/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024 Vladimír Vondruš Copyright © 2019 Marco Melorio Copyright © 2022 Pablo Escobar 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" #ifdef CORRADE_TARGET_CLANG_CL /* SDL does #pragma pack(push,8) and #pragma pack(pop,8) in different headers (begin_code.h and end_code.h) and clang-cl doesn't like that, even though it is completely fine. Silence the warning. */ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wpragma-pack" #endif #include #ifdef CORRADE_TARGET_CLANG_CL #pragma clang diagnostic pop #endif #ifdef CORRADE_TARGET_EMSCRIPTEN #include #include #endif #include #include #include "Magnum/Image.h" #include "Magnum/ImageView.h" #include "Magnum/PixelFormat.h" #include "Magnum/Math/ConfigurationValue.h" #include "Magnum/Math/FunctionsBatch.h" #include "Magnum/Math/Range.h" #ifndef CORRADE_TARGET_EMSCRIPTEN #include "Magnum/Math/Time.h" #endif #include "Magnum/Platform/ScreenedApplication.hpp" #include "Magnum/Platform/Implementation/DpiScaling.h" #ifdef MAGNUM_TARGET_GL #include "Magnum/GL/Version.h" #endif #if defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT) /* For physical DPI scaling */ #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include #endif #ifdef CORRADE_TARGET_EMSCRIPTEN /* Implemented in Platform.js.in */ extern "C" { void magnumPlatformSetContainerCssClass(const char* string, std::size_t size); void magnumPlatformSetCursor(const char* string, std::size_t size); } #endif namespace Magnum { namespace Platform { using namespace Containers::Literals; using namespace Math::Literals; 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::Modifiers fixedModifiers(Uint16 mod) { Sdl2Application::Modifiers modifiers{mod}; if(modifiers & Sdl2Application::Modifier::Shift) modifiers |= Sdl2Application::Modifier::Shift; if(modifiers & Sdl2Application::Modifier::Ctrl) modifiers |= Sdl2Application::Modifier::Ctrl; if(modifiers & Sdl2Application::Modifier::Alt) modifiers |= Sdl2Application::Modifier::Alt; if(modifiers & Sdl2Application::Modifier::Super) modifiers |= Sdl2Application::Modifier::Super; return modifiers; } } enum class Sdl2Application::Flag: UnsignedByte { Redraw = 1 << 0, VSyncEnabled = 1 << 1, NoTickEvent = 1 << 2, NoAnyEvent = 1 << 3, Exit = 1 << 4, #ifdef CORRADE_TARGET_EMSCRIPTEN TextInputActive = 1 << 5, Resizable = 1 << 6, #endif #ifdef CORRADE_TARGET_APPLE HiDpiWarningPrinted = 1 << 7 #endif }; Sdl2Application::Sdl2Application(const Arguments& arguments): Sdl2Application{arguments, Configuration{}} {} Sdl2Application::Sdl2Application(const Arguments& arguments, const Configuration& configuration): Sdl2Application{arguments, NoCreate} { create(configuration); } #ifdef MAGNUM_TARGET_GL Sdl2Application::Sdl2Application(const Arguments& arguments, const Configuration& configuration, const GLConfiguration& glConfiguration): Sdl2Application{arguments, NoCreate} { create(configuration, glConfiguration); } #endif Sdl2Application::Sdl2Application(const Arguments& arguments, NoCreateT): _flags{Flag::Redraw} { Utility::Arguments args{Implementation::windowScalingArguments()}; #ifdef MAGNUM_TARGET_GL _context.emplace(NoCreate, args, arguments.argc, arguments.argv); #else /** @todo this is duplicated here, in GlfwApplication and in EmscriptenApplication, figure out a nice non-duplicated way to handle this */ args.addOption("log", "default").setHelp("log", "console logging", "default|quiet|verbose") .setFromEnvironment("log") .parse(arguments.argc, arguments.argv); #endif #ifndef CORRADE_TARGET_EMSCRIPTEN /* Disable translation of touch events to mouse events and vice versa as that's a very poor way of freeing users from having to implement separate event handling for mouse and touch (and, in SDL3, pen). Instead the Sdl2Application is providing a PointerEvent abstracting all of those, so no event translation needs to take place anymore. Though, just for historical records, what is quite funny / strange about the SDL's translation, is that when the touch goes out of the window, translated mouse events get clamped to the window size and thus also not even being reported if the clamped value doesn't change. On the other hand, with a regular mouse event, if a drag goes out of the window, it's still reported correctly, with the coordinates being either larger than the window size or negative. No idea why the SDL touch->mouse emulation doesn't do this -- maybe because having a touchscreen device with a window manager is still relatively rare so nobody reported that? Heh. These enums are not exposed in the minimal Emscripten SDL implementation which in turn means touch support there isn't implemented, because I don't want to filter duplicate events by hand. Use EmscriptenApplication instead, please. */ /* Added in 2.0.6, before it was apparently impossible to turn off the event translation altogether. I could also make the touch available only on 2.0.6+, but 2.0.6 is from 2017 and I don't think it makes sense to bother with support for older versions. Ubuntu 18.04 has 2.0.8. https://github.com/libsdl-org/SDL/commit/56cab6d45280fbb4b645083eceeaa8f474c0aac3 */ SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0"); /* Added in 2.0.10, before mouse events don't generate touch events https://github.com/libsdl-org/SDL/commit/e41576188d17fd09c95777d665f6c4532574f8ac */ #ifdef SDL_HINT_MOUSE_TOUCH_EVENTS SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0"); #endif #endif /* Available since 2.0.4, disables interception of SIGINT and SIGTERM so it's possible to Ctrl-C the application even if exitEvent() doesn't set event.setAccepted(). */ #ifdef SDL_HINT_NO_SIGNAL_HANDLERS SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1"); #endif /* Available since 2.0.6, uses dedicated OpenGL ES drivers if EGL is used, and desktop GLES context otherwise. */ #if defined(MAGNUM_TARGET_GLES) && defined(MAGNUM_TARGET_EGL) && defined(SDL_HINT_OPENGL_ES_DRIVER) SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1"); #endif /* Available since 2.0.8, disables compositor bypass on X11, which causes flickering on KWin as the compositor gets shut down on every startup */ #ifdef SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0"); #endif /* By default, SDL behaves like if it was playing a video or whatever, preventing the computer from turning off the screen or going to sleep. While it sorta makes sense for games, it's useless and annoying for regular apps. Together with the compositor disabling those two are the most stupid defaults. */ #ifdef SDL_HINT_VIDEO_ALLOW_SCREENSAVER SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1"); #endif /* Available since 2.0.12, use EGL if desired */ #if defined(MAGNUM_TARGET_EGL) && defined(SDL_HINT_VIDEO_X11_FORCE_EGL) SDL_SetHint(SDL_HINT_VIDEO_X11_FORCE_EGL, "1"); #endif if(SDL_Init(SDL_INIT_VIDEO) < 0) { Error() << "Cannot initialize