sdl.c 29 KB

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  1. #define HL_NAME(n) sdl_##n
  2. #include <hl.h>
  3. #include "hlsystem.h"
  4. #include <locale.h>
  5. #include <SDL.h>
  6. #if defined(HL_WIN) || defined(HL_IOS) || defined(HL_TVOS)
  7. # include <SDL_syswm.h>
  8. #endif
  9. #if defined (HL_IOS) || defined(HL_TVOS)
  10. # include <OpenGLES/ES3/gl.h>
  11. # include <OpenGLES/ES3/glext.h>
  12. #endif
  13. #ifndef SDL_MAJOR_VERSION
  14. # error "SDL2 SDK not found in hl/include/sdl/"
  15. #endif
  16. #define TWIN _ABSTRACT(sdl_window)
  17. #define TGL _ABSTRACT(sdl_gl)
  18. typedef struct {
  19. int x;
  20. int y;
  21. int w;
  22. int h;
  23. int style;
  24. } wsave_pos;
  25. typedef enum {
  26. Quit,
  27. MouseMove,
  28. MouseLeave,
  29. MouseDown,
  30. MouseUp,
  31. MouseWheel,
  32. WindowState,
  33. KeyDown,
  34. KeyUp,
  35. TextInput,
  36. GControllerAdded = 100,
  37. GControllerRemoved,
  38. GControllerDown,
  39. GControllerUp,
  40. GControllerAxis,
  41. TouchDown = 200,
  42. TouchUp,
  43. TouchMove,
  44. JoystickAxisMotion = 300,
  45. JoystickBallMotion,
  46. JoystickHatMotion,
  47. JoystickButtonDown,
  48. JoystickButtonUp,
  49. JoystickAdded,
  50. JoystickRemoved,
  51. DropStart = 400,
  52. DropFile,
  53. DropText,
  54. DropEnd,
  55. KeyMapChanged = 500,
  56. } event_type;
  57. typedef enum {
  58. Show,
  59. Hide,
  60. Expose,
  61. Move,
  62. Resize,
  63. Minimize,
  64. Maximize,
  65. Restore,
  66. Enter,
  67. Leave,
  68. Focus,
  69. Blur,
  70. Close
  71. } ws_change;
  72. typedef struct {
  73. hl_type *t;
  74. event_type type;
  75. int mouseX;
  76. int mouseY;
  77. int mouseXRel;
  78. int mouseYRel;
  79. int button;
  80. int wheelDelta;
  81. ws_change state;
  82. int keyCode;
  83. int scanCode;
  84. bool keyRepeat;
  85. int reference;
  86. int value;
  87. int __unused;
  88. int window;
  89. vbyte* dropFile;
  90. } event_data;
  91. static bool isGlOptionsSet = false;
  92. HL_PRIM bool HL_NAME(init_once)() {
  93. SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
  94. if( SDL_Init(SDL_INIT_EVERYTHING) != 0 ) {
  95. hl_error("SDL_Init failed: %s", hl_to_utf16(SDL_GetError()));
  96. return false;
  97. }
  98. setlocale(LC_ALL, "C");
  99. # ifdef _WIN32
  100. // Set the internal windows timer period to 1ms (will give accurate sleep for vsync)
  101. timeBeginPeriod(1);
  102. # endif
  103. // default GL parameters
  104. if (!isGlOptionsSet) {
  105. #ifdef HL_MOBILE
  106. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  107. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  108. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  109. #else
  110. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  111. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  112. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  113. #endif
  114. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  115. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  116. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  117. }
  118. return true;
  119. }
  120. HL_PRIM void HL_NAME(gl_options)( int major, int minor, int depth, int stencil, int flags, int samples ) {
  121. isGlOptionsSet = true;
  122. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
  123. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
  124. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depth);
  125. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, stencil);
  126. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, (flags&1));
  127. if( flags&2 )
  128. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  129. else if( flags&4 )
  130. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
  131. else if( flags&8 )
  132. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  133. else {
  134. #ifdef HL_MOBILE
  135. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  136. #else
  137. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  138. #endif
  139. }
  140. if (samples > 1) {
  141. SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
