHTY, GamepadAxis::RightY);
initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, GamepadAxis::RightZ);
}
int run(int _argc, char** _argv)
{
m_mte.m_argc = _argc;
m_mte.m_argv = _argv;
SDL_Init(0
| SDL_INIT_GAMECONTROLLER
);
m_windowAlloc.alloc();
m_window[0] = SDL_CreateWindow("bgfx"
, SDL_WINDOWPOS_UNDEFINED
, SDL_WINDOWPOS_UNDEFINED
, m_width
, m_height
, SDL_WINDOW_SHOWN
| SDL_WINDOW_RESIZABLE
);
m_flags[0] = 0
| ENTRY_WINDOW_FLAG_ASPECT_RATIO
| ENTRY_WINDOW_FLAG_FRAME
;
s_userEventStart = SDL_RegisterEvents(7);
sdlSetWindow(m_window[0]);
bgfx::renderFrame();
m_thread.init(MainThreadEntry::threadFunc, &m_mte);
// Force window resolution...
WindowHandle defaultWindow = { 0 };
setWindowSize(defaultWindow, m_width, m_height, true);
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
bx::FileReaderI* reader = NULL;
while (NULL == reader)
{
reader = getFileReader();
bx::sleep(100);
}
if (bx::open(reader, "gamecontrollerdb.txt") )
{
bx::AllocatorI* allocator = getAllocator();
uint32_t size = (uint32_t)bx::getSize(reader);
void* data = BX_ALLOC(allocator, size + 1);
bx::read(reader, data, size);
bx::close(reader);
((char*)data)[size] = '\0';
if (SDL_GameControllerAddMapping( (char*)data) < 0) {
DBG("SDL game controller add mapping failed: %s", SDL_GetError());
}
BX_FREE(allocator, data);
}
bool exit = false;
SDL_Event event;
while (!exit)
{
bgfx::renderFrame();
while (SDL_PollEvent(&event) )
{
switch (event.type)
{
case SDL_QUIT:
m_eventQueue.postExitEvent();
exit = true;
break;
case SDL_MOUSEMOTION:
{
const SDL_MouseMotionEvent& mev = event.motion;
m_mx = mev.x;
m_my = mev.y;
WindowHandle handle = findHandle(mev.windowID);
if (isValid(handle) )
{
m_eventQueue.postMouseEvent(handle, m_mx, m_my, m_mz);
}
}
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
const SDL_MouseButtonEvent& mev = event.button;
WindowHandle handle = findHandle(mev.windowID);
if (isValid(handle) )
{
MouseButton::Enum button;
switch (mev.button)
{
default:
case SDL_BUTTON_LEFT: button = MouseButton::Left; break;
case SDL_BUTTON_MIDDLE: button = MouseButton::Middle; break;
case SDL_BUTTON_RIGHT: button = MouseButton::Right; break;
}
m_eventQueue.postMouseEvent(handle
, mev.x
, mev.y
, 0
, button
, mev.type == SDL_MOUSEBUTTONDOWN
);
}
}
break;
case SDL_MOUSEWHEEL:
{
const SDL_MouseWheelEvent& mev = event.wheel;
m_mz += mev.y;
WindowHandle handle = findHandle(mev.windowID);
if (isValid(handle) )
{
m_eventQueue.postMouseEvent(handle, m_mx, m_my, m_mz);
}
}
break;
case SDL_TEXTINPUT:
{
const SDL_TextInputEvent& tev = event.text;
WindowHandle handle = findHandle(tev.windowID);
if (isValid(handle) )
{
m_eventQueue.postCharEvent(handle, 1, (const uint8_t*)tev.text);
}
}
break;
case SDL_KEYDOWN:
{
const SDL_KeyboardEvent& kev = event.key;
WindowHandle handle = findHandle(kev.windowID);
if (isValid(handle) )
{
uint8_t modifiers = translateKeyModifiers(kev.keysym.mod);
Key::Enum key = translateKey(kev.keysym.scancode);
#if 0
DBG("SDL scancode %d, key %d, name %s, key name %s"
, kev.keysym.scancode
, key
, SDL_GetScancodeName(kev.keysym.scancode)
, SDL_GetKeyName(kev.keysym.scancode)
);
#endif // 0
/// If you only press (e.g.) 'shift' and nothing else, then key == 'shift', modifier == 0.
