Torque3D/Engine/source/windowManager/sdl/sdlWindowMgr.cpp
Areloch 26ef40950b Updated version of OTHGMars' updated window and resolution options modes.
Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00

588 lines
15 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "windowManager/sdl/sdlWindowMgr.h"
#include "platformSDL/sdlInputManager.h"
#include "gfx/gfxDevice.h"
#include "core/util/journal/process.h"
#include "core/strings/unicode.h"
#include "gfx/bitmap/gBitmap.h"
#include "SDL.h"
// ------------------------------------------------------------------------
void sdl_CloseSplashWindow(void* hinst);
#ifdef TORQUE_SDL
PlatformWindowManager * CreatePlatformWindowManager()
{
return new PlatformWindowManagerSDL();
}
#endif
// ------------------------------------------------------------------------
PlatformWindowManagerSDL::PlatformWindowManagerSDL()
{
// Register in the process list.
mOnProcessSignalSlot.setDelegate( this, &PlatformWindowManagerSDL::_process );
Process::notify( mOnProcessSignalSlot, PROCESS_INPUT_ORDER );
// Init our list of allocated windows.
mWindowListHead = NULL;
// By default, we have no parent window.
mParentWindow = NULL;
mCurtainWindow = NULL;
mDisplayWindow = true;
mOffscreenRender = false;
mInputState = KeyboardInputState::NONE;
}
PlatformWindowManagerSDL::~PlatformWindowManagerSDL()
{
// Kill all our windows first.
while(mWindowListHead)
// The destructors update the list, so this works just fine.
delete mWindowListHead;
}
RectI PlatformWindowManagerSDL::getPrimaryDesktopArea()
{
// Primary is monitor 0
return getMonitorRect(0);
}
Point2I PlatformWindowManagerSDL::getDesktopResolution()
{
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(0, &mode);
// Return Resolution
return Point2I(mode.w, mode.h);
}
S32 PlatformWindowManagerSDL::getDesktopBitDepth()
{
// Return Bits per Pixel
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(0, &mode);
int bbp;
unsigned int r,g,b,a;
SDL_PixelFormatEnumToMasks(mode.format, &bbp, &r, &g, &b, &a);
return bbp;
}
S32 PlatformWindowManagerSDL::findFirstMatchingMonitor(const char* name)
{
S32 count = SDL_GetNumVideoDisplays();
for (U32 index = 0; index < count; ++index)
{
if (dStrstr(name, SDL_GetDisplayName(index)) == name)
return index;
}
return 0;
}
U32 PlatformWindowManagerSDL::getMonitorCount()
{
S32 monitorCount = SDL_GetNumVideoDisplays();
if (monitorCount < 0)
{
Con::errorf("SDL_GetNumVideoDisplays() failed: %s", SDL_GetError());
monitorCount = 0;
}
return (U32)monitorCount;
}
const char* PlatformWindowManagerSDL::getMonitorName(U32 index)
{
const char* monitorName = SDL_GetDisplayName(index);
if (monitorName == NULL)
Con::errorf("SDL_GetDisplayName() failed: %s", SDL_GetError());
return monitorName;
}
RectI PlatformWindowManagerSDL::getMonitorRect(U32 index)
{
SDL_Rect sdlRect;
if (0 != SDL_GetDisplayBounds(index, &sdlRect))
{
Con::errorf("SDL_GetDisplayBounds() failed: %s", SDL_GetError());
return RectI(0, 0, 0, 0);
}
return RectI(sdlRect.x, sdlRect.y, sdlRect.w, sdlRect.h);
}
RectI PlatformWindowManagerSDL::getMonitorUsableRect(U32 index)
{
SDL_Rect sdlRect;
if (0 != SDL_GetDisplayUsableBounds(index, &sdlRect))
{
Con::errorf("SDL_GetDisplayUsableBounds() failed: %s", SDL_GetError());
return RectI(0, 0, 0, 0);
}
return RectI(sdlRect.x, sdlRect.y, sdlRect.w, sdlRect.h);
}
U32 PlatformWindowManagerSDL::getMonitorModeCount(U32 monitorIndex)
{
S32 modeCount = SDL_GetNumDisplayModes(monitorIndex);
if (modeCount < 0)
{
Con::errorf("SDL_GetNumDisplayModes(%d) failed: %s", monitorIndex, SDL_GetError());
modeCount = 0;
}
return (U32)modeCount;
}
const String PlatformWindowManagerSDL::getMonitorMode(U32 monitorIndex, U32 modeIndex)
{
SDL_DisplayMode mode = { SDL_PIXELFORMAT_UNKNOWN, 0, 0, 0, 0 };
if (SDL_GetDisplayMode(monitorIndex, modeIndex, &mode) != 0)
{
Con::errorf("SDL_GetDisplayMode(%d, %d) failed: %s", monitorIndex, modeIndex, SDL_GetError());
return String::EmptyString;
}
GFXVideoMode vm;
vm.resolution.set(mode.w, mode.h);
vm.refreshRate = mode.refresh_rate;
vm.bitDepth = 32;
vm.antialiasLevel = 0;
vm.fullScreen = false;
vm.wideScreen = false;
return vm.toString();
}
const String PlatformWindowManagerSDL::getMonitorDesktopMode(U32 monitorIndex)
