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- #include "rendering/Window.h"
- #include <utility>
- #include "GL/glew.h"
- #include "GLFW/glfw3.h"
- #include "data/Array.h"
- #include "data/HashMap.h"
- static GLFWwindow* window = nullptr;
- static Clock fps;
- static Clock tps;
- static IntVector2 size{0, 0};
- static bool sizeChanged = false;
- static List<uint32> input;
- static int inputCursor = 0;
- static int inputLimit = 256;
- static bool inputActive = false;
- struct Button final {
- Window::Controls::ButtonName name;
- int key;
- int downTime;
- int upEvents;
- int downEvents;
- int controllerUp;
- int controllerDown;
- bool released;
- Button(const Window::Controls::ButtonName& name_)
- : name(name_), key(0), downTime(0), upEvents(0), downEvents(0),
- controllerUp(0), controllerDown(0), released(false) {
- }
- void tick() {
- bool down = (downEvents > 0) || (controllerDown > 0);
- bool up = (upEvents == downEvents) && (controllerUp == controllerDown);
- if(released) {
- downTime = 0;
- }
- downTime += down;
- released = down && up;
- downEvents -= upEvents;
- upEvents = 0;
- controllerDown -= controllerUp;
- controllerUp = 0;
- }
- };
- static Button fallbackButton{"unknown"};
- static List<Button> buttons;
- static HashMap<int, Window::Controls::ButtonId> keyToButtonId;
- static HashMap<int, Window::Controls::ButtonId> gamepadToButtonId;
- static HashMap<int, Window::Controls::ButtonId> mouseToButtonId;
- static Vector2 lastMousePosition;
- static Vector2 mousePosition;
- static int activeController = -1;
- static GLFWgamepadstate lastControllerState;
- Window::Options::Options(int majorVersion_, int minorVersion_,
- const IntVector2& size_, bool es_, const char* name_)
- : majorVersion(majorVersion_), minorVersion(minorVersion_), size(size_),
- fullscreen(false), es(es_), vsync(true), name(name_) {
- }
- static void onButton(HashMap<int, Window::Controls::ButtonId>& map, int key,
- int action) {
- Window::Controls::ButtonId* b = map.search(key);
- if(b == nullptr) {
- return;
- }
- Window::Controls::ButtonId id = *b;
- if(id < 0 || id >= buttons.getLength()) {
- return;
- }
- if(action == GLFW_RELEASE) {
- buttons[id].upEvents++;
- } else if(action == GLFW_PRESS) {
- buttons[id].downEvents++;
- }
- }
- static void addError(Error& e) {
- const char* description = nullptr;
- int errorCode = glfwGetError(&description);
- if(errorCode == GLFW_NO_ERROR) {
- return;
- }
- e.message.append(": ").append(description);
- }
- static void handleInputKey(int key, int action) {
- if(action == GLFW_RELEASE) {
- return;
- }
- switch(key) {
- case GLFW_KEY_BACKSPACE:
- if(input.getLength() > inputCursor - 1 && inputCursor > 0) {
- input.remove(inputCursor - 1);
- inputCursor--;
- }
- break;
- case GLFW_KEY_LEFT: inputCursor -= inputCursor > 0; break;
- case GLFW_KEY_RIGHT:
- inputCursor += inputCursor < input.getLength();
- break;
- }
- }
- static void onKey(GLFWwindow*, int key, int scancode, int action, int mods) {
- (void)scancode;
- (void)mods;
- if(inputActive) {
- handleInputKey(key, action);
- }
- onButton(keyToButtonId, key, action);
- }
- static void addUnicode(uint32 codepoint) {
- if(input.getLength() >= inputLimit) {
- return;
- }
- input.add(codepoint);
- for(int i = input.getLength() - 1; i > inputCursor; i--) {
- std::swap(input[i], input[i - 1]);
- }
- inputCursor++;
- }
- static void onChar(GLFWwindow*, uint32 codepoint) {
- if(inputActive) {
- addUnicode(codepoint);
- }
- }
- static void onResize(GLFWwindow*, int width, int height) {
- sizeChanged = true;
- size[0] = width;
