entry_sdl.cpp 24 KB

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  1. /*
  2. * Copyright 2011-2015 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_TOGGLE_FULL_SCREEN,
  153. SDL_USER_WINDOW_MOUSE_LOCK,
  154. };
  155. static void sdlPostEvent(SDL_USER_WINDOW _type, WindowHandle _handle, Msg* _msg = NULL, uint32_t _code = 0)
  156. {
  157. SDL_Event event;
  158. SDL_UserEvent& uev = event.user;
  159. uev.type = s_userEventStart + _type;
  160. union { void* p; WindowHandle h; } cast;
  161. cast.h = _handle;
  162. uev.data1 = cast.p;
  163. uev.data2 = _msg;
  164. uev.code = _code;
  165. SDL_PushEvent(&event);
  166. }
  167. static WindowHandle getWindowHandle(const SDL_UserEvent& _uev)
  168. {
  169. union { void* p; WindowHandle h; } cast;
  170. cast.p = _uev.data1;
  171. return cast.h;
  172. }
  173. struct Context
  174. {
  175. Context()
  176. : m_width(ENTRY_DEFAULT_WIDTH)
  177. , m_height(ENTRY_DEFAULT_HEIGHT)
  178. , m_aspectRatio(16.0f/9.0f)
  179. , m_mouseLock(false)
  180. , m_fullscreen(false)
  181. {
  182. memset(s_translateKey, 0, sizeof(s_translateKey) );
  183. initTranslateKey(SDL_SCANCODE_ESCAPE, Key::Esc);
  184. initTranslateKey(SDL_SCANCODE_RETURN, Key::Return);
  185. initTranslateKey(SDL_SCANCODE_TAB, Key::Tab);
  186. initTranslateKey(SDL_SCANCODE_BACKSPACE, Key::Backspace);
  187. initTranslateKey(SDL_SCANCODE_SPACE, Key::Space);
  188. initTranslateKey(SDL_SCANCODE_UP, Key::Up);
  189. initTranslateKey(SDL_SCANCODE_DOWN, Key::Down);
  190. initTranslateKey(SDL_SCANCODE_LEFT, Key::Left);
  191. initTranslateKey(SDL_SCANCODE_RIGHT, Key::Right);
  192. initTranslateKey(SDL_SCANCODE_PAGEUP, Key::PageUp);
  193. initTranslateKey(SDL_SCANCODE_PAGEDOWN, Key::PageDown);
  194. initTranslateKey(SDL_SCANCODE_HOME, Key::Home);
  195. initTranslateKey(SDL_SCANCODE_END, Key::End);
  196. initTranslateKey(SDL_SCANCODE_PRINTSCREEN, Key::Print);
  197. initTranslateKey(SDL_SCANCODE_KP_PLUS, Key::Plus);
  198. initTranslateKey(SDL_SCANCODE_KP_MINUS, Key::Minus);
  199. initTranslateKey(SDL_SCANCODE_F1, Key::F1);
  200. initTranslateKey(SDL_SCANCODE_F2, Key::F2);
  201. initTranslateKey(SDL_SCANCODE_F3, Key::F3);
  202. initTranslateKey(SDL_SCANCODE_F4, Key::F4);
  203. initTranslateKey(SDL_SCANCODE_F5, Key::F5);
  204. initTranslateKey(SDL_SCANCODE_F6, Key::F6);
  205. initTranslateKey(SDL_SCANCODE_F7, Key::F7);
  206. initTranslateKey(SDL_SCANCODE_F8, Key::F8);
  207. initTranslateKey(SDL_SCANCODE_F9, Key::F9);
  208. initTranslateKey(SDL_SCANCODE_F10, Key::F10);
  209. initTranslateKey(SDL_SCANCODE_F11, Key::F11);