  142. SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
  143. }
  144. }
  145. HL_PRIM bool HL_NAME(hint_value)( vbyte* name, vbyte* value) {
  146. return SDL_SetHint((char*)name, (char*)value) == SDL_TRUE;
  147. }
  148. HL_PRIM int HL_NAME(event_poll)( SDL_Event *e ) {
  149. return SDL_PollEvent(e);
  150. }
  151. HL_PRIM bool HL_NAME(event_loop)( event_data *event ) {
  152. while (true) {
  153. SDL_Event e;
  154. if (SDL_PollEvent(&e) == 0) break;
  155. switch (e.type) {
  156. case SDL_QUIT:
  157. event->type = Quit;
  158. break;
  159. case SDL_MOUSEMOTION:
  160. event->type = MouseMove;
  161. event->window = e.motion.windowID;
  162. event->mouseX = e.motion.x;
  163. event->mouseY = e.motion.y;
  164. event->mouseXRel = e.motion.xrel;
  165. event->mouseYRel = e.motion.yrel;
  166. break;
  167. case SDL_KEYDOWN:
  168. event->type = KeyDown;
  169. event->window = e.key.windowID;
  170. event->keyCode = e.key.keysym.sym;
  171. event->scanCode = e.key.keysym.scancode;
  172. event->keyRepeat = e.key.repeat != 0;
  173. break;
  174. case SDL_KEYUP:
  175. event->type = KeyUp;
  176. event->window = e.key.windowID;
  177. event->keyCode = e.key.keysym.sym;
  178. event->scanCode = e.key.keysym.scancode;
  179. break;
  180. case SDL_SYSWMEVENT:
  181. continue;
  182. case SDL_MOUSEBUTTONDOWN:
  183. event->type = MouseDown;
  184. event->window = e.button.windowID;
  185. event->button = e.button.button;
  186. event->mouseX = e.button.x;
  187. event->mouseY = e.button.y;
  188. break;
  189. case SDL_MOUSEBUTTONUP:
  190. event->type = MouseUp;
  191. event->window = e.button.windowID;
  192. event->button = e.button.button;
  193. event->mouseX = e.button.x;
  194. event->mouseY = e.button.y;
  195. break;
  196. case SDL_FINGERDOWN:
  197. event->type = TouchDown;
  198. event->mouseX = (int)(e.tfinger.x*10000);
  199. event->mouseY = (int)(e.tfinger.y*10000);
  200. event->reference = (int)e.tfinger.fingerId;
  201. break;
  202. case SDL_FINGERMOTION:
  203. event->type = TouchMove;
  204. event->mouseX = (int)(e.tfinger.x*10000);
  205. event->mouseY = (int)(e.tfinger.y*10000);
  206. event->reference = (int)e.tfinger.fingerId;
  207. break;
  208. case SDL_FINGERUP:
  209. event->type = TouchUp;
  210. event->mouseX = (int)(e.tfinger.x*10000);
  211. event->mouseY = (int)(e.tfinger.y*10000);
  212. event->reference = (int)e.tfinger.fingerId;
  213. break;
  214. case SDL_MOUSEWHEEL:
  215. event->type = MouseWheel;
  216. event->window = e.wheel.windowID;
  217. event->wheelDelta = e.wheel.y;
  218. # if SDL_VERSION_ATLEAST(2,0,4)
  219. if (e.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) event->wheelDelta *= -1;
  220. # endif
  221. event->mouseX = e.wheel.x;
  222. event->mouseY = e.wheel.y;
  223. break;
  224. case SDL_WINDOWEVENT:
  225. event->type = WindowState;
  226. event->window = e.window.windowID;
  227. switch (e.window.event) {
  228. case SDL_WINDOWEVENT_SHOWN:
  229. event->state = Show;
  230. break;
  231. case SDL_WINDOWEVENT_HIDDEN:
  232. event->state = Hide;
  233. break;
  234. case SDL_WINDOWEVENT_EXPOSED:
  235. event->state = Expose;
  236. break;
  237. case SDL_WINDOWEVENT_MOVED:
  238. event->state = Move;
  239. break;
  240. case SDL_WINDOWEVENT_SIZE_CHANGED:
  241. event->state = Resize;
  242. break;
  243. case SDL_WINDOWEVENT_MINIMIZED:
  244. event->state = Minimize;
  245. break;
  246. case SDL_WINDOWEVENT_MAXIMIZED:
  247. event->state = Maximize;
  248. break;
  249. case SDL_WINDOWEVENT_RESTORED:
  250. event->state = Restore;
  251. break;
  252. case SDL_WINDOWEVENT_ENTER:
  253. event->state = Enter;
  254. break;
  255. case SDL_WINDOWEVENT_LEAVE:
  256. event->state = Leave;
  257. break;
  258. case SDL_WINDOWEVENT_FOCUS_GAINED:
  259. event->state = Focus;
  260. break;
  261. case SDL_WINDOWEVENT_FOCUS_LOST:
  262. event->state = Blur;
  263. break;
  264. case SDL_WINDOWEVENT_CLOSE:
  265. event->state = Close;
  266. break;
  267. default:
  268. //printf("Unknown window state code %d\\n", e.window.event);
  269. continue;
  270. }
  271. break;
  272. case SDL_TEXTEDITING:
  273. // skip
  274. continue;