/// Further along, pressing 'shift' + 'ctrl' would be: key == 'shift', modifier == 'ctrl.
if (0 == key && 0 == modifiers)
{
modifiers = translateKeyModifierPress(kev.keysym.scancode);
}
if (Key::Esc == key)
{
uint8_t pressedChar[4];
pressedChar[0] = 0x1b;
m_eventQueue.postCharEvent(handle, 1, pressedChar);
}
else if (Key::Return == key)
{
uint8_t pressedChar[4];
pressedChar[0] = 0x0d;
m_eventQueue.postCharEvent(handle, 1, pressedChar);
}
else if (Key::Backspace == key)
{
uint8_t pressedChar[4];
pressedChar[0] = 0x08;
m_eventQueue.postCharEvent(handle, 1, pressedChar);
}
m_eventQueue.postKeyEvent(handle, key, modifiers, kev.state == SDL_PRESSED);
}
}
break;
case SDL_KEYUP:
{
const SDL_KeyboardEvent& kev = event.key;
WindowHandle handle = findHandle(kev.windowID);
if (isValid(handle) )
{
uint8_t modifiers = translateKeyModifiers(kev.keysym.mod);
Key::Enum key = translateKey(kev.keysym.scancode);
m_eventQueue.postKeyEvent(handle, key, modifiers, kev.state == SDL_PRESSED);
}
}
break;
case SDL_WINDOWEVENT:
{
const SDL_WindowEvent& wev = event.window;
switch (wev.event)
{
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
{
WindowHandle handle = findHandle(wev.windowID);
setWindowSize(handle, wev.data1, wev.data2);
}
break;
case SDL_WINDOWEVENT_SHOWN:
case SDL_WINDOWEVENT_HIDDEN:
case SDL_WINDOWEVENT_EXPOSED:
case SDL_WINDOWEVENT_MOVED:
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
case SDL_WINDOWEVENT_ENTER:
case SDL_WINDOWEVENT_LEAVE:
case SDL_WINDOWEVENT_FOCUS_GAINED:
case SDL_WINDOWEVENT_FOCUS_LOST:
break;
case SDL_WINDOWEVENT_CLOSE:
{
WindowHandle handle = findHandle(wev.windowID);
if (0 == handle.idx)
{
m_eventQueue.postExitEvent();
exit = true;
}
}
break;
}
}
break;
case SDL_JOYAXISMOTION:
{
const SDL_JoyAxisEvent& jev = event.jaxis;
GamepadHandle handle = findGamepad(jev.which);
if (isValid(handle) )
{
GamepadAxis::Enum axis = translateGamepadAxis(jev.axis);
m_gamepad[handle.idx].update(m_eventQueue, defaultWindow, handle, axis, jev.value);
}
}
break;
case SDL_CONTROLLERAXISMOTION:
{
const SDL_ControllerAxisEvent& aev = event.caxis;
GamepadHandle handle = findGamepad(aev.which);
if (isValid(handle) )
{
GamepadAxis::Enum axis = translateGamepadAxis(aev.axis);
m_gamepad[handle.idx].update(m_eventQueue, defaultWindow, handle, axis, aev.value);
}
}
break;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
{
const SDL_JoyButtonEvent& bev = event.jbutton;
GamepadHandle handle = findGamepad(bev.which);
if (isValid(handle) )
{
Key::Enum key = translateGamepad(bev.button);
if (Key::Count != key)
{
m_eventQueue.postKeyEvent(defaultWindow, key, 0, event.type == SDL_JOYBUTTONDOWN);
}
}
}
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
const SDL_ControllerButtonEvent& bev = event.cbutton;
GamepadHandle handle = findGamepad(bev.which);
if (isValid(handle) )
{
Key::Enum key = translateGamepad(bev.button);
if (Key::Count != key)
{
m_eventQueue.postKeyEvent(defaultWindow, key, 0, event.type == SDL_CONTROLLERBUTTONDOWN);
}
}
}
break;
case SDL_JOYDEVICEADDED:
{
GamepadHandle handle = { m_gamepadAlloc.alloc() };
if (isValid(handle) )
{
const SDL_JoyDeviceEvent& jev = event.jdevice;
m_gamepad[handle.idx].create(jev);
m_eventQueue.postGamepadEvent(defaultWindow, handle, true);
}
}
break;
case SDL_JOYDEVICEREMOVED:
{
const SDL_JoyDeviceEvent& jev = event.jdevice;
GamepadHandle handle = findGamepad(jev.which);
if (isValid(handle) )
{
m_gamepad[handle.idx].destroy();
m_gamepadAlloc.free(handle.idx);
m_eventQueue.postGamepadEvent(defaultWindow, handle, false);
}
}
break;
case SDL_CONTROLLERDEVICEADDED:
