/*
* 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 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_GL2.h"
#include
#include
#include
#include
#include
#include
#if !(SDL_VIDEO_RENDER_OGL)
#error "Only the OpenGL SDL backend is supported."
#endif
/**
Custom render interface example for the SDL/GL2 backend.
Overloads the OpenGL2 render interface to load textures through SDL_image's built-in texture loading functionality.
*/
class RenderInterface_GL2_SDL : public RenderInterface_GL2 {
private:
SDL_Renderer* renderer;
public:
RenderInterface_GL2_SDL(SDL_Renderer* renderer) : renderer(renderer) {}
void RenderGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::TextureHandle texture,
const Rml::Vector2f& translation) override
{
SDL_Texture* sdl_texture = (SDL_Texture*)texture;
if (sdl_texture)
{
SDL_GL_BindTexture(sdl_texture, nullptr, nullptr);
texture = RenderInterface_GL2::TextureEnableWithoutBinding;
}
RenderInterface_GL2::RenderGeometry(vertices, num_vertices, indices, num_indices, texture, translation);
if (sdl_texture)
SDL_GL_UnbindTexture(sdl_texture);
}
bool LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions, const Rml::String& source) override
{
Rml::FileInterface* file_interface = Rml::GetFileInterface();
Rml::FileHandle file_handle = file_interface->Open(source);
if (!file_handle)
return false;
file_interface->Seek(file_handle, 0, SEEK_END);
size_t buffer_size = file_interface->Tell(file_handle);
file_interface->Seek(file_handle, 0, SEEK_SET);
char* buffer = new char[buffer_size];
file_interface->Read(buffer, buffer_size, file_handle);
file_interface->Close(file_handle);
const size_t i = source.rfind('.');
Rml::String extension = (i == Rml::String::npos ? Rml::String() : source.substr(i + 1));
SDL_Surface* surface = IMG_LoadTyped_RW(SDL_RWFromMem(buffer, int(buffer_size)), 1, extension.c_str());
bool success = false;
if (surface)
{
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
if (texture)
{
texture_handle = (Rml::TextureHandle)texture;
texture_dimensions = Rml::Vector2i(surface->w, surface->h);
success = true;
}
SDL_FreeSurface(surface);
}
delete[] buffer;
return success;
}
bool GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions) override
{
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
Uint32 rmask = 0xff000000;
Uint32 gmask = 0x00ff0000;
Uint32 bmask = 0x0000ff00;
Uint32 amask = 0x000000ff;
#else
Uint32 rmask = 0x000000ff;
Uint32 gmask = 0x0000ff00;
Uint32 bmask = 0x00ff0000;
Uint32 amask = 0xff000000;
#endif
SDL_Surface* surface = SDL_CreateRGBSurfaceFrom((void*)source, source_dimensions.x, source_dimensions.y, 32, source_dimensions.x * 4, rmask,
gmask, bmask, amask);
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
SDL_FreeSurface(surface);
texture_handle = (Rml::TextureHandle)texture;
return true;
}
void ReleaseTexture(Rml::TextureHandle texture_handle) override { SDL_DestroyTexture((SDL_Texture*)texture_handle); }
};
/**
Global data used by this backend.
Lifetime governed by the calls to Backend::Initialize() and Backend::Shutdown().
*/
struct BackendData {
BackendData(SDL_Renderer* renderer) : render_interface(renderer) {}
SystemInterface_SDL system_interface;
RenderInterface_GL2_SDL render_interface;
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
SDL_GLContext glcontext = 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) != 0)
return false;
// Request stencil buffer of at least 8-bit size to supporting clipping on transformed elements.
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Enable linear filtering and MSAA for better-looking visuals, especially when transforms are applied.
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2);
const Uint32 window_flags = (SDL_WINDOW_OPENGL | (allow_resize ? SDL_WINDOW_RESIZABLE : 0));
SDL_Window* window = SDL_CreateWindow(window_name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, window_flags);
if (!window)
{
// Try again on low-quality settings.
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
window = SDL_CreateWindow(window_name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, window_flags);
if (!window)
{
fprintf(stderr, "SDL error on create window: %s\n", SDL_GetError());
return false;
}
}
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
int opengl_renderer_index = -1;
int num_render_drivers = SDL_GetNumRenderDrivers();
for (int i = 0; i < num_render_drivers; i++)
{
SDL_RendererInfo info;
if (SDL_GetRenderDriverInfo(i, &info) == 0)
{
if (strcmp(info.name, "opengl") == 0)
opengl_renderer_index = i;
}
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, opengl_renderer_index, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (!renderer)
return false;
GLenum err = glewInit();
if (err != GLEW_OK)
{
fprintf(stderr, "GLEW error: %s\n", glewGetErrorString(err));
return false;
}
data = Rml::MakeUnique(renderer);
data->window = window;
data->glcontext = glcontext;
data->renderer = renderer;
data->system_interface.SetWindow(window);
data->render_interface.SetViewport(width, height);
return true;
}
void Backend::Shutdown()
{
RMLUI_ASSERT(data);
SDL_DestroyRenderer(data->renderer);
SDL_GL_DeleteContext(data->glcontext);
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)
{
RMLUI_ASSERT(data && context);
bool result = data->running;
data->running = true;
SDL_Event ev;
while (SDL_PollEvent(&ev))
{
switch (ev.type)
{
case SDL_QUIT:
{
result = false;
}
break;
case SDL_KEYDOWN:
{
const Rml::Input::KeyIdentifier key = RmlSDL::ConvertKey(ev.key.keysym.sym);
const int key_modifier = RmlSDL::GetKeyModifierState();
const float native_dp_ratio = 1.f;
// 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, 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;
case SDL_WINDOWEVENT:
{
switch (ev.window.event)
{
case SDL_WINDOWEVENT_SIZE_CHANGED:
{
Rml::Vector2i dimensions(ev.window.data1, ev.window.data2);
data->render_interface.SetViewport(dimensions.x, dimensions.y);
}
break;
}
RmlSDL::InputEventHandler(context, ev);
}
break;
default:
{
RmlSDL::InputEventHandler(context, ev);
}
break;
}
}
return result;
}
void Backend::RequestExit()
{
RMLUI_ASSERT(data);
data->running = false;
}
void Backend::BeginFrame()
{
RMLUI_ASSERT(data);
SDL_SetRenderDrawColor(data->renderer, 0, 0, 0, 0);
SDL_RenderClear(data->renderer);
// SDL uses shaders that we need to disable here.
glUseProgramObjectARB(0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->render_interface.BeginFrame();
}
void Backend::PresentFrame()
{
RMLUI_ASSERT(data);
data->render_interface.EndFrame();
// Draw a fake point just outside the screen to let SDL know that it needs to reset its state in case it wants to render a texture next frame.
SDL_SetRenderDrawBlendMode(data->renderer, SDL_BLENDMODE_NONE);
SDL_RenderDrawPoint(data->renderer, -1, -1);
SDL_RenderPresent(data->renderer);
}