  275. case SDL_TEXTINPUT:
  276. event->type = TextInput;
  277. event->window = e.text.windowID;
  278. event->keyCode = *(int*)e.text.text;
  279. event->keyCode &= e.text.text[0] ? e.text.text[1] ? e.text.text[2] ? e.text.text[3] ? 0xFFFFFFFF : 0xFFFFFF : 0xFFFF : 0xFF : 0;
  280. break;
  281. case SDL_CONTROLLERDEVICEADDED:
  282. event->type = GControllerAdded;
  283. event->reference = e.jdevice.which;
  284. break;
  285. case SDL_CONTROLLERDEVICEREMOVED:
  286. event->type = GControllerRemoved;
  287. event->reference = e.jdevice.which;
  288. break;
  289. case SDL_CONTROLLERBUTTONDOWN:
  290. event->type = GControllerDown;
  291. event->reference = e.cbutton.which;
  292. event->button = e.cbutton.button;
  293. break;
  294. case SDL_CONTROLLERBUTTONUP:
  295. event->type = GControllerUp;
  296. event->reference = e.cbutton.which;
  297. event->button = e.cbutton.button;
  298. break;
  299. case SDL_CONTROLLERAXISMOTION:
  300. event->type = GControllerAxis;
  301. event->reference = e.caxis.which;
  302. event->button = e.caxis.axis;
  303. event->value = e.caxis.value;
  304. break;
  305. case SDL_JOYAXISMOTION:
  306. event->type = JoystickAxisMotion;
  307. event->reference = e.jaxis.which;
  308. event->button = e.jaxis.axis;
  309. event->value = e.jaxis.value;
  310. break;
  311. case SDL_JOYBALLMOTION:
  312. event->type = JoystickBallMotion;
  313. event->reference = e.jball.which;
  314. event->button = e.jball.ball;
  315. event->mouseXRel = e.jball.xrel;
  316. event->mouseYRel = e.jball.yrel;
  317. break;
  318. case SDL_JOYHATMOTION:
  319. event->type = JoystickHatMotion;
  320. event->reference = e.jhat.which;
  321. event->button = e.jhat.hat;
  322. event->value = e.jhat.value;
  323. break;
  324. case SDL_JOYBUTTONDOWN:
  325. event->type = JoystickButtonDown;
  326. event->reference = e.jbutton.which;
  327. event->button = e.jbutton.button;
  328. break;
  329. case SDL_JOYBUTTONUP:
  330. event->type = JoystickButtonUp;
  331. event->reference = e.jbutton.which;
  332. event->button = e.jbutton.button;
  333. break;
  334. case SDL_JOYDEVICEADDED:
  335. event->type = JoystickAdded;
  336. event->reference = e.jdevice.which;
  337. break;
  338. case SDL_JOYDEVICEREMOVED:
  339. event->type = JoystickRemoved;
  340. event->reference = e.jdevice.which;
  341. break;
  342. case SDL_DROPBEGIN:
  343. event->type = DropStart;
  344. event->window = e.drop.windowID;
  345. break;
  346. case SDL_DROPFILE: case SDL_DROPTEXT: {
  347. vbyte* bytes = hl_copy_bytes(e.drop.file, (int)strlen(e.drop.file) + 1);
  348. SDL_free(e.drop.file);
  349. event->type = e.type == SDL_DROPFILE ? DropFile : DropText;
  350. event->dropFile = bytes;
  351. event->window = e.drop.windowID;
  352. break;
  353. }
  354. case SDL_DROPCOMPLETE:
  355. event->type = DropEnd;
  356. event->window = e.drop.windowID;
  357. break;
  358. case SDL_KEYMAPCHANGED:
  359. event->type = KeyMapChanged;
  360. break;
  361. default:
  362. //printf("Unknown event type 0x%X\\n", e.type);
  363. continue;
  364. }
  365. return true;
  366. }
  367. return false;
  368. }
  369. HL_PRIM void HL_NAME(quit)() {
  370. SDL_Quit();
  371. # ifdef _WIN32
  372. timeEndPeriod(1);
  373. # endif
  374. }
  375. HL_PRIM void HL_NAME(delay)( int time ) {
  376. hl_blocking(true);
  377. SDL_Delay(time);
  378. hl_blocking(false);
  379. }
  380. HL_PRIM int HL_NAME(get_screen_width)() {
  381. SDL_DisplayMode e;
  382. SDL_GetCurrentDisplayMode(0, &e);
  383. return e.w;
  384. }
  385. HL_PRIM int HL_NAME(get_screen_height)() {
  386. SDL_DisplayMode e;
  387. SDL_GetCurrentDisplayMode(0, &e);
  388. return e.h;
  389. }
  390. HL_PRIM int HL_NAME(get_screen_width_of_window)(SDL_Window* win) {
  391. SDL_DisplayMode e;
  392. SDL_GetCurrentDisplayMode(win != NULL ? SDL_GetWindowDisplayIndex(win) : 0, &e);
  393. return e.w;
  394. }
  395. HL_PRIM int HL_NAME(get_screen_height_of_window)(SDL_Window* win) {
  396. SDL_DisplayMode e;
  397. SDL_GetCurrentDisplayMode(win != NULL ? SDL_GetWindowDisplayIndex(win) : 0, &e);
  398. return e.h;
  399. }
  400. HL_PRIM int HL_NAME(get_framerate)(SDL_Window* win) {