{
GamepadHandle handle = { m_gamepadAlloc.alloc() };
if (isValid(handle) )
{
const SDL_ControllerDeviceEvent& cev = event.cdevice;
m_gamepad[handle.idx].create(cev);
m_eventQueue.postGamepadEvent(defaultWindow, handle, true);
}
}
break;
case SDL_CONTROLLERDEVICEREMAPPED:
{
}
break;
case SDL_CONTROLLERDEVICEREMOVED:
{
const SDL_ControllerDeviceEvent& cev = event.cdevice;
GamepadHandle handle = findGamepad(cev.which);
if (isValid(handle) )
{
m_gamepad[handle.idx].destroy();
m_gamepadAlloc.free(handle.idx);
m_eventQueue.postGamepadEvent(defaultWindow, handle, false);
}
}
break;
case SDL_DROPFILE:
{
const SDL_DropEvent& dev = event.drop;
WindowHandle handle = defaultWindow; //findHandle(dev.windowID);
if (isValid(handle) )
{
m_eventQueue.postDropFileEvent(handle, dev.file);
SDL_free(dev.file);
}
}
break;
default:
{
const SDL_UserEvent& uev = event.user;
switch (uev.type - s_userEventStart)
{
case SDL_USER_WINDOW_CREATE:
{
WindowHandle handle = getWindowHandle(uev);
Msg* msg = (Msg*)uev.data2;
m_window[handle.idx] = SDL_CreateWindow(msg->m_title.c_str()
, msg->m_x
, msg->m_y
, msg->m_width
, msg->m_height
, SDL_WINDOW_SHOWN
| SDL_WINDOW_RESIZABLE
);
m_flags[handle.idx] = msg->m_flags;
void* nwh = sdlNativeWindowHandle(m_window[handle.idx]);
if (NULL != nwh)
{
m_eventQueue.postSizeEvent(handle, msg->m_width, msg->m_height);
m_eventQueue.postWindowEvent(handle, nwh);
}
delete msg;
}
break;
case SDL_USER_WINDOW_DESTROY:
{
WindowHandle handle = getWindowHandle(uev);
if (isValid(handle) )
{
m_eventQueue.postWindowEvent(handle);
SDL_DestroyWindow(m_window[handle.idx]);
m_window[handle.idx] = NULL;
}
}
break;
case SDL_USER_WINDOW_SET_TITLE:
{
WindowHandle handle = getWindowHandle(uev);
Msg* msg = (Msg*)uev.data2;
if (isValid(handle) )
{
SDL_SetWindowTitle(m_window[handle.idx], msg->m_title.c_str() );
}
delete msg;
}
break;
case SDL_USER_WINDOW_SET_FLAGS:
{
WindowHandle handle = getWindowHandle(uev);
Msg* msg = (Msg*)uev.data2;
if (msg->m_flagsEnabled)
{
m_flags[handle.idx] |= msg->m_flags;
}
else
{
m_flags[handle.idx] &= ~msg->m_flags;
}
delete msg;
}
break;
case SDL_USER_WINDOW_SET_POS:
{
WindowHandle handle = getWindowHandle(uev);
Msg* msg = (Msg*)uev.data2;
SDL_SetWindowPosition(m_window[handle.idx], msg->m_x, msg->m_y);
delete msg;
}
break;
case SDL_USER_WINDOW_SET_SIZE:
{
WindowHandle handle = getWindowHandle(uev);
Msg* msg = (Msg*)uev.data2;
if (isValid(handle) )
{
setWindowSize(handle, msg->m_width, msg->m_height);
}
delete msg;
}
break;
case SDL_USER_WINDOW_TOGGLE_FRAME:
{
WindowHandle handle = getWindowHandle(uev);
if (isValid(handle) )
{
m_flags[handle.idx] ^= ENTRY_WINDOW_FLAG_FRAME;
SDL_SetWindowBordered(m_window[handle.idx], (SDL_bool)!!(m_flags[handle.idx] & ENTRY_WINDOW_FLAG_FRAME) );
}
}
break;
case SDL_USER_WINDOW_TOGGLE_FULL_SCREEN:
{
WindowHandle handle = getWindowHandle(uev);
m_fullscreen = !m_fullscreen;
SDL_SetWindowFullscreen(m_window[handle.idx], m_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
}
break;
case SDL_USER_WINDOW_MOUSE_LOCK:
{
SDL_SetRelativeMouseMode(!!uev.code ? SDL_TRUE : SDL_FALSE);
}
break;
default:
break;
}
}
break;
}
}
}
while (bgfx::RenderFrame::NoContext != bgfx::renderFrame() ) {};
m_thread.shutdown();
SDL_DestroyWindow(m_window[0]);
SDL_Quit();
return m_thread.getExitCode();
}
WindowHandle findHandle(uint32_t _windowId)
{
SDL_Window* window = SDL_GetWindowFromID(_windowId);
return findHandle(window);
}
WindowHandle findHandle(SDL_Window* _window)
{
bx::MutexScope scope(m_lock);
for (uint32_t ii = 0, num = m_windowAlloc.getNumHandles(); ii < num; ++ii)
{