  210. initTranslateKey(SDL_SCANCODE_F12, Key::F12);
  211. initTranslateKey(SDL_SCANCODE_KP_0, Key::NumPad0);
  212. initTranslateKey(SDL_SCANCODE_KP_1, Key::NumPad1);
  213. initTranslateKey(SDL_SCANCODE_KP_2, Key::NumPad2);
  214. initTranslateKey(SDL_SCANCODE_KP_3, Key::NumPad3);
  215. initTranslateKey(SDL_SCANCODE_KP_4, Key::NumPad4);
  216. initTranslateKey(SDL_SCANCODE_KP_5, Key::NumPad5);
  217. initTranslateKey(SDL_SCANCODE_KP_6, Key::NumPad6);
  218. initTranslateKey(SDL_SCANCODE_KP_7, Key::NumPad7);
  219. initTranslateKey(SDL_SCANCODE_KP_8, Key::NumPad8);
  220. initTranslateKey(SDL_SCANCODE_KP_9, Key::NumPad9);
  221. initTranslateKey(SDL_SCANCODE_0, Key::Key0);
  222. initTranslateKey(SDL_SCANCODE_1, Key::Key1);
  223. initTranslateKey(SDL_SCANCODE_2, Key::Key2);
  224. initTranslateKey(SDL_SCANCODE_3, Key::Key3);
  225. initTranslateKey(SDL_SCANCODE_4, Key::Key4);
  226. initTranslateKey(SDL_SCANCODE_5, Key::Key5);
  227. initTranslateKey(SDL_SCANCODE_6, Key::Key6);
  228. initTranslateKey(SDL_SCANCODE_7, Key::Key7);
  229. initTranslateKey(SDL_SCANCODE_8, Key::Key8);
  230. initTranslateKey(SDL_SCANCODE_9, Key::Key9);
  231. initTranslateKey(SDL_SCANCODE_A, Key::KeyA);
  232. initTranslateKey(SDL_SCANCODE_B, Key::KeyB);
  233. initTranslateKey(SDL_SCANCODE_C, Key::KeyC);
  234. initTranslateKey(SDL_SCANCODE_D, Key::KeyD);
  235. initTranslateKey(SDL_SCANCODE_E, Key::KeyE);
  236. initTranslateKey(SDL_SCANCODE_F, Key::KeyF);
  237. initTranslateKey(SDL_SCANCODE_G, Key::KeyG);
  238. initTranslateKey(SDL_SCANCODE_H, Key::KeyH);
  239. initTranslateKey(SDL_SCANCODE_I, Key::KeyI);
  240. initTranslateKey(SDL_SCANCODE_J, Key::KeyJ);
  241. initTranslateKey(SDL_SCANCODE_K, Key::KeyK);
  242. initTranslateKey(SDL_SCANCODE_L, Key::KeyL);
  243. initTranslateKey(SDL_SCANCODE_M, Key::KeyM);
  244. initTranslateKey(SDL_SCANCODE_N, Key::KeyN);
  245. initTranslateKey(SDL_SCANCODE_O, Key::KeyO);
  246. initTranslateKey(SDL_SCANCODE_P, Key::KeyP);
  247. initTranslateKey(SDL_SCANCODE_Q, Key::KeyQ);
  248. initTranslateKey(SDL_SCANCODE_R, Key::KeyR);
  249. initTranslateKey(SDL_SCANCODE_S, Key::KeyS);
  250. initTranslateKey(SDL_SCANCODE_T, Key::KeyT);
  251. initTranslateKey(SDL_SCANCODE_U, Key::KeyU);
  252. initTranslateKey(SDL_SCANCODE_V, Key::KeyV);
  253. initTranslateKey(SDL_SCANCODE_W, Key::KeyW);
  254. initTranslateKey(SDL_SCANCODE_X, Key::KeyX);
  255. initTranslateKey(SDL_SCANCODE_Y, Key::KeyY);
  256. initTranslateKey(SDL_SCANCODE_Z, Key::KeyZ);
  257. memset(s_translateGamepad, uint8_t(Key::Count), sizeof(s_translateGamepad) );
