entry_sdl.cpp 23 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "entry_p.h"
  6. #if ENTRY_CONFIG_USE_SDL
  7. #if BX_PLATFORM_WINDOWS
  8. # define SDL_MAIN_HANDLED
  9. #endif // BX_PLATFORM_WINDOWS
  10. #include <SDL2/SDL.h>
  11. #include <bgfxplatform.h>
  12. #include <stdio.h>
  13. #include <bx/thread.h>
  14. #include <bx/handlealloc.h>
  15. #include <tinystl/allocator.h>
  16. #include <tinystl/string.h>
  17. namespace entry
  18. {
  19. static uint8_t translateKeyModifiers(uint16_t _sdl)
  20. {
  21. uint8_t modifiers = 0;
  22. modifiers |= _sdl & KMOD_LALT ? Modifier::LeftAlt : 0;
  23. modifiers |= _sdl & KMOD_RALT ? Modifier::RightAlt : 0;
  24. modifiers |= _sdl & KMOD_LCTRL ? Modifier::LeftCtrl : 0;
  25. modifiers |= _sdl & KMOD_RCTRL ? Modifier::RightCtrl : 0;
  26. modifiers |= _sdl & KMOD_LSHIFT ? Modifier::LeftShift : 0;
  27. modifiers |= _sdl & KMOD_RSHIFT ? Modifier::RightShift : 0;
  28. modifiers |= _sdl & KMOD_LGUI ? Modifier::LeftMeta : 0;
  29. modifiers |= _sdl & KMOD_RGUI ? Modifier::RightMeta : 0;
  30. return modifiers;
  31. }
  32. static uint8_t s_translateKey[256];
  33. static void initTranslateKey(uint16_t _sdl, Key::Enum _key)
  34. {
  35. BX_CHECK(_sdl < BX_COUNTOF(s_translateKey), "Out of bounds %d.", _sdl);
  36. s_translateKey[_sdl&0xff] = (uint8_t)_key;
  37. }
  38. static Key::Enum translateKey(SDL_Scancode _sdl)
  39. {
  40. return (Key::Enum)s_translateKey[_sdl&0xff];
  41. }
  42. static uint8_t s_translateGamepad[256];
  43. static void initTranslateGamepad(uint8_t _sdl, Key::Enum _button)
  44. {
  45. s_translateGamepad[_sdl] = _button;
  46. }
  47. static Key::Enum translateGamepad(uint8_t _sdl)
  48. {
  49. return Key::Enum(s_translateGamepad[_sdl]);
  50. }
  51. static uint8_t s_translateGamepadAxis[256];
  52. static void initTranslateGamepadAxis(uint8_t _sdl, GamepadAxis::Enum _axis)
  53. {
  54. s_translateGamepadAxis[_sdl] = uint8_t(_axis);
  55. }
  56. static GamepadAxis::Enum translateGamepadAxis(uint8_t _sdl)
  57. {
  58. return GamepadAxis::Enum(s_translateGamepadAxis[_sdl]);
  59. }
  60. struct GamepadSDL
  61. {
  62. GamepadSDL()
  63. : m_controller(NULL)
  64. , m_jid(INT32_MAX)
  65. {
  66. memset(m_value, 0, sizeof(m_value) );
  67. // Deadzone values from xinput.h
  68. m_deadzone[GamepadAxis::LeftX ] =
  69. m_deadzone[GamepadAxis::LeftY ] = 7849;
  70. m_deadzone[GamepadAxis::RightX] =
  71. m_deadzone[GamepadAxis::RightY] = 8689;
  72. m_deadzone[GamepadAxis::LeftZ ] =
  73. m_deadzone[GamepadAxis::RightZ] = 30;
  74. }
  75. void create(int32_t _jid)
  76. {
  77. m_controller = SDL_GameControllerOpen(_jid);
  78. SDL_Joystick* joystick = SDL_GameControllerGetJoystick(m_controller);
  79. m_jid = SDL_JoystickInstanceID(joystick);
  80. }
  81. void destroy()
  82. {
  83. SDL_GameControllerClose(m_controller);
  84. m_controller = NULL;
  85. m_jid = INT32_MAX;
  86. }
  87. bool filter(GamepadAxis::Enum _axis, int32_t* _value)
  88. {
  89. const int32_t old = m_value[_axis];
  90. const int32_t deadzone = m_deadzone[_axis];