SDL:" << SDL_GetError(); std::exit(1); } /* Save command-line arguments */ if(args.value("log") == "verbose") _verboseLog = true; const Containers::StringView dpiScaling = args.value("dpi-scaling"); if(dpiScaling == "default"_s) _commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Default; #ifdef CORRADE_TARGET_APPLE else if(dpiScaling == "framebuffer"_s) _commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Framebuffer; #endif #ifndef CORRADE_TARGET_APPLE #if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID) else if(dpiScaling == "virtual"_s) _commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Virtual; #endif else if(dpiScaling == "physical"_s) _commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Physical; #endif else if(dpiScaling.containsAny(" \t\n"_s)) _commandLineDpiScaling = args.value("dpi-scaling"); else _commandLineDpiScaling = Vector2{args.value("dpi-scaling")}; } void Sdl2Application::create() { create(Configuration{}); } void Sdl2Application::create(const Configuration& configuration) { if(!tryCreate(configuration)) std::exit(1); } #ifdef MAGNUM_TARGET_GL void Sdl2Application::create(const Configuration& configuration, const GLConfiguration& glConfiguration) { if(!tryCreate(configuration, glConfiguration)) std::exit(1); } #endif Vector2 Sdl2Application::dpiScaling(const Configuration& configuration) { /* Print a helpful warning in case some extra steps are needed for HiDPI support */ #ifdef CORRADE_TARGET_APPLE if(!Implementation::isAppleBundleHiDpiEnabled() && !(_flags & Flag::HiDpiWarningPrinted)) { Warning{} << "Platform::Sdl2Application: warning: the executable is not a HiDPI-enabled app bundle"; _flags |= Flag::HiDpiWarningPrinted; } #elif defined(CORRADE_TARGET_WINDOWS) /* Handled in dpiScalingInternal(), warning printed only when using virtual DPI scaling (and thus not setting the HiDpiWarningPrinted flag) */ #endif return dpiScalingInternal(configuration.dpiScalingPolicy(), configuration.dpiScaling()); } Vector2 Sdl2Application::dpiScalingInternal(const Implementation::Sdl2DpiScalingPolicy configurationDpiScalingPolicy, const Vector2& configurationDpiScaling) const { std::ostream* verbose = _verboseLog ? Debug::output() : nullptr; /* Use values from the configuration only if not overridden on command line to something non-default. In any case explicit scaling has a precedence before the policy. */ Implementation::Sdl2DpiScalingPolicy dpiScalingPolicy{}; if(!_commandLineDpiScaling.isZero()) { Debug{verbose} << "Platform::Sdl2Application: user-defined DPI scaling" << _commandLineDpiScaling; return _commandLineDpiScaling; } else if(_commandLineDpiScalingPolicy != Implementation::Sdl2DpiScalingPolicy::Default) { dpiScalingPolicy = _commandLineDpiScalingPolicy; } else if(!configurationDpiScaling.isZero()) { Debug{verbose} << "Platform::Sdl2Application: app-defined DPI scaling" << configurationDpiScaling; return configurationDpiScaling; } else { dpiScalingPolicy = configurationDpiScalingPolicy; } /* There's no choice on Apple, it's all controlled by the plist file. So unless someone specified custom scaling via config or command-line above, return the default. */ #ifdef CORRADE_TARGET_APPLE return Vector2{1.0f}; /* Otherwise there's a choice between virtual and physical DPI scaling */ #else /* Try to get virtual DPI scaling first, if supported and requested */ #if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID) if(dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Virtual) { /* Use Xft.dpi on X11, because SDL_GetDisplayDPI() returns the useless physical value on Linux, while the virtual value on Windows. */ #ifdef _MAGNUM_PLATFORM_USE_X11 const Vector2 dpiScaling{Implementation::x11DpiScaling()}; if(!dpiScaling.isZero()) { Debug{verbose} << "Platform::Sdl2Application: virtual DPI scaling" << dpiScaling.x(); return dpiScaling; } /* Check for DPI awareness on (non-RT) Windows and then ask for DPI. SDL_GetDisplayDPI() is querying GetDpiForMonitor() -- https://github.com/spurious/SDL-mirror/blob/17af4584cb28cdb3c2feba17e7d989a806007d9f/src/video/windows/SDL_windowsmodes.c#L266 and GetDpiForMonitor() returns 96 if the application is DPI unaware. So we instead check for DPI awareness first (and tell the user if not), and only if the app is, then we use SDL_GetDisplayDPI(). */ #elif defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT) if(!Implementation::isWindowsAppDpiAware()) { Warning{verbose} << "Platform::Sdl2Application: your application is not set as DPI-aware, DPI scaling won't be used"; return Vector2{1.0f}; } Vector2 dpi; if(SDL_GetDisplayDPI(0, nullptr, &dpi.x(), &dpi.y()) == 0) { const Vector2 dpiScaling{dpi/96.0f}; Debug{verbose} << "Platform::Sdl2Application: virtual DPI scaling" << dpiScaling; return dpiScaling; } /* Otherwise ¯\_(ツ)_/¯ */ #else Debug{verbose} << "Platform::Sdl2Application: sorry, virtual DPI scaling not implemented on this platform yet, falling back to physical DPI scaling"; #endif } #endif /* At this point, either the virtual DPI query failed or a physical DPI scaling is requested */ #if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID) CORRADE_INTERNAL_ASSERT(dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Virtual || dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Physical); #else CORRADE_INTERNAL_ASSERT(dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Physical); #endif /* Take device pixel ratio on Emscripten */ #ifdef CORRADE_TARGET_EMSCRIPTEN const Vector2 dpiScaling{Implementation::emscriptenDpiScaling()}; Debug{verbose} << "Platform::Sdl2Application: physical DPI scaling" << dpiScaling.x(); return dpiScaling; /* Take a physical display DPI. On Linux it gets the (usually very off) physical value from X11. */ #elif defined(CORRADE_TARGET_UNIX) Vector2 dpi; if(SDL_GetDisplayDPI(0, nullptr, &dpi.x(), &dpi.y()) == 0) { const Vector2 dpiScaling{dpi/96.0f}; Debug{verbose} << "Platform::Sdl2Application: physical DPI scaling" << dpiScaling; return dpiScaling; } Warning{} << "Platform::Sdl2Application: can't get physical display DPI, falling back to no scaling:" << SDL_GetError(); return Vector2{1.0f}; /* HOWEVER, on Windows it gets the virtual DPI scaling, which we don't want, so we need to call Windows APIs directly instead. Consistency my ass. Related bug report that will probably never get actually implemented: https://bugzilla.libsdl.org/show_bug.cgi?id=2473 */ #elif defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT) HDC hDC = GetWindowDC(nullptr); Vector2i monitorSize{GetDeviceCaps(hDC, HORZSIZE), GetDeviceCaps(hDC, VERTSIZE)}; SDL_DisplayMode mode; CORRADE_INTERNAL_ASSERT(SDL_GetDesktopDisplayMode(0, &mode) == 0); auto dpi = Vector2{Vector2i{mode.w, mode.h}*25.4f/Vector2{monitorSize}}; const Vector2 dpiScaling{dpi/96.0f}; Debug{verbose} << "Platform::Sdl2Application: physical DPI scaling" << dpiScaling; return dpiScaling; /* Not implemented