  401. SDL_DisplayMode e;
  402. SDL_GetCurrentDisplayMode(win != NULL ? SDL_GetWindowDisplayIndex(win) : 0, &e);
  403. return e.refresh_rate;
  404. }
  405. HL_PRIM void HL_NAME(message_box)(vbyte *title, vbyte *text, bool error) {
  406. hl_blocking(true);
  407. SDL_ShowSimpleMessageBox(error ? SDL_MESSAGEBOX_ERROR : 0, (char*)title, (char*)text, NULL);
  408. hl_blocking(false);
  409. }
  410. HL_PRIM void HL_NAME(set_vsync)(bool v) {
  411. SDL_GL_SetSwapInterval(v ? 1 : 0);
  412. }
  413. HL_PRIM bool HL_NAME(detect_win32)() {
  414. # ifdef _WIN32
  415. return true;
  416. # else
  417. return false;
  418. # endif
  419. }
  420. HL_PRIM void HL_NAME(text_input)( bool enable ) {
  421. if( enable )
  422. SDL_StartTextInput();
  423. else
  424. SDL_StopTextInput();
  425. }
  426. HL_PRIM int HL_NAME(set_relative_mouse_mode)(bool enable) {
  427. return SDL_SetRelativeMouseMode(enable);
  428. }
  429. HL_PRIM bool HL_NAME(get_relative_mouse_mode)() {
  430. return SDL_GetRelativeMouseMode();
  431. }
  432. HL_PRIM int HL_NAME(warp_mouse_global)(int x, int y) {
  433. return SDL_WarpMouseGlobal(x, y);
  434. }
  435. HL_PRIM void HL_NAME(warp_mouse_in_window)(SDL_Window* window, int x, int y) {
  436. SDL_WarpMouseInWindow(window, x, y);
  437. }
  438. HL_PRIM void HL_NAME(set_window_grab)(SDL_Window* window, bool grabbed) {
  439. SDL_SetWindowGrab(window, grabbed);
  440. }
  441. HL_PRIM bool HL_NAME(get_window_grab)(SDL_Window* window) {
  442. return SDL_GetWindowGrab(window);
  443. }
  444. HL_PRIM int HL_NAME(get_global_mouse_state)(int* x, int* y) {
  445. return SDL_GetGlobalMouseState(x, y);
  446. }
  447. HL_PRIM const char *HL_NAME(detect_keyboard_layout)() {
  448. char q = SDL_GetKeyFromScancode(SDL_SCANCODE_Q);
  449. char w = SDL_GetKeyFromScancode(SDL_SCANCODE_W);
  450. char y = SDL_GetKeyFromScancode(SDL_SCANCODE_Y);
  451. if (q == 'q' && w == 'w' && y == 'y') return "qwerty";
  452. if (q == 'a' && w == 'z' && y == 'y') return "azerty";
  453. if (q == 'q' && w == 'w' && y == 'z') return "qwertz";
  454. if (q == 'q' && w == 'z' && y == 'y') return "qzerty";
  455. return "unknown";
  456. }
  457. #define TWIN _ABSTRACT(sdl_window)
  458. DEFINE_PRIM(_BOOL, init_once, _NO_ARG);
  459. DEFINE_PRIM(_VOID, gl_options, _I32 _I32 _I32 _I32 _I32 _I32);
  460. DEFINE_PRIM(_BOOL, event_loop, _DYN );
  461. DEFINE_PRIM(_I32, event_poll, _STRUCT );
  462. DEFINE_PRIM(_VOID, quit, _NO_ARG);
  463. DEFINE_PRIM(_VOID, delay, _I32);
  464. DEFINE_PRIM(_I32, get_screen_width, _NO_ARG);
  465. DEFINE_PRIM(_I32, get_screen_height, _NO_ARG);
  466. DEFINE_PRIM(_I32, get_screen_width_of_window, TWIN);
  467. DEFINE_PRIM(_I32, get_screen_height_of_window, TWIN);
  468. DEFINE_PRIM(_I32, get_framerate, TWIN);
  469. DEFINE_PRIM(_VOID, message_box, _BYTES _BYTES _BOOL);
  470. DEFINE_PRIM(_VOID, set_vsync, _BOOL);
  471. DEFINE_PRIM(_BOOL, detect_win32, _NO_ARG);
  472. DEFINE_PRIM(_VOID, text_input, _BOOL);
  473. DEFINE_PRIM(_I32, set_relative_mouse_mode, _BOOL);
  474. DEFINE_PRIM(_BOOL, get_relative_mouse_mode, _NO_ARG);
  475. DEFINE_PRIM(_I32, warp_mouse_global, _I32 _I32);
  476. DEFINE_PRIM(_VOID, warp_mouse_in_window, TWIN _I32 _I32);
  477. DEFINE_PRIM(_VOID, set_window_grab, TWIN _BOOL);
  478. DEFINE_PRIM(_BOOL, get_window_grab, TWIN);
  479. DEFINE_PRIM(_I32, get_global_mouse_state, _REF(_I32) _REF(_I32));
  480. DEFINE_PRIM(_BYTES, detect_keyboard_layout, _NO_ARG);
  481. DEFINE_PRIM(_BOOL, hint_value, _BYTES _BYTES);
  482. // Window
  483. HL_PRIM SDL_Window *HL_NAME(win_create_ex)(int x, int y, int width, int height, int sdlFlags) {
  484. // force window to match device resolution on mobile
  485. if ((sdlFlags & (
  486. #ifdef HL_MAC
  487. SDL_WINDOW_METAL |
  488. #endif
  489. SDL_WINDOW_VULKAN )) == 0) {
  490. sdlFlags |= SDL_WINDOW_OPENGL;
  491. }
  492. #ifdef HL_MOBILE
  493. SDL_DisplayMode displayMode;
  494. SDL_GetDesktopDisplayMode(0, &displayMode);
  495. SDL_Window* win = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_BORDERLESS | sdlFlags);
  496. #else
  497. SDL_Window* win = SDL_CreateWindow("", x, y, width, height, sdlFlags);
