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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) 2019-2023 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 <RmlUi/Core/Context.h>
- #include <RmlUi/Core/Core.h>
- #include <RmlUi/Core/Log.h>
- /**
- 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<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))
- 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<BackendData>(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<int>(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;
- }
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