  91. int32_t value = *_value;
  92. value = value > deadzone || value < -deadzone ? value : 0;
  93. m_value[_axis] = value;
  94. *_value = value;
  95. return old != value;
  96. }
  97. int32_t m_value[GamepadAxis::Count];
  98. int32_t m_deadzone[GamepadAxis::Count];
  99. SDL_GameController* m_controller;
  100. // SDL_Haptic* m_haptic;
  101. SDL_JoystickID m_jid;
  102. };
  103. struct MainThreadEntry
  104. {
  105. int m_argc;
  106. char** m_argv;
  107. static int32_t threadFunc(void* _userData);
  108. };
  109. ///
  110. static void* sdlNativeWindowHandle(SDL_Window* _window)
  111. {
  112. SDL_SysWMinfo wmi;
  113. SDL_VERSION(&wmi.version);
  114. if (!SDL_GetWindowWMInfo(_window, &wmi) )
  115. {
  116. return NULL;
  117. }
  118. # if BX_PLATFORM_LINUX || BX_PLATFORM_FREEBSD
  119. return (void*)wmi.info.x11.window;
  120. # elif BX_PLATFORM_OSX
  121. return wmi.info.cocoa.window;
  122. # elif BX_PLATFORM_WINDOWS
  123. return wmi.info.win.window;
  124. # endif // BX_PLATFORM_
  125. }
  126. struct Msg
  127. {
  128. Msg()
  129. : m_x(0)
  130. , m_y(0)
  131. , m_width(0)
  132. , m_height(0)
  133. , m_flags(0)
  134. {
  135. }
  136. int32_t m_x;
  137. int32_t m_y;
  138. uint32_t m_width;
  139. uint32_t m_height;
  140. uint32_t m_flags;
  141. tinystl::string m_title;
  142. };
  143. static uint32_t s_userEventStart;
  144. enum SDL_USER_WINDOW
  145. {
  146. SDL_USER_WINDOW_CREATE,
  147. SDL_USER_WINDOW_DESTROY,
  148. SDL_USER_WINDOW_SET_TITLE,
  149. SDL_USER_WINDOW_SET_POS,
  150. SDL_USER_WINDOW_SET_SIZE,
  151. SDL_USER_WINDOW_TOGGLE_FRAME,
  152. SDL_USER_WINDOW_MOUSE_LOCK,
  153. };
  154. static void sdlPostEvent(SDL_USER_WINDOW _type, WindowHandle _handle, Msg* _msg = NULL, uint32_t _code = 0)
  155. {
  156. SDL_Event event;
  157. SDL_UserEvent& uev = event.user;
  158. uev.type = s_userEventStart + _type;
  159. union { void* p; WindowHandle h; } cast;
  160. cast.h = _handle;
  161. uev.data1 = cast.p;
  162. uev.data2 = _msg;
  163. uev.code = _code;
  164. SDL_PushEvent(&event);
  165. }
  166. static WindowHandle getWindowHandle(const SDL_UserEvent& _uev)
  167. {
  168. union { void* p; WindowHandle h; } cast;
  169. cast.p = _uev.data1;
  170. return cast.h;
  171. }
  172. struct Context
  173. {
  174. Context()
  175. : m_width(ENTRY_DEFAULT_WIDTH)
  176. , m_height(ENTRY_DEFAULT_HEIGHT)
  177. , m_aspectRatio(16.0f/9.0f)
  178. , m_mouseLock(false)
  179. {
  180. memset(s_translateKey, 0, sizeof(s_translateKey) );
  181. initTranslateKey(SDL_SCANCODE_ESCAPE, Key::Esc);
  182. initTranslateKey(SDL_SCANCODE_RETURN, Key::Return);
  183. initTranslateKey(SDL_SCANCODE_TAB, Key::Tab);
  184. initTranslateKey(SDL_SCANCODE_BACKSPACE, Key::Backspace);
  185. initTranslateKey(SDL_SCANCODE_SPACE, Key::Space);
  186. initTranslateKey(SDL_SCANCODE_UP, Key::Up);
  187. initTranslateKey(SDL_SCANCODE_DOWN, Key::Down);
  188. initTranslateKey(SDL_SCANCODE_LEFT, Key::Left);
  189. initTranslateKey(SDL_SCANCODE_RIGHT, Key::Right);