- size[1] = height;
- }
- static void onMouse(GLFWwindow*, int button, int action, int mods) {
- (void)mods;
- onButton(mouseToButtonId, button, action);
- }
- static void onMouseMove(GLFWwindow*, double x, double y) {
- mousePosition = Vector<2, double>(x, y).toFloat();
- }
- Error Window::open(const Options& o) {
- if(!glfwInit()) {
- Error e{"could not initialize GLFW"};
- addError(e);
- return e;
- }
- glfwDefaultWindowHints();
- glfwWindowHint(GLFW_VISIBLE, false);
- glfwWindowHint(GLFW_RESIZABLE, true);
- glfwWindowHint(GLFW_DECORATED, !o.fullscreen);
- glfwWindowHint(GLFW_DOUBLEBUFFER, true);
- if(o.es) {
- glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
- } else {
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- }
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, o.majorVersion);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, o.minorVersion);
- GLFWmonitor* m = o.fullscreen ? glfwGetPrimaryMonitor() : nullptr;
- window = glfwCreateWindow(o.size[0], o.size[1], o.name, m, nullptr);
- if(window == nullptr) {
- Error e{"could not create window"};
- addError(e);
- close();
- return e;
- }
- size = o.size;
- glfwSetKeyCallback(window, onKey);
- glfwSetCharCallback(window, onChar);
- glfwSetFramebufferSizeCallback(window, onResize);
- glfwSetMouseButtonCallback(window, onMouse);
- glfwSetCursorPosCallback(window, onMouseMove);
- glfwMakeContextCurrent(window);
- glfwSwapInterval(o.vsync);
- GLenum err = glewInit();
- if(err != GLEW_OK) {
- Error e{"could not initialize GLEW: "};
- e.message.append(glewGetErrorString(err));
- close();
- return e;
- }
- return {};
- }
- void Window::close() {
- if(window != nullptr) {
- glfwDestroyWindow(window);
- window = nullptr;
- }
- glfwTerminate();
- }
- float Window::getTicksPerSecond() {
- return tps.getUpdatesPerSecond();
- }
- float Window::getFramesPerSecond() {
- return fps.getUpdatesPerSecond();
- }
- const IntVector2& Window::getSize() {
- return size;
- }
- bool Window::hasSizeChanged() {
- return sizeChanged;
- }
- void Window::trapCursor() {
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
- }
- void Window::freeCursor() {
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
- }
- bool Window::isCursorTrapped() {
- return glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED;
- }
- void Window::show() {
- glfwShowWindow(window);
- }
- bool Window::shouldClose() {
- return glfwWindowShouldClose(window);
- }
- Clock::Nanos Window::startFrame() {
- return fps.update();
- }
- static bool searchForGamepad() {
- if(activeController != -1) {
- return true;
- }
- for(int i = GLFW_JOYSTICK_1; i <= GLFW_JOYSTICK_LAST; i++) {
- if(glfwJoystickIsGamepad(i)) {
- activeController = i;
- return true;
- }
- }
- return false;
- }
- static void checkGamepad() {
- GLFWgamepadstate state;
- if(!glfwGetGamepadState(activeController, &state)) {
- activeController = -1;
- return;
- }
- for(int i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) {
- Window::Controls::ButtonId* idp = gamepadToButtonId.search(i);
- if(idp == nullptr) {
- continue;
- }
- Window::Controls::ButtonId id = *idp;
- if(id < 0 || id >= buttons.getLength()) {
- continue;
- }
- if(!lastControllerState.buttons[i] && state.buttons[i]) {
- buttons[id].controllerDown++;
- } else if(lastControllerState.buttons[i] && !state.buttons[i]) {
- buttons[id].controllerUp++;
- }
- }
- lastControllerState = state;
- }
- void Window::endFrame() {
- glfwSwapBuffers(window);
- sizeChanged = false;
- glfwPollEvents();
- if(searchForGamepad()) {
- checkGamepad();
- }
- }