  498. #endif
  499. # ifdef HL_WIN
  500. // force window to show even if the debugger force process windows to be hidden
  501. if( (SDL_GetWindowFlags(win) & SDL_WINDOW_INPUT_FOCUS) == 0 ) {
  502. SDL_HideWindow(win);
  503. SDL_ShowWindow(win);
  504. }
  505. SDL_RaiseWindow(win); // better first focus lost behavior
  506. # endif
  507. return win;
  508. }
  509. HL_PRIM SDL_Window *HL_NAME(win_create)(int width, int height) {
  510. return HL_NAME(win_create_ex)(SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
  511. }
  512. HL_PRIM SDL_GLContext HL_NAME(win_get_glcontext)(SDL_Window *win) {
  513. return SDL_GL_CreateContext(win);
  514. }
  515. HL_PRIM bool HL_NAME(win_set_fullscreen)(SDL_Window *win, int mode) {
  516. # ifdef HL_WIN
  517. wsave_pos *save = SDL_GetWindowData(win,"save");
  518. SDL_SysWMinfo info;
  519. HWND wnd;
  520. SDL_VERSION(&info.version);
  521. SDL_GetWindowWMInfo(win,&info);
  522. wnd = info.info.win.window;
  523. if( save && mode != 2 ) {
  524. // exit borderless
  525. SetWindowLong(wnd,GWL_STYLE,save->style);
  526. SetWindowPos(wnd,NULL,save->x,save->y,save->w,save->h,0);
  527. SDL_SetWindowSize(win, save->w, save->h);
  528. free(save);
  529. SDL_SetWindowData(win,"save",NULL);
  530. save = NULL;
  531. }
  532. # endif
  533. switch( mode ) {
  534. case 0: // WINDOWED
  535. return SDL_SetWindowFullscreen(win, 0) == 0;
  536. case 1: // FULLSCREEN
  537. return SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN) == 0;
  538. case 2: // BORDERLESS
  539. # ifdef _WIN32
  540. {
  541. HMONITOR hmon = MonitorFromWindow(wnd,MONITOR_DEFAULTTONEAREST);
  542. MONITORINFO mi = { sizeof(mi) };
  543. RECT r;
  544. if( !GetMonitorInfo(hmon, &mi) )
  545. return false;
  546. GetWindowRect(wnd,&r);
  547. save = (wsave_pos*)malloc(sizeof(wsave_pos));
  548. save->x = r.left;
  549. save->y = r.top;
  550. save->w = r.right - r.left;
  551. save->h = r.bottom - r.top;
  552. save->style = GetWindowLong(wnd,GWL_STYLE);
  553. SDL_SetWindowData(win,"save",save);
  554. SetWindowLong(wnd,GWL_STYLE, WS_POPUP | WS_VISIBLE);
  555. SetWindowPos(wnd,NULL,mi.rcMonitor.left,mi.rcMonitor.top,mi.rcMonitor.right - mi.rcMonitor.left,mi.rcMonitor.bottom - mi.rcMonitor.top + 2 /* prevent opengl driver to use exclusive mode !*/,0);
  556. return true;
  557. }
  558. # else
  559. return SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0;
  560. # endif
  561. }
  562. return false;
  563. }
  564. HL_PRIM bool HL_NAME(win_set_display_mode)(SDL_Window *win, int width, int height, int framerate) {
  565. SDL_DisplayMode mode;
  566. int display_idx = SDL_GetWindowDisplayIndex(win);
  567. for (int i = 0; i < SDL_GetNumDisplayModes(display_idx); i++) {
  568. if (SDL_GetDisplayMode(display_idx, i, &mode) == 0) {
  569. if (mode.w == width && mode.h == height && mode.refresh_rate == framerate) {
  570. return SDL_SetWindowDisplayMode(win, &mode) >= 0;
  571. }
  572. }
  573. }
  574. return false;
  575. }
  576. HL_PRIM int HL_NAME(win_display_handle)(SDL_Window *win) {
  577. return SDL_GetWindowDisplayIndex(win);
  578. }
  579. HL_PRIM void HL_NAME(win_set_title)(SDL_Window *win, vbyte *title) {
  580. SDL_SetWindowTitle(win, (char*)title);
  581. }
  582. HL_PRIM void HL_NAME(win_set_position)(SDL_Window *win, int x, int y) {
  583. SDL_SetWindowPosition(win, x, y);
  584. }
  585. HL_PRIM void HL_NAME(win_get_position)(SDL_Window *win, int *x, int *y) {
  586. SDL_GetWindowPosition(win, x, y);
  587. }
  588. HL_PRIM void HL_NAME(win_set_size)(SDL_Window *win, int width, int height) {
  589. SDL_SetWindowSize(win, width, height);
  590. }
  591. HL_PRIM void HL_NAME(win_set_min_size)(SDL_Window *win, int width, int height) {
  592. SDL_SetWindowMinimumSize(win, width, height);
  593. }
  594. HL_PRIM void HL_NAME(win_set_max_size)(SDL_Window *win, int width, int height) {
  595. SDL_SetWindowMaximumSize(win, width, height);
  596. }
  597. HL_PRIM void HL_NAME(win_get_size)(SDL_Window *win, int *width, int *height) {
  598. SDL_GetWindowSize(win, width, height);
  599. }