  258. initTranslateGamepad(SDL_CONTROLLER_BUTTON_A, Key::GamepadA);
  259. initTranslateGamepad(SDL_CONTROLLER_BUTTON_B, Key::GamepadB);
  260. initTranslateGamepad(SDL_CONTROLLER_BUTTON_X, Key::GamepadX);
  261. initTranslateGamepad(SDL_CONTROLLER_BUTTON_Y, Key::GamepadY);
  262. initTranslateGamepad(SDL_CONTROLLER_BUTTON_LEFTSTICK, Key::GamepadThumbL);
  263. initTranslateGamepad(SDL_CONTROLLER_BUTTON_RIGHTSTICK, Key::GamepadThumbR);
  264. initTranslateGamepad(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, Key::GamepadShoulderL);
  265. initTranslateGamepad(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, Key::GamepadShoulderR);
  266. initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_UP, Key::GamepadUp);
  267. initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_DOWN, Key::GamepadDown);
  268. initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_LEFT, Key::GamepadLeft);
  269. initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, Key::GamepadRight);
  270. initTranslateGamepad(SDL_CONTROLLER_BUTTON_BACK, Key::GamepadBack);
  271. initTranslateGamepad(SDL_CONTROLLER_BUTTON_START, Key::GamepadStart);
  272. initTranslateGamepad(SDL_CONTROLLER_BUTTON_GUIDE, Key::GamepadGuide);
  273. memset(s_translateGamepadAxis, uint8_t(GamepadAxis::Count), sizeof(s_translateGamepadAxis) );
  274. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_LEFTX, GamepadAxis::LeftX);
  275. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_LEFTY, GamepadAxis::LeftY);
  276. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT, GamepadAxis::LeftZ);
  277. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_RIGHTX, GamepadAxis::RightX);
  278. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_RIGHTY, GamepadAxis::RightY);
  279. initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, GamepadAxis::RightZ);
  280. }
  281. void run(int _argc, char** _argv)
  282. {
  283. m_mte.m_argc = _argc;
  284. m_mte.m_argv = _argv;
  285. SDL_Init(0
  286. | SDL_INIT_VIDEO
  287. | SDL_INIT_GAMECONTROLLER
  288. );
  289. m_windowAlloc.alloc();
  290. m_window[0] = SDL_CreateWindow("bgfx"
  291. , SDL_WINDOWPOS_UNDEFINED
  292. , SDL_WINDOWPOS_UNDEFINED
  293. , m_width
  294. , m_height
  295. , SDL_WINDOW_SHOWN
  296. | SDL_WINDOW_RESIZABLE
  297. );
  298. m_flags[0] = 0
  299. | ENTRY_WINDOW_FLAG_ASPECT_RATIO
  300. | ENTRY_WINDOW_FLAG_FRAME
  301. ;
  302. s_userEventStart = SDL_RegisterEvents(7);
  303. bgfx::sdlSetWindow(m_window[0]);
  304. bgfx::renderFrame();
  305. m_thread.init(MainThreadEntry::threadFunc, &m_mte);
  306. // Force window resolution...