  190. initTranslateKey(SDL_SCANCODE_PAGEUP, Key::PageUp);
  191. initTranslateKey(SDL_SCANCODE_PAGEDOWN, Key::PageDown);
  192. initTranslateKey(SDL_SCANCODE_HOME, Key::Home);
  193. initTranslateKey(SDL_SCANCODE_END, Key::End);
  194. initTranslateKey(SDL_SCANCODE_PRINTSCREEN, Key::Print);
  195. initTranslateKey(SDL_SCANCODE_KP_PLUS, Key::Plus);
  196. initTranslateKey(SDL_SCANCODE_KP_MINUS, Key::Minus);
  197. initTranslateKey(SDL_SCANCODE_F1, Key::F1);
  198. initTranslateKey(SDL_SCANCODE_F2, Key::F2);
  199. initTranslateKey(SDL_SCANCODE_F3, Key::F3);
  200. initTranslateKey(SDL_SCANCODE_F4, Key::F4);
  201. initTranslateKey(SDL_SCANCODE_F5, Key::F5);
  202. initTranslateKey(SDL_SCANCODE_F6, Key::F6);
  203. initTranslateKey(SDL_SCANCODE_F7, Key::F7);
  204. initTranslateKey(SDL_SCANCODE_F8, Key::F8);
  205. initTranslateKey(SDL_SCANCODE_F9, Key::F9);
  206. initTranslateKey(SDL_SCANCODE_F10, Key::F10);
  207. initTranslateKey(SDL_SCANCODE_F11, Key::F11);
  208. initTranslateKey(SDL_SCANCODE_F12, Key::F12);
  209. initTranslateKey(SDL_SCANCODE_KP_0, Key::NumPad0);
  210. initTranslateKey(SDL_SCANCODE_KP_1, Key::NumPad1);
  211. initTranslateKey(SDL_SCANCODE_KP_2, Key::NumPad2);
  212. initTranslateKey(SDL_SCANCODE_KP_3, Key::NumPad3);
  213. initTranslateKey(SDL_SCANCODE_KP_4, Key::NumPad4);
  214. initTranslateKey(SDL_SCANCODE_KP_5, Key::NumPad5);
  215. initTranslateKey(SDL_SCANCODE_KP_6, Key::NumPad6);
  216. initTranslateKey(SDL_SCANCODE_KP_7, Key::NumPad7);
  217. initTranslateKey(SDL_SCANCODE_KP_8, Key::NumPad8);
  218. initTranslateKey(SDL_SCANCODE_KP_9, Key::NumPad9);
  219. initTranslateKey(SDL_SCANCODE_0, Key::Key0);
  220. initTranslateKey(SDL_SCANCODE_1, Key::Key1);
  221. initTranslateKey(SDL_SCANCODE_2, Key::Key2);
  222. initTranslateKey(SDL_SCANCODE_3, Key::Key3);
  223. initTranslateKey(SDL_SCANCODE_4, Key::Key4);
  224. initTranslateKey(SDL_SCANCODE_5, Key::Key5);
  225. initTranslateKey(SDL_SCANCODE_6, Key::Key6);
  226. initTranslateKey(SDL_SCANCODE_7, Key::Key7);
  227. initTranslateKey(SDL_SCANCODE_8, Key::Key8);
  228. initTranslateKey(SDL_SCANCODE_9, Key::Key9);
  229. initTranslateKey(SDL_SCANCODE_A, Key::KeyA);
  230. initTranslateKey(SDL_SCANCODE_B, Key::KeyB);
  231. initTranslateKey(SDL_SCANCODE_C, Key::KeyC);
  232. initTranslateKey(SDL_SCANCODE_D, Key::KeyD);
  233. initTranslateKey(SDL_SCANCODE_E, Key::KeyE);
  234. initTranslateKey(SDL_SCANCODE_F, Key::KeyF);
  235. initTranslateKey(SDL_SCANCODE_G, Key::KeyG);
  236. initTranslateKey(SDL_SCANCODE_H, Key::KeyH);
  237. initTranslateKey(SDL_SCANCODE_I, Key::KeyI);
  238. initTranslateKey(SDL_SCANCODE_J, Key::KeyJ);
  239. initTranslateKey(SDL_SCANCODE_K, Key::KeyK);
  240. initTranslateKey(SDL_SCANCODE_L, Key::KeyL);
  241. initTranslateKey(SDL_SCANCODE_M, Key::KeyM);
  242. initTranslateKey(SDL_SCANCODE_N, Key::KeyN);
  243. initTranslateKey(SDL_SCANCODE_O, Key::KeyO);
  244. initTranslateKey(SDL_SCANCODE_P, Key::KeyP);
  245. initTranslateKey(SDL_SCANCODE_Q, Key::KeyQ);
  246. initTranslateKey(SDL_SCANCODE_R, Key::KeyR);
