#Import "native/app.cpp" #Import "native/app.h" Namespace mojo.app Extern Private Function AppInit()="bbApp::init" Public '#Import "assets/Roboto-Regular.ttf@/mojo" '#Import "assets/RobotoMono-Regular.ttf@/mojo" #rem monkeydoc The global AppInstance instance. #end Global App:AppInstance #rem monkeydoc @hidden #end Struct DisplayMode Field width:Int Field height:Int Field hertz:Int End #rem monkeydoc The AppInstance class. The AppInstance class is mainly reponsible for running the app 'event loop', but also provides several utility functions for managing the application. A global instance of the AppInstance class is stored in the [[App]] global variable, so you can use any member of the AppInstance simply by prefixing it with 'App.', eg: App.MilliSecs #end Class AppInstance #rem monkeydoc Invoked when the app becomes idle. #end Field Idle:Void() #rem monkeydoc Invoked when app is activated. #end Field Activated:Void() #rem monkeydoc Invoked when app is deactivated. #end Field Deactivated:Void() #rem monkeydoc @hidden #end Field ThemeChanged:Void() #rem monkeydoc Invoked when a file is dropped on an app window. #end Field FileDropped:Void( path:String ) #rem monkeydoc Key event filter. To prevent the event from being sent to a view, a filter can eat the event using [[Event.Eat]]. Filter functions should check if the event has already been 'eaten' by checking the event's [[Event.Eaten]] property before processing the event. #end Field KeyEventFilter:Void( event:KeyEvent ) #rem monkeydoc MouseEvent filter. To prevent the event from being sent to a view, a filter can eat the event using [[Event.Eat]]. Filter functions should check if the event has already been 'eaten' by checking the event's [[Event.Eaten]] property before processing the event. #end Field MouseEventFilter:Void( event:MouseEvent ) #rem monkeydoc Create a new app instance. #end Method New( config:StringMap =Null ) App=Self If Not config config=New StringMap _config=config SDL_Init( SDL_INIT_VIDEO|SDL_INIT_JOYSTICK ) 'possible fix for linux crashing at exit (can't reproduce myself). ' libc.atexit( SDL_Quit ) AppInit() Keyboard.Init() Mouse.Init() Audio.Init() SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER,1 ) #if __MOBILE_TARGET__ _touchMouse=True SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_ES ) SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION,2 ) #endif #If __TARGET__="windows" Or __TARGET__="macos" Or __TARGET__="emscripten" _captureMouse=True #Endif #If __DESKTOP_TARGET__ #if __TARGET__="windows" Local gl_major:=Int( GetConfig( "GL_context_major_version",-1 ) ) Local gl_minor:=Int( GetConfig( "GL_context_major_version",-1 ) ) Local gl_profile:Int Select GetConfig( "GL_context_profile","es" ) Case "core" gl_profile=SDL_GL_CONTEXT_PROFILE_CORE Case "compatibility" gl_profile=SDL_GL_CONTEXT_PROFILE_COMPATIBILITY Default gl_profile=SDL_GL_CONTEXT_PROFILE_ES If gl_major=-1 gl_major=2 If gl_minor=-1 gl_minor=0 End SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,gl_profile ) If gl_major<>-1 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION,gl_major ) If gl_minor<>-1 SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION,gl_minor ) #Elseif __TARGET__="raspbian" SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_ES ) SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION,2 ) #Endif SDL_GL_SetAttribute( SDL_GL_SHARE_WITH_CURRENT_CONTEXT,1 ) SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE,Int( GetConfig( "GL_depth_buffer_enabled",0 ) ) ) SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE,Int( GetConfig( "GL_stencil_buffer_enabled",0 ) ) ) 'create dummy window/context Local _sdlWindow:=SDL_CreateWindow( "",0,0,0,0,SDL_WINDOW_HIDDEN|SDL_WINDOW_OPENGL ) Assert( _sdlWindow,"FATAL ERROR: SDL_CreateWindow failed" ) Local _sdlGLContext:=SDL_GL_CreateContext( _sdlWindow ) Assert( _sdlGLContext,"FATAL ERROR: SDL_GL_CreateContext failed" ) SDL_GL_MakeCurrent( _sdlWindow,_sdlGLContext ) #Endif _defaultFont=Font.Open( "asset::fonts/DejaVuSans.ttf",16 ) _theme=Theme.Load( GetConfig( "initialTheme","asset::themes/default.json" ) ) End #rem monkeydoc Fallback font. #end Property DefaultFont:Font() Return _defaultFont End #rem monkeydoc The current theme. #end Property Theme:Theme() Return _theme Setter( theme:Theme ) _theme=theme ThemeChanged() End #rem monkeydoc True if clipboard text is empty. This is faster than checking whether [[ClipboardText]] returns an empty string. #end Property ClipboardTextEmpty:Bool() Return SDL_HasClipboardText()=SDL_FALSE End #rem monkeydoc Clipboard text. #end Property ClipboardText:String() If SDL_HasClipboardText()=SDL_FALSE Return "" Local p:=SDL_GetClipboardText() Local str:=String.FromUtf8String( p ) 'fix windows eols str=str.Replace( "~r~n","~n" ) str=str.Replace( "~r","~n" ) SDL_free( p ) Return str Setter( text:String ) SDL_SetClipboardText( text ) End #rem monkeydoc The current key view. The key view is the view key events are sent to. #end Property KeyView:View() If IsActive( _keyView ) Return _keyView If _modalView Return _modalView Return _activeWindow Setter( keyView:View ) _keyView=keyView End #rem monkeydoc The current mouse view. The mouse view is the view that the mouse is currently 'dragging'. #end Property MouseView:View() Return _mouseView End #rem monkeydoc The current hover view. The hover view is the view that the mouse is currently 'hovering' over. #end Property HoverView:View() Return _hoverView End #rem monkeydoc The desktop size #end Property DesktopSize:Vec2i() #If __TARGET__="emscripten" Return New Vec2i( 1280,960 ) #Else Local dm:SDL_DisplayMode If SDL_GetDesktopDisplayMode( 0,Varptr dm ) Return New Vec2i Return New Vec2i( dm.w,dm.h ) #Endif End #rem monkeydoc True if app is active. An app is active if any of its windows has system input focus. #end Property Active:Bool() Return _active End #rem monkeydoc The currently active window. The active window is the window that has system input focus. #end Property ActiveWindow:Window() If Not _activeWindow Local windows:=Window.VisibleWindows() If windows _activeWindow=windows[0] Endif Return _activeWindow End #rem monkeydoc Mouse location relative to the active window. @see [[ActiveWindow]], [[MouseX]], [[MouseY]] #end Property MouseLocation:Vec2i() Return _mouseLocation End Property ModalView:View() Return _modalView End #rem monkeydoc Approximate frames per second rendering rate. #end Property FPS:Float() Return _fps End #rem monkeydoc Number of milliseconds app has been running. Deprecated! Just use std.time.Millisecs() #end Property Millisecs:Int() Return std.time.Millisecs() End #If __TARGET__<>"emscripten" Method Sleep( seconds:Double ) Local timeout:=Now()+seconds Repeat Local sleep:=timeout-Now() If sleep>10 time.Sleep( sleep ) UpdateWindows() Else If sleep>0 time.Sleep( sleep ) Else Return Endif Forever End #endif #If __DESKTOP_TARGET__ #rem monkeydoc @hidden #end Method WaitIdle() Local future:=New Future Idle+=Lambda() future.Set( True ) End future.Get() End #Endif #rem monkeydoc @hidden #end Method GetConfig:String( name:String,defValue:String ) If _config.Contains( name ) Return _config[name] Return defValue End #rem monkeydoc @hidden #end Method GetDisplayModes:DisplayMode[]() Local n:=SDL_GetNumDisplayModes( 0 ) Local modes:=New DisplayMode[n] For Local i:=0 Until n Local mode:SDL_DisplayMode SDL_GetDisplayMode( 0,i,Varptr mode ) modes[i].width=mode.w modes[i].height=mode.h modes[i].hertz=mode.refresh_rate Next Return modes End #rem monkeydoc @hidden #end Method BeginModal( view:View ) _modalStack.Push( _modalView ) _modalView=view RequestRender() End #rem monkeydoc @hidden #end Method EndModal() _modalView=_modalStack.Pop() RequestRender() End #rem monkeydoc Terminate the app. #end Method Terminate() libc.exit_( 0 ) End #rem monkeydoc Request that the app render itself. #end Method RequestRender() _requestRender=True End #rem @hidden #end Method MainLoop() If Not _requestRender SDL_WaitEvent( Null ) Endif UpdateEvents() UpdateWindows() End #rem @hiddden #end Method IsActive:Bool( view:View ) Return view And view.Active And (Not _modalView Or view.IsChildOf( _modalView )) End #rem @hiddden #end Method ActiveViewAtMouseLocation:View() If Not _window Return Null Local view:=_window.FindViewAtWindowPoint( _mouseLocation ) If IsActive( view ) Return view Return Null End #rem @hidden #end Method UpdateWindows() Local render:=_requestRender _requestRender=False If render UpdateFPS() For Local window:=Eachin Window.VisibleWindows() window.UpdateWindow( render ) End If _mouseView And Not IsActive( _mouseView ) SendMouseEvent( EventType.MouseUp,_mouseView ) _mouseView=Null Endif If _hoverView And Not IsActive( _hoverView ) SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=Null Endif If Not _hoverView And Not _touchMouse _hoverView=ActiveViewAtMouseLocation() If _mouseView And _hoverView<>_mouseView _hoverView=Null If _hoverView SendMouseEvent( EventType.MouseEnter,_hoverView ) Endif End #rem monkeydoc @hidden #end Function EmscriptenMainLoop() App._requestRender=True App.MainLoop() End #rem monkeydoc Run the app. #end Method Run() #if __DESKTOP_TARGET__ SDL_AddEventWatch( _EventFilter,Null ) #endif RequestRender() #If __TARGET__="emscripten" emscripten_set_main_loop( EmscriptenMainLoop,0,1 ) #Else Repeat MainLoop() Forever #Endif End Private Field _config:StringMap Field _touchMouse:Bool=False 'Whether mouse is really touch Field _captureMouse:Bool=False 'Whether to use SDL_CaptureMouse Field _defaultFont:Font Field _theme:Theme Field _active:Bool Field _activeWindow:Window Field _keyView:View Field _hoverView:View Field _mouseView:View Field _requestRender:Bool Field _fps:Float Field _fpsFrames:Int Field _fpsMillis:Int Field _window:Window Field _key:Key Field _rawKey:Key Field _keyChar:String Field _modifiers:Modifier Field _mouseButton:MouseButton Field _mouseLocation:Vec2i Field _mouseWheel:Vec2i Field _mouseClicks:Int=0 Field _modalView:View Field _modalStack:=New Stack Field _polling:Bool Method UpdateFPS() _fpsFrames+=1 Local elapsed:=App.Millisecs-_fpsMillis If elapsed>=250 _fps=Round( _fpsFrames/(elapsed/1000.0) ) _fpsMillis+=elapsed _fpsFrames=0 Endif End Method UpdateEvents() Local event:SDL_Event _polling=True Mouse.Update() Keyboard.Update() While SDL_PollEvent( Varptr event ) Keyboard.SendEvent( Varptr event ) DispatchEvent( Varptr event ) Wend _polling=False Local idle:=Idle Idle=Null idle() End Method SendKeyEvent( type:EventType ) Local view:=KeyView Local event:=New KeyEvent( type,view,_key,_rawKey,_modifiers,_keyChar ) KeyEventFilter( event ) If event.Eaten Return If view view.SendKeyEvent( event ) End Method