otherwise */ #else Debug{verbose} << "Platform::Sdl2Application: sorry, physical DPI scaling not implemented on this platform yet"; return Vector2{1.0f}; #endif #endif } void Sdl2Application::setWindowTitle(const Containers::StringView title) { #ifndef CORRADE_TARGET_EMSCRIPTEN SDL_SetWindowTitle(_window, Containers::String::nullTerminatedGlobalView(title).data()); #else /* We don't have the _window because SDL_CreateWindow() doesn't exist in the SDL1/2 hybrid. But it's not used anyway, so pass nullptr there. */ SDL_SetWindowTitle(nullptr, Containers::String::nullTerminatedGlobalView(title).data()); #endif } #ifndef CORRADE_TARGET_EMSCRIPTEN void Sdl2Application::setWindowIcon(const ImageView2D& image) { Uint32 format; /** @todo handle sRGB differently? */ switch(image.format()) { case PixelFormat::RGB8Srgb: case PixelFormat::RGB8Unorm: format = SDL_PIXELFORMAT_RGB24; break; case PixelFormat::RGBA8Srgb: case PixelFormat::RGBA8Unorm: format = SDL_PIXELFORMAT_RGBA32; break; default: CORRADE_ASSERT_UNREACHABLE("Platform::Sdl2Application::setWindowIcon(): unexpected format" << image.format(), ); } /* Images are loaded with origin at bottom left, flip it to top left. SDL only accepted a negative stride until version 2.23.1 and commit https://github.com/libsdl-org/SDL/commit/535fdc3adcdc08a193ab0d45540014fd536cf251 so we need to manually flip the image now */ /** @todo take ImageFlag::YUp into account once it exists */ Image2D flippedImage{PixelStorage{}.setAlignment(1), image.format(), image.size(), Containers::Array{NoInit, std::size_t(image.size().product()*image.pixelSize())}}; const Containers::StridedArrayView3D flippedPixels = flippedImage.pixels(); Utility::copy(image.pixels().flipped<0>(), flippedPixels); SDL_Surface* const icon = SDL_CreateRGBSurfaceWithFormatFrom(const_cast(flippedPixels.data()) , flippedImage.size().x(), flippedImage.size().y(), 32, flippedPixels.stride()[0], format); CORRADE_INTERNAL_ASSERT(icon); SDL_SetWindowIcon(_window, icon); SDL_FreeSurface(icon); } #endif bool Sdl2Application::tryCreate(const Configuration& configuration) { #ifdef MAGNUM_TARGET_GL if(!(configuration.windowFlags() & Configuration::WindowFlag::Contextless)) return tryCreate(configuration, GLConfiguration{}); #endif #ifndef CORRADE_TARGET_EMSCRIPTEN /* Save DPI scaling values from configuration for future use, scale window based on those */ _configurationDpiScalingPolicy = configuration.dpiScalingPolicy(); _configurationDpiScaling = configuration.dpiScaling(); const Vector2i scaledWindowSize = configuration.size()*dpiScaling(configuration); /* Create window */ if(!(_window = SDL_CreateWindow( #ifndef CORRADE_TARGET_IOS configuration.title().data(), #else nullptr, #endif SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, scaledWindowSize.x(), scaledWindowSize.y(), SDL_WINDOW_ALLOW_HIGHDPI|SDL_WINDOW_OPENGL|Uint32(configuration.windowFlags() & ~Configuration::WindowFlag::Contextless)))) { Error() << "Platform::Sdl2Application::tryCreate(): cannot create window:" << SDL_GetError(); return false; } /* Emscripten-specific initialization */ #else /* Get CSS canvas size. This is used later to detect canvas resizes and fire viewport events, because Emscripten doesn't do that. Related info: https://github.com/kripken/emscripten/issues/1731 */ /** @todo don't hardcode "#canvas" here, make it configurable from outside */ { Vector2d canvasSize; emscripten_get_element_css_size("#canvas", &canvasSize.x(), &canvasSize.y()); _lastKnownCanvasSize = Vector2i{canvasSize}; } /* By default Emscripten creates a 300x150 canvas. That's so freaking random I'm getting mad. Use the real (CSS pixels) canvas size instead, if the size is not hardcoded from the configuration. This is then multiplied by the DPI scaling. */ Vector2i windowSize; if(!configuration.size().isZero()) { windowSize = configuration.size(); /* Because hardcoding canvas size for WebGL is usually a wrong thing to do, notify about that in the verbose output */ Debug{_verboseLog ? Debug::output() : nullptr} << "Platform::Sdl2Application::tryCreate(): hardcoded canvas size" << windowSize; } else { windowSize = _lastKnownCanvasSize; Debug{_verboseLog ? Debug::output() : nullptr} << "Platform::Sdl2Application::tryCreate(): autodetected canvas size" << windowSize; } /* Save DPI scaling values from configuration for future use, scale window based on those */ _configurationDpiScalingPolicy = configuration.dpiScalingPolicy(); _configurationDpiScaling = configuration.dpiScaling(); const Vector2i scaledWindowSize = windowSize*dpiScaling(configuration); Uint32 flags = SDL_OPENGL|SDL_HWSURFACE|SDL_DOUBLEBUF; if(configuration.windowFlags() & Configuration::WindowFlag::Resizable) { _flags |= Flag::Resizable; /* Actually not sure if this makes any difference: https://github.com/kripken/emscripten/issues/1731 */ flags |= SDL_RESIZABLE; } if(!(_surface = SDL_SetVideoMode(scaledWindowSize.x(), scaledWindowSize.y(), 24, flags))) { Error() << "Platform::Sdl2Application::tryCreate(): cannot create context:" << SDL_GetError(); return false; } #endif return true; } #ifdef MAGNUM_TARGET_GL bool Sdl2Application::tryCreate(const Configuration& configuration, const GLConfiguration& glConfiguration) { CORRADE_ASSERT(!(configuration.windowFlags() & Configuration::WindowFlag::Contextless), "Platform::Sdl2Application::tryCreate(): cannot pass Configuration::WindowFlag::Contextless when creating an OpenGL context", false); CORRADE_ASSERT(_context->version() == GL::Version::None, "Platform::Sdl2Application::tryCreate(): context already created", false); /* Enable double buffering, set up buffer sizes */ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, glConfiguration.colorBufferSize().r()); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, glConfiguration.colorBufferSize().g()); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, glConfiguration.colorBufferSize().b()); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, glConfiguration.colorBufferSize().a()); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, glConfiguration.depthBufferSize()); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, glConfiguration.stencilBufferSize()); /* Multisampling */ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, glConfiguration.sampleCount() > 1 ? 