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window.cpp
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window.cpp
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#include "window.h"
#include <cstdint>
#include <iostream>
#include "axis_direction.h"
#include "def.h"
#include "resourceManager.h"
#include "screen.h"
#include "sdlutils.h"
#define KEYHOLD_TIMER_FIRST 12
#define KEYHOLD_TIMER 3
CWindow::CWindow(void)
: m_keyHoldCountdown(0)
, m_controllerButtonCountdown(0)
, m_lastPressed(SDLK_0)
, m_retVal(0)
{
// Add window to the lists for render
Globals::g_windows.push_back(this);
}
CWindow::~CWindow(void)
{
// Remove last window
Globals::g_windows.pop_back();
}
namespace
{
std::uint32_t frameDeadline = 0;
// Limit FPS to avoid high CPU load, use when v-sync isn't available
void LimitFrameRate()
{
const int refreshDelay = 1000000 / screen.refreshRate;
std::uint32_t tc = SDL_GetTicks() * 1000;
std::uint32_t v = 0;
if (frameDeadline > tc)
{
v = tc % refreshDelay;
SDL_Delay(v / 1000 + 1); // ceil
}
frameDeadline = tc + v + refreshDelay;
}
void ResetFrameDeadline() {
frameDeadline = 0;
}
} // namespace
int CWindow::execute()
{
#ifdef USE_SDL2
const bool text_input_was_active = SDL_IsTextInputActive();
SDL_StopTextInput();
if (handlesTextInput()) SDL_StartTextInput();
#endif
m_retVal = 0;
SDL_Event event;
bool l_loop(true);
bool l_render(true);
static AxisDirectionRepeater axisDirectionRepeater;
static AxisDirection axisDirection;
// Main loop
while (l_loop)
{
// Handle key press
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_MOUSEMOTION:
SDL_utils::setMouseCursorEnabled(true);
break;
case SDL_MOUSEBUTTONDOWN:
SDL_utils::setMouseCursorEnabled(true);
switch (event.button.button) {
#ifndef USE_SDL2
case SDL_BUTTON_WHEELUP:
l_render = mouseWheel(0, 1) || l_render;
break;
case SDL_BUTTON_WHEELDOWN:
l_render = mouseWheel(0, -1) || l_render;
break;
#endif
default:
l_render = this->mouseDown(event.button.button,
event.button.x, event.button.y)
|| l_render;
}
if (m_retVal) l_loop = false;
break;
case SDL_KEYDOWN: {
SDL_utils::setMouseCursorEnabled(false);
if (handleZoomTrigger(event)) {
l_render = true;
break;
}
l_render = this->keyPress(event, event.key.keysym.sym,
ControllerButton::NONE)
|| l_render;
if (m_retVal) l_loop = false;
break;
}
case SDL_QUIT: return m_retVal;
#ifdef USE_SDL2
case SDL_CONTROLLERDEVICEADDED:
SDL_GameControllerOpen(event.cdevice.which);
break;
case SDL_CONTROLLERAXISMOTION:
case SDL_CONTROLLERBUTTONDOWN: {
bool thumbStickEvent = false;
if (event.type == SDL_CONTROLLERAXISMOTION) {
constexpr int AxisDeadzoneX = 16000;
constexpr int AxisDeadzoneY = 4000;
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
case SDL_CONTROLLER_AXIS_RIGHTX: {
thumbStickEvent = true;
if (event.caxis.value < -AxisDeadzoneX
|| event.caxis.value > AxisDeadzoneX) {
axisDirection.x = event.caxis.value > 0
? AxisDirectionX::RIGHT
: AxisDirectionX::LEFT;
} else {
axisDirection.x = AxisDirectionX::NONE;
}
} break;
case SDL_CONTROLLER_AXIS_LEFTY:
case SDL_CONTROLLER_AXIS_RIGHTY: {
thumbStickEvent = true;
if (event.caxis.value < -AxisDeadzoneY
|| event.caxis.value > AxisDeadzoneY) {
axisDirection.y = event.caxis.value > 0
? AxisDirectionY::DOWN
: AxisDirectionY::UP;
} else {
axisDirection.y = AxisDirectionY::NONE;
}
} break;
default: break;
}
}
if (!thumbStickEvent) {
const ControllerButton button
= ControllerButtonFromSdlEvent(event);
SDL_utils::setMouseCursorEnabled(false);
l_render = this->keyPress(event, SDLK_UNKNOWN, button)
|| l_render;
if (m_retVal) l_loop = false;
}
break;
}
case SDL_TEXTINPUT:
case SDL_TEXTEDITING:
l_render = textInput(event) || l_render;
break;
case SDL_MOUSEWHEEL:
SDL_utils::setMouseCursorEnabled(true);
l_render
= mouseWheel(event.wheel.x, event.wheel.y) || l_render;
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_EXPOSED:
l_render = true;
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
l_render = true;
ResetFrameDeadline();
screen.onResize(
event.window.data1, event.window.data2);
triggerOnResize();
break;
}
break;
#else
case SDL_VIDEORESIZE:
l_render = true;
ResetFrameDeadline();
screen.onResize(event.resize.w, event.resize.h);
triggerOnResize();
break;
#endif
}
}
// Handle key hold
if (!l_loop) break;
#if SDL_VERSION_ATLEAST(2, 0, 0)
const int num_joysticks = SDL_NumJoysticks();
for (int i = 0; i < num_joysticks; ++i) {
if (!SDL_IsGameController(i)) continue;
SDL_GameController *controller = SDL_GameControllerFromInstanceID(
SDL_JoystickGetDeviceInstanceID(i));
if (controller == nullptr) continue;
l_render = this->gamepadHold(controller) || l_render;
}
// Thumb stick movement.