  247. initTranslateKey(SDL_SCANCODE_S, Key::KeyS);
  248. initTranslateKey(SDL_SCANCODE_T, Key::KeyT);
  249. initTranslateKey(SDL_SCANCODE_U, Key::KeyU);
  250. initTranslateKey(SDL_SCANCODE_V, Key::KeyV);
  251. initTranslateKey(SDL_SCANCODE_W, Key::KeyW);
  252. initTranslateKey(SDL_SCANCODE_X, Key::KeyX);
  253. initTranslateKey(SDL_SCANCODE_Y, Key::KeyY);
  254. initTranslateKey(SDL_SCANCODE_Z, Key::KeyZ);
  255. memset(s_translateGamepad, uint8_t(Key::Count), sizeof(s_translateGamepad) );
  256. initTranslateGamepad(SDL_CONTROLLER_BUTTON_A, Key::GamepadA);
  257. initTranslateGamepad(SDL_CONTROLLER_BUTTON_B, Key::GamepadB);
  258. initTranslateGamepad(SDL_CONTROLLER_BUTTON_X, Key::GamepadX);
  259. initTranslateGamepad(SDL_CONTROLLER_BUTTON_Y, Key::GamepadY);
  260. initTranslateGamepad(SDL_CONTROLLER_BUTTON_LEFTSTICK, Key::GamepadThumbL);
  261. initTranslateGamepad(SDL_CONTROLLER_BUTTON_RIGHTSTICK, Key::GamepadThumbR);
  262. initTranslateGamepad(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, Key::GamepadShoulderL);
  263. initTranslateGamepad(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, Key::GamepadShoulderR);
  264. initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_UP, Key::GamepadUp);
  265. initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_DOWN, Key::GamepadDown);
  266. initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_LEFT, Key::GamepadLeft);
  267. initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, Key::GamepadRight);
  268. initTranslateGamepad(SDL_CONTROLLER_BUTTON_BACK, Key::GamepadBack);
  269. initTranslateGamepad(SDL_CONTROLLER_BUTTON_START, Key::GamepadStart);
  270. memset(s_translateGamepadAxis, uint8_t(GamepadAxis::Count), sizeof(s_translateGamepadAxis) );
  271. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_LEFTX, GamepadAxis::LeftX);
  272. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_LEFTY, GamepadAxis::LeftY);
  273. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT, GamepadAxis::LeftZ);
  274. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_RIGHTX, GamepadAxis::RightX);
  275. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_RIGHTY, GamepadAxis::RightY);
  276. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, GamepadAxis::RightZ);
  277. }
  278. void run(int _argc, char** _argv)
  279. {
  280. m_mte.m_argc = _argc;
  281. m_mte.m_argv = _argv;
  282. SDL_Init(0
  283. | SDL_INIT_VIDEO
  284. | SDL_INIT_GAMECONTROLLER
  285. );
  286. m_windowAlloc.alloc();
  287. m_window[0] = SDL_CreateWindow("bgfx"
  288. , SDL_WINDOWPOS_UNDEFINED
  289. , SDL_WINDOWPOS_UNDEFINED
  290. , m_width
  291. , m_height
  292. , SDL_WINDOW_SHOWN
  293. | SDL_WINDOW_RESIZABLE
  294. );
  295. m_flags[0] = 0
  296. | ENTRY_WINDOW_FLAG_ASPECT_RATIO
  297. | ENTRY_WINDOW_FLAG_FRAME
  298. ;
  299. s_userEventStart = SDL_RegisterEvents(7);
  300. bgfx::sdlSetWindow(m_window[0]);
  301. bgfx::renderFrame();
  302. m_thread.init(MainThreadEntry::threadFunc, &m_mte);
  303. // Force window resolution...