1 : 0); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glConfiguration.sampleCount()); #ifndef CORRADE_TARGET_EMSCRIPTEN /* sRGB */ SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, glConfiguration.isSrgbCapable()); #endif #ifndef CORRADE_TARGET_EMSCRIPTEN /* Save DPI scaling values from configuration for future use, scale window based on those */ _configurationDpiScalingPolicy = configuration.dpiScalingPolicy(); _configurationDpiScaling = configuration.dpiScaling(); const Vector2i scaledWindowSize = configuration.size()*dpiScaling(configuration); /* Request debug context if GpuValidation is enabled either via the configuration or via command-line */ GLConfiguration::Flags glFlags = glConfiguration.flags(); if((glFlags & GLConfiguration::Flag::GpuValidation) || (_context->configurationFlags() & GL::Context::Configuration::Flag::GpuValidation)) glFlags |= GLConfiguration::Flag::Debug; else if((glFlags & GLConfiguration::Flag::GpuValidationNoError) || (_context->configurationFlags() & GL::Context::Configuration::Flag::GpuValidationNoError)) glFlags |= GLConfiguration::Flag::NoError; SDL_GL_SetAttribute(SDL_GL_CONTEXT_NO_ERROR, glFlags >= GLConfiguration::Flag::NoError); /* Set context version, if user-specified */ if(glConfiguration.version() != GL::Version::None) { const Containers::Pair versionMajorMinor = version(glConfiguration.version()); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, versionMajorMinor.first()); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, versionMajorMinor.second()); #ifndef MAGNUM_TARGET_GLES SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, glConfiguration.version() >= GL::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 /* Mask out the upper 32bits used for other flags */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(UnsignedLong(glFlags) & 0xffffffffu)); /* Request usable version otherwise */ } else { #ifndef MAGNUM_TARGET_GLES /* First try to create core context. This is needed mainly on macOS 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 macOS, 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); /* Mask out the upper 32bits used for other flags */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(UnsignedLong(glFlags) & 0xffffffffu)); #else /* For ES the major context version is compile-time constant */ #ifdef MAGNUM_TARGET_GLES2 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); #else SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); #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 a window. Hide it by default so we don't have distracting window blinking in case the context creation fails due to unsupported configuration or if it gets destroyed for fallback context creation below. */ if(!(_window = SDL_CreateWindow( #ifndef CORRADE_TARGET_IOS configuration.title().data(), #else nullptr, #endif SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, scaledWindowSize.x(), scaledWindowSize.y(), SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN|SDL_WINDOW_ALLOW_HIGHDPI|Uint32(configuration.windowFlags())))) { Error() << "Platform::Sdl2Application::tryCreate(): 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 or Intel Windows drivers. 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 Containers::StringView vendorString; #endif if(glConfiguration.version() == GL::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)), (vendorString == "NVIDIA Corporation"_s || #ifdef CORRADE_TARGET_WINDOWS vendorString == "Intel"_s || #endif vendorString == "ATI Technologies Inc."_s) && !_context->isDriverWorkaroundDisabled("no-forward-compatible-core-context"_s)) #endif )) { /* Don't print any warning when doing the workaround, because the bug will be there probably forever */ if(!_glContext) Warning() << "Platform::Sdl2Application::tryCreate(): cannot create core context:" << SDL_GetError() << "(falling back to compatibility context)"; else SDL_GL_DeleteContext(_glContext); /* Destroy the original window. SDL_GL_SetAttribute() says it should be called before creating a window, which kind of implies the attributes affect how the window is created: https://wiki.libsdl.org/SDL2/SDL_GL_SetAttribute Which means, if I attempt to set them differently after the window is created, it *might* not work correctly. It doesn't seem to matter on Linux at least, but better stay on the safe side as this way worked correctly for 10+ years on all platforms and reusing an existing window might not. */ 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); /* Discard the ForwardCompatible flag for the fallback. Having it set makes the fallback context creation fail on Mesa's Zink (which is just 2.1) and I assume on others as well. Also mask out the upper 32bits used for other flags. */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(UnsignedLong(glFlags & ~GLConfiguration::Flag::ForwardCompatible) & 0xffffffffu)); /* Create a new window using the refreshed GL attributes */ if(!(_window = SDL_CreateWindow(configuration.title().data(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, scaledWindowSize.x(), scaledWindowSize.y(), SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN|SDL_WINDOW_ALLOW_HIGHDPI|Uint32(configuration.windowFlags())))) { Error() << "Platform::Sdl2Application::tryCreate(): 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::tryCreate(): 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. */ { const Vector2i viewport = framebufferSize(); glViewport(0, 0, viewport.x(), viewport.y()); } #endif /* Emscripten-specific initialization */ #else /* Get CSS canvas size. This is used later to detect canvas resizes and fire viewport events, because Emscripten doesn't do that. Related info: https://github.com/kripken/emscripten/issues/1731 */ /** @todo don't hardcode "#canvas" here, make it configurable from outside */ { Vector2d canvasSize; emscripten_get_element_css_size("#canvas", &canvasSize.x(), &canvasSize.y()); _lastKnownCanvasSize = Vector2i{canvasSize}; } /* By default Emscripten creates a 300x150 canvas. That's so freaking random I'm getting mad. Use the real (CSS pixels) canvas size instead, if the size is not hardcoded from the configuration. This is then multiplied by the DPI scaling. */ Vector2i windowSize; if(!configuration.size().isZero()) { windowSize = configuration.size(); /* Because hardcoding canvas size for WebGL is usually a wrong thing to do, notify about that in the verbose output */ Debug{_verboseLog ? Debug::output() : nullptr} << "Platform::Sdl2Application::tryCreate(): hardcoded canvas size" << windowSize; } else { windowSize = _lastKnownCanvasSize; Debug{_verboseLog ? Debug::output() : nullptr} << "Platform::Sdl2Application::tryCreate(): autodetected canvas size" << windowSize; } /* Save DPI scaling values from configuration for future use, scale window based on those */ _configurationDpiScalingPolicy = configuration.dpiScalingPolicy(); _configurationDpiScaling = configuration.dpiScaling(); const Vector2i scaledWindowSize = windowSize*dpiScaling(); Uint32 flags = SDL_OPENGL|SDL_HWSURFACE|SDL_DOUBLEBUF; if(configuration.windowFlags() & Configuration::WindowFlag::Resizable) { _flags |= Flag::Resizable; /* Actually not sure if this makes any difference: https://github.com/kripken/emscripten/issues/1731 */ flags |= SDL_RESIZABLE; } if(!(_surface = SDL_SetVideoMode(scaledWindowSize.x(), scaledWindowSize.y(), 24, flags))) { Error() << "Platform::Sdl2Application::tryCreate(): cannot create context:" << SDL_GetError(); return false; } #endif /* Destroy everything also when the Magnum context creation fails */ if(!