  307. WindowHandle defaultWindow = { 0 };
  308. setWindowSize(defaultWindow, m_width, m_height, true);
  309. SDL_RWops* rw = SDL_RWFromFile("gamecontrollerdb.txt", "rb");
  310. if (NULL != rw)
  311. {
  312. SDL_GameControllerAddMappingsFromRW(rw, 1);
  313. }
  314. bool exit = false;
  315. SDL_Event event;
  316. while (!exit)
  317. {
  318. bgfx::renderFrame();
  319. while (SDL_PollEvent(&event) )
  320. {
  321. switch (event.type)
  322. {
  323. case SDL_QUIT:
  324. m_eventQueue.postExitEvent();
  325. exit = true;
  326. break;
  327. case SDL_MOUSEMOTION:
  328. {
  329. const SDL_MouseMotionEvent& mev = event.motion;
  330. WindowHandle handle = findHandle(mev.windowID);
  331. if (isValid(handle) )
  332. {
  333. m_eventQueue.postMouseEvent(handle, mev.x, mev.y, 0);
  334. }
  335. }
  336. break;
  337. case SDL_MOUSEBUTTONDOWN:
  338. case SDL_MOUSEBUTTONUP:
  339. {
  340. const SDL_MouseButtonEvent& mev = event.button;
  341. WindowHandle handle = findHandle(mev.windowID);
  342. if (isValid(handle) )
  343. {
  344. MouseButton::Enum button;
  345. switch (mev.button)
  346. {
  347. default:
  348. case SDL_BUTTON_LEFT: button = MouseButton::Left; break;
  349. case SDL_BUTTON_MIDDLE: button = MouseButton::Middle; break;
  350. case SDL_BUTTON_RIGHT: button = MouseButton::Right; break;
  351. }
  352. m_eventQueue.postMouseEvent(handle
  353. , mev.x
  354. , mev.y
  355. , 0
  356. , button
  357. , mev.type == SDL_MOUSEBUTTONDOWN
  358. );
  359. }
  360. }
  361. break;
  362. case SDL_KEYDOWN:
  363. case SDL_KEYUP:
  364. {
  365. const SDL_KeyboardEvent& kev = event.key;
  366. WindowHandle handle = findHandle(kev.windowID);
  367. if (isValid(handle) )
  368. {
  369. uint8_t modifiers = translateKeyModifiers(kev.keysym.mod);
  370. Key::Enum key = translateKey(kev.keysym.scancode);
  371. m_eventQueue.postKeyEvent(handle, key, modifiers, kev.state == SDL_PRESSED);
  372. }
  373. }
  374. break;
  375. case SDL_WINDOWEVENT:
  376. {
  377. const SDL_WindowEvent& wev = event.window;
  378. switch (wev.event)
  379. {
  380. case SDL_WINDOWEVENT_RESIZED:
  381. case SDL_WINDOWEVENT_SIZE_CHANGED:
  382. {
  383. WindowHandle handle = findHandle(wev.windowID);
  384. setWindowSize(handle, wev.data1, wev.data2);
  385. }
  386. break;
  387. case SDL_WINDOWEVENT_SHOWN:
  388. case SDL_WINDOWEVENT_HIDDEN:
  389. case SDL_WINDOWEVENT_EXPOSED:
  390. case SDL_WINDOWEVENT_MOVED:
  391. case SDL_WINDOWEVENT_MINIMIZED:
  392. case SDL_WINDOWEVENT_MAXIMIZED:
  393. case SDL_WINDOWEVENT_RESTORED:
  394. case SDL_WINDOWEVENT_ENTER:
  395. case SDL_WINDOWEVENT_LEAVE:
  396. case SDL_WINDOWEVENT_FOCUS_GAINED:
  397. case SDL_WINDOWEVENT_FOCUS_LOST:
  398. break;
  399. case SDL_WINDOWEVENT_CLOSE:
  400. {
  401. WindowHandle handle = findHandle(wev.windowID);
  402. if (0 == handle.idx)
  403. {
  404. m_eventQueue.postExitEvent();
  405. exit = true;
  406. }
  407. }
  408. break;
  409. }
  410. }
  411. break;
  412. case SDL_CONTROLLERAXISMOTION:
  413. {
  414. const SDL_ControllerAxisEvent& aev = event.caxis;
  415. GamepadHandle handle = findGamepad(aev.which);
  416. if (isValid(handle) )
  417. {
