/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016 Vladimír Vondruš 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 "Sdl2Application.h" #include #ifndef CORRADE_TARGET_EMSCRIPTEN #include #else #include #endif #include "Magnum/Platform/Context.h" #include "Magnum/Version.h" #include "Magnum/Platform/ScreenedApplication.hpp" namespace Magnum { namespace Platform { namespace { /* * Fix up the modifiers -- we want >= operator to work properly on Shift, * Ctrl, Alt, but SDL generates different event for left / right keys, thus * (modifiers >= Shift) would pass only if both left and right were pressed, * which is usually not what the developers wants. */ Sdl2Application::InputEvent::Modifiers fixedModifiers(Uint16 mod) { Sdl2Application::InputEvent::Modifiers modifiers(static_cast(mod)); if(modifiers & Sdl2Application::InputEvent::Modifier::Shift) modifiers |= Sdl2Application::InputEvent::Modifier::Shift; if(modifiers & Sdl2Application::InputEvent::Modifier::Ctrl) modifiers |= Sdl2Application::InputEvent::Modifier::Ctrl; if(modifiers & Sdl2Application::InputEvent::Modifier::Alt) modifiers |= Sdl2Application::InputEvent::Modifier::Alt; return modifiers; } } #ifdef CORRADE_TARGET_EMSCRIPTEN Sdl2Application* Sdl2Application::_instance = nullptr; void Sdl2Application::staticMainLoop() { _instance->mainLoop(); } #endif #ifndef DOXYGEN_GENERATING_OUTPUT Sdl2Application::Sdl2Application(const Arguments& arguments): Sdl2Application{arguments, Configuration{}} {} #endif Sdl2Application::Sdl2Application(const Arguments& arguments, const Configuration& configuration): Sdl2Application{arguments, nullptr} { createContext(configuration); } Sdl2Application::Sdl2Application(const Arguments& arguments, std::nullptr_t): _glContext{nullptr}, #ifndef CORRADE_TARGET_EMSCRIPTEN _minimalLoopPeriod{0}, #endif _context{new Context{NoCreate, arguments.argc, arguments.argv}}, _flags{Flag::Redraw} { #ifdef CORRADE_TARGET_EMSCRIPTEN CORRADE_ASSERT(!_instance, "Platform::Sdl2Application::Sdl2Application(): the instance is already created", ); _instance = this; #endif if(SDL_Init(SDL_INIT_VIDEO) < 0) { Error() << "Cannot initialize SDL."; std::exit(1); } } void Sdl2Application::createContext() { createContext({}); } void Sdl2Application::createContext(const Configuration& configuration) { if(!tryCreateContext(configuration)) std::exit(1); } bool Sdl2Application::tryCreateContext(const Configuration& configuration) { CORRADE_ASSERT(_context->version() == Version::None, "Platform::Sdl2Application::tryCreateContext(): context already created", false); /* Enable double buffering and 24bt depth buffer */ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); /* Multisampling */ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, configuration.sampleCount() > 1 ? 1 : 0); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, configuration.sampleCount()); #ifndef CORRADE_TARGET_EMSCRIPTEN /* sRGB */ SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, configuration.isSRGBCapable()); #endif /** @todo Remove when Emscripten has proper SDL2 support */ #ifndef CORRADE_TARGET_EMSCRIPTEN /* Set context version, if user-specified */ if(configuration.version() != Version::None) { Int major, minor; std::tie(major, minor) = version(configuration.version()); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); #ifndef MAGNUM_TARGET_GLES SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, configuration.version() >= Version::GL310 ? SDL_GL_CONTEXT_PROFILE_CORE : SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); #else SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); #endif SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(configuration.flags())); /* Request usable version otherwise */ } else { #ifndef MAGNUM_TARGET_GLES /* First try to create core context. This is needed mainly on OS X and Mesa, as support for recent OpenGL versions isn't implemented in compatibility contexts (which are the default). At least GL 3.2 is needed on OSX, at least GL 3.1 is needed on Mesa. Bite the bullet and try 3.1 also elsewhere. */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); #ifdef CORRADE_TARGET_APPLE SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); #else SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); #endif SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(configuration.flags())|SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); #else /* For ES the major context version is compile-time constant */ #ifdef MAGNUM_TARGET_GLES3 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); #elif defined(MAGNUM_TARGET_GLES2) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); #else #error unsupported OpenGL ES version #endif SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); #endif } /* Create window. Hide it by default so we don't have distracting window blinking in case we have to destroy it again right away */ if(!(_window = SDL_CreateWindow( #ifndef CORRADE_TARGET_IOS configuration.title().data(), #else nullptr, #endif SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, configuration.size().x(), configuration.size().y(), SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN|Uint32(configuration.windowFlags())))) { Error() << "Platform::Sdl2Application::tryCreateContext(): cannot create window:" << SDL_GetError(); return false; } /* Create context */ _glContext = SDL_GL_CreateContext(_window); #ifndef MAGNUM_TARGET_GLES /* Fall back to (forward compatible) GL 2.1, if version is not user-specified and either core context creation fails or we are on binary NVidia/AMD drivers on Linux/Windows. Instead of creating forward- compatible context with highest available version, they force the version to the one specified, which is completely useless behavior. */ #ifndef CORRADE_TARGET_APPLE constexpr static const char nvidiaVendorString[] = "NVIDIA Corporation"; constexpr static const char amdVendorString[] = "ATI Technologies Inc."; const char* vendorString; #endif if(configuration.version() == Version::None && (!_glContext #ifndef CORRADE_TARGET_APPLE /* Sorry about the UGLY code, HOPEFULLY THERE WON'T BE MORE WORKAROUNDS */ || (vendorString = reinterpret_cast(glGetString(GL_VENDOR)), (std::strncmp(vendorString, nvidiaVendorString, sizeof(nvidiaVendorString)) == 0 || std::strncmp(vendorString, amdVendorString, sizeof(amdVendorString)) == 0) && !_context->isDriverWorkaroundDisabled("amd-nv-no-forward-compatible-core-context")) #endif )) { /* Don't print any warning when doing the NV workaround, because the bug will be there probably forever */ if(!_glContext) Warning() << "Platform::Sdl2Application::tryCreateContext(): cannot create core context:" << SDL_GetError() << "(falling back to compatibility context)"; else SDL_GL_DeleteContext(_glContext); SDL_DestroyWindow(_window); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(configuration.flags())); if(!(_window = SDL_CreateWindow(configuration.title().data(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, configuration.size().x(), configuration.size().y(), SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN|Uint32(configuration.windowFlags())))) { Error() << "Platform::Sdl2Application::tryCreateContext(): cannot create window:" << SDL_GetError(); return false; } /* Create compatibility context */ _glContext = SDL_GL_CreateContext(_window); } #endif /* Cannot create context (or fallback compatibility context on desktop) */ if(!