  600. HL_PRIM void HL_NAME(win_get_min_size)(SDL_Window *win, int *width, int *height) {
  601. SDL_GetWindowMinimumSize(win, width, height);
  602. }
  603. HL_PRIM void HL_NAME(win_get_max_size)(SDL_Window *win, int *width, int *height) {
  604. SDL_GetWindowMaximumSize(win, width, height);
  605. }
  606. HL_PRIM double HL_NAME(win_get_opacity)(SDL_Window *win) {
  607. float opacity = 1.0f;
  608. SDL_GetWindowOpacity(win, &opacity);
  609. return opacity;
  610. }
  611. HL_PRIM bool HL_NAME(win_set_opacity)(SDL_Window *win, double opacity) {
  612. return SDL_SetWindowOpacity(win, (float)opacity) == 0;
  613. }
  614. HL_PRIM void HL_NAME(win_resize)(SDL_Window *win, int mode) {
  615. switch( mode ) {
  616. case 0:
  617. SDL_MaximizeWindow(win);
  618. break;
  619. case 1:
  620. SDL_MinimizeWindow(win);
  621. break;
  622. case 2:
  623. SDL_RestoreWindow(win);
  624. break;
  625. case 3:
  626. SDL_ShowWindow(win);
  627. break;
  628. case 4:
  629. SDL_HideWindow(win);
  630. break;
  631. default:
  632. break;
  633. }
  634. }
  635. HL_PRIM void HL_NAME(win_raise)(SDL_Window *win) {
  636. SDL_RaiseWindow(win);
  637. }
  638. HL_PRIM void HL_NAME(win_swap_window)(SDL_Window *win) {
  639. #if defined(HL_IOS) || defined(HL_TVOS)
  640. SDL_SysWMinfo info;
  641. SDL_VERSION(&info.version);
  642. SDL_GetWindowWMInfo(win, &info);
  643. glBindFramebuffer(GL_FRAMEBUFFER, info.info.uikit.framebuffer);
  644. glBindRenderbuffer(GL_RENDERBUFFER,info.info.uikit.colorbuffer);
  645. #endif
  646. SDL_GL_SwapWindow(win);
  647. }
  648. HL_PRIM void HL_NAME(win_render_to)(SDL_Window *win, SDL_GLContext gl) {
  649. SDL_GL_MakeCurrent(win, gl);
  650. }
  651. HL_PRIM int HL_NAME(win_get_id)(SDL_Window *window) {
  652. return SDL_GetWindowID(window);
  653. }
  654. HL_PRIM void HL_NAME(win_destroy)(SDL_Window *win, SDL_GLContext gl) {
  655. SDL_DestroyWindow(win);
  656. SDL_GL_DeleteContext(gl);
  657. }
  658. #define TGL _ABSTRACT(sdl_gl)
  659. DEFINE_PRIM(TWIN, win_create_ex, _I32 _I32 _I32 _I32 _I32);
  660. DEFINE_PRIM(TWIN, win_create, _I32 _I32);
  661. DEFINE_PRIM(TGL, win_get_glcontext, TWIN);
  662. DEFINE_PRIM(_BOOL, win_set_fullscreen, TWIN _I32);
  663. DEFINE_PRIM(_BOOL, win_set_display_mode, TWIN _I32 _I32 _I32);
  664. DEFINE_PRIM(_I32, win_display_handle, TWIN);
  665. DEFINE_PRIM(_VOID, win_resize, TWIN _I32);
  666. DEFINE_PRIM(_VOID, win_raise, TWIN);
  667. DEFINE_PRIM(_VOID, win_set_title, TWIN _BYTES);
  668. DEFINE_PRIM(_VOID, win_set_position, TWIN _I32 _I32);
  669. DEFINE_PRIM(_VOID, win_get_position, TWIN _REF(_I32) _REF(_I32));
  670. DEFINE_PRIM(_VOID, win_set_size, TWIN _I32 _I32);
  671. DEFINE_PRIM(_VOID, win_set_min_size, TWIN _I32 _I32);
  672. DEFINE_PRIM(_VOID, win_set_max_size, TWIN _I32 _I32);
  673. DEFINE_PRIM(_VOID, win_get_size, TWIN _REF(_I32) _REF(_I32));
  674. DEFINE_PRIM(_VOID, win_get_min_size, TWIN _REF(_I32) _REF(_I32));
  675. DEFINE_PRIM(_VOID, win_get_max_size, TWIN _REF(_I32) _REF(_I32));
  676. DEFINE_PRIM(_F64, win_get_opacity, TWIN);
  677. DEFINE_PRIM(_BOOL, win_set_opacity, TWIN _F64);
  678. DEFINE_PRIM(_VOID, win_swap_window, TWIN);
  679. DEFINE_PRIM(_VOID, win_render_to, TWIN TGL);
  680. DEFINE_PRIM(_VOID, win_destroy, TWIN TGL);
  681. DEFINE_PRIM(_I32, win_get_id, TWIN);
  682. // game controller
  683. HL_PRIM int HL_NAME(gctrl_count)() {
  684. return SDL_NumJoysticks();
  685. }
  686. HL_PRIM SDL_GameController *HL_NAME(gctrl_open)(int idx) {
  687. if (SDL_IsGameController(idx))
  688. return SDL_GameControllerOpen(idx);
  689. return NULL;
  690. }
  691. HL_PRIM void HL_NAME(gctrl_close)(SDL_GameController *controller) {
  692. SDL_GameControllerClose(controller);
  693. }
  694. HL_PRIM int HL_NAME(gctrl_get_axis)(SDL_GameController *controller, int axisIdx ){
  695. return SDL_GameControllerGetAxis(controller, axisIdx);
  696. }
  697. HL_PRIM bool HL_NAME(gctrl_get_button)(SDL_GameController *controller, int btnIdx) {
  698. return SDL_GameControllerGetButton(controller, btnIdx) == 1;
  699. }
  700. HL_PRIM int HL_NAME(gctrl_get_id)(SDL_GameController *controller) {
  701. return SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller));