AxisDirection dir = axisDirectionRepeater.Get(axisDirection);
if (dir.x != AxisDirectionX::NONE) {
l_render
= this->keyPress(event, SDLK_UNKNOWN,
dir.x == AxisDirectionX::LEFT ? ControllerButton::LEFT
: ControllerButton::RIGHT)
|| l_render;
}
if (dir.y != AxisDirectionY::NONE) {
l_render = this->keyPress(event, SDLK_UNKNOWN,
dir.y == AxisDirectionY::UP ? ControllerButton::UP
: ControllerButton::DOWN)
|| l_render;
}
#endif
l_render = this->keyHold() || l_render;
// Render if necessary
if (l_render)
{
SDL_utils::renderAll();
screen.flip();
l_render = false;
}
LimitFrameRate();
}
#ifdef USE_SDL2
SDL_StopTextInput();
if (text_input_was_active) SDL_StartTextInput();
#endif
// -1 is used to signal cancellation but we must return 0 in that case.
if (m_retVal == -1) m_retVal = 0;
return m_retVal;
}
bool CWindow::handleZoomTrigger(const SDL_Event &event)
{
if (event.type != SDL_KEYDOWN) return false;
const auto sym = event.key.keysym.sym;
// Zoom on CTRL +/-
if ((SDL_GetModState() & KMOD_CTRL) == 0) return false;
float factor;
switch (sym) {
case SDLK_PLUS:
case SDLK_KP_PLUS: factor = 1.1f; break;
case SDLK_MINUS:
case SDLK_KP_MINUS: factor = 1 / 1.1f; break;
default: return false;
}
screen.zoom(factor);
triggerOnResize();
return true;
}
void CWindow::triggerOnResize() {
CResourceManager::instance().onResize();
for (auto *window : Globals::g_windows) window->onResize();
}
bool CWindow::keyPress(
const SDL_Event &event, SDLC_Keycode key, ControllerButton button)
{
// Reset timer if running
if (m_keyHoldCountdown) m_keyHoldCountdown = 0;
if (key != SDLK_UNKNOWN) m_lastPressed = key;
if (button != ControllerButton::NONE) {
m_controllerButtonCountdown = 0;
m_lastPressedButton = button;
}
return false;
}
// NOLINTNEXTLINE(readability-convert-member-functions-to-static)
bool CWindow::keyHold() { return false; }
#if SDL_VERSION_ATLEAST(2, 0, 0)
// NOLINTNEXTLINE(readability-convert-member-functions-to-static)
bool CWindow::gamepadHold([[maybe_unused]] SDL_GameController *controller)
{
return false;
}
#endif
// NOLINTNEXTLINE(readability-convert-member-functions-to-static)
bool CWindow::textInput([[maybe_unused]] const SDL_Event &event)
{
return false;
}
void CWindow::onResize() { }
bool CWindow::tick(SDLC_Keycode keycode)
{
if (m_lastPressed != keycode) return false;
#if SDL_VERSION_ATLEAST(2, 0, 0)
const bool held
= SDL_GetKeyboardState(NULL)[SDL_GetScancodeFromKey(keycode)];
#else
const bool held = SDL_GetKeyState(NULL)[keycode];
#endif
if (held) {
if (m_keyHoldCountdown != 0) {
--m_keyHoldCountdown;
if (m_keyHoldCountdown == 0) {
// Timer continues
m_keyHoldCountdown = KEYHOLD_TIMER;
// Trigger!
return true;
}
} else {
// Start timer
m_keyHoldCountdown = KEYHOLD_TIMER_FIRST;
}
} else {
// Stop timer if running
if (m_keyHoldCountdown != 0) m_keyHoldCountdown = 0;
}
return false;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool CWindow::tick(SDL_GameController *controller, ControllerButton button)
{
if (controller == nullptr || m_lastPressedButton != button) return false;
if (IsControllerButtonDown(controller, button)) {
if (m_controllerButtonCountdown != 0) {
--m_controllerButtonCountdown;
if (m_controllerButtonCountdown == 0) {
// Timer continues
m_controllerButtonCountdown = KEYHOLD_TIMER;
// Trigger!
return true;
}
} else {
// Start timer
m_controllerButtonCountdown = KEYHOLD_TIMER_FIRST;
}
} else {
// Stop timer if running
if (m_controllerButtonCountdown != 0) m_controllerButtonCountdown = 0;
}
return false;
}
#endif
bool CWindow::mouseDown(int button, int x, int y) { return false; }
bool CWindow::mouseWheel(int dx, int dy) { return false; }
bool CWindow::isFullScreen(void) const
{
// Default behavior
return false;
}
bool CWindow::handlesTextInput() const
{
// Default behavior
return false;
}