{
SDL_DisplayMode mode = { SDL_PIXELFORMAT_UNKNOWN, 0, 0, 0, 0 };
if (SDL_GetDesktopDisplayMode(monitorIndex, &mode) != 0)
{
Con::errorf("SDL_GetDesktopDisplayMode(%d) failed: %s", monitorIndex, SDL_GetError());
return String::EmptyString;
}
GFXVideoMode vm;
vm.resolution.set(mode.w, mode.h);
vm.refreshRate = mode.refresh_rate;
int bbp;
unsigned int r, g, b, a;
SDL_PixelFormatEnumToMasks(mode.format, &bbp, &r, &g, &b, &a);
vm.bitDepth = bbp;
vm.antialiasLevel = 0;
vm.fullScreen = false;
vm.wideScreen = ((mode.w / 16) * 9) == mode.h;
return vm.toString();
}
void PlatformWindowManagerSDL::getMonitorRegions(Vector<RectI> &regions)
{
SDL_Rect sdlRect;
S32 monitorCount = SDL_GetNumVideoDisplays();
for (S32 index = 0; index < monitorCount; ++index)
{
if (0 == SDL_GetDisplayBounds(index, &sdlRect))
regions.push_back(RectI(sdlRect.x, sdlRect.y, sdlRect.w, sdlRect.h));
}
}
void PlatformWindowManagerSDL::getWindows(VectorPtr<PlatformWindow*> &windows)
{
PlatformWindowSDL *win = mWindowListHead;
while(win)
{
windows.push_back(win);
win = win->mNextWindow;
}
}
PlatformWindow *PlatformWindowManagerSDL::createWindow(GFXDevice *device, const GFXVideoMode &mode)
{
// Do the allocation.
PlatformWindowSDL *window = new PlatformWindowSDL();
U32 windowFlags = /*SDL_WINDOW_SHOWN |*/ SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
if(GFX->getAdapterType() == OpenGL)
windowFlags |= SDL_WINDOW_OPENGL;
window->mWindowHandle = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mode.resolution.x, mode.resolution.y, windowFlags );
window->mWindowId = SDL_GetWindowID( window->mWindowHandle );
window->mOwningManager = this;
mWindowMap[ window->mWindowId ] = window;
//Now, fetch our window icon, if any
Torque::Path iconPath = Torque::Path(Con::getVariable( "$Core::windowIcon" ));
if (iconPath.getExtension() == String("bmp"))
{
Con::errorf("Unable to use bmp format images for the window icon. Please use a different format.");
}
else
{
Resource<GBitmap> img = GBitmap::load(iconPath);
if (img != NULL)
{
U32 pitch;
U32 width = img->getWidth();
bool hasAlpha = img->getHasTransparency();
U32 depth;
if (hasAlpha)
{
pitch = 4 * width;
depth = 32;
}
else
{
pitch = 3 * width;
depth = 24;
}
Uint32 rmask, gmask, bmask, amask;
if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
{
S32 shift = hasAlpha ? 8 : 0;
rmask = 0xff000000 >> shift;
gmask = 0x00ff0000 >> shift;
bmask = 0x0000ff00 >> shift;
amask = 0x000000ff >> shift;
}
else
{
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = hasAlpha ? 0xff000000 : 0;
}
SDL_Surface* iconSurface = SDL_CreateRGBSurfaceFrom(img->getAddress(0, 0), img->getWidth(), img->getHeight(), depth, pitch, rmask, gmask, bmask, amask);
SDL_SetWindowIcon(window->mWindowHandle, iconSurface);
SDL_FreeSurface(iconSurface);
}
}
if(device)
{
window->mDevice = device;
window->mTarget = device->allocWindowTarget(window);
AssertISV(window->mTarget, "PlatformWindowManagerSDL::createWindow - failed to get a window target back from the device.");
}
else
{
Con::warnf("PlatformWindowManagerSDL::createWindow - created a window with no device!");
}
//Set it up for drag-n-drop events
#ifdef TORQUE_TOOLS
SDL_EventState(SDL_DROPBEGIN, SDL_ENABLE);
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
SDL_EventState(SDL_DROPCOMPLETE, SDL_ENABLE);
#endif
linkWindow(window);
SDL_SetWindowMinimumSize(window->mWindowHandle, Con::getIntVariable("$Video::minimumXResolution", 1024),
Con::getIntVariable("$Video::minimumYResolution", 720));
return window;
}
void PlatformWindowManagerSDL::setParentWindow(void* newParent)
{
}
void* PlatformWindowManagerSDL::getParentWindow()
{
return NULL;
}
void PlatformWindowManagerSDL::_process()
{
SDL_Event evt;
while( SDL_PollEvent(&evt) )
{
if (evt.type >= SDL_JOYAXISMOTION && evt.type <= SDL_CONTROLLERDEVICEREMAPPED)
{
SDLInputManager* mgr = static_cast<SDLInputManager*>(Input::getManager());
if (mgr)
mgr->processEvent(evt);
continue;
}
switch(evt.type)
{
case SDL_QUIT:
{
PlatformWindowSDL *window = static_cast<PlatformWindowSDL*>( getFirstWindow() );
if(window)
window->appEvent.trigger( window->getWindowId(), WindowClose );