  702. }
  703. HL_PRIM vbyte *HL_NAME(gctrl_get_name)(SDL_GameController *controller) {
  704. return (vbyte*)SDL_GameControllerName(controller);
  705. }
  706. #define TGCTRL _ABSTRACT(sdl_gamecontroller)
  707. DEFINE_PRIM(_I32, gctrl_count, _NO_ARG);
  708. DEFINE_PRIM(TGCTRL, gctrl_open, _I32);
  709. DEFINE_PRIM(_VOID, gctrl_close, TGCTRL);
  710. DEFINE_PRIM(_I32, gctrl_get_axis, TGCTRL _I32);
  711. DEFINE_PRIM(_BOOL, gctrl_get_button, TGCTRL _I32);
  712. DEFINE_PRIM(_I32, gctrl_get_id, TGCTRL);
  713. DEFINE_PRIM(_BYTES, gctrl_get_name, TGCTRL);
  714. HL_PRIM SDL_Haptic *HL_NAME(haptic_open)(SDL_GameController *controller) {
  715. return SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(controller));
  716. }
  717. HL_PRIM void HL_NAME(haptic_close)(SDL_Haptic *haptic) {
  718. SDL_HapticClose(haptic);
  719. }
  720. HL_PRIM int HL_NAME(haptic_rumble_init)(SDL_Haptic *haptic) {
  721. return SDL_HapticRumbleInit(haptic);
  722. }
  723. HL_PRIM int HL_NAME(haptic_rumble_play)(SDL_Haptic *haptic, double strength, int length) {
  724. return SDL_HapticRumblePlay(haptic, (float)strength, length);
  725. }
  726. #define THAPTIC _ABSTRACT(sdl_haptic)
  727. DEFINE_PRIM(THAPTIC, haptic_open, TGCTRL);
  728. DEFINE_PRIM(_VOID, haptic_close, THAPTIC);
  729. DEFINE_PRIM(_I32, haptic_rumble_init, THAPTIC);
  730. DEFINE_PRIM(_I32, haptic_rumble_play, THAPTIC _F64 _I32);
  731. // joystick
  732. HL_PRIM int HL_NAME(joy_count)() {
  733. return SDL_NumJoysticks();
  734. }
  735. HL_PRIM SDL_Joystick *HL_NAME(joy_open)(int idx) {
  736. return SDL_JoystickOpen(idx);
  737. }
  738. HL_PRIM void HL_NAME(joy_close)(SDL_Joystick *joystick) {
  739. SDL_JoystickClose(joystick);
  740. }
  741. HL_PRIM int HL_NAME(joy_get_axis)(SDL_Joystick *joystick, int axisIdx ){
  742. return SDL_JoystickGetAxis(joystick, axisIdx);
  743. }
  744. HL_PRIM int HL_NAME(joy_get_hat)(SDL_Joystick *joystick, int hatIdx ){
  745. return SDL_JoystickGetHat(joystick, hatIdx);
  746. }
  747. HL_PRIM bool HL_NAME(joy_get_button)(SDL_Joystick *joystick, int btnIdx) {
  748. return SDL_JoystickGetButton(joystick, btnIdx) == 1;
  749. }
  750. HL_PRIM int HL_NAME(joy_get_id)(SDL_Joystick *joystick) {
  751. return SDL_JoystickInstanceID(joystick);
  752. }
  753. HL_PRIM vbyte *HL_NAME(joy_get_name)(SDL_Joystick *joystick) {
  754. return (vbyte*)SDL_JoystickName(joystick);
  755. }
  756. #define TJOY _ABSTRACT(sdl_joystick)
  757. DEFINE_PRIM(_I32, joy_count, _NO_ARG);
  758. DEFINE_PRIM(TJOY, joy_open, _I32);
  759. DEFINE_PRIM(_VOID, joy_close, TJOY);
  760. DEFINE_PRIM(_I32, joy_get_axis, TJOY _I32);
  761. DEFINE_PRIM(_I32, joy_get_hat, TJOY _I32);
  762. DEFINE_PRIM(_BOOL, joy_get_button, TJOY _I32);
  763. DEFINE_PRIM(_I32, joy_get_id, TJOY);
  764. DEFINE_PRIM(_BYTES, joy_get_name, TJOY);
  765. // surface
  766. HL_PRIM SDL_Surface *HL_NAME(surface_from)( vbyte *ptr, int width, int height, int depth, int pitch, int rmask, int gmask, int bmask, int amask ) {
  767. return SDL_CreateRGBSurfaceFrom(ptr,width,height,depth,pitch,rmask,gmask,bmask,amask);
  768. }
  769. HL_PRIM void HL_NAME(free_surface)( SDL_Surface *s ) {
  770. SDL_FreeSurface(s);
  771. }
  772. #define _SURF _ABSTRACT(sdl_surface)
  773. DEFINE_PRIM(_SURF, surface_from, _BYTES _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32);
  774. DEFINE_PRIM(_VOID, free_surface, _SURF);
  775. // cursor
  776. HL_PRIM void HL_NAME(show_cursor)( bool b ) {
  777. SDL_ShowCursor(b?SDL_ENABLE:SDL_DISABLE);
  778. }
  779. HL_PRIM bool HL_NAME(is_cursor_visible)() {
  780. return SDL_ShowCursor(SDL_QUERY) == SDL_ENABLE;
  781. }
  782. HL_PRIM SDL_Cursor *HL_NAME(cursor_create)( SDL_Surface *s, int hotX, int hotY ) {
  783. return SDL_CreateColorCursor(s,hotX,hotY);
  784. }
  785. HL_PRIM SDL_Cursor *HL_NAME(cursor_create_system)( int kind ) {
  786. return SDL_CreateSystemCursor(kind);
  787. }
  788. HL_PRIM void HL_NAME(free_cursor)( SDL_Cursor *c ) {
  789. SDL_FreeCursor(c);
  790. }
  791. HL_PRIM void HL_NAME(set_cursor)( SDL_Cursor *c ) {
  792. SDL_SetCursor(c);
  793. }
  794. HL_PRIM bool HL_NAME(set_clipboard_text)(char* text) {
