/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "entry_p.h" #if ENTRY_CONFIG_USE_SDL #if BX_PLATFORM_WINDOWS # define SDL_MAIN_HANDLED #endif // BX_PLATFORM_WINDOWS #include #include #include #include #include #include #include #include namespace entry { static uint8_t translateKeyModifiers(uint16_t _sdl) { uint8_t modifiers = 0; modifiers |= _sdl & KMOD_LALT ? Modifier::LeftAlt : 0; modifiers |= _sdl & KMOD_RALT ? Modifier::RightAlt : 0; modifiers |= _sdl & KMOD_LCTRL ? Modifier::LeftCtrl : 0; modifiers |= _sdl & KMOD_RCTRL ? Modifier::RightCtrl : 0; modifiers |= _sdl & KMOD_LSHIFT ? Modifier::LeftShift : 0; modifiers |= _sdl & KMOD_RSHIFT ? Modifier::RightShift : 0; modifiers |= _sdl & KMOD_LGUI ? Modifier::LeftMeta : 0; modifiers |= _sdl & KMOD_RGUI ? Modifier::RightMeta : 0; return modifiers; } static uint8_t s_translateKey[256]; static void initTranslateKey(uint16_t _sdl, Key::Enum _key) { BX_CHECK(_sdl < BX_COUNTOF(s_translateKey), "Out of bounds %d.", _sdl); s_translateKey[_sdl&0xff] = (uint8_t)_key; } static Key::Enum translateKey(SDL_Scancode _sdl) { return (Key::Enum)s_translateKey[_sdl&0xff]; } static uint8_t s_translateGamepad[256]; static void initTranslateGamepad(uint8_t _sdl, Key::Enum _button) { s_translateGamepad[_sdl] = _button; } static Key::Enum translateGamepad(uint8_t _sdl) { return Key::Enum(s_translateGamepad[_sdl]); } static uint8_t s_translateGamepadAxis[256]; static void initTranslateGamepadAxis(uint8_t _sdl, GamepadAxis::Enum _axis) { s_translateGamepadAxis[_sdl] = uint8_t(_axis); } static GamepadAxis::Enum translateGamepadAxis(uint8_t _sdl) { return GamepadAxis::Enum(s_translateGamepadAxis[_sdl]); } struct GamepadSDL { GamepadSDL() : m_controller(NULL) , m_jid(INT32_MAX) { memset(m_value, 0, sizeof(m_value) ); // Deadzone values from xinput.h m_deadzone[GamepadAxis::LeftX ] = m_deadzone[GamepadAxis::LeftY ] = 7849; m_deadzone[GamepadAxis::RightX] = m_deadzone[GamepadAxis::RightY] = 8689; m_deadzone[GamepadAxis::LeftZ ] = m_deadzone[GamepadAxis::RightZ] = 30; } void create(int32_t _jid) { m_controller = SDL_GameControllerOpen(_jid); SDL_Joystick* joystick = SDL_GameControllerGetJoystick(m_controller); m_jid = SDL_JoystickInstanceID(joystick); } void destroy() { SDL_GameControllerClose(m_controller); m_controller = NULL; m_jid = INT32_MAX; } bool filter(GamepadAxis::Enum _axis, int32_t* _value) { const int32_t old = m_value[_axis]; const int32_t deadzone = m_deadzone[_axis]; int32_t value = *_value; value = value > deadzone || value < -deadzone ? value : 0; m_value[_axis] = value; *_value = value; return old != value; } int32_t m_value[GamepadAxis::Count]; int32_t m_deadzone[GamepadAxis::Count]; SDL_GameController* m_controller; // SDL_Haptic* m_haptic; SDL_JoystickID m_jid; }; struct MainThreadEntry { int m_argc; char** m_argv; static int32_t threadFunc(void* _userData); }; /// static void* sdlNativeWindowHandle(SDL_Window* _window) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); if (!SDL_GetWindowWMInfo(_window, &wmi) ) { return