  418. GamepadAxis::Enum axis = translateGamepadAxis(aev.axis);
  419. int32_t value = aev.value;
  420. if (m_gamepad[handle.idx].filter(axis, &value) )
  421. {
  422. m_eventQueue.postAxisEvent(defaultWindow, handle, axis, value);
  423. }
  424. }
  425. }
  426. break;
  427. case SDL_CONTROLLERBUTTONDOWN:
  428. case SDL_CONTROLLERBUTTONUP:
  429. {
  430. const SDL_ControllerButtonEvent& bev = event.cbutton;
  431. GamepadHandle handle = findGamepad(bev.which);
  432. if (isValid(handle) )
  433. {
  434. Key::Enum key = translateGamepad(bev.button);
  435. if (Key::Count != key)
  436. {
  437. m_eventQueue.postKeyEvent(defaultWindow, key, 0, event.type == SDL_CONTROLLERBUTTONDOWN);
  438. }
  439. }
  440. }
  441. break;
  442. case SDL_CONTROLLERDEVICEADDED:
  443. {
  444. const SDL_ControllerDeviceEvent& cev = event.cdevice;
  445. GamepadHandle handle = { m_gamepadAlloc.alloc() };
  446. if (isValid(handle) )
  447. {
  448. m_gamepad[handle.idx].create(cev.which);
  449. m_eventQueue.postGamepadEvent(defaultWindow, handle, true);
  450. }
  451. }
  452. break;
  453. case SDL_CONTROLLERDEVICEREMAPPED:
  454. {
  455. }
  456. break;
  457. case SDL_CONTROLLERDEVICEREMOVED:
  458. {
  459. const SDL_ControllerDeviceEvent& cev = event.cdevice;
  460. GamepadHandle handle = findGamepad(cev.which);
  461. if (isValid(handle) )
  462. {
  463. m_gamepad[handle.idx].destroy();
  464. m_gamepadAlloc.free(handle.idx);
  465. m_eventQueue.postGamepadEvent(defaultWindow, handle, false);
  466. }
  467. }
  468. break;
  469. default:
  470. {
  471. const SDL_UserEvent& uev = event.user;
  472. switch (uev.type - s_userEventStart)
  473. {
  474. case SDL_USER_WINDOW_CREATE:
  475. {
  476. WindowHandle handle = getWindowHandle(uev);
  477. Msg* msg = (Msg*)uev.data2;
  478. m_window[handle.idx] = SDL_CreateWindow(msg->m_title.c_str()
  479. , msg->m_x
  480. , msg->m_y
  481. , msg->m_width
  482. , msg->m_height
  483. , SDL_WINDOW_SHOWN
  484. | SDL_WINDOW_RESIZABLE
  485. );
  486. m_flags[handle.idx] = msg->m_flags;
  487. void* nwh = sdlNativeWindowHandle(m_window[handle.idx]);
  488. if (NULL != nwh)
  489. {
  490. m_eventQueue.postWindowEvent(handle, nwh);
  491. m_eventQueue.postSizeEvent(handle, msg->m_width, msg->m_height);
  492. }
  493. delete msg;
  494. }
  495. break;
  496. case SDL_USER_WINDOW_DESTROY:
  497. {
  498. WindowHandle handle = getWindowHandle(uev);
  499. if (isValid(handle) )
  500. {
  501. m_eventQueue.postWindowEvent(handle);
  502. SDL_DestroyWindow(m_window[handle.idx]);
  503. m_window[handle.idx] = NULL;
  504. }
  505. }
  506. break;
  507. case SDL_USER_WINDOW_SET_TITLE:
  508. {
  509. WindowHandle handle = getWindowHandle(uev);
  510. Msg* msg = (Msg*)uev.data2;
  511. if (isValid(handle) )
  512. {
  513. SDL_SetWindowTitle(m_window[handle.idx], msg->m_title.c_str());
  514. }
  515. delete msg;
  516. }
  517. break;
  518. case SDL_USER_WINDOW_SET_POS:
  519. {
  520. WindowHandle handle = getWindowHandle(uev);
  521. Msg* msg = (Msg*)uev.data2;
  522. SDL_SetWindowPosition(m_window[handle.idx], msg->m_x, msg->m_y);
  523. delete msg;
  524. }
  525. break;
  526. case SDL_USER_WINDOW_SET_SIZE:
  527. {