  795. return SDL_SetClipboardText(text) == 0;
  796. }
  797. HL_PRIM char* HL_NAME(get_clipboard_text)() {
  798. char* chr = SDL_GetClipboardText();
  799. if (chr == NULL)
  800. return NULL;
  801. vbyte* bytes = hl_copy_bytes(chr, (int) strlen(chr) + 1);
  802. SDL_free(chr);
  803. return bytes;
  804. }
  805. HL_PRIM void HL_NAME(set_drag_and_drop_enabled)( bool enabled ) {
  806. SDL_EventState(SDL_DROPFILE, enabled ? SDL_ENABLE : SDL_DISABLE);
  807. }
  808. HL_PRIM bool HL_NAME(get_drag_and_drop_enabled)() {
  809. return SDL_EventState(SDL_DROPFILE, SDL_QUERY);
  810. }
  811. HL_PRIM varray* HL_NAME(get_displays)() {
  812. int n = SDL_GetNumVideoDisplays();
  813. if (n < 0)
  814. return NULL;
  815. varray* arr = hl_alloc_array(&hlt_dynobj, n);
  816. for (int i = 0; i < n; i++) {
  817. vdynamic *obj = (vdynamic*) hl_alloc_dynobj();
  818. SDL_Rect rect;
  819. SDL_GetDisplayBounds(i, &rect);
  820. hl_dyn_seti(obj, hl_hash_utf8("right"), &hlt_i32, rect.x+rect.w);
  821. hl_dyn_seti(obj, hl_hash_utf8("bottom"), &hlt_i32, rect.y+rect.h);
  822. hl_dyn_seti(obj, hl_hash_utf8("left"), &hlt_i32, rect.x);
  823. hl_dyn_seti(obj, hl_hash_utf8("top"), &hlt_i32, rect.y);
  824. hl_dyn_seti(obj, hl_hash_utf8("handle"), &hlt_i32, i);
  825. const char *name = SDL_GetDisplayName(i);
  826. hl_dyn_setp(obj, hl_hash_utf8("name"), &hlt_bytes, hl_copy_bytes(name, (int) strlen(name)+1));
  827. hl_aptr(arr, vdynamic*)[i] = obj;
  828. }
  829. return arr;
  830. }
  831. HL_PRIM varray* HL_NAME(get_display_modes)(int display_id) {
  832. int n = SDL_GetNumDisplayModes(display_id);
  833. if (n < 0)
  834. return NULL;
  835. varray* arr = hl_alloc_array(&hlt_dynobj, n);
  836. for (int i = 0; i < n; i++) {
  837. SDL_DisplayMode mode;
  838. SDL_GetDisplayMode(display_id, i, &mode);
  839. vdynamic *obj = (vdynamic*)hl_alloc_dynobj();
  840. hl_dyn_seti(obj, hl_hash_utf8("width"), &hlt_i32, mode.w);
  841. hl_dyn_seti(obj, hl_hash_utf8("height"), &hlt_i32, mode.h);
  842. hl_dyn_seti(obj, hl_hash_utf8("framerate"), &hlt_i32, mode.refresh_rate);
  843. hl_aptr(arr, vdynamic*)[i] = obj;
  844. }
  845. return arr;
  846. }
  847. HL_PRIM vdynobj* HL_NAME(get_current_display_mode)(int display_id, bool registry) {
  848. SDL_DisplayMode mode;
  849. int r;
  850. if(registry)
  851. r = SDL_GetDesktopDisplayMode(display_id, &mode);
  852. else
  853. r = SDL_GetCurrentDisplayMode(display_id, &mode);
  854. if (r < 0) {
  855. printf("can't find mode for %d : %d\n", display_id, r);
  856. return NULL;
  857. }
  858. vdynamic* obj = (vdynamic*)hl_alloc_dynobj();
  859. hl_dyn_seti(obj, hl_hash_utf8("width"), &hlt_i32, mode.w);
  860. hl_dyn_seti(obj, hl_hash_utf8("height"), &hlt_i32, mode.h);
  861. hl_dyn_seti(obj, hl_hash_utf8("framerate"), &hlt_i32, mode.refresh_rate);
  862. return (vdynobj*) obj;
  863. }
  864. #define MAX_DEVICES 16
  865. HL_PRIM varray *HL_NAME(get_devices)() {
  866. varray *a = hl_alloc_array(&hlt_bytes, MAX_DEVICES);
  867. # ifdef _WIN32
  868. int i=0;
  869. DISPLAY_DEVICE inf;
  870. inf.cb = sizeof(inf);
  871. while( i < MAX_DEVICES && EnumDisplayDevices(NULL,i,&inf,0) ) {
  872. hl_aptr(a,vbyte*)[i] = hl_copy_bytes((vbyte*)inf.DeviceString,((int)wcslen(inf.DeviceString) + 1)*2);
  873. i++;
  874. }
  875. # endif
  876. return a;
  877. }
  878. #define _CURSOR _ABSTRACT(sdl_cursor)
  879. DEFINE_PRIM(_VOID, show_cursor, _BOOL);
  880. DEFINE_PRIM(_BOOL, is_cursor_visible, _NO_ARG);
  881. DEFINE_PRIM(_CURSOR, cursor_create, _SURF _I32 _I32);
  882. DEFINE_PRIM(_CURSOR, cursor_create_system, _I32);
  883. DEFINE_PRIM(_VOID, free_cursor, _CURSOR);
  884. DEFINE_PRIM(_VOID, set_cursor, _CURSOR);
  885. DEFINE_PRIM(_BOOL, set_clipboard_text, _BYTES);
  886. DEFINE_PRIM(_BYTES, get_clipboard_text, _NO_ARG);
  887. DEFINE_PRIM(_VOID, set_drag_and_drop_enabled, _BOOL);
  888. DEFINE_PRIM(_BOOL, get_drag_and_drop_enabled, _NO_ARG);
  889. DEFINE_PRIM(_ARR, get_displays, _NO_ARG);
  890. DEFINE_PRIM(_ARR, get_display_modes, _I32);
  891. DEFINE_PRIM(_DYN, get_current_display_mode, _I32 _BOOL);
  892. DEFINE_PRIM(_ARR, get_devices, _NO_ARG);