  304. WindowHandle defaultWindow = { 0 };
  305. setWindowSize(defaultWindow, m_width, m_height, true);
  306. SDL_RWops* rw = SDL_RWFromFile("gamecontrollerdb.txt", "rb");
  307. if (NULL != rw)
  308. {
  309. SDL_GameControllerAddMappingsFromRW(rw, 1);
  310. }
  311. bool exit = false;
  312. SDL_Event event;
  313. while (!exit)
  314. {
  315. bgfx::renderFrame();
  316. while (SDL_PollEvent(&event) )
  317. {
  318. switch (event.type)
  319. {
  320. case SDL_QUIT:
  321. m_eventQueue.postExitEvent();
  322. exit = true;
  323. break;
  324. case SDL_MOUSEMOTION:
  325. {
  326. const SDL_MouseMotionEvent& mev = event.motion;
  327. WindowHandle handle = findHandle(mev.windowID);
  328. if (isValid(handle) )
  329. {
  330. m_eventQueue.postMouseEvent(handle, mev.x, mev.y, 0);
  331. }
  332. }
  333. break;
  334. case SDL_MOUSEBUTTONDOWN:
  335. case SDL_MOUSEBUTTONUP:
  336. {
  337. const SDL_MouseButtonEvent& mev = event.button;
  338. WindowHandle handle = findHandle(mev.windowID);
  339. if (isValid(handle) )
  340. {
  341. MouseButton::Enum button;
  342. switch (mev.button)
  343. {
  344. default:
  345. case SDL_BUTTON_LEFT: button = MouseButton::Left; break;
  346. case SDL_BUTTON_MIDDLE: button = MouseButton::Middle; break;
  347. case SDL_BUTTON_RIGHT: button = MouseButton::Right; break;
  348. }
  349. m_eventQueue.postMouseEvent(handle
  350. , mev.x
  351. , mev.y
  352. , 0
  353. , button
  354. , mev.type == SDL_MOUSEBUTTONDOWN
  355. );
  356. }
  357. }
  358. break;
  359. case SDL_KEYDOWN:
  360. case SDL_KEYUP:
  361. {
  362. const SDL_KeyboardEvent& kev = event.key;
  363. WindowHandle handle = findHandle(kev.windowID);
  364. if (isValid(handle) )
  365. {
  366. uint8_t modifiers = translateKeyModifiers(kev.keysym.mod);
  367. Key::Enum key = translateKey(kev.keysym.scancode);
  368. m_eventQueue.postKeyEvent(handle, key, modifiers, kev.state == SDL_PRESSED);
  369. }
  370. }
  371. break;
  372. case SDL_WINDOWEVENT:
  373. {
  374. const SDL_WindowEvent& wev = event.window;
  375. switch (wev.event)
  376. {
  377. case SDL_WINDOWEVENT_RESIZED:
  378. case SDL_WINDOWEVENT_SIZE_CHANGED:
  379. {
  380. WindowHandle handle = findHandle(wev.windowID);
  381. setWindowSize(handle, wev.data1, wev.data2);
  382. }
  383. break;
  384. case SDL_WINDOWEVENT_SHOWN:
  385. case SDL_WINDOWEVENT_HIDDEN:
  386. case SDL_WINDOWEVENT_EXPOSED:
  387. case SDL_WINDOWEVENT_MOVED:
  388. case SDL_WINDOWEVENT_MINIMIZED:
  389. case SDL_WINDOWEVENT_MAXIMIZED:
  390. case SDL_WINDOWEVENT_RESTORED:
  391. case SDL_WINDOWEVENT_ENTER:
  392. case SDL_WINDOWEVENT_LEAVE:
  393. case SDL_WINDOWEVENT_FOCUS_GAINED:
  394. case SDL_WINDOWEVENT_FOCUS_LOST:
  395. break;
  396. case SDL_WINDOWEVENT_CLOSE:
  397. {
  398. WindowHandle handle = findHandle(wev.windowID);
  399. if (0 == handle.idx)
  400. {
  401. m_eventQueue.postExitEvent();
  402. exit = true;
  403. }
  404. }
  405. break;
  406. }
  407. }
  408. break;
  409. case SDL_CONTROLLERAXISMOTION:
  410. {
  411. const SDL_ControllerAxisEvent& aev = event.caxis;