_context->tryCreate(glConfiguration)) { #ifndef CORRADE_TARGET_EMSCRIPTEN SDL_GL_DeleteContext(_glContext); SDL_DestroyWindow(_window); _window = nullptr; #else SDL_FreeSurface(_surface); #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; } #endif Vector2i Sdl2Application::windowSize() const { Vector2i size; #ifndef CORRADE_TARGET_EMSCRIPTEN CORRADE_ASSERT(_window, "Platform::Sdl2Application::windowSize(): no window opened", {}); SDL_GetWindowSize(_window, &size.x(), &size.y()); #else CORRADE_ASSERT(_surface, "Platform::Sdl2Application::windowSize(): no window opened", {}); emscripten_get_canvas_element_size("#canvas", &size.x(), &size.y()); #endif return size; } #ifndef CORRADE_TARGET_EMSCRIPTEN void Sdl2Application::setWindowSize(const Vector2i& size) { CORRADE_ASSERT(_window, "Platform::Sdl2Application::setWindowSize(): no window opened", ); const Vector2i newSize = dpiScaling()*size; SDL_SetWindowSize(_window, newSize.x(), newSize.y()); } void Sdl2Application::setMinWindowSize(const Vector2i& size) { CORRADE_ASSERT(_window, "Platform::Sdl2Application::setMinWindowSize(): no window opened", ); const Vector2i newSize = dpiScaling()*size; SDL_SetWindowMinimumSize(_window, newSize.x(), newSize.y()); } void Sdl2Application::setMaxWindowSize(const Vector2i& size) { CORRADE_ASSERT(_window, "Platform::Sdl2Application::setMaxWindowSize(): no window opened", ); const Vector2i newSize = dpiScaling()*size; SDL_SetWindowMaximumSize(_window, newSize.x(), newSize.y()); } #endif #ifdef MAGNUM_TARGET_GL Vector2i Sdl2Application::framebufferSize() const { Vector2i size; #ifndef CORRADE_TARGET_EMSCRIPTEN CORRADE_ASSERT(_window, "Platform::Sdl2Application::framebufferSize(): no window opened", {}); SDL_GL_GetDrawableSize(_window, &size.x(), &size.y()); #else CORRADE_ASSERT(_surface, "Platform::Sdl2Application::framebufferSize(): no window opened", {}); emscripten_get_canvas_element_size("#canvas", &size.x(), &size.y()); #endif return size; } #endif Vector2 Sdl2Application::dpiScaling() const { return dpiScalingInternal(_configurationDpiScalingPolicy, _configurationDpiScaling); } #ifdef CORRADE_TARGET_EMSCRIPTEN void Sdl2Application::setContainerCssClass(const Containers::StringView cssClass) { magnumPlatformSetContainerCssClass(cssClass.data(), cssClass.size()); } #endif void Sdl2Application::swapBuffers() { #ifndef CORRADE_TARGET_EMSCRIPTEN SDL_GL_SwapWindow(_window); #else SDL_Flip(_surface); #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; } /* Setting interval to 1 may cause SDL_GL_GetSwapInterval() to return -1, which is a valid case */ const Int actualInterval = SDL_GL_GetSwapInterval(); if(actualInterval != interval && !(interval == 1 && actualInterval == -1)) { Error() << "Platform::Sdl2Application::setSwapInterval(): swap interval setting ignored by the driver:" << SDL_GetError(); _flags &= ~Flag::VSyncEnabled; return false; } if(interval) _flags |= Flag::VSyncEnabled; else _flags &= ~Flag::VSyncEnabled; return true; } #ifndef CORRADE_TARGET_EMSCRIPTEN void Sdl2Application::setMinimalLoopPeriod(const Nanoseconds time) { CORRADE_ASSERT(time >= 0_nsec, "Platform::Sdl2Application::setMinimalLoopPeriod(): expected non-negative time, got" << time, ); _minimalLoopPeriodMilliseconds = Long(time)/1000000; } #ifdef MAGNUM_BUILD_DEPRECATED void Sdl2Application::setMinimalLoopPeriod(const UnsignedInt milliseconds) { _minimalLoopPeriodMilliseconds = milliseconds; } #endif #endif void Sdl2Application::redraw() { _flags |= Flag::Redraw; } Sdl2Application::~Sdl2Application() { /* SDL_DestroyWindow(_window) crashes on windows when _window is nullptr (it doesn't seem to crash on Linux). Because this seems to be yet another pointless platform difference, to be safe do the same check with all. */ #ifdef MAGNUM_TARGET_GL /* Destroy Magnum context first to avoid it potentially accessing the now-destroyed GL context after */ _context = Containers::NullOpt; #ifndef CORRADE_TARGET_EMSCRIPTEN if(_glContext) SDL_GL_DeleteContext(_glContext); #else if(_surface) SDL_FreeSurface(_surface); #endif #endif #ifndef CORRADE_TARGET_EMSCRIPTEN for(auto& cursor: _cursors) SDL_FreeCursor(cursor); #endif #ifndef CORRADE_TARGET_EMSCRIPTEN if(_window) SDL_DestroyWindow(_window); #endif SDL_Quit(); } int Sdl2Application::exec() { #ifndef CORRADE_TARGET_EMSCRIPTEN while(mainLoopIteration()) {} #else emscripten_set_main_loop_arg([](void* arg) { static_cast(arg)->mainLoopIteration(); }, this, 0, true); #endif return _exitCode; } void Sdl2Application::exit(const int exitCode) { /* On Emscripten this flag is used only to indicate a desire to exit from mainLoopIteration() */ _flags |= Flag::Exit; #ifdef CORRADE_TARGET_EMSCRIPTEN emscripten_cancel_main_loop(); #endif _exitCode = exitCode; } namespace { Sdl2Application::Pointer buttonToPointer(const Uint8 button) { switch(button) { case SDL_BUTTON_LEFT: return Sdl2Application::Pointer::MouseLeft; case SDL_BUTTON_MIDDLE: return Sdl2Application::Pointer::MouseMiddle; case SDL_BUTTON_RIGHT: return Sdl2Application::Pointer::MouseRight; case SDL_BUTTON_X1: return Sdl2Application::Pointer::MouseButton4; case SDL_BUTTON_X2: return Sdl2Application::Pointer::MouseButton5; } CORRADE_INTERNAL_ASSERT_UNREACHABLE(); } Sdl2Application::Pointers buttonsToPointers(const Uint32 buttons) { Sdl2Application::Pointers pointers; if(buttons & SDL_BUTTON_LMASK) pointers |= Sdl2Application::Pointer::MouseLeft; if(buttons & SDL_BUTTON_MMASK) pointers |= Sdl2Application::Pointer::MouseMiddle; if(buttons & SDL_BUTTON_RMASK) pointers |= Sdl2Application::Pointer::MouseRight; if(buttons & SDL_BUTTON_X1MASK) pointers |= Sdl2Application::Pointer::MouseButton4; if(buttons & SDL_BUTTON_X2MASK) pointers |= Sdl2Application::Pointer::MouseButton5; return pointers; } } bool Sdl2Application::mainLoopIteration() { /* If exit was requested directly in the constructor, exit immediately without calling anything else */ if(_flags & Flag::Exit) return false; #ifndef CORRADE_TARGET_EMSCRIPTEN CORRADE_ASSERT(_window, "Platform::Sdl2Application::mainLoopIteration(): no window opened", {}); #else CORRADE_ASSERT(_surface, "Platform::Sdl2Application::mainLoopIteration(): no window opened", {}); #endif #ifndef CORRADE_TARGET_EMSCRIPTEN const Nanoseconds timeBefore = _minimalLoopPeriodMilliseconds ? SDL_GetTicks()*1.0_msec : Nanoseconds{}; #endif #ifdef CORRADE_TARGET_EMSCRIPTEN /* The resize event is not fired on window resize, so poll for the canvas size here. But only if the window was requested to be resizable, to avoid resizing the canvas when the user doesn't want that. Related issue: https://github.com/kripken/emscripten/issues/1731 */ /** @todo don't hardcode "#canvas" here, make it configurable from outside */ if(_flags & Flag::Resizable) { Vector2d