NULL; } # if BX_PLATFORM_LINUX || BX_PLATFORM_FREEBSD return (void*)wmi.info.x11.window; # elif BX_PLATFORM_OSX return wmi.info.cocoa.window; # elif BX_PLATFORM_WINDOWS return wmi.info.win.window; # endif // BX_PLATFORM_ } struct Msg { Msg() : m_x(0) , m_y(0) , m_width(0) , m_height(0) , m_flags(0) { } int32_t m_x; int32_t m_y; uint32_t m_width; uint32_t m_height; uint32_t m_flags; tinystl::string m_title; }; static uint32_t s_userEventStart; enum SDL_USER_WINDOW { SDL_USER_WINDOW_CREATE, SDL_USER_WINDOW_DESTROY, SDL_USER_WINDOW_SET_TITLE, SDL_USER_WINDOW_SET_POS, SDL_USER_WINDOW_SET_SIZE, SDL_USER_WINDOW_TOGGLE_FRAME, SDL_USER_WINDOW_TOGGLE_FULL_SCREEN, SDL_USER_WINDOW_MOUSE_LOCK, }; static void sdlPostEvent(SDL_USER_WINDOW _type, WindowHandle _handle, Msg* _msg = NULL, uint32_t _code = 0) { SDL_Event event; SDL_UserEvent& uev = event.user; uev.type = s_userEventStart + _type; union { void* p; WindowHandle h; } cast; cast.h = _handle; uev.data1 = cast.p; uev.data2 = _msg; uev.code = _code; SDL_PushEvent(&event); } static WindowHandle getWindowHandle(const SDL_UserEvent& _uev) { union { void* p; WindowHandle h; } cast; cast.p = _uev.data1; return cast.h; } struct Context { Context() : m_width(ENTRY_DEFAULT_WIDTH) , m_height(ENTRY_DEFAULT_HEIGHT) , m_aspectRatio(16.0f/9.0f) , m_mx(0) , m_my(0) , m_mz(0) , m_mouseLock(false) , m_fullscreen(false) { memset(s_translateKey, 0, sizeof(s_translateKey) ); initTranslateKey(SDL_SCANCODE_ESCAPE, Key::Esc); initTranslateKey(SDL_SCANCODE_RETURN, Key::Return); initTranslateKey(SDL_SCANCODE_TAB, Key::Tab); initTranslateKey(SDL_SCANCODE_BACKSPACE, Key::Backspace); initTranslateKey(SDL_SCANCODE_SPACE, Key::Space); initTranslateKey(SDL_SCANCODE_UP, Key::Up); initTranslateKey(SDL_SCANCODE_DOWN, Key::Down); initTranslateKey(SDL_SCANCODE_LEFT, Key::Left); initTranslateKey(SDL_SCANCODE_RIGHT, Key::Right); initTranslateKey(SDL_SCANCODE_PAGEUP, Key::PageUp); initTranslateKey(SDL_SCANCODE_PAGEDOWN, Key::PageDown); initTranslateKey(SDL_SCANCODE_HOME, Key::Home); initTranslateKey(SDL_SCANCODE_END, Key::End); initTranslateKey(SDL_SCANCODE_PRINTSCREEN, Key::Print); initTranslateKey(SDL_SCANCODE_KP_PLUS, Key::Plus); initTranslateKey(SDL_SCANCODE_KP_MINUS, Key::Minus); initTranslateKey(SDL_SCANCODE_F1, Key::F1); initTranslateKey(SDL_SCANCODE_F2, Key::F2); initTranslateKey(SDL_SCANCODE_F3, Key::F3); initTranslateKey(SDL_SCANCODE_F4, Key::F4); initTranslateKey(SDL_SCANCODE_F5, Key::F5); initTranslateKey(SDL_SCANCODE_F6, Key::F6); initTranslateKey(SDL_SCANCODE_F7, Key::F7); initTranslateKey(SDL_SCANCODE_F8, Key::F8); initTranslateKey(SDL_SCANCODE_F9, Key::F9); initTranslateKey(SDL_SCANCODE_F10, Key::F10); initTranslateKey(SDL_SCANCODE_F11, Key::F11); initTranslateKey(SDL_SCANCODE_F12, Key::F12); initTranslateKey(SDL_SCANCODE_KP_0, Key::NumPad0); initTranslateKey(SDL_SCANCODE_KP_1, Key::NumPad1); initTranslateKey(SDL_SCANCODE_KP_2, Key::NumPad2); initTranslateKey(SDL_SCANCODE_KP_3, Key::NumPad3); initTranslateKey(SDL_SCANCODE_KP_4, Key::NumPad4); initTranslateKey(SDL_SCANCODE_KP_5, Key::NumPad5); initTranslateKey(SDL_SCANCODE_KP_6, Key::NumPad6); initTranslateKey(SDL_SCANCODE_KP_7, Key::NumPad7); initTranslateKey(SDL_SCANCODE_KP_8, Key::NumPad8); initTranslateKey(SDL_SCANCODE_KP_9, Key::NumPad9); initTranslateKey(SDL_SCANCODE_0, Key::Key0); initTranslateKey(SDL_SCANCODE_1, Key::Key1); initTranslateKey(SDL_SCANCODE_2, Key::Key2); initTranslateKey(SDL_SCANCODE_3, Key::Key3); initTranslateKey(SDL_SCANCODE_4, Key::Key4); initTranslateKey(SDL_SCANCODE_5, Key::Key5); initTranslateKey(SDL_SCANCODE_6, Key::Key6); initTranslateKey(SDL_SCANCODE_7, Key::Key7); initTranslateKey(SDL_SCANCODE_8, Key::Key8); initTranslateKey(SDL_SCANCODE_9, Key::Key9); initTranslateKey(SDL_SCANCODE_A, Key::KeyA); initTranslateKey(SDL_SCANCODE_B, Key::KeyB); initTranslateKey(SDL_SCANCODE_C, Key::KeyC); initTranslateKey(SDL_SCANCODE_D, Key::KeyD); initTranslateKey(SDL_SCANCODE_E, Key::KeyE); initTranslateKey(SDL_SCANCODE_F, Key::KeyF); initTranslateKey(SDL_SCANCODE_G, Key::KeyG); initTranslateKey(SDL_SCANCODE_H, Key::KeyH); initTranslateKey(SDL_SCANCODE_I, Key::KeyI); initTranslateKey(SDL_SCANCODE_J, Key::KeyJ); initTranslateKey(SDL_SCANCODE_K, Key::KeyK); initTranslateKey(SDL_SCANCODE_L, Key::KeyL); initTranslateKey(SDL_SCANCODE_M, Key::KeyM); initTranslateKey(SDL_SCANCODE_N, Key::KeyN); initTranslateKey(SDL_SCANCODE_O, Key::KeyO); initTranslateKey(SDL_SCANCODE_P, Key::KeyP); initTranslateKey(SDL_SCANCODE_Q, Key::KeyQ); initTranslateKey(SDL_SCANCODE_R, Key::KeyR); initTranslateKey(SDL_SCANCODE_S, Key::KeyS); initTranslateKey(SDL_SCANCODE_T, Key::KeyT); initTranslateKey(SDL_SCANCODE_U, Key::KeyU); initTranslateKey(SDL_SCANCODE_V, Key::KeyV); initTranslateKey(SDL_SCANCODE_W, Key::KeyW); initTranslateKey(SDL_SCANCODE_X, Key::KeyX); initTranslateKey(SDL_SCANCODE_Y, Key::KeyY); initTranslateKey(SDL_SCANCODE_Z, Key::KeyZ); memset(s_translateGamepad, uint8_t(Key::Count), sizeof(s_translateGamepad) ); initTranslateGamepad(SDL_CONTROLLER_BUTTON_A, Key::GamepadA); initTranslateGamepad(SDL_CONTROLLER_BUTTON_B, Key::GamepadB); initTranslateGamepad(SDL_CONTROLLER_BUTTON_X, Key::GamepadX); initTranslateGamepad(SDL_CONTROLLER_BUTTON_Y, Key::GamepadY); initTranslateGamepad(SDL_CONTROLLER_BUTTON_LEFTSTICK, Key::GamepadThumbL); initTranslateGamepad(SDL_CONTROLLER_BUTTON_RIGHTSTICK, Key::GamepadThumbR); initTranslateGamepad(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, Key::GamepadShoulderL); initTranslateGamepad(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, Key::GamepadShoulderR); initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_UP, Key::GamepadUp); initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_DOWN, Key::GamepadDown); initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_LEFT, Key::GamepadLeft); initTranslateGamepad(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, Key::GamepadRight); initTranslateGamepad(SDL_CONTROLLER_BUTTON_BACK, Key::GamepadBack); initTranslateGamepad(SDL