  412. GamepadHandle handle = findGamepad(aev.which);
  413. if (isValid(handle) )
  414. {
  415. GamepadAxis::Enum axis = translateGamepadAxis(aev.axis);
  416. int32_t value = aev.value;
  417. if (m_gamepad[handle.idx].filter(axis, &value) )
  418. {
  419. m_eventQueue.postAxisEvent(defaultWindow, handle, axis, value);
  420. }
  421. }
  422. }
  423. break;
  424. case SDL_CONTROLLERBUTTONDOWN:
  425. case SDL_CONTROLLERBUTTONUP:
  426. {
  427. const SDL_ControllerButtonEvent& bev = event.cbutton;
  428. GamepadHandle handle = findGamepad(bev.which);
  429. if (isValid(handle) )
  430. {
  431. Key::Enum key = translateGamepad(bev.button);
  432. if (Key::Count != key)
  433. {
  434. m_eventQueue.postKeyEvent(defaultWindow, key, 0, event.type == SDL_CONTROLLERBUTTONDOWN);
  435. }
  436. }
  437. }
  438. break;
  439. case SDL_CONTROLLERDEVICEADDED:
  440. {
  441. const SDL_ControllerDeviceEvent& cev = event.cdevice;
  442. GamepadHandle handle = { m_gamepadAlloc.alloc() };
  443. if (isValid(handle) )
  444. {
  445. m_gamepad[handle.idx].create(cev.which);
  446. }
  447. }
  448. break;
  449. case SDL_CONTROLLERDEVICEREMAPPED:
  450. {
  451. }
  452. break;
  453. case SDL_CONTROLLERDEVICEREMOVED:
  454. {
  455. const SDL_ControllerDeviceEvent& cev = event.cdevice;
  456. GamepadHandle handle = findGamepad(cev.which);
  457. if (isValid(handle) )
  458. {
  459. m_gamepad[handle.idx].destroy();
  460. m_gamepadAlloc.free(handle.idx);
  461. }
  462. }
  463. break;
  464. default:
  465. {
  466. const SDL_UserEvent& uev = event.user;
  467. switch (uev.type - s_userEventStart)
  468. {
  469. case SDL_USER_WINDOW_CREATE:
  470. {
  471. WindowHandle handle = getWindowHandle(uev);
  472. Msg* msg = (Msg*)uev.data2;
  473. m_window[handle.idx] = SDL_CreateWindow(msg->m_title.c_str()
  474. , msg->m_x
  475. , msg->m_y
  476. , msg->m_width
  477. , msg->m_height
  478. , SDL_WINDOW_SHOWN
  479. | SDL_WINDOW_RESIZABLE
  480. );
  481. m_flags[handle.idx] = msg->m_flags;
  482. void* nwh = sdlNativeWindowHandle(m_window[handle.idx]);
  483. if (NULL != nwh)
  484. {
  485. m_eventQueue.postWindowEvent(handle, nwh);
  486. m_eventQueue.postSizeEvent(handle, msg->m_width, msg->m_height);
  487. }
  488. delete msg;
  489. }
  490. break;
  491. case SDL_USER_WINDOW_DESTROY:
  492. {
  493. WindowHandle handle = getWindowHandle(uev);
  494. if (isValid(handle) )
  495. {
  496. m_eventQueue.postWindowEvent(handle);
  497. SDL_DestroyWindow(m_window[handle.idx]);
  498. m_window[handle.idx] = NULL;
  499. }
  500. }
  501. break;
  502. case SDL_USER_WINDOW_SET_TITLE:
  503. {
  504. WindowHandle handle = getWindowHandle(uev);
  505. Msg* msg = (Msg*)uev.data2;
  506. if (isValid(handle) )
  507. {
  508. SDL_SetWindowTitle(m_window[handle.idx], msg->m_title.c_str());
  509. }
  510. delete msg;
  511. }
  512. break;
  513. case SDL_USER_WINDOW_SET_POS:
  514. {
  515. WindowHandle handle = getWindowHandle(uev);
  516. Msg* msg = (Msg*)uev.data2;