canvasSize; emscripten_get_element_css_size("#canvas", &canvasSize.x(), &canvasSize.y()); const Vector2i canvasSizei{canvasSize}; if(canvasSizei != _lastKnownCanvasSize) { _lastKnownCanvasSize = canvasSizei; const Vector2i size = dpiScaling()*canvasSizei; emscripten_set_canvas_element_size("#canvas", size.x(), size.y()); ViewportEvent e{ #ifdef MAGNUM_TARGET_GL size, #endif size, dpiScaling()}; viewportEvent(e); _flags |= Flag::Redraw; } } #endif SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_WINDOWEVENT: switch(event.window.event) { /* Not using SDL_WINDOWEVENT_RESIZED, because that doesn't get fired when the window is resized programmatically (such as through setMaxWindowSize()) */ case SDL_WINDOWEVENT_SIZE_CHANGED: { #ifdef CORRADE_TARGET_EMSCRIPTEN /* If anybody sees this assert, then emscripten finally implemented resize events. Praise them for that. https://github.com/kripken/emscripten/issues/1731 */ CORRADE_INTERNAL_ASSERT_UNREACHABLE(); #else /* {event.window.data1, event.window.data2} seems to be framebuffer size and not window size on macOS, which is weird. Query the values directly instead to be really sure. */ ViewportEvent e{event, windowSize(), #ifdef MAGNUM_TARGET_GL framebufferSize(), #endif dpiScaling()}; /** @todo handle also WM_DPICHANGED events when a window is moved between displays with different DPI */ viewportEvent(e); _flags |= Flag::Redraw; #endif } break; /* Direct everything that wasn't exposed via a callback to anyEvent(), so users can implement event handling for things not present in the Application APIs */ case SDL_WINDOWEVENT_EXPOSED: _flags |= Flag::Redraw; if(!(_flags & Flag::NoAnyEvent)) anyEvent(event); break; default: if(!(_flags & Flag::NoAnyEvent)) anyEvent(event); } break; case SDL_KEYDOWN: case SDL_KEYUP: { KeyEvent e{event, Key(event.key.keysym.sym), fixedModifiers(event.key.keysym.mod), event.key.repeat != 0}; event.type == SDL_KEYDOWN ? keyPressEvent(e) : keyReleaseEvent(e); } break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { const Pointer pointer = buttonToPointer(event.button.button); const Vector2 position{Float(event.button.x), Float(event.button.y)}; /* If an additional mouse button was pressed or some buttons are still left pressed after a release, call a move event instead */ const Uint32 buttons = SDL_GetMouseState(nullptr, nullptr); if((event.type == SDL_MOUSEBUTTONDOWN && (buttons & ~SDL_BUTTON(event.button.button))) || (event.type == SDL_MOUSEBUTTONUP && buttons)) { Pointers pointers = buttonsToPointers(buttons); PointerMoveEvent e{event, PointerEventSource::Mouse, pointer, pointers, true, #ifdef CORRADE_TARGET_EMSCRIPTEN 0, /* Since 2.0.22, added w/ SDL_HINT_MOUSE_TOUCH_EVENTS */ #elif defined(SDL_MOUSE_TOUCHID) SDL_MOUSE_TOUCHID, #else -1, #endif position, {}}; pointerMoveEvent(e); } else { PointerEvent e{event, PointerEventSource::Mouse, pointer, true, #ifdef CORRADE_TARGET_EMSCRIPTEN 0, /* Since 2.0.22, added w/ SDL_HINT_MOUSE_TOUCH_EVENTS */ #elif defined(SDL_MOUSE_TOUCHID) SDL_MOUSE_TOUCHID, #else -1, #endif position #ifndef CORRADE_TARGET_EMSCRIPTEN , event.button.clicks #endif }; event.type == SDL_MOUSEBUTTONDOWN ? pointerPressEvent(e) : pointerReleaseEvent(e); } } break; case SDL_MOUSEWHEEL: { ScrollEvent e{event, {Float(event.wheel.x), Float(event.wheel.y)}}; scrollEvent(e); } break; case SDL_MOUSEMOTION: { PointerMoveEvent e{event, PointerEventSource::Mouse, {}, buttonsToPointers(event.motion.state), true, #ifdef CORRADE_TARGET_EMSCRIPTEN 0, /* Since 2.0.22, added w/ SDL_HINT_MOUSE_TOUCH_EVENTS */ #elif defined(SDL_MOUSE_TOUCHID) SDL_MOUSE_TOUCHID, #else -1, #endif {Float(event.motion.x), Float(event.motion.y)}, {Float(event.motion.xrel), Float(event.motion.yrel)}}; pointerMoveEvent(e); } break; #ifndef CORRADE_TARGET_EMSCRIPTEN case SDL_FINGERDOWN: case SDL_FINGERUP: { /* Scale the event from useless [0, 1] to the actual window size, not sure why is it so weird. Also let's hope the SDL_GetWindowSize() call isn't too demanding, I don't want to be caching this value, it's bad enough to have to track that on Emscripten. */ Vector2i windowSize{NoInit}; SDL_GetWindowSize(_window, &windowSize.x(), &windowSize.y()); /* Update primary finger info. If there's no primary finger yet and this is the first finger pressed, it becomes the primary finger. If the primary finger is lifted, no other finger becomes primary until all others are lifted as well. This was empirically verified by looking at behavior of a mouse cursor on a multi-touch screen under X11, it's possible that other systems do it differently. The same logic is used in EmscriptenApplication and AndroidApplication. Also, right now there's an assumption that there is just one touch device, fingers from different touch devices would steal the primary bit from each other on every press. */ bool primary; if(_primaryFingerId == ~Long{} && event.type == SDL_FINGERDOWN && SDL_GetNumTouchFingers(event.tfinger.touchId) == 1) { primary = true; _primaryFingerId = event.tfinger.fingerId; /* Otherwise, if this is the primary finger, mark it as such */ } else if(_primaryFingerId == event.tfinger.fingerId) { primary = true; /* ... but if it's a release, it's no longer primary */ if(event.type == SDL_FINGERUP) _primaryFingerId = ~Long{}; /* Otherwise this is not the primary finger */ } else primary = false; /* Make it so that value of 0 is reported as 0 and 1 is reported as the rightmost / bottommost pixel, i.e. 799 / 599 for 800x600. This matches with what SDL itself does for the touch event translation. */ const Vector2 scale = Vector2{windowSize - Vector2i{1}}; PointerEvent e{event, PointerEventSource::Touch, Pointer::Finger, primary, event.tfinger.fingerId, Vector2{event.tfinger.x, event.tfinger.y}*scale, 1}; event.type == SDL_FINGERDOWN ? pointerPressEvent(e) : pointerReleaseEvent(e); } break; case SDL_FINGERMOTION: { /* Scale the event from useless [0, 1] to the actual window size, not sure why is it so weird. Also let's hope the SDL_GetWindowSize() call isn't too demanding, I don't want to be caching this value, it's bad enough to have to track that on Emscripten. */ Vector2i windowSize{NoInit}; SDL_GetWindowSize(_window, &windowSize.x(), &windowSize.y()); /* In this case, it's a primary finger only if it was registered as such during the last press. If the primary finger was lifted, no other finger will step into its place until all others are lifted as well. */ const bool primary = _primaryFingerId == event.tfinger.fingerId; /* Make it so that value of 0 is reported as 0 and 1 is reported as the rightmost / bottommost pixel, i.e. 799 / 599 for 800x600. This matches with what SDL itself does for the touch event translation. */ const Vector2 scale = Vector2{windowSize - Vector2i{1}}; PointerMoveEvent e{event, PointerEventSource::Touch, {}, Pointer::Finger, primary, event.tfinger.fingerId, Vector2{event.tfinger.x, event.tfinger.y}*scale, Vector2{event.tfinger.dx, event.tfinger.dy}*scale}; pointerMoveEvent(e); break; } #endif case SDL_MULTIGESTURE: { MultiGestureEvent e{event, {event.mgesture.x, event.mgesture.y}, event.mgesture.dTheta, event.mgesture.dDist, event.mgesture.numFingers}; multiGestureEvent(e); break; } case SDL_TEXTINPUT: { TextInputEvent e{event, event.text.text}; textInputEvent(e); } break; case SDL_TEXTEDITING: { TextEditingEvent e{event, event.edit.text, event.edit.start, event.edit.length}; textEditingEvent(e); } break; case SDL_QUIT: { ExitEvent e{event}; exitEvent(e); if(e.isAccepted()) { /* On Emscripten this flag is used only to indicate a desire to exit from mainLoopIteration() */ _flags |= Flag::Exit; #ifdef CORRADE_TARGET_EMSCRIPTEN emscripten_cancel_main_loop(); #endif return !