#include "graphics/presentation/window.h" #include "SDL.h" #include "SDL_error.h" #include "SDL_events.h" #include "SDL_gamecontroller.h" #include "SDL_hints.h" #include "SDL_joystick.h" #include "SDL_keyboard.h" #include "SDL_keycode.h" #include "SDL_mouse.h" #include "SDL_pixels.h" #include "SDL_rwops.h" #include "SDL_stdinc.h" #include "SDL_surface.h" #include "SDL_thread.h" #include "SDL_touch.h" #include "SDL_video.h" #include "SDL_vulkan.h" #include "common/assert.h" #include "common/common.h" #include "common/emulatorConfig.h" #include "common/file.h" #include "common/logging/log.h" #include "common/profiler.h" #include "common/stringUtils.h" #include "common/subsystems.h" #include "common/systemInfo.h" #include "common/threads.h" #include "common/timer.h" #include "graphics/host_gpu/graphicContext.h" #include "graphics/host_gpu/renderer/render.h" #include "graphics/host_gpu/transfer.h" #include "graphics/host_gpu/vma.h" #include "graphics/host_gpu/vulkanCommon.h" #include "graphics/presentation/renderDoc.h" #include "graphics/presentation/videoOut.h" #include "graphics/presentation/window/windowInternal.h" #include "libs/controller.h" #include "loader/systemContent.h" #include #include #include #include #include #include #include #include #define STB_IMAGE_IMPLEMENTATION #define STBI_NO_SIMD #include "stb_image.h" #include // IWYU pragma: no_include #define KYTY_ENABLE_DEBUG_PRINTF #define KYTY_DBG_INPUT namespace Libs::Graphics { constexpr float FPS_UPDATE_TIME = 1.0f; constexpr int KEYBOARD_CONTROLLER_ID = -1000; struct EventKeyboard { bool down; bool up; bool pressed; bool released; bool repeat; int scan_code; int key_code; uint16_t mod; double timestamp_seconds; }; static uint32_t KeyboardKeyToPadButton(int key_code) { switch (key_code) { case SDLK_w: return Controller::PAD_BUTTON_UP; case SDLK_a: return Controller::PAD_BUTTON_LEFT; case SDLK_s: return Controller::PAD_BUTTON_DOWN; case SDLK_d: return Controller::PAD_BUTTON_RIGHT; case SDLK_j: return Controller::PAD_BUTTON_CROSS; case SDLK_i: return Controller::PAD_BUTTON_TRIANGLE; case SDLK_k: return Controller::PAD_BUTTON_SQUARE; case SDLK_l: return Controller::PAD_BUTTON_CIRCLE; case SDLK_q: return Controller::PAD_BUTTON_L1; case SDLK_e: return Controller::PAD_BUTTON_R1; case SDLK_RETURN: case SDLK_RETURN2: return Controller::PAD_BUTTON_OPTIONS; case SDLK_BACKSPACE: case SDLK_TAB: return Controller::PAD_BUTTON_TOUCH_PAD; default: return 0; } } static uint32_t ControllerButtonToPadButton(int button) { switch (button) { case SDL_CONTROLLER_BUTTON_A: return Controller::PAD_BUTTON_CROSS; case SDL_CONTROLLER_BUTTON_B: return Controller::PAD_BUTTON_CIRCLE; case SDL_CONTROLLER_BUTTON_X: return Controller::PAD_BUTTON_SQUARE; case SDL_CONTROLLER_BUTTON_Y: return Controller::PAD_BUTTON_TRIANGLE; case SDL_CONTROLLER_BUTTON_BACK: return Controller::PAD_BUTTON_TOUCH_PAD; case SDL_CONTROLLER_BUTTON_START: return Controller::PAD_BUTTON_OPTIONS; case SDL_CONTROLLER_BUTTON_LEFTSTICK: return Controller::PAD_BUTTON_L3; case SDL_CONTROLLER_BUTTON_RIGHTSTICK: return Controller::PAD_BUTTON_R3; case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return Controller::PAD_BUTTON_L1; case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return Controller::PAD_BUTTON_R1; case SDL_CONTROLLER_BUTTON_DPAD_UP: return Controller::PAD_BUTTON_UP; case SDL_CONTROLLER_BUTTON_DPAD_DOWN: return Controller::PAD_BUTTON_DOWN; case