SendMouseEvent( type:EventType,view:View ) Local location:=view.TransformWindowPointToView( _mouseLocation ) Local event:=New MouseEvent( type,view,location,_mouseButton,_mouseWheel,_modifiers,_mouseClicks ) MouseEventFilter( event ) If event.Eaten Return view.SendMouseEvent( event ) If event.Eaten Return Select type Case EventType.MouseDown Select _mouseButton Case MouseButton.Left SendMouseEvent( EventType.MouseClick,view ) If _mouseClicks And Not (_mouseClicks & 1) SendMouseEvent( EventType.MouseDoubleClick,view ) End Case MouseButton.Right SendMouseEvent( EventType.MouseRightClick,view ) End End End Method SendWindowEvent( type:EventType ) Local event:=New WindowEvent( type,_window ) _window.SendWindowEvent( event ) End Method DispatchEvent( event:SDL_Event Ptr ) Select event->type Case SDL_KEYDOWN Local kevent:=Cast( event ) _window=Window.WindowForID( kevent->windowID ) If Not _window Return _key=Keyboard.KeyCodeToKey( Int( kevent->keysym.sym ) ) _rawKey=Keyboard.ScanCodeToRawKey( Int( kevent->keysym.scancode ) ) ' _modifiers=Keyboard.Modifiers _keyChar=Keyboard.KeyName( _key ) If kevent->repeat_ SendKeyEvent( EventType.KeyRepeat ) Else SendKeyEvent( EventType.KeyDown ) Endif _modifiers=Keyboard.Modifiers Case SDL_KEYUP Local kevent:=Cast( event ) _window=Window.WindowForID( kevent->windowID ) If Not _window Return _key=Keyboard.KeyCodeToKey( Int( kevent->keysym.sym ) ) _rawKey=Keyboard.ScanCodeToRawKey( Int( kevent->keysym.scancode ) ) ' _modifiers=Keyboard.Modifiers _keyChar=Keyboard.KeyName( _key ) SendKeyEvent( EventType.KeyUp ) _modifiers=Keyboard.Modifiers Case SDL_TEXTINPUT Local tevent:=Cast( event ) _window=Window.WindowForID( tevent->windowID ) If Not _window Return _keyChar=String.FromChar( tevent->text[0] ) SendKeyEvent( EventType.KeyChar ) Case SDL_MOUSEBUTTONDOWN Local mevent:=Cast( event ) _window=Window.WindowForID( mevent->windowID ) If Not _window Return _mouseLocation=_window.MouseScale * New Vec2i( mevent->x,mevent->y ) _mouseButton=Cast( mevent->button ) If Not _mouseView Local mouseView:=ActiveViewAtMouseLocation() If mouseView If _touchMouse _hoverView=mouseView SendMouseEvent( EventType.MouseEnter,_hoverView ) Endif If _captureMouse SDL_CaptureMouse( SDL_TRUE ) _mouseView=mouseView _mouseClicks=mevent->clicks SendMouseEvent( EventType.MouseDown,_mouseView ) _mouseClicks=0 Endif Endif Case SDL_MOUSEBUTTONUP Local mevent:=Cast( event ) _window=Window.WindowForID( mevent->windowID ) If Not _window Return _mouseLocation=_window.MouseScale * New Vec2i( mevent->x,mevent->y ) _mouseButton=Cast( mevent->button ) If _mouseView If _captureMouse SDL_CaptureMouse( SDL_FALSE ) SendMouseEvent( EventType.MouseUp,_mouseView ) _mouseButton=Null _mouseView=Null If _touchMouse SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=Null Endif Endif Case SDL_MOUSEMOTION Local mevent:=Cast( event ) _window=Window.WindowForID( mevent->windowID ) If Not _window Return _mouseLocation=_window.MouseScale * New Vec2i( mevent->x,mevent->y ) If Not _touchMouse Local hoverView:=ActiveViewAtMouseLocation() If _mouseView And hoverView<>_mouseView hoverView=Null If hoverView<>_hoverView If _hoverView SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=hoverView If _hoverView SendMouseEvent( EventType.MouseEnter,_hoverView ) Endif Endif If _mouseView SendMouseEvent( EventType.MouseMove,_mouseView ) Else If _hoverView SendMouseEvent( EventType.MouseMove,_hoverView ) Endif Case SDL_MOUSEWHEEL Local mevent:=Cast( event ) _window=Window.WindowForID( mevent->windowID ) If Not _window Return _mouseWheel=New Vec2i( mevent->x,mevent->y ) If _mouseView SendMouseEvent( EventType.MouseWheel,_mouseView ) Else If _hoverView SendMouseEvent( EventType.MouseWheel,_hoverView ) Endif Case SDL_WINDOWEVENT Local wevent:=Cast( event ) _window=Window.WindowForID( wevent->windowID ) If Not _window Return Select wevent->event Case SDL_WINDOWEVENT_CLOSE SendWindowEvent( EventType.WindowClose ) Case SDL_WINDOWEVENT_MOVED Case SDL_WINDOWEVENT_RESIZED Case SDL_WINDOWEVENT_SIZE_CHANGED Case SDL_WINDOWEVENT_FOCUS_GAINED Print "SDL_WINDOWEVENT_FOCUS_GAINED" Local active:=_active _activeWindow=_window _active=True SendWindowEvent( EventType.WindowGainedFocus ) If active<>_active Activated() Case SDL_WINDOWEVENT_FOCUS_LOST Print "SDL_WINDOWEVENT_FOCUS_LOST" Local active:=_active ' _activeWindow=Null 'Not a great idea! _active=False If _mouseView And Not _captureMouse 'should probably do this anyway? SendMouseEvent( EventType.MouseUp,_mouseView ) _mouseView=Null Endif If _hoverView SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=Null Endif SendWindowEvent( EventType.WindowLostFocus ) If active<>_active Deactivated() Case SDL_WINDOWEVENT_LEAVE If _mouseView And Not _captureMouse SendMouseEvent( EventType.MouseUp,_mouseView ) _mouseView=Null Endif If _hoverView SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=Null Endif End Case SDL_USEREVENT Local uevent:=Cast( event ) Local event:=Cast( uevent->data1 ) event->Dispatch() Case SDL_RENDER_TARGETS_RESET Print "SDL_RENDER_TARGETS_RESET" RequestRender() Case SDL_RENDER_DEVICE_RESET Print "SDL_RENDER_DEVICE_RESET" mojo.graphics.glutil.glGraphicsSeq+=1 Case SDL_WINDOWEVENT_MOVED SendWindowEvent( EventType.WindowMoved ) Case SDL_WINDOWEVENT_RESIZED SendWindowEvent( EventType.WindowResized ) UpdateWindows() Case SDL_WINDOWEVENT_EXPOSED RequestRender() Case SDL_DROPFILE Local devent:=Cast( event ) Local path:=String.FromCString( devent->file ).Replace( "\","/" ) SDL_free( devent->file ) FileDropped( path ) End End Function _EventFilter:Int( userData:Void Ptr,event:SDL_Event Ptr ) Return App.EventFilter( userData,event ) End Method EventFilter:Int( userData:Void Ptr,event:SDL_Event Ptr ) Select event[0].type Case SDL_WINDOWEVENT Local wevent:=Cast( event ) _window=Window.WindowForID( wevent->windowID ) If Not _window Return 1 Select wevent->event Case SDL_WINDOWEVENT_MOVED SendWindowEvent( EventType.WindowMoved ) Return 0 Case SDL_WINDOWEVENT_RESIZED SendWindowEvent( EventType.WindowResized ) UpdateWindows() Return 0 End #if __TARGET__="ios" Case SDL_APP_TERMINATING 'Terminate the app. 'Shut everything down before returning from this function. return 0 Case SDL_APP_LOWMEMORY 'You will get this when your app is paused and iOS wants more memory. 'Release as much memory as possible. return 0 Case SDL_APP_WILLENTERBACKGROUND 'Prepare your app to go into the background. Stop loops, etc. 'This gets called when the user hits the home button, or gets a call. return 0 Case SDL_APP_DIDENTERBACKGROUND 'This will get called if the user accepted whatever sent your app to the background. 'If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops. 'When you get this, you have 5 seconds to save all your state or the app will be terminated. 'Your app is NOT active at this point. return 0 Case SDL_APP_WILLENTERFOREGROUND 'This call happens when your app is coming back to the foreground. 'Restore all your state here. return 0 Case SDL_APP_DIDENTERFOREGROUND 'Restart your loops here. 'Your app is interactive and getting CPU again. return 0 #Endif End Return 1 End End