  528. WindowHandle handle = getWindowHandle(uev);
  529. Msg* msg = (Msg*)uev.data2;
  530. if (isValid(handle) )
  531. {
  532. setWindowSize(handle, msg->m_width, msg->m_height);
  533. }
  534. delete msg;
  535. }
  536. break;
  537. case SDL_USER_WINDOW_TOGGLE_FRAME:
  538. {
  539. WindowHandle handle = getWindowHandle(uev);
  540. if (isValid(handle) )
  541. {
  542. m_flags[handle.idx] ^= ENTRY_WINDOW_FLAG_FRAME;
  543. SDL_SetWindowBordered(m_window[handle.idx], (SDL_bool)!!(m_flags[handle.idx] & ENTRY_WINDOW_FLAG_FRAME) );
  544. }
  545. }
  546. break;
  547. case SDL_USER_WINDOW_TOGGLE_FULL_SCREEN:
  548. {
  549. WindowHandle handle = getWindowHandle(uev);
  550. m_fullscreen = !m_fullscreen;
  551. SDL_SetWindowFullscreen(m_window[handle.idx], m_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
  552. }
  553. break;
  554. case SDL_USER_WINDOW_MOUSE_LOCK:
  555. {
  556. SDL_SetRelativeMouseMode(!!uev.code ? SDL_TRUE : SDL_FALSE);
  557. }
  558. break;
  559. default:
  560. break;
  561. }
  562. }
  563. break;
  564. }
  565. }
  566. }
  567. while (bgfx::RenderFrame::NoContext != bgfx::renderFrame() ) {};
  568. m_thread.shutdown();
  569. SDL_DestroyWindow(m_window[0]);
  570. SDL_Quit();
  571. }
  572. WindowHandle findHandle(uint32_t _windowId)
  573. {
  574. SDL_Window* window = SDL_GetWindowFromID(_windowId);
  575. return findHandle(window);
  576. }
  577. WindowHandle findHandle(SDL_Window* _window)
  578. {
  579. bx::LwMutexScope scope(m_lock);
  580. for (uint32_t ii = 0, num = m_windowAlloc.getNumHandles(); ii < num; ++ii)
  581. {
  582. uint16_t idx = m_windowAlloc.getHandleAt(ii);
  583. if (_window == m_window[idx])
  584. {
  585. WindowHandle handle = { idx };
  586. return handle;
  587. }
  588. }
  589. WindowHandle invalid = { UINT16_MAX };
  590. return invalid;
  591. }
  592. void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height, bool _force = false)
  593. {
  594. if (_width != m_width
  595. || _height != m_height
  596. || _force)
  597. {
  598. m_width = _width;
  599. m_height = _height;
  600. if (m_width < m_height)
  601. {
  602. float aspectRatio = 1.0f/m_aspectRatio;
  603. m_width = bx::uint32_max(ENTRY_DEFAULT_WIDTH/4, m_width);
  604. m_height = uint32_t(float(m_width)*aspectRatio);
  605. }
  606. else
  607. {
  608. float aspectRatio = m_aspectRatio;
  609. m_height = bx::uint32_max(ENTRY_DEFAULT_HEIGHT/4, m_height);
  610. m_width = uint32_t(float(m_height)*aspectRatio);
  611. }
  612. SDL_SetWindowSize(m_window[_handle.idx], m_width, m_height);
  613. m_eventQueue.postSizeEvent(_handle, m_width, m_height);
  614. }
  615. }
  616. GamepadHandle findGamepad(SDL_JoystickID _jid)
  617. {
  618. for (uint32_t ii = 0, num = m_gamepadAlloc.getNumHandles(); ii < num; ++ii)
  619. {
  620. uint16_t idx = m_gamepadAlloc.getHandleAt(ii);
  621. if (_jid == m_gamepad[idx].m_jid)
  622. {
  623. GamepadHandle handle = { idx };
  624. return handle;
  625. }
  626. }
  627. GamepadHandle invalid = { UINT16_MAX };
  628. return invalid;
  629. }
  630. MainThreadEntry m_mte;
  631. bx::Thread m_thread;
  632. EventQueue m_eventQueue;
  633. bx::LwMutex m_lock;