- void Window::tick() {
- tps.update();
- for(Button& b : buttons) {
- b.tick();
- }
- }
- void Window::postTick() {
- lastMousePosition = mousePosition;
- }
- void Window::Input::setLimit(int l) {
- inputLimit = l;
- while(input.getLength() > inputLimit) {
- input.removeBySwap(inputLimit);
- }
- }
- void Window::Input::reset() {
- input.clear();
- inputCursor = 0;
- }
- void Window::Input::enable() {
- inputActive = true;
- }
- void Window::Input::disable() {
- inputActive = false;
- }
- bool Window::Input::isEnabled() {
- return inputActive;
- }
- static uint32 read(int& index, const char* s) {
- if(s[index] == '\0') {
- return '\0';
- }
- return static_cast<uint32>(s[index++]);
- }
- static uint32 readUnicode(int& index, const char* s) {
- uint32 c = read(index, s);
- if((c & 0xE0) == 0xC0) {
- c = ((c & 0x1F) << 6) | (read(index, s) & 0x3F);
- } else if((c & 0xF0) == 0xE0) {
- c = ((c & 0xF) << 12) | ((read(index, s) & 0x3F) << 6);
- c |= read(index, s) & 0x3F;
- } else if((c & 0xF8) == 0xF0) {
- c = ((c & 0x7) << 18) | ((read(index, s) & 0x3F) << 12);
- c |= (read(index, s) & 0x3F) << 6;
- c |= read(index, s) & 0x3F;
- }
- return c;
- }
- void Window::Input::fill(const char* s) {
- int index = 0;
- reset();
- while(true) {
- uint32 c = readUnicode(index, s);
- if(c == '\0') {
- break;
- }
- addUnicode(c);
- }
- }
- int Window::Input::getCursor() {
- return inputCursor;
- }
- void Window::Input::setCursor(int index) {
- if(index < 0) {
- inputCursor = 0;
- } else if(index > input.getLength()) {
- inputCursor = input.getLength();
- } else {
- inputCursor = index;
- }
- }
- const List<uint32>& Window::Input::getUnicode() {
- return input;
- }
- Window::Controls::ButtonId Window::Controls::add(const ButtonName& name) {
- ButtonId id = buttons.getLength();
- buttons.add(name);
- return id;
- }
- void Window::Controls::bindKey(ButtonId id, int key) {
- keyToButtonId.add(key, id);
- }
- void Window::Controls::bindGamepad(ButtonId id, int gamepadButton) {
- gamepadToButtonId.add(gamepadButton, id);
- }
- void Window::Controls::bindMouse(ButtonId id, int mouseButton) {
- mouseToButtonId.add(mouseButton, id);
- }
- Vector2 Window::Controls::getLastMousePosition() {
- return lastMousePosition;
- }
- Vector2 Window::Controls::getMousePosition() {
- return mousePosition;
- }
- Vector2 Window::Controls::getLeftGamepadAxis() {
- return Vector2(lastControllerState.axes[GLFW_GAMEPAD_AXIS_LEFT_X],
- lastControllerState.axes[GLFW_GAMEPAD_AXIS_LEFT_Y]);
- }
- Vector2 Window::Controls::getRightGamepadAxis() {
- return Vector2(lastControllerState.axes[GLFW_GAMEPAD_AXIS_RIGHT_X],
- lastControllerState.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]);
- }
- float Window::Controls::getLeftGamepadTrigger() {
- return lastControllerState.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER];
- }
- float Window::Controls::getRightGamepadTrigger() {
- return lastControllerState.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER];
- }
- static const Button& getButton(Window::Controls::ButtonId id) {
- if(id < 0 || id >= buttons.getLength()) {
- return fallbackButton;
- }
- return buttons[id];
- }
- bool Window::Controls::isDown(ButtonId id) {
- return getButton(id).downTime > 0;
- }
- int Window::Controls::getDownTime(ButtonId id) {
- return getButton(id).downTime;
- }
- bool Window::Controls::wasReleased(ButtonId id) {
- return getButton(id).released;
- }
- const Window::Controls::ButtonName& Window::Controls::getName(ButtonId id) {
- return getButton(id).name;
- }
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