_CONTROLLER_BUTTON_START, Key::GamepadStart); initTranslateGamepad(SDL_CONTROLLER_BUTTON_GUIDE, Key::GamepadGuide); memset(s_translateGamepadAxis, uint8_t(GamepadAxis::Count), sizeof(s_translateGamepadAxis) ); initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_LEFTX, GamepadAxis::LeftX); initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_LEFTY, GamepadAxis::LeftY); initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT, GamepadAxis::LeftZ); initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_RIGHTX, GamepadAxis::RightX); initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_RIGHTY, GamepadAxis::RightY); initTranslateGamepadAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, GamepadAxis::RightZ); } void run(int _argc, char** _argv) { m_mte.m_argc = _argc; m_mte.m_argv = _argv; SDL_Init(0 | SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER ); m_windowAlloc.alloc(); m_window[0] = SDL_CreateWindow("bgfx" , SDL_WINDOWPOS_UNDEFINED , SDL_WINDOWPOS_UNDEFINED , m_width , m_height , SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE ); m_flags[0] = 0 | ENTRY_WINDOW_FLAG_ASPECT_RATIO | ENTRY_WINDOW_FLAG_FRAME ; s_userEventStart = SDL_RegisterEvents(7); bgfx::sdlSetWindow(m_window[0]); bgfx::renderFrame(); m_thread.init(MainThreadEntry::threadFunc, &m_mte); // Force window resolution... WindowHandle defaultWindow = { 0 }; setWindowSize(defaultWindow, m_width, m_height, true); SDL_RWops* rw = SDL_RWFromFile("gamecontrollerdb.txt", "rb"); if (NULL != rw) { SDL_GameControllerAddMappingsFromRW(rw, 1); } bool exit = false; SDL_Event event; while (!exit) { bgfx::renderFrame(); while (SDL_PollEvent(&event) ) { switch (event.type) { case SDL_QUIT: m_eventQueue.postExitEvent(); exit = true; break; case SDL_MOUSEMOTION: { const SDL_MouseMotionEvent& mev = event.motion; m_mx = mev.x; m_my = mev.y; WindowHandle handle = findHandle(mev.windowID); if (isValid(handle) ) { m_eventQueue.postMouseEvent(handle, m_mx, m_my, m_mz); } } break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { const SDL_MouseButtonEvent& mev = event.button; WindowHandle handle = findHandle(mev.windowID); if (isValid(handle) ) { MouseButton::Enum button; switch (mev.button) { default: case SDL_BUTTON_LEFT: button = MouseButton::Left; break; case SDL_BUTTON_MIDDLE: button = MouseButton::Middle; break; case SDL_BUTTON_RIGHT: button = MouseButton::Right; break; } m_eventQueue.postMouseEvent(handle , mev.x , mev.y , 0 , button , mev.type == SDL_MOUSEBUTTONDOWN ); } } break; case SDL_MOUSEWHEEL: { const SDL_MouseWheelEvent& mev = event.wheel; m_mz += mev.y; WindowHandle handle = findHandle(mev.windowID); if (isValid(handle) ) { m_eventQueue.postMouseEvent(handle, m_mx, m_my, m_mz); } } break; case SDL_TEXTINPUT: { const SDL_TextInputEvent& tev = event.text; WindowHandle handle = findHandle(tev.windowID); if (isValid(handle) ) { m_eventQueue.postCharEvent(handle, 1, (const uint8_t*)tev.text); } } break; case SDL_KEYDOWN: { const SDL_KeyboardEvent& kev = event.key; WindowHandle