  634. bx::HandleAllocT<ENTRY_CONFIG_MAX_WINDOWS> m_windowAlloc;
  635. SDL_Window* m_window[ENTRY_CONFIG_MAX_WINDOWS];
  636. uint32_t m_flags[ENTRY_CONFIG_MAX_WINDOWS];
  637. bx::HandleAllocT<ENTRY_CONFIG_MAX_GAMEPADS> m_gamepadAlloc;
  638. GamepadSDL m_gamepad[ENTRY_CONFIG_MAX_GAMEPADS];
  639. uint32_t m_width;
  640. uint32_t m_height;
  641. float m_aspectRatio;
  642. int32_t m_mx;
  643. int32_t m_my;
  644. bool m_mouseLock;
  645. bool m_fullscreen;
  646. };
  647. static Context s_ctx;
  648. const Event* poll()
  649. {
  650. return s_ctx.m_eventQueue.poll();
  651. }
  652. const Event* poll(WindowHandle _handle)
  653. {
  654. return s_ctx.m_eventQueue.poll(_handle);
  655. }
  656. void release(const Event* _event)
  657. {
  658. s_ctx.m_eventQueue.release(_event);
  659. }
  660. WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags, const char* _title)
  661. {
  662. bx::LwMutexScope scope(s_ctx.m_lock);
  663. WindowHandle handle = { s_ctx.m_windowAlloc.alloc() };
  664. if (UINT16_MAX != handle.idx)
  665. {
  666. Msg* msg = new Msg;
  667. msg->m_x = _x;
  668. msg->m_y = _y;
  669. msg->m_width = _width;
  670. msg->m_height = _height;
  671. msg->m_title = _title;
  672. msg->m_flags = _flags;
  673. sdlPostEvent(SDL_USER_WINDOW_CREATE, handle, msg);
  674. }
  675. return handle;
  676. }
  677. void destroyWindow(WindowHandle _handle)
  678. {
  679. if (UINT16_MAX != _handle.idx)
  680. {
  681. sdlPostEvent(SDL_USER_WINDOW_DESTROY, _handle);
  682. bx::LwMutexScope scope(s_ctx.m_lock);
  683. s_ctx.m_windowAlloc.free(_handle.idx);
  684. }
  685. }
  686. void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y)
  687. {
  688. Msg* msg = new Msg;
  689. msg->m_x = _x;
  690. msg->m_y = _y;
  691. sdlPostEvent(SDL_USER_WINDOW_SET_POS, _handle, msg);
  692. }
  693. void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height)
  694. {
  695. Msg* msg = new Msg;
  696. msg->m_width = _width;
  697. msg->m_height = _height;
  698. sdlPostEvent(SDL_USER_WINDOW_SET_SIZE, _handle, msg);
  699. }
  700. void setWindowTitle(WindowHandle _handle, const char* _title)
  701. {
  702. Msg* msg = new Msg;
  703. msg->m_title = _title;
  704. sdlPostEvent(SDL_USER_WINDOW_SET_TITLE, _handle, msg);
  705. }
  706. void toggleWindowFrame(WindowHandle _handle)
  707. {
  708. sdlPostEvent(SDL_USER_WINDOW_TOGGLE_FRAME, _handle);
  709. }
  710. void toggleFullscreen(WindowHandle _handle)
  711. {
  712. sdlPostEvent(SDL_USER_WINDOW_TOGGLE_FULL_SCREEN, _handle);
  713. }
  714. void setMouseLock(WindowHandle _handle, bool _lock)
  715. {
  716. sdlPostEvent(SDL_USER_WINDOW_MOUSE_LOCK, _handle, NULL, _lock);
  717. }
  718. int32_t MainThreadEntry::threadFunc(void* _userData)
  719. {
  720. MainThreadEntry* self = (MainThreadEntry*)_userData;
  721. int32_t result = main(self->m_argc, self->m_argv);
  722. SDL_Event event;
  723. SDL_QuitEvent& qev = event.quit;
  724. qev.type = SDL_QUIT;
  725. SDL_PushEvent(&event);
  726. return result;
  727. }
  728. } // namespace entry
  729. int main(int _argc, char** _argv)
  730. {
  731. using namespace entry;
  732. s_ctx.run(_argc, _argv);
  733. return 0;
  734. }
  735. #endif // ENTRY_CONFIG_USE_SDL