break;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
PlatformWindowSDL *window = mWindowMap[evt.key.windowID];
if(window)
window->_processSDLEvent(evt);
break;
}
case SDL_MOUSEWHEEL:
{
PlatformWindowSDL *window = mWindowMap[evt.wheel.windowID];
if (window)
window->_processSDLEvent(evt);
break;
}
case SDL_MOUSEMOTION:
{
PlatformWindowSDL *window = mWindowMap[evt.motion.windowID];
if(window)
window->_processSDLEvent(evt);
break;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
PlatformWindowSDL *window = mWindowMap[evt.button.windowID];
if(window)
window->_processSDLEvent(evt);
break;
}
case SDL_TEXTINPUT:
{
PlatformWindowSDL *window = mWindowMap[evt.text.windowID];
if(window)
window->_processSDLEvent(evt);
break;
}
case SDL_WINDOWEVENT:
{
PlatformWindowSDL *window = mWindowMap[evt.window.windowID];
if(window)
window->_processSDLEvent(evt);
break;
}
case(SDL_DROPBEGIN):
{
if (!Con::isFunction("onDropBegin"))
break;
Con::executef("onDropBegin");
}
case (SDL_DROPFILE):
{
// In case if dropped file
if (!Con::isFunction("onDropFile"))
break;
char* fileName = evt.drop.file;
if (!Platform::isDirectory(fileName) && !Platform::isFile(fileName))
break;
Con::executef("onDropFile", StringTable->insert(fileName));
SDL_free(fileName); // Free dropped_filedir memory
break;
}
case(SDL_DROPCOMPLETE):
{
if (Con::isFunction("onDropEnd"))
Con::executef("onDropEnd");
break;
}
default:
{
#ifdef TORQUE_DEBUG
Con::warnf("Unhandled SDL input event: 0x%04x", evt.type);
#endif
}
}
}
// After the event loop is processed, we can now see if we have to notify
// SDL that we want text based events. This fixes a bug where text based
// events would be generated while key presses would still be happening.
// See KeyboardInputState for further documentation.
if (mInputState != KeyboardInputState::NONE)
{
// Update text mode toggling.
if (mInputState == KeyboardInputState::TEXT_INPUT)
SDL_StartTextInput();
else
SDL_StopTextInput();
// Done until we need to update it again.
mInputState = KeyboardInputState::NONE;
}
}
PlatformWindow * PlatformWindowManagerSDL::getWindowById( WindowId id )
{
// Walk the list and find the matching id, if any.
PlatformWindowSDL *win = mWindowListHead;
while(win)
{
if(win->getWindowId() == id)
return win;
win = win->mNextWindow;
}
return NULL;
}
PlatformWindow * PlatformWindowManagerSDL::getFirstWindow()
{
return mWindowListHead != NULL ? mWindowListHead : NULL;
}
PlatformWindow* PlatformWindowManagerSDL::getFocusedWindow()
{
PlatformWindowSDL* window = mWindowListHead;
while( window )
{
if( window->isFocused() )
return window;
window = window->mNextWindow;
}
return NULL;
}
void PlatformWindowManagerSDL::linkWindow( PlatformWindowSDL *w )
{
w->mNextWindow = mWindowListHead;
mWindowListHead = w;
}
void PlatformWindowManagerSDL::unlinkWindow( PlatformWindowSDL *w )
{
PlatformWindowSDL **walk = &mWindowListHead;
while(*walk)
{
if(*walk != w)
{
// Advance to next item in list.
walk = &(*walk)->mNextWindow;
continue;
}
// Got a match - unlink and return.
*walk = (*walk)->mNextWindow;
return;
}
}
void PlatformWindowManagerSDL::_processCmdLineArgs( const S32 argc, const char **argv )
{
// TODO SDL
}
void PlatformWindowManagerSDL::lowerCurtain()
{
if(mCurtainWindow)
return;
// TODO SDL
}
void PlatformWindowManagerSDL::raiseCurtain()
{
if(!mCurtainWindow)
return;
// TODO SDL
}
void PlatformWindowManagerSDL::updateSDLTextInputState(KeyboardInputState state)
{
// Force update state. This will respond at the end of the event loop.
mInputState = state;
}
void Platform::openFolder(const char* path )
{
AssertFatal(0, "Not Implemented");
}
void Platform::openFile(const char* path )
{
AssertFatal(0, "Not Implemented");
}
//------------------------------------------------------------------------------
namespace GL
{
void gglPerformBinds();
}
void InitWindowingSystem()
{
}
AFTER_MODULE_INIT(gfx)
{
#if !defined(TORQUE_DEDICATED)
int res = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_NOPARACHUTE);
AssertFatal(res != -1, avar("SDL error:%s", SDL_GetError()));
// By default, SDL enables text input. We disable it on initialization, and
// we will enable it whenever the time is right.
SDL_StopTextInput();
#endif
}