sdl.c 22 KB

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