(_flags & Flag::Exit); } } break; /* Direct everything else to anyEvent(), so users can implement event handling for things not present in the Application APIs */ default: if(!(_flags & Flag::NoAnyEvent)) anyEvent(event); } } /* 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) && _minimalLoopPeriodMilliseconds) { const Nanoseconds loopTime = SDL_GetTicks()*1.0_msec - timeBefore; if(loopTime < _minimalLoopPeriodMilliseconds*1.0_msec) SDL_Delay(_minimalLoopPeriodMilliseconds - loopTime/1.0_msec); } #endif return !(_flags & Flag::Exit); } #ifndef CORRADE_TARGET_EMSCRIPTEN /* If not drawing anything, delay to prevent CPU hogging (if set) */ if(_minimalLoopPeriodMilliseconds) { const Nanoseconds loopTime = SDL_GetTicks()*1.0_msec - timeBefore; if(loopTime < _minimalLoopPeriodMilliseconds*1.0_msec) SDL_Delay(_minimalLoopPeriodMilliseconds - loopTime/1.0_msec); } /* 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 return !(_flags & Flag::Exit); } namespace { #ifndef CORRADE_TARGET_EMSCRIPTEN constexpr SDL_SystemCursor CursorMap[] { SDL_SYSTEM_CURSOR_ARROW, SDL_SYSTEM_CURSOR_IBEAM, SDL_SYSTEM_CURSOR_WAIT, SDL_SYSTEM_CURSOR_CROSSHAIR, SDL_SYSTEM_CURSOR_WAITARROW, SDL_SYSTEM_CURSOR_SIZENWSE, SDL_SYSTEM_CURSOR_SIZENESW, SDL_SYSTEM_CURSOR_SIZEWE, SDL_SYSTEM_CURSOR_SIZENS, SDL_SYSTEM_CURSOR_SIZEALL, SDL_SYSTEM_CURSOR_NO, SDL_SYSTEM_CURSOR_HAND }; #else constexpr Containers::StringView CursorMap[] { "default"_s, "text"_s, "wait"_s, "crosshair"_s, "progress"_s, "nwse-resize"_s, "nesw-resize"_s, "ew-resize"_s, "ns-resize"_s, "move"_s, "not-allowed"_s, "pointer"_s, "none"_s /* Hidden & locked not supported yet */ }; #endif } void Sdl2Application::setCursor(Cursor cursor) { #ifndef CORRADE_TARGET_EMSCRIPTEN CORRADE_ASSERT(_window, "Platform::Sdl2Application::setCursor(): no window opened", ); if(cursor == Cursor::Hidden) { SDL_ShowCursor(SDL_DISABLE); SDL_SetWindowGrab(_window, SDL_FALSE); SDL_SetRelativeMouseMode(SDL_FALSE); return; } else if(cursor == Cursor::HiddenLocked) { SDL_SetWindowGrab(_window, SDL_TRUE); SDL_SetRelativeMouseMode(SDL_TRUE); return; } else { SDL_ShowCursor(SDL_ENABLE); SDL_SetWindowGrab(_window, SDL_FALSE); SDL_SetRelativeMouseMode(SDL_FALSE); } /* The second condition could be a static assert but it doesn't let me because "this pointer only accessible in a constexpr function". Thanks for nothing, C++. */ CORRADE_INTERNAL_ASSERT(UnsignedInt(cursor) < Containers::arraySize(_cursors) && Containers::arraySize(_cursors) == Containers::arraySize(CursorMap)); if(!_cursors[UnsignedInt(cursor)]) _cursors[UnsignedInt(cursor)] = SDL_CreateSystemCursor(CursorMap[UnsignedInt(cursor)]); SDL_SetCursor(_cursors[UnsignedInt(cursor)]); #else CORRADE_ASSERT(_surface, "Platform::Sdl2Application::setCursor(): no window opened", ); _cursor = cursor; CORRADE_INTERNAL_ASSERT(UnsignedInt(cursor) < Containers::arraySize(CursorMap)); magnumPlatformSetCursor(CursorMap[UnsignedInt(cursor)].data(), CursorMap[UnsignedInt(cursor)].size()); #endif } Sdl2Application::Cursor Sdl2Application::cursor() { #ifndef CORRADE_TARGET_EMSCRIPTEN if(SDL_GetRelativeMouseMode()) return Cursor::HiddenLocked; else if(!SDL_ShowCursor(SDL_QUERY)) return Cursor::Hidden; SDL_Cursor* cursor = SDL_GetCursor(); if(cursor) for(UnsignedInt i = 0; i < sizeof(_cursors); i++) if(_cursors[i] == cursor) return Cursor(i); return Cursor::Arrow; #else return _cursor; #endif } #ifdef MAGNUM_BUILD_DEPRECATED 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_UNREACHABLE("Sdl2Application::setMouseLocked(): not implemented", ); static_cast(enabled); #endif } #endif bool Sdl2Application::isTextInputActive() { #ifndef CORRADE_TARGET_EMSCRIPTEN return SDL_IsTextInputActive(); #else return !!(_flags & Flag::TextInputActive); #endif } void Sdl2Application::startTextInput() { SDL_StartTextInput(); #ifdef CORRADE_TARGET_EMSCRIPTEN _flags |= Flag::TextInputActive; #endif } void Sdl2Application::stopTextInput() { SDL_StopTextInput(); #ifdef CORRADE_TARGET_EMSCRIPTEN _flags &= ~Flag::TextInputActive; #endif } void Sdl2Application::setTextInputRect(const Range2Di& rect) { SDL_Rect r{rect.min().x(), rect.min().y(), rect.sizeX(), rect.sizeY()}; SDL_SetTextInputRect(&r); } void Sdl2Application::exitEvent(ExitEvent& event) { event.setAccepted(); } 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::anyEvent(SDL_Event&) { /* If this got called, the any event is not implemented by user and thus we don't need to call it ever again */ _flags |= Flag::NoAnyEvent; } void Sdl2Application::viewportEvent(ViewportEvent&) {} void Sdl2Application::keyPressEvent(KeyEvent&) {} void Sdl2Application::keyReleaseEvent(KeyEvent&) {} #ifdef MAGNUM_BUILD_DEPRECATED namespace { CORRADE_IGNORE_DEPRECATED_PUSH Sdl2Application::MouseEvent::Button pointerToButton(const Sdl2Application::Pointer pointer) { switch(pointer) { case Sdl2Application::Pointer::MouseLeft: #ifndef CORRADE_TARGET_EMSCRIPTEN case Sdl2Application::Pointer::Finger: #endif return Sdl2Application::MouseEvent::Button::Left; case Sdl2Application::Pointer::MouseMiddle: return Sdl2Application::MouseEvent::Button::Middle; case Sdl2Application::Pointer::MouseRight: return Sdl2Application::MouseEvent::Button::Right; case Sdl2Application::Pointer::MouseButton4: return Sdl2Application::MouseEvent::Button::X1; case Sdl2Application::Pointer::MouseButton5: return Sdl2Application::MouseEvent::Button::X2; } CORRADE_INTERNAL_ASSERT_UNREACHABLE(); } CORRADE_IGNORE_DEPRECATED_POP } #endif void Sdl2Application::pointerPressEvent(PointerEvent& event) { #ifdef MAGNUM_BUILD_DEPRECATED if(!event.isPrimary()) return; CORRADE_IGNORE_DEPRECATED_PUSH MouseEvent mouseEvent{event.event(), pointerToButton(event.pointer()), Vector2i{Math::round(event.position())} #ifndef CORRADE_TARGET_EMSCRIPTEN , event.clickCount() #endif }; mousePressEvent(mouseEvent); CORRADE_IGNORE_DEPRECATED_POP #else static_cast(event); #endif } #ifdef MAGNUM_BUILD_DEPRECATED CORRADE_IGNORE_DEPRECATED_PUSH void Sdl2Application::mousePressEvent(MouseEvent&) {} CORRADE_IGNORE_DEPRECATED_POP #endif void Sdl2Application::pointerReleaseEvent(PointerEvent& event) { #ifdef