/*
* 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_VK.h"
#include
#include
#include
#include
#include
#if !SDL_VIDEO_VULKAN
#error "Only the Vulkan SDL backend is supported."
#endif
/**
Global data used by this backend.
Lifetime governed by the calls to Backend::Initialize() and Backend::Shutdown().
*/
struct BackendData {
SystemInterface_SDL system_interface;
RenderInterface_VK render_interface;
SDL_Window* window = 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 | SDL_INIT_EVENTS | SDL_INIT_TIMER) != 0)
return false;
const Uint32 window_flags = (SDL_WINDOW_VULKAN | (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)
{
fprintf(stderr, "SDL error on create window: %s\n", SDL_GetError());
return false;
}
data = Rml::MakeUnique();
data->window = window;
if (!data->render_interface.Initialize(
[](VkInstance instance, VkSurfaceKHR* out_surface) { return (bool)SDL_Vulkan_CreateSurface(data->window, instance, out_surface); }))
{
data.reset();
fprintf(stderr, "Could not initialize Vulkan render interface.");
return false;
}
data->system_interface.SetWindow(window);
data->render_interface.SetViewport(width, height);
return true;
}
void Backend::Shutdown()
{
RMLUI_ASSERT(data);
data->render_interface.Shutdown();
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;
}
static bool WaitForValidSwapchain()
{
bool result = true;
// In some situations the swapchain may become invalid, such as when the window is minimized. In this state the renderer cannot accept any render
// calls. Since we don't have full control over the main loop here we may risk calls to Context::Render if we were to return. Instead, we keep the
// application inside this loop until we are able to recreate the swapchain and render again.
while (!data->render_interface.IsSwapchainValid())
{
SDL_Event ev;
while (SDL_PollEvent(&ev))
{
if (ev.type == SDL_QUIT)
{
// Restore the window so that we can recreate the swapchain, and then properly release all resource and shutdown cleanly.
SDL_RestoreWindow(data->window);
result = false;
}
}
SDL_Delay(10);
data->render_interface.RecreateSwapchain();
}
return result;
}
bool Backend::ProcessEvents(Rml::Context* context, KeyDownCallback key_down_callback)
{
RMLUI_ASSERT(data && context);
bool result = data->running;
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:
{
if (ev.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
Rml::Vector2i dimensions(ev.window.data1, ev.window.data2);
context->SetDimensions(dimensions);
data->render_interface.SetViewport(dimensions.x, dimensions.y);
break;
}
}
break;
default:
{
RmlSDL::InputEventHandler(context, ev);
}
break;
}
}
if (!WaitForValidSwapchain())
result = false;
return result;
}
void Backend::RequestExit()
{
RMLUI_ASSERT(data);
data->running = false;
}
void Backend::BeginFrame()
{
RMLUI_ASSERT(data);
data->render_interface.BeginFrame();
}
void Backend::PresentFrame()
{
RMLUI_ASSERT(data);
data->render_interface.EndFrame();
}