| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340 |
- /*
- * 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 <RmlUi/Core/Context.h>
- #include <RmlUi/Core/Core.h>
- #include <RmlUi/Core/FileInterface.h>
- #include <GL/glew.h>
- #include <SDL.h>
- #include <SDL_image.h>
- #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<BackendData> 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<BackendData>(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;
- 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);
- context->SetDimensions(dimensions);
- data->render_interface.SetViewport(dimensions.x, dimensions.y);
- }
- break;
- }
- }
- 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);
- }
|