_glContext) { Error() << "Platform::Sdl2Application::tryCreateContext(): cannot create context:" << SDL_GetError(); SDL_DestroyWindow(_window); _window = nullptr; return false; } #ifdef CORRADE_TARGET_IOS /* iOS has zero initial GL_VIEWPORT size, get drawable size and put it back in so all other code can assume that the viewport is set to sane values. Fortunately on iOS we also don't have to load any function pointers so it's safe to do the glViewport() call as it is linked statically. */ Vector2i drawableSize; SDL_GL_GetDrawableSize(_window, &drawableSize.x(), &drawableSize.y()); glViewport(0, 0, drawableSize.x(), drawableSize.y()); #endif #else /* Emscripten-specific initialization */ if(!(_glContext = SDL_SetVideoMode(configuration.size().x(), configuration.size().y(), 24, SDL_OPENGL|SDL_HWSURFACE|SDL_DOUBLEBUF))) { Error() << "Platform::Sdl2Application::tryCreateContext(): cannot create context:" << SDL_GetError(); return false; } #endif /* Destroy everything also when the Magnum context creation fails */ if(!_context->tryCreate()) { #ifndef CORRADE_TARGET_EMSCRIPTEN SDL_GL_DeleteContext(_glContext); SDL_DestroyWindow(_window); _window = nullptr; #else SDL_FreeSurface(_glContext); #endif return false; } #ifndef CORRADE_TARGET_EMSCRIPTEN /* Show the window once we are sure that everything is okay */ if(!(configuration.windowFlags() & Configuration::WindowFlag::Hidden)) SDL_ShowWindow(_window); #endif /* Return true if the initialization succeeds */ return true; } void Sdl2Application::swapBuffers() { #ifndef CORRADE_TARGET_EMSCRIPTEN SDL_GL_SwapWindow(_window); #else SDL_Flip(_glContext); #endif } Int Sdl2Application::swapInterval() const { return SDL_GL_GetSwapInterval(); } bool Sdl2Application::setSwapInterval(const Int interval) { if(SDL_GL_SetSwapInterval(interval) == -1) { Error() << "Platform::Sdl2Application::setSwapInterval(): cannot set swap interval:" << SDL_GetError(); _flags &= ~Flag::VSyncEnabled; return false; } if(SDL_GL_GetSwapInterval() != interval) { Error() << "Platform::Sdl2Application::setSwapInterval(): swap interval setting ignored by the driver"; _flags &= ~Flag::VSyncEnabled; return false; } _flags |= Flag::VSyncEnabled; return true; } Sdl2Application::~Sdl2Application() { _context.reset(); #ifndef CORRADE_TARGET_EMSCRIPTEN SDL_GL_DeleteContext(_glContext); SDL_DestroyWindow(_window); #else SDL_FreeSurface(_glContext); CORRADE_INTERNAL_ASSERT(_instance == this); _instance = nullptr; #endif SDL_Quit(); } int Sdl2Application::exec() { #ifndef CORRADE_TARGET_EMSCRIPTEN while(!(_flags & Flag::Exit)) mainLoop(); #else emscripten_set_main_loop(staticMainLoop, 0, true); #endif return 0; } void Sdl2Application::exit() { #ifndef CORRADE_TARGET_EMSCRIPTEN _flags |= Flag::Exit; #else emscripten_cancel_main_loop(); #endif } void Sdl2Application::mainLoop() { #ifndef CORRADE_TARGET_EMSCRIPTEN const UnsignedInt timeBefore = _minimalLoopPeriod ? SDL_GetTicks() : 0; #endif SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_WINDOWEVENT: switch(event.window.event) { case SDL_WINDOWEVENT_RESIZED: { #ifndef CORRADE_TARGET_IOS viewportEvent({event.window.data1, event.window.data2}); #else /* On iOS the window event is in points and not pixels, but we need pixels to call glViewport() properly */ Vector2i drawableSize; SDL_GL_GetDrawableSize(_window, &drawableSize.x(), &drawableSize.y()); viewportEvent(drawableSize); #endif _flags |= Flag::Redraw; } break; case SDL_WINDOWEVENT_EXPOSED: _flags |= Flag::Redraw; break; } break; case SDL_KEYDOWN: case SDL_KEYUP: { KeyEvent e(static_cast(event.key.keysym.sym), fixedModifiers(event.key.keysym.mod)); event.type == SDL_KEYDOWN ? keyPressEvent(e) : keyReleaseEvent(e); } break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { MouseEvent e(static_cast(event.button.button), {event.button.x, event.button.y}); event.type == SDL_MOUSEBUTTONDOWN ? mousePressEvent(e) : mouseReleaseEvent(e); } break; case SDL_MOUSEWHEEL: if(event.wheel.y != 0) { MouseEvent e(event.wheel.y > 0 ? MouseEvent::Button::WheelUp : MouseEvent::Button::WheelDown, {event.wheel.x, event.wheel.y}); mousePressEvent(e); } break; case SDL_MOUSEMOTION: { MouseMoveEvent e({event.motion.x, event.motion.y}, {event.motion.xrel, event.motion.yrel}, static_cast(event.motion.state)); mouseMoveEvent(e); break; } case SDL_QUIT: #ifndef CORRADE_TARGET_EMSCRIPTEN _flags |= Flag::Exit; #else emscripten_cancel_main_loop(); #endif return; } } /* Tick event */ if(!(_flags & Flag::NoTickEvent)) tickEvent(); /* Draw event */ if(_flags & Flag::Redraw) { _flags &= ~Flag::Redraw; drawEvent(); #ifndef CORRADE_TARGET_EMSCRIPTEN /* If VSync is not enabled, delay to prevent CPU hogging (if set) */ if(!(_flags & Flag::VSyncEnabled) && _minimalLoopPeriod) { const UnsignedInt loopTime = SDL_GetTicks() - timeBefore; if(loopTime < _minimalLoopPeriod) SDL_Delay(_minimalLoopPeriod - loopTime); } #endif return; } #ifndef CORRADE_TARGET_EMSCRIPTEN /* If not drawing anything, delay to prevent CPU hogging (if set) */ if(_minimalLoopPeriod) { const UnsignedInt loopTime = SDL_GetTicks() - timeBefore; if(loopTime < _minimalLoopPeriod) SDL_Delay(_minimalLoopPeriod - loopTime); } /* Then, if the tick event doesn't need to be called periodically, wait indefinitely for next input event */ if(_flags & Flag::NoTickEvent) SDL_WaitEvent(nullptr); #endif } void Sdl2Application::setMouseLocked(bool enabled) { /** @todo Implement this in Emscripten */ #ifndef CORRADE_TARGET_EMSCRIPTEN SDL_SetWindowGrab(_window, enabled ? SDL_TRUE : SDL_FALSE); SDL_SetRelativeMouseMode(enabled ? SDL_TRUE : SDL_FALSE); #else CORRADE_ASSERT(false, "Sdl2Application::setMouseLocked(): not implemented", ); static_cast(enabled); #endif } void Sdl2Application::tickEvent() { /* If this got called, the tick event is not implemented by user and thus we don't need to call it ever again */ _flags |= Flag::NoTickEvent; } void Sdl2Application::viewportEvent(const Vector2i&) {} void Sdl2Application::keyPressEvent(KeyEvent&) {} void Sdl2Application::keyReleaseEvent(KeyEvent&) {} void Sdl2Application::mousePressEvent(MouseEvent&) {} void Sdl2Application::mouseReleaseEvent(MouseEvent&) {} void Sdl2Application::mouseMoveEvent(MouseMoveEvent&) {} Sdl2Application::Configuration::Configuration(): #if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_IOS) _title("Magnum SDL2 Application"), #endif #ifndef CORRADE_TARGET_IOS _size{800, 600}, #else _size{}, /* SDL2 detects someting for us */ #endif _windowFlags{}, _sampleCount(0) #ifndef CORRADE_TARGET_EMSCRIPTEN , _version(Version::None), _sRGBCapable{false} #endif {} Sdl2Application::Configuration::~Configuration() = default; Sdl2Application::InputEvent::Modifiers Sdl2Application::MouseEvent::modifiers() { if(modifiersLoaded) return _modifiers; modifiersLoaded = true; return _modifiers = fixedModifiers(Uint16(SDL_GetModState())); } Sdl2Application::InputEvent::Modifiers Sdl2Application::MouseMoveEvent::modifiers() { if(modifiersLoaded) return _modifiers; modifiersLoaded = true; return _modifiers = fixedModifiers(Uint16(SDL_GetModState())); } template class BasicScreen; template class BasicScreenedApplication; }}