/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "RmlUi_Backend.h"
#include "RmlUi_Platform_SDL.h"
#include "RmlUi_Renderer_SDL_GPU.h"
#include
#include
#include
/**
Global data used by this backend.
Lifetime governed by the calls to Backend::Initialize() and Backend::Shutdown().
*/
struct BackendData {
BackendData(SDL_GPUDevice* device, SDL_Window* window) : render_interface(device, window) {}
SystemInterface_SDL system_interface;
RenderInterface_SDL_GPU render_interface;
SDL_Window* window = nullptr;
SDL_GPUDevice* device = nullptr;
SDL_GPUCommandBuffer* command_buffer = nullptr;
bool running = true;
};
static Rml::UniquePtr data;
bool Backend::Initialize(const char* window_name, int width, int height, bool allow_resize)
{
RMLUI_ASSERT(!data);
if (!SDL_Init(SDL_INIT_VIDEO))
return false;
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
const float window_size_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, window_name);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_CENTERED);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_CENTERED);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, int(width * window_size_scale));
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, int(height * window_size_scale));
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN, allow_resize);
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN, true);
SDL_Window* window = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);
if (!window)
{
Rml::Log::Message(Rml::Log::LT_ERROR, "SDL error on create window: %s\n", SDL_GetError());
return false;
}
props = SDL_CreateProperties();
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, true);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, true);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, true);
#ifdef RMLUI_DEBUG
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, true);
#endif
SDL_GPUDevice* device = SDL_CreateGPUDeviceWithProperties(props);
SDL_DestroyProperties(props);
if (!device)
return false;
if (!SDL_ClaimWindowForGPUDevice(device, window))
return false;
data = Rml::MakeUnique(device, window);
data->window = window;
data->device = device;
data->system_interface.SetWindow(window);
const char* renderer_name = SDL_GetGPUDeviceDriver(device);
data->system_interface.LogMessage(Rml::Log::LT_INFO, Rml::CreateString("Using SDL device driver: %s", renderer_name));
return true;
}
void Backend::Shutdown()
{
RMLUI_ASSERT(data);
data->render_interface.Shutdown();
SDL_ReleaseWindowFromGPUDevice(data->device, data->window);
SDL_DestroyGPUDevice(data->device);
SDL_DestroyWindow(data->window);
data.reset();
SDL_Quit();
}
Rml::SystemInterface* Backend::GetSystemInterface()
{
RMLUI_ASSERT(data);
return &data->system_interface;
}
Rml::RenderInterface* Backend::GetRenderInterface()
{
RMLUI_ASSERT(data);
return &data->render_interface;
}
bool Backend::ProcessEvents(Rml::Context* context, KeyDownCallback key_down_callback, bool power_save)
{
RMLUI_ASSERT(data && context);
auto GetKey = [](const SDL_Event& event) { return event.key.key; };
auto GetDisplayScale = []() { return SDL_GetWindowDisplayScale(data->window); };
constexpr auto event_quit = SDL_EVENT_QUIT;
constexpr auto event_key_down = SDL_EVENT_KEY_DOWN;
bool has_event = false;
bool result = data->running;
data->running = true;
SDL_Event ev;
if (power_save)
has_event = SDL_WaitEventTimeout(&ev, static_cast(Rml::Math::Min(context->GetNextUpdateDelay(), 10.0) * 1000));
else
has_event = SDL_PollEvent(&ev);
while (has_event)
{
bool propagate_event = true;
switch (ev.type)
{
case event_quit:
{
propagate_event = false;
result = false;
}
break;
case event_key_down:
{
propagate_event = false;
const Rml::Input::KeyIdentifier key = RmlSDL::ConvertKey(GetKey(ev));
const int key_modifier = RmlSDL::GetKeyModifierState();
const float native_dp_ratio = GetDisplayScale();
// See if we have any global shortcuts that take priority over the context.
if (key_down_callback && !key_down_callback(context, key, key_modifier, native_dp_ratio, true))
break;
// Otherwise, hand the event over to the context by calling the input handler as normal.
if (!RmlSDL::InputEventHandler(context, data->window, ev))
break;
// The key was not consumed by the context either, try keyboard shortcuts of lower priority.
if (key_down_callback && !key_down_callback(context, key, key_modifier, native_dp_ratio, false))
break;
}
break;
default: break;
}
if (propagate_event)
RmlSDL::InputEventHandler(context, data->window, ev);
has_event = SDL_PollEvent(&ev);
}
return result;
}
void Backend::RequestExit()
{
RMLUI_ASSERT(data);
data->running = false;
}
void Backend::BeginFrame()
{
RMLUI_ASSERT(data);
data->command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
if (!data->command_buffer)
{
Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to acquire command buffer: %s", SDL_GetError());
return;
}
SDL_GPUTexture* swapchain_texture;
uint32_t width;
uint32_t height;
if (!SDL_WaitAndAcquireGPUSwapchainTexture(data->command_buffer, data->window, &swapchain_texture, &width, &height))
{
Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to acquire swapchain texture: %s", SDL_GetError());
return;
}
if (!swapchain_texture || !width || !height)
{
// Not an error. Happens on minimize
SDL_CancelGPUCommandBuffer(data->command_buffer);
return;
}
// Do your normal draw operations (make sure you clear the swapchain texture)
SDL_GPUColorTargetInfo color_info{};
color_info.texture = swapchain_texture;
color_info.load_op = SDL_GPU_LOADOP_CLEAR;
color_info.store_op = SDL_GPU_STOREOP_STORE;
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(data->command_buffer, &color_info, 1, nullptr);
SDL_EndGPURenderPass(render_pass);
data->render_interface.BeginFrame(data->command_buffer, swapchain_texture, width, height);
}
void Backend::PresentFrame()
{
RMLUI_ASSERT(data);
data->render_interface.EndFrame();
SDL_SubmitGPUCommandBuffer(data->command_buffer);
data->command_buffer = nullptr;
}