MAGNUM_BUILD_DEPRECATED if(!event.isPrimary()) return; CORRADE_IGNORE_DEPRECATED_PUSH MouseEvent mouseEvent{event.event(), pointerToButton(event.pointer()), Vector2i{Math::round(event.position())} #ifndef CORRADE_TARGET_EMSCRIPTEN , event.clickCount() #endif }; mouseReleaseEvent(mouseEvent); CORRADE_IGNORE_DEPRECATED_POP #else static_cast(event); #endif } #ifdef MAGNUM_BUILD_DEPRECATED CORRADE_IGNORE_DEPRECATED_PUSH void Sdl2Application::mouseReleaseEvent(MouseEvent&) {} CORRADE_IGNORE_DEPRECATED_POP #endif void Sdl2Application::pointerMoveEvent(PointerMoveEvent& event) { #ifdef MAGNUM_BUILD_DEPRECATED if(!event.isPrimary()) return; const Vector2i roundedPosition{Math::round(event.position())}; CORRADE_IGNORE_DEPRECATED_PUSH /* If the event is due to some button being additionally pressed or one button from a larger set being released, delegate to a press/release event instead */ if(event.pointer()) { /* SDL2 reports either a move or a press/release, so there shouldn't be any move in this case */ CORRADE_INTERNAL_ASSERT(event.relativePosition() == Vector2{}); MouseEvent mouseEvent{event.event(), pointerToButton(*event.pointer()), roundedPosition #ifndef CORRADE_TARGET_EMSCRIPTEN , 1 #endif }; event.pointers() >= *event.pointer() ? mousePressEvent(mouseEvent) : mouseReleaseEvent(mouseEvent); } else { MouseMoveEvent::Buttons buttons; if(event.pointers() & (Pointer::MouseLeft #ifndef CORRADE_TARGET_EMSCRIPTEN |Pointer::Finger #endif )) buttons |= MouseMoveEvent::Button::Left; if(event.pointers() & Pointer::MouseMiddle) buttons |= MouseMoveEvent::Button::Middle; if(event.pointers() & Pointer::MouseRight) buttons |= MouseMoveEvent::Button::Right; if(event.pointers() & Pointer::MouseButton4) buttons |= MouseMoveEvent::Button::X1; if(event.pointers() & Pointer::MouseButton5) buttons |= MouseMoveEvent::Button::X2; /* Can't do just Math::round(event.relativePosition()) because if the previous position was 4.6 and the new 5.3, they both round to 5 but the relativePosition is 0.6 and rounds to 1. Conversely, if it'd be 5.3 and 5.6, the positions round to 5 and 6 but relative position stays 0. */ const Vector2i previousRoundedPosition{Math::round(event.position() - event.relativePosition())}; /* Call the event only if the integer values actually changed */ if(roundedPosition != previousRoundedPosition) { MouseMoveEvent mouseEvent{event.event(), roundedPosition, roundedPosition - previousRoundedPosition, buttons}; mouseMoveEvent(mouseEvent); } } CORRADE_IGNORE_DEPRECATED_POP #else static_cast(event); #endif } #ifdef MAGNUM_BUILD_DEPRECATED CORRADE_IGNORE_DEPRECATED_PUSH void Sdl2Application::mouseMoveEvent(MouseMoveEvent&) {} CORRADE_IGNORE_DEPRECATED_POP #endif void Sdl2Application::scrollEvent(ScrollEvent& event) { #ifdef MAGNUM_BUILD_DEPRECATED CORRADE_IGNORE_DEPRECATED_PUSH MouseScrollEvent mouseEvent{event.event(), event.offset()}; mouseScrollEvent(mouseEvent); CORRADE_IGNORE_DEPRECATED_POP #else static_cast(event); #endif } #ifdef MAGNUM_BUILD_DEPRECATED CORRADE_IGNORE_DEPRECATED_PUSH void Sdl2Application::mouseScrollEvent(MouseScrollEvent&) {} CORRADE_IGNORE_DEPRECATED_POP #endif void Sdl2Application::multiGestureEvent(MultiGestureEvent&) {} void Sdl2Application::textInputEvent(TextInputEvent&) {} void Sdl2Application::textEditingEvent(TextEditingEvent&) {} #ifdef MAGNUM_TARGET_GL Sdl2Application::GLConfiguration::GLConfiguration(): _colorBufferSize{8, 8, 8, 8}, _depthBufferSize{24}, _stencilBufferSize{0}, _sampleCount(0) #ifndef CORRADE_TARGET_EMSCRIPTEN , _version{GL::Version::None}, _srgbCapable{false} #endif { #ifndef MAGNUM_TARGET_GLES addFlags(Flag::ForwardCompatible); #endif } Sdl2Application::GLConfiguration::~GLConfiguration() = default; #endif Sdl2Application::Configuration::Configuration(): #if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_IOS) _title(Containers::String::nullTerminatedGlobalView("Magnum SDL2 Application"_s)), #endif #if !defined(CORRADE_TARGET_IOS) && !defined(CORRADE_TARGET_EMSCRIPTEN) _size{800, 600}, #else _size{}, /* SDL2 detects someting for us */ #endif _dpiScalingPolicy{DpiScalingPolicy::Default} {} Sdl2Application::Configuration::~Configuration() = default; Containers::StringView Sdl2Application::KeyEvent::keyName(const Sdl2Application::Key key) { return SDL_GetKeyName(SDL_Keycode(key)); } Containers::StringView Sdl2Application::KeyEvent::keyName() const { return keyName(_key); } Sdl2Application::Modifiers Sdl2Application::PointerEvent::modifiers() { if(!_modifiers) _modifiers = fixedModifiers(Uint16(SDL_GetModState())); return *_modifiers; } #ifdef MAGNUM_BUILD_DEPRECATED CORRADE_IGNORE_DEPRECATED_PUSH Sdl2Application::Modifiers Sdl2Application::MouseEvent::modifiers() { if(_modifiers) return *_modifiers; return *(_modifiers = fixedModifiers(Uint16(SDL_GetModState()))); } CORRADE_IGNORE_DEPRECATED_POP #endif Sdl2Application::Modifiers Sdl2Application::PointerMoveEvent::modifiers() { if(!_modifiers) _modifiers = fixedModifiers(Uint16(SDL_GetModState())); return *_modifiers; } #ifdef MAGNUM_BUILD_DEPRECATED CORRADE_IGNORE_DEPRECATED_PUSH Sdl2Application::Modifiers Sdl2Application::MouseMoveEvent::modifiers() { if(_modifiers) return *_modifiers; return *(_modifiers = fixedModifiers(Uint16(SDL_GetModState()))); } CORRADE_IGNORE_DEPRECATED_POP #endif Vector2 Sdl2Application::ScrollEvent::position() { if(!_position) { Vector2i position; SDL_GetMouseState(&position.x(), &position.y()); _position = Vector2{position}; } return *_position; } Sdl2Application::Modifiers Sdl2Application::ScrollEvent::modifiers() { if(!_modifiers) _modifiers = fixedModifiers(Uint16(SDL_GetModState())); return *_modifiers; } #ifdef MAGNUM_BUILD_DEPRECATED CORRADE_IGNORE_DEPRECATED_PUSH Vector2i Sdl2Application::MouseScrollEvent::position() { if(_position) return *_position; _position = Vector2i{}; SDL_GetMouseState(&_position->x(), &_position->y()); return *_position; } Sdl2Application::Modifiers Sdl2Application::MouseScrollEvent::modifiers() { if(_modifiers) return *_modifiers; return *(_modifiers = fixedModifiers(Uint16(SDL_GetModState()))); } CORRADE_IGNORE_DEPRECATED_POP #endif /* WinRT builds by default have deprecation warnings as errors. Combined with a MSVC 2017 bug where deprecation warning suppression doesn't work on virtual function overrides this make the build fail on deprecation warnings due to ScreenedApplication overriding mousePressEvent(), mouseReleaseEvent(), mouseMoveEvent() and mouseScrollEvent(). Disable the warnings at a higher level instead. */ #if defined(MAGNUM_BUILD_DEPRECATED) && defined(CORRADE_TARGET_MSVC) && !defined(CORRADE_TARGET_CLANG) && _MSC_VER < 1920 CORRADE_IGNORE_DEPRECATED_PUSH #endif template class BasicScreen; template class BasicScreenedApplication; #if defined(MAGNUM_BUILD_DEPRECATED) && defined(CORRADE_TARGET_MSVC) && !defined(CORRADE_TARGET_CLANG) && _MSC_VER < 1920 CORRADE_IGNORE_DEPRECATED_POP #endif }}