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- /*
- * 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_SFML.h"
- #include "RmlUi_Renderer_GL2.h"
- #include <RmlUi/Core/Context.h>
- #include <RmlUi/Core/Core.h>
- #include <RmlUi/Core/FileInterface.h>
- #include <RmlUi/Core/Profiling.h>
- #include <RmlUi/Debugger/Debugger.h>
- #include <SFML/Graphics.hpp>
- #include <SFML/Window.hpp>
- /**
- Custom render interface example for the SFML/GL2 backend.
- Overloads the OpenGL2 render interface to load textures through SFML's built-in texture loading functionality.
- */
- class RenderInterface_GL2_SFML : public RenderInterface_GL2 {
- public:
- // -- Inherited from Rml::RenderInterface --
- void RenderGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::TextureHandle texture,
- const Rml::Vector2f& translation) override
- {
- if (texture)
- {
- sf::Texture::bind((sf::Texture*)texture);
- texture = RenderInterface_GL2::TextureEnableWithoutBinding;
- }
- RenderInterface_GL2::RenderGeometry(vertices, num_vertices, indices, num_indices, texture, translation);
- }
- 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);
- sf::Texture* texture = new sf::Texture();
- texture->setSmooth(true);
- bool success = texture->loadFromMemory(buffer, buffer_size);
- delete[] buffer;
- if (success)
- {
- texture_handle = (Rml::TextureHandle)texture;
- texture_dimensions = Rml::Vector2i(texture->getSize().x, texture->getSize().y);
- }
- else
- {
- delete texture;
- }
- return success;
- }
- bool GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions) override
- {
- sf::Texture* texture = new sf::Texture();
- texture->setSmooth(true);
- if (!texture->create(source_dimensions.x, source_dimensions.y))
- {
- delete texture;
- return false;
- }
- texture->update(source, source_dimensions.x, source_dimensions.y, 0, 0);
- texture_handle = (Rml::TextureHandle)texture;
- return true;
- }
- void ReleaseTexture(Rml::TextureHandle texture_handle) override { delete (sf::Texture*)texture_handle; }
- };
- // Updates the viewport and context dimensions, should be called whenever the window size changes.
- static void UpdateWindowDimensions(sf::RenderWindow& window, RenderInterface_GL2_SFML& render_interface, Rml::Context* context)
- {
- const int width = (int)window.getSize().x;
- const int height = (int)window.getSize().y;
- if (context)
- context->SetDimensions(Rml::Vector2i(width, height));
- sf::View view(sf::FloatRect(0.f, 0.f, (float)width, (float)height));
- window.setView(view);
- render_interface.SetViewport(width, height);
- }
- /**
- Global data used by this backend.
- Lifetime governed by the calls to Backend::Initialize() and Backend::Shutdown().
- */
- struct BackendData {
- SystemInterface_SFML system_interface;
- RenderInterface_GL2_SFML render_interface;
- sf::RenderWindow window;
- 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);
- data = Rml::MakeUnique<BackendData>();
- // Create the window.
- sf::RenderWindow out_window;
- sf::ContextSettings context_settings;
- context_settings.stencilBits = 8;
- context_settings.antialiasingLevel = 2;
- const sf::Uint32 style = (allow_resize ? sf::Style::Default : (sf::Style::Titlebar | sf::Style::Close));
- data->window.create(sf::VideoMode(width, height), window_name, style, context_settings);
- data->window.setVerticalSyncEnabled(true);
- if (!data->window.isOpen())
- {
- data.reset();
- return false;
- }
- // Optionally apply the SFML window to the system interface so that it can change its mouse cursor.
- data->system_interface.SetWindow(&data->window);
- UpdateWindowDimensions(data->window, data->render_interface, nullptr);
- return true;
- }
- void Backend::Shutdown()
- {
- data.reset();
- }
- 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);
- // The contents of this function is intended to be copied directly into your main loop.
- bool result = data->running;
- sf::Event ev;
- while (data->window.pollEvent(ev))
- {
- switch (ev.type)
- {
- case sf::Event::Resized:
- UpdateWindowDimensions(data->window, data->render_interface, context);
- break;
- case sf::Event::KeyPressed:
- {
- const Rml::Input::KeyIdentifier key = RmlSFML::ConvertKey(ev.key.code);
- const int key_modifier = RmlSFML::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 (!RmlSFML::InputHandler(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 sf::Event::Closed:
- result = false;
- break;
- default:
- RmlSFML::InputHandler(context, ev);
- break;
- }
- }
- return result;
- }
- void Backend::RequestExit()
- {
- RMLUI_ASSERT(data);
- data->running = false;
- }
- void Backend::BeginFrame()
- {
- RMLUI_ASSERT(data);
- sf::RenderWindow& window = data->window;
- window.resetGLStates();
- window.clear();
- data->render_interface.BeginFrame();
- #if 0
- // Draw a simple shape with SFML for demonstration purposes. Make sure to push and pop GL states as appropriate.
- sf::Vector2f circle_position(100.f, 100.f);
- window.pushGLStates();
- sf::CircleShape circle(50.f);
- circle.setPosition(circle_position);
- circle.setFillColor(sf::Color::Blue);
- circle.setOutlineColor(sf::Color::Red);
- circle.setOutlineThickness(10.f);
- window.draw(circle);
- window.popGLStates();
- #endif
- }
- void Backend::PresentFrame()
- {
- RMLUI_ASSERT(data);
- data->render_interface.EndFrame();
- data->window.display();
- // Optional, used to mark frames during performance profiling.
- RMLUI_FrameMark;
- }
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