SDL_CONTROLLER_BUTTON_DPAD_LEFT: return Controller::PAD_BUTTON_LEFT; case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return Controller::PAD_BUTTON_RIGHT; default: return 0; } } static Controller::Axis ControllerAxisFromSdl(int axis_id) { switch (axis_id) { case SDL_CONTROLLER_AXIS_LEFTX: return Controller::Axis::LeftX; case SDL_CONTROLLER_AXIS_LEFTY: return Controller::Axis::LeftY; case SDL_CONTROLLER_AXIS_RIGHTX: return Controller::Axis::RightX; case SDL_CONTROLLER_AXIS_RIGHTY: return Controller::Axis::RightY; case SDL_CONTROLLER_AXIS_TRIGGERLEFT: return Controller::Axis::TriggerLeft; case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: return Controller::Axis::TriggerRight; default: return Controller::Axis::AxisMax; } } static bool ControllerAxisIsTrigger(int axis_id) { return axis_id == SDL_CONTROLLER_AXIS_TRIGGERLEFT || axis_id == SDL_CONTROLLER_AXIS_TRIGGERRIGHT; } static int ControllerAxisValueFromSdl(int axis_id, int axis_value) { return ControllerAxisIsTrigger(axis_id) ? Controller::controller_get_axis(0, SDL_JOYSTICK_AXIS_MAX, axis_value) : Controller::controller_get_axis(SDL_JOYSTICK_AXIS_MIN, SDL_JOYSTICK_AXIS_MAX, axis_value); } struct EventMouse { bool down; bool up; bool left; bool middle; bool right; bool x1; bool x2; bool touch; bool pressed; bool released; int num_of_clicks; bool wheel; int x; int y; bool motion; int motion_x; int motion_y; double timestamp_seconds; }; struct EventFinger { bool down; bool up; bool motion; int touch_id; int finger_id; float x; float y; float dx; float dy; float pressure; double timestamp_seconds; }; struct EventController { int id; int button; int axis_id; int axis_value; bool down; bool up; bool added; bool removed; bool remapped; bool axis; bool pressed; bool released; double timestamp_seconds; }; enum class DisplayOrientation { Unknown, /* The display orientation can't be determined */ Landscape, /* The display is in landscape mode, with the right side up, relative to portrait mode */ LandscapeFlipped, /* The display is in landscape mode, with the left side up, relative to portrait mode */ Portrait, /* The display is in portrait mode */ PortraitFlipped, /* The display is in portrait mode, upside down */ DisplayEventOrientation = 0xF0 }; struct EventDisplay { DisplayOrientation orientation; }; constexpr uint32_t KYTY_SDL_BUTTON_LMASK = SDL_BUTTON_LMASK; // NOLINT(hicpp-signed-bitwise) constexpr uint32_t KYTY_SDL_BUTTON_MMASK = SDL_BUTTON_MMASK; // NOLINT(hicpp-signed-bitwise) constexpr uint32_t KYTY_SDL_BUTTON_RMASK = SDL_BUTTON_RMASK; // NOLINT(hicpp-signed-bitwise) constexpr uint32_t KYTY_SDL_BUTTON_X1MASK = SDL_BUTTON_X1MASK; // NOLINT(hicpp-signed-bitwise) constexpr uint32_t KYTY_SDL_BUTTON_X2MASK = SDL_BUTTON_X2MASK; // NOLINT(hicpp-signed-bitwise) struct WindowGame { void* private_data = nullptr; void* event = nullptr; bool m_game_need_exit = {false}; bool m_game_is_paused = {false}; uint32_t m_screen_width = {0}; uint32_t m_screen_height = {0}; double m_current_time_seconds = {0.0}; double m_previous_time_seconds = {0.0}; int m_update_num = {0}; int m_frame_num = {0}; double m_update_time_seconds = {0.0}; double m_current_fps = {0.0}; int m_max_updates_per_frame = {4}; double m_update_fixed_time = 1.0 / 60.0; int m_fps_frames_num = {0}; double m_fps_start_time = {0}; }; struct WindowGamePrivate { WindowGamePrivate() = default; Common::Mutex mutex; int skip_frames = 0; GraphicContext* ctx = nullptr; }; WindowContext* g_window_ctx = nullptr; constexpr const char* KYTY_SDL_WINDOW_CAPTION = "Game"; constexpr uint32_t KYTY_SDL_WINDOW_FLAGS = (static_cast(SDL_WINDOW_HIDDEN) | static_cast(SDL_WINDOW_VULKAN)); constexpr int KYTY_SDL_WINDOWPOS_CENTERED = SDL_WINDOWPOS_CENTERED; /*NOLINT(hicpp-signed-bitwise)*/ static void CalcFrameTime(WindowGame* game, double game_time_s) { game->m_previous_time_seconds = game->m_current_time_seconds; game->m_current_time_seconds = game_time_s; game->m_frame_num++; game->m_fps_frames_num++; const auto fps_time = game->m_current_time_seconds - game->m_fps_start_time; if (fps_time > FPS_UPDATE_TIME) { game->m_current_fps = static_cast(game->m_fps_frames_num) / fps_time; game->m_fps_frames_num = 0; game->m_fps_start_time = game->m_current_time_seconds; } } static bool Init(WindowGame* /*game*/) { return true; } static bool Update(WindowGame* /*game*/) { return true; } static bool Render(WindowGame* /*game*/) { return true; } static bool Close(WindowGame* /*game*/) { return true; } static void SetPause(WindowGame* game, bool flag) { LOGF("Pause: %s\n", flag ? "true" : "false"); game->m_game_is_paused = flag; } static bool RenderAndUpdate(WindowGame* game) { static double lag = 0.0; lag += game->m_current_time_seconds - game->m_previous_time_seconds; int num = 0; bool ok = true; while (lag >= game->m_update_fixed_time) { if (num < game->m_max_updates_per_frame) { ok = ok && Update(game); game->m_update_num++; num++; game->m_update_time_seconds = game->m_update_num * game->m_update_fixed_time; } lag -= game->m_update_fixed_time; } ok = ok && Render(game); return ok; } bool GameInit(WindowGame* game, const Common::Timer& timer, void* data) { EXIT_IF(game == nullptr); EXIT_IF(data == nullptr); EXIT_IF(game->private_data || game->event); auto* ctx = static_cast(data); EXIT_IF(ctx->screen_width == 0 || ctx->screen_height == 0); auto* pdata = new WindowGamePrivate; pdata->ctx = ctx; game->private_data = pdata; game->event = new SDL_Event; game->m_screen_width = ctx->screen_width; game->m_screen_height = ctx->screen_height; CalcFrameTime(game, timer.GetTimeS()); return Init(game); } bool GameClose(WindowGame* game) { EXIT_IF(!game); EXIT_IF(!game->private_data || !game->event); delete (static_cast(game->private_data)); delete (static_cast(game->event)); return Close(game); } void GameShowWindow(WindowGame* game, const Common::Timer& timer) { EXIT_IF(!game); auto* p = static_cast(game->private_data); EXIT_IF(!p); p->mutex.Lock(); { if (p->skip_frames > 0) { p->skip_frames--; LOGF("skip frame %d\n", p->skip_frames); } else { VideoOut::VideoOutBeginVblank(); if (VideoOut::VideoOutFlipWindow(0)) { CalcFrameTime(game, timer.GetTimeS()); } VideoOut::VideoOutEndVblank(); } } p->mutex.Unlock(); } void GameEventQuit(WindowGame* game) { LOGF("Event: quit\n"); game->m_game_need_exit = true; } void GameEventTerminate(WindowGame* game) { LOGF("Event: terminate\n"); game->m_game_need_exit = true; } void GameEventKeyboard(WindowGame* game, const EventKeyboard* key) { #ifdef KYTY_DBG_INPUT LOGF("Key: time = %.04f, %s%s, %s%s, %s, scan = %d, key = %d, mod = %04" PRIx16 "\n", key->timestamp_seconds, (key->down ? "down" : ""), (key->up ? "up" : ""), (key->pressed ? "pressed" : ""), (key->released ? "released" : ""), (key->repeat ? "repeat" : ""), key->scan_code, key->key_code, key->mod); #endif #if KYTY_PLATFORM == KYTY_PLATFORM_WINDOWS || KYTY_PLATFORM == KYTY_PLATFORM_LINUX if (key->down) { switch (key->key_code) { case SDLK_ESCAPE: game->m_game_need_exit = true; break; case SDLK_SPACE: SetPause(game, !game->m_game_is_paused); break; case SDLK_F1: if (!key->repeat) { RenderDocRequestCapture(); } break; default: break; } } const auto button = KeyboardKeyToPadButton(key->key_code); if (button != 0 && (key->down || key->up) && !key->repeat) { static bool keyboard_connected = false; if (!keyboard_connected) { Controller::ControllerConnect(KEYBOARD_CONTROLLER_ID); keyboard_connected = true; } Controller::ControllerButton(KEYBOARD_CONTROLLER_ID, button, key->down); } #endif } void GameEventMouse([[maybe_unused]] WindowGame* game, [[maybe_unused]] const EventMouse* mb) { #ifdef KYTY_DBG_INPUT if (mb->wheel) { LOGF("Mouse wheel: time = %.04f, %s[%d, %d]\n", mb->timestamp_seconds, (mb->touch ? "touch, " : ""), mb->x, mb->y); } else if (mb->motion) { LOGF("Mouse motion: time = %.04f, %s%s%s%s%s%s, [%d, %d], (%d, %d)\n", mb->timestamp_seconds, (mb->left ? "left" : ""), (mb->middle ? "middle" : ""), (mb->right ? "right" : ""), (mb->x1 ? "x1" : ""), (mb->x2 ? "x2" : ""), (mb->touch ? "_touch" : ""), mb->x, mb->y, mb->motion_x, mb->motion_y); } else { LOGF("Mouse click: time = %.04f, %d, %s%s%s%s%s%s, %s%s, %s%s, [%d, %d]\n", mb->timestamp_seconds, mb->num_of_clicks, (mb->left ? "left" : ""), (mb->middle ? "middle" : ""), (mb->right ? "right" : ""), (mb->x1 ? "x1" : ""), (mb->x2 ? "x2" : ""), (mb->touch ? "_touch" : ""), (mb->down ? "down" : ""), (mb->up ? "up" : ""), (mb->pressed ? "pressed" : ""), (mb->released ? "released" : ""), mb->x, mb->y); } #endif } void GameEventFinger([[maybe_unused]] WindowGame* game, [[maybe_unused]] const EventFinger* f) { #ifdef KYTY_DBG_INPUT if (f->motion) { LOGF("Finger motion: time = %.04f, %d, %d, (x,y) = [%f, %f], (dx,dy) = [%f, %f], pressure " "= %f\n", f->timestamp_seconds, f->touch_id, f->finger_id, f->x, f->y, f->dx, f->dy, f->pressure); } else { LOGF("Finger press: time = %.04f, %d, %d, %s%s, (x,y) = [%f, %f], (dx,dy) = [%f, %f], " "pressure = %f\n", f->timestamp_seconds, f->touch_id, f->finger_id, (f->down ? "down" : ""), (f->up ? "up" : ""), f->x, f->y, f->dx, f->dy, f->pressure); } #endif } void GameEventController([[maybe_unused]] WindowGame* game, [[maybe_unused]] const EventController* f) { EXIT_NOT_IMPLEMENTED(f->remapped); #ifdef KYTY_DBG_INPUT if (f->added || f->removed) { LOGF("Controller %s: %d, time = %.04f\n", (f->added ? "added" : "removed"), f->id, f->timestamp_seconds); } else if (f->axis) { LOGF("Controller axis: %d, axis = %d, value = %d, time = %.04f\n", f->id, f->axis_id, f->axis_value, f->timestamp_seconds); } else { LOGF("Controller button: " "%d, %s%s, %s%s, button = %d, time = %.04f\n", f->id, (f->down ? "down" : ""), (f->up ? "up" : ""), (f->pressed ? "pressed" : ""), (f->released ? "released" : ""), f->button, f->timestamp_seconds); } #endif if (f->added) { auto* pad = SDL_GameControllerOpen(f->id); EXIT_NOT_IMPLEMENTED(pad == nullptr); int id = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(pad)); Controller::ControllerConnect(id); } if (f->removed) { Controller::ControllerDisconnect(f->id); SDL_GameControllerClose(SDL_GameControllerFromInstanceID(f->id)); } if (f->down || f->up) { const auto button = ControllerButtonToPadButton(f->button); if (button != 0) { Controller::ControllerButton(f->id, button, f->down); } } if (f->axis) { const auto axis = ControllerAxisFromSdl(f->axis_id); if (axis