uint16_t idx = m_windowAlloc.getHandleAt(ii);
if (_window == m_window[idx])
{
WindowHandle handle = { idx };
return handle;
}
}
WindowHandle invalid = { UINT16_MAX };
return invalid;
}
void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height, bool _force = false)
{
if (_width != m_width
|| _height != m_height
|| _force)
{
m_width = _width;
m_height = _height;
SDL_SetWindowSize(m_window[_handle.idx], m_width, m_height);
m_eventQueue.postSizeEvent(_handle, m_width, m_height);
}
}
GamepadHandle findGamepad(SDL_JoystickID _jid)
{
for (uint32_t ii = 0, num = m_gamepadAlloc.getNumHandles(); ii < num; ++ii)
{
uint16_t idx = m_gamepadAlloc.getHandleAt(ii);
if (_jid == m_gamepad[idx].m_jid)
{
GamepadHandle handle = { idx };
return handle;
}
}
GamepadHandle invalid = { UINT16_MAX };
return invalid;
}
MainThreadEntry m_mte;
bx::Thread m_thread;
EventQueue m_eventQueue;
bx::Mutex m_lock;
bx::HandleAllocT<ENTRY_CONFIG_MAX_WINDOWS> m_windowAlloc;
SDL_Window* m_window[ENTRY_CONFIG_MAX_WINDOWS];
uint32_t m_flags[ENTRY_CONFIG_MAX_WINDOWS];
bx::HandleAllocT<ENTRY_CONFIG_MAX_GAMEPADS> m_gamepadAlloc;
GamepadSDL m_gamepad[ENTRY_CONFIG_MAX_GAMEPADS];
uint32_t m_width;
uint32_t m_height;
float m_aspectRatio;
int32_t m_mx;
int32_t m_my;
int32_t m_mz;
bool m_mouseLock;
bool m_fullscreen;
};
static Context s_ctx;
const Event* poll()
{
return s_ctx.m_eventQueue.poll();
}
const Event* poll(WindowHandle _handle)
{
return s_ctx.m_eventQueue.poll(_handle);
}
void release(const Event* _event)
{
s_ctx.m_eventQueue.release(_event);
}
WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags, const char* _title)
{
bx::MutexScope scope(s_ctx.m_lock);
WindowHandle handle = { s_ctx.m_windowAlloc.alloc() };
if (UINT16_MAX != handle.idx)
{
Msg* msg = new Msg;
msg->m_x = _x;
msg->m_y = _y;
msg->m_width = _width;
msg->m_height = _height;
msg->m_title = _title;
msg->m_flags = _flags;
sdlPostEvent(SDL_USER_WINDOW_CREATE, handle, msg);
}
return handle;
}
void destroyWindow(WindowHandle _handle)
{
if (UINT16_MAX != _handle.idx)
{
sdlPostEvent(SDL_USER_WINDOW_DESTROY, _handle);
bx::MutexScope scope(s_ctx.m_lock);
s_ctx.m_windowAlloc.free(_handle.idx);
}
}
void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y)
{
Msg* msg = new Msg;
msg->m_x = _x;
msg->m_y = _y;
sdlPostEvent(SDL_USER_WINDOW_SET_POS, _handle, msg);
}
void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height)
{
Msg* msg = new Msg;
msg->m_width = _width;
msg->m_height = _height;
sdlPostEvent(SDL_USER_WINDOW_SET_SIZE, _handle, msg);
}
void setWindowTitle(WindowHandle _handle, const char* _title)
{
Msg* msg = new Msg;
msg->m_title = _title;
sdlPostEvent(SDL_USER_WINDOW_SET_TITLE, _handle, msg);
}
void setWindowFlags(WindowHandle _handle, uint32_t _flags, bool _enabled)
{
Msg* msg = new Msg;
msg->m_flags = _flags;
msg->m_flagsEnabled = _enabled;
sdlPostEvent(SDL_USER_WINDOW_SET_FLAGS, _handle, msg);
}
void toggleFullscreen(WindowHandle _handle)
{
sdlPostEvent(SDL_USER_WINDOW_TOGGLE_FULL_SCREEN, _handle);
}
void setMouseLock(WindowHandle _handle, bool _lock)
{
sdlPostEvent(SDL_USER_WINDOW_MOUSE_LOCK, _handle, NULL, _lock);
}
int32_t MainThreadEntry::threadFunc(bx::Thread* _thread, void* _userData)
{
BX_UNUSED(_thread);
MainThreadEntry* self = (MainThreadEntry*)_userData;
int32_t result = main(self->m_argc, self->m_argv);
SDL_Event event;
SDL_QuitEvent& qev = event.quit;
qev.type = SDL_QUIT;
SDL_PushEvent(&event);
return result;
}
} // namespace entry
int main(int _argc, char** _argv)
{
using namespace entry;
return s_ctx.run(_argc, _argv);
}
#endif // ENTRY_CONFIG_USE_SDL