handle = findHandle(kev.windowID); if (isValid(handle) ) { uint8_t modifiers = translateKeyModifiers(kev.keysym.mod); Key::Enum key = translateKey(kev.keysym.scancode); const uint8_t shiftMask = Modifier::LeftShift|Modifier::RightShift; const bool nonShiftModifiers = (0 != (modifiers&(~shiftMask) ) ); const bool isCharPressed = (Key::Key0 <= key && key <= Key::KeyZ) || (Key::Esc <= key && key <= Key::Minus); const bool isText = isCharPressed && !nonShiftModifiers; if (isText) { uint8_t pressedChar[4]; pressedChar[0] = keyToAscii(key, modifiers); m_eventQueue.postCharEvent(handle, 1, pressedChar); } else { m_eventQueue.postKeyEvent(handle, key, modifiers, kev.state == SDL_PRESSED); } } } break; case SDL_KEYUP: { const SDL_KeyboardEvent& kev = event.key; WindowHandle handle = findHandle(kev.windowID); if (isValid(handle) ) { uint8_t modifiers = translateKeyModifiers(kev.keysym.mod); Key::Enum key = translateKey(kev.keysym.scancode); m_eventQueue.postKeyEvent(handle, key, modifiers, kev.state == SDL_PRESSED); } } break; case SDL_WINDOWEVENT: { const SDL_WindowEvent& wev = event.window; switch (wev.event) { case SDL_WINDOWEVENT_RESIZED: case SDL_WINDOWEVENT_SIZE_CHANGED: { WindowHandle handle = findHandle(wev.windowID); setWindowSize(handle, wev.data1, wev.data2); } break; case SDL_WINDOWEVENT_SHOWN: case SDL_WINDOWEVENT_HIDDEN: case SDL_WINDOWEVENT_EXPOSED: case SDL_WINDOWEVENT_MOVED: case SDL_WINDOWEVENT_MINIMIZED: case SDL_WINDOWEVENT_MAXIMIZED: case SDL_WINDOWEVENT_RESTORED: case SDL_WINDOWEVENT_ENTER: case SDL_WINDOWEVENT_LEAVE: case SDL_WINDOWEVENT_FOCUS_GAINED: case SDL_WINDOWEVENT_FOCUS_LOST: break; case SDL_WINDOWEVENT_CLOSE: { WindowHandle handle = findHandle(wev.windowID); if (0 == handle.idx) { m_eventQueue.postExitEvent(); exit = true; } } break; } } break; case SDL_CONTROLLERAXISMOTION: { const SDL_ControllerAxisEvent& aev = event.caxis; GamepadHandle handle = findGamepad(aev.which); if (isValid(handle) ) { GamepadAxis::Enum axis = translateGamepadAxis(aev.axis); int32_t value = aev.value; if (m_gamepad[handle.idx].filter(axis, &value) ) { m_eventQueue.postAxisEvent(defaultWindow, handle, axis, value); } } } break; case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: { const SDL_ControllerButtonEvent& bev = event.cbutton; GamepadHandle handle = findGamepad(bev.which); if (isValid(handle) ) { Key::Enum key = translateGamepad(bev.button); if (Key::Count != key) { m_eventQueue.postKeyEvent(defaultWindow, key, 0, event.type == SDL_CONTROLLERBUTTONDOWN); } } } break; case SDL_CONTROLLERDEVICEADDED: { const SDL_ControllerDeviceEvent& cev = event.cdevice; GamepadHandle handle = { m_gamepadAlloc.alloc() }; if (isValid(handle) ) { m_gamepad[handle.idx].create(cev.which); m_eventQueue.postGamepadEvent(defaultWindow, handle, true); } } break; case SDL_CONTROLLERDEVICEREMAPPED: { } break; case SDL_CONTROLLERDEVICEREMOVED: { const SDL_ControllerDeviceEvent& cev = event.cdevice; GamepadHandle handle = findGamepad(cev.which); if (isValid(handle) ) { m_gamepad[handle.idx].destroy(); m_gamepadAlloc.free(handle.idx); m_eventQueue.postGamepadEvent(defaultWindow, handle, false); } } break; default: { const SDL_UserEvent& uev = event.user; switch (uev.type - s_userEventStart) { case SDL_USER_WINDOW_CREATE: { WindowHandle handle = getWindowHandle(uev); Msg* msg = (Msg*)uev.data2; m_window[handle.idx] = SDL_CreateWindow(msg->m_title.c_str() , msg->m_x , msg->m_y , msg->m_width , msg->m_height , SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE ); m_flags[handle.idx] = msg->m_flags; void* nwh = sdlNativeWindowHandle(m_window[handle.idx]); if (NULL != nwh) { m_eventQueue.postWindowEvent(handle, nwh); m_eventQueue.postSizeEvent(handle, msg->m_width, msg->m_height); } delete msg; } break; case SDL_USER_WINDOW_DESTROY: { WindowHandle handle = getWindowHandle(uev); if (isValid(handle) ) { m_eventQueue.postWindowEvent(handle); SDL_DestroyWindow(m_window[handle.idx]); m_window[handle.idx] = NULL; } } break; case SDL_USER_WINDOW_SET_TITLE: { WindowHandle handle = getWindowHandle(uev); Msg* msg = (Msg*)uev.data2; if (isValid(handle) ) { SDL_SetWindowTitle(m_window[handle.idx], msg->m_title.c_str()); } delete msg; } break; case SDL_USER_WINDOW_SET_POS: { WindowHandle handle = getWindowHandle(uev); Msg* msg = (Msg*)uev.data2; SDL_SetWindowPosition(m_window[handle.idx], msg->m_x, msg->m_y); delete msg; } break; case SDL_USER_WINDOW_SET_SIZE: { WindowHandle handle = getWindowHandle(uev); Msg* msg = (Msg*)uev.data2; if (isValid(handle) ) { setWindowSize(handle, msg->m_width, msg->m_height); } delete msg; } break; case SDL_USER_WINDOW_TOGGLE_FRAME: { WindowHandle handle = getWindowHandle(uev); if (isValid(handle) ) { m_flags[handle.idx] ^= ENTRY_WINDOW_FLAG_FRAME; SDL_SetWindowBordered(m_window[handle.idx], (SDL_bool)!!(m_flags[handle.idx] & ENTRY_WINDOW_FLAG_FRAME) ); } } break; case SDL_USER_WINDOW_TOGGLE_FULL_SCREEN: { WindowHandle handle = getWindowHandle(uev); m_fullscreen = !m_fullscreen; SDL_SetWindowFullscreen(m_window[handle.idx], m_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); } break; case SDL_USER_WINDOW_MOUSE_LOCK: { SDL_SetRelativeMouseMode(!!uev.code ? SDL_TRUE : SDL_FALSE); } break; default: break; } } break; } } } while (bgfx::RenderFrame::NoContext != bgfx::renderFrame() ) {}; m_thread.shutdown(); SDL_DestroyWindow(m_window[0]); SDL_Quit(); } WindowHandle findHandle(uint32_t _windowId) { SDL_Window* window = SDL_GetWindowFromID(_windowId); return findHandle(window); } WindowHandle findHandle(SDL_Window* _window) { bx::LwMutexScope scope(m_lock); for (uint32_t ii = 0, num = m_windowAlloc.getNumHandles(); ii < num; ++ii) { uint16_t idx = m_windowAlloc.getHandleAt(ii); if (_window == m_window[idx]) { WindowHandle handle = { idx }; return handle; } } WindowHandle invalid = { UINT16_MAX }; return invalid; } void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height, bool _force = false) { if (_width != m_width || _height != m_height || _force) { m_width = _width; m_height = _height; SDL_SetWindowSize(m_window[_handle.idx], m_width, m_height); m_eventQueue.postSizeEvent(_handle, m_width, m_height); } } GamepadHandle findGamepad(SDL_JoystickID _jid) { for (uint32_t ii = 0, num = m_gamepadAlloc.getNumHandles(); ii < num; ++ii) { uint16_t idx = m_gamepadAlloc.getHandleAt(ii); if (_jid == m_gamepad[idx].m_jid) { GamepadHandle handle = { idx }; return handle; } } GamepadHandle invalid = { UINT16_MAX }; return invalid; } MainThreadEntry m_mte; bx::Thread m_thread; EventQueue m_eventQueue; bx::LwMutex m_lock; bx::HandleAllocT m_windowAlloc; SDL_Window* m_window[ENTRY_CONFIG_MAX_WINDOWS]; uint32_t m_flags[ENTRY_CONFIG_MAX_WINDOWS]; bx::HandleAllocT m_gamepadAlloc; GamepadSDL m_gamepad[ENTRY_CONFIG_MAX_GAMEPADS]; uint32_t m_width; uint32_t m_height; float m_aspectRatio; int32_t m_mx; int32_t m_my; int32_t m_mz; bool m_mouseLock; bool m_fullscreen; }; static Context s_ctx; const Event* poll() { return s_ctx.m_eventQueue.poll(); } const Event* poll(WindowHandle _handle) { return s_ctx.m_eventQueue.poll(_handle); } void release(const Event* _event) { s_ctx.m_eventQueue.release(_event); } WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags, const char* _title) { bx::LwMutexScope scope(s_ctx.m_lock); WindowHandle handle = { s_ctx.m_windowAlloc.alloc() }; if (UINT16_MAX != handle.idx) { Msg* msg = new Msg; msg->m_x = _x; msg->m_y = _y; msg->m_width = _width; msg->m_height = _height; msg->m_title = _title; msg->m_flags = _flags; sdlPostEvent(SDL_USER_WINDOW_CREATE, handle, msg); } return handle; } void destroyWindow(WindowHandle _handle) { if (UINT16_MAX != _handle.idx) { sdlPostEvent(SDL_USER_WINDOW_DESTROY, _handle); bx::LwMutexScope scope(s_ctx.m_lock); s_ctx.m_windowAlloc.free(_handle.idx); } } void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y) { Msg* msg = new Msg; msg->m_x = _x; msg->m_y = _y; sdlPostEvent(SDL_USER_WINDOW_SET_POS, _handle, msg); } void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height) { Msg* msg = new Msg; msg->m_width = _width; msg->m_height = _height; sdlPostEvent(SDL_USER_WINDOW_SET_SIZE, _handle, msg); } void setWindowTitle(WindowHandle _handle, const char* _title) { Msg* msg = new Msg; msg->m_title = _title; sdlPostEvent(SDL_USER_WINDOW_SET_TITLE, _handle, msg); } void toggleWindowFrame(WindowHandle _handle) { sdlPostEvent(SDL_USER_WINDOW_TOGGLE_FRAME, _handle); } void toggleFullscreen(WindowHandle _handle) { sdlPostEvent(SDL_USER_WINDOW_TOGGLE_FULL_SCREEN, _handle); } void setMouseLock(WindowHandle _handle, bool _lock) { sdlPostEvent(SDL_USER_WINDOW_MOUSE_LOCK, _handle, NULL, _lock); } int32_t MainThreadEntry::threadFunc(void* _userData) { MainThreadEntry* self = (MainThreadEntry*)_userData; int32_t result = main(self->m_argc, self->m_argv); SDL_Event event; SDL_QuitEvent& qev = event.quit; qev.type = SDL_QUIT; SDL_PushEvent(&event); return result; } } // namespace entry int main(int _argc, char** _argv) { using namespace entry; s_ctx.run(_argc, _argv); return 0; } #endif // ENTRY_CONFIG_USE_SDL