  517. SDL_SetWindowPosition(m_window[handle.idx], msg->m_x, msg->m_y);
  518. delete msg;
  519. }
  520. break;
  521. case SDL_USER_WINDOW_SET_SIZE:
  522. {
  523. WindowHandle handle = getWindowHandle(uev);
  524. Msg* msg = (Msg*)uev.data2;
  525. if (isValid(handle) )
  526. {
  527. setWindowSize(handle, msg->m_width, msg->m_height);
  528. }
  529. delete msg;
  530. }
  531. break;
  532. case SDL_USER_WINDOW_TOGGLE_FRAME:
  533. {
  534. WindowHandle handle = getWindowHandle(uev);
  535. if (isValid(handle) )
  536. {
  537. m_flags[handle.idx] ^= ENTRY_WINDOW_FLAG_FRAME;
  538. SDL_SetWindowBordered(m_window[handle.idx], (SDL_bool)!!(m_flags[handle.idx] & ENTRY_WINDOW_FLAG_FRAME) );
  539. }
  540. }
  541. break;
  542. case SDL_USER_WINDOW_MOUSE_LOCK:
  543. {
  544. SDL_SetRelativeMouseMode(!!uev.code ? SDL_TRUE : SDL_FALSE);
  545. }
  546. break;
  547. default:
  548. break;
  549. }
  550. }
  551. break;
  552. }
  553. }
  554. }
  555. while (bgfx::RenderFrame::NoContext != bgfx::renderFrame() ) {};
  556. m_thread.shutdown();
  557. SDL_DestroyWindow(m_window[0]);
  558. SDL_Quit();
  559. }
  560. WindowHandle findHandle(uint32_t _windowId)
  561. {
  562. SDL_Window* window = SDL_GetWindowFromID(_windowId);
  563. return findHandle(window);
  564. }
  565. WindowHandle findHandle(SDL_Window* _window)
  566. {
  567. bx::LwMutexScope scope(m_lock);
  568. for (uint32_t ii = 0, num = m_windowAlloc.getNumHandles(); ii < num; ++ii)
  569. {
  570. uint16_t idx = m_windowAlloc.getHandleAt(ii);
  571. if (_window == m_window[idx])
  572. {
  573. WindowHandle handle = { idx };
  574. return handle;
  575. }
  576. }
  577. WindowHandle invalid = { UINT16_MAX };
  578. return invalid;
  579. }
  580. void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height, bool _force = false)
  581. {
  582. if (_width != m_width
  583. || _height != m_height
  584. || _force)
  585. {
  586. m_width = _width;
  587. m_height = _height;
  588. if (m_width < m_height)
  589. {
  590. float aspectRatio = 1.0f/m_aspectRatio;
  591. m_width = bx::uint32_max(ENTRY_DEFAULT_WIDTH/4, m_width);
  592. m_height = uint32_t(float(m_width)*aspectRatio);
  593. }
  594. else
  595. {
  596. float aspectRatio = m_aspectRatio;
  597. m_height = bx::uint32_max(ENTRY_DEFAULT_HEIGHT/4, m_height);
  598. m_width = uint32_t(float(m_height)*aspectRatio);
  599. }
  600. SDL_SetWindowSize(m_window[_handle.idx], m_width, m_height);
  601. m_eventQueue.postSizeEvent(_handle, m_width, m_height);
  602. }
  603. }
  604. GamepadHandle findGamepad(SDL_JoystickID _jid)
  605. {
  606. for (uint32_t ii = 0, num = m_gamepadAlloc.getNumHandles(); ii < num; ++ii)
  607. {
  608. uint16_t idx = m_gamepadAlloc.getHandleAt(ii);
  609. if (_jid == m_gamepad[idx].m_jid)
  610. {
  611. GamepadHandle handle = { idx };
  612. return handle;
  613. }
  614. }
  615. GamepadHandle invalid = { UINT16_MAX };
  616. return invalid;
  617. }
  618. MainThreadEntry m_mte;
  619. bx::Thread m_thread;
  620. EventQueue m_eventQueue;
  621. bx::LwMutex m_lock;
  622. bx::HandleAllocT<ENTRY_CONFIG_MAX_WINDOWS> m_windowAlloc;
  623. SDL_Window* m_window[ENTRY_CONFIG_MAX_WINDOWS];
  624. uint32_t m_flags[ENTRY_CONFIG_MAX_WINDOWS];
  625. bx::HandleAllocT<ENTRY_CONFIG_MAX_GAMEPADS> m_gamepadAlloc;
  626. GamepadSDL m_gamepad[ENTRY_CONFIG_MAX_GAMEPADS];
  627. uint32_t m_width;
  628. uint32_t m_height;
  629. float m_aspectRatio;
  630. int32_t m_mx;
  631. int32_t m_my;
  632. bool m_mouseLock;
  633. };
  634. static Context s_ctx;
  635. const Event* poll()
  636. {
  637. return s_ctx.m_eventQueue.poll();
  638. }
  639. const Event* poll(WindowHandle _handle)
  640. {
  641. return s_ctx.m_eventQueue.poll(_handle);
  642. }
  643. void release(const Event* _event)
  644. {
  645. s_ctx.m_eventQueue.release(_event);
  646. }
  647. WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags, const char* _title)
  648. {
  649. bx::LwMutexScope scope(s_ctx.m_lock);
  650. WindowHandle handle = { s_ctx.m_windowAlloc.alloc() };
  651. if (UINT16_MAX != handle.idx)
  652. {
  653. Msg* msg = new Msg;
  654. msg->m_x = _x;
  655. msg->m_y = _y;
  656. msg->m_width = _width;
  657. msg->m_height = _height;
  658. msg->m_title = _title;
  659. msg->m_flags = _flags;
  660. sdlPostEvent(SDL_USER_WINDOW_CREATE, handle, msg);
  661. }
  662. return handle;
  663. }
  664. void destroyWindow(WindowHandle _handle)
  665. {
  666. if (UINT16_MAX != _handle.idx)
  667. {
  668. sdlPostEvent(SDL_USER_WINDOW_DESTROY, _handle);
  669. bx::LwMutexScope scope(s_ctx.m_lock);
  670. s_ctx.m_windowAlloc.free(_handle.idx);
  671. }
  672. }
  673. void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y)
  674. {
  675. Msg* msg = new Msg;
  676. msg->m_x = _x;
  677. msg->m_y = _y;
  678. sdlPostEvent(SDL_USER_WINDOW_SET_POS, _handle, msg);
  679. }
  680. void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height)
  681. {
  682. Msg* msg = new Msg;
  683. msg->m_width = _width;
  684. msg->m_height = _height;
  685. sdlPostEvent(SDL_USER_WINDOW_SET_SIZE, _handle, msg);
  686. }
  687. void setWindowTitle(WindowHandle _handle, const char* _title)
  688. {
  689. Msg* msg = new Msg;
  690. msg->m_title = _title;
  691. sdlPostEvent(SDL_USER_WINDOW_SET_TITLE, _handle, msg);
  692. }
  693. void toggleWindowFrame(WindowHandle _handle)
  694. {
  695. sdlPostEvent(SDL_USER_WINDOW_TOGGLE_FRAME, _handle);
  696. }
  697. void setMouseLock(WindowHandle _handle, bool _lock)
  698. {
  699. sdlPostEvent(SDL_USER_WINDOW_MOUSE_LOCK, _handle, NULL, _lock);
  700. }
  701. int32_t MainThreadEntry::threadFunc(void* _userData)
  702. {
  703. MainThreadEntry* self = (MainThreadEntry*)_userData;
  704. int32_t result = main(self->m_argc, self->m_argv);
  705. SDL_Event event;
  706. SDL_QuitEvent& qev = event.quit;
  707. qev.type = SDL_QUIT;
  708. SDL_PushEvent(&event);
  709. return result;
  710. }
  711. } // namespace entry
  712. int main(int _argc, char** _argv)
  713. {
  714. using namespace entry;
  715. s_ctx.run(_argc, _argv);
  716. return 0;
  717. }
  718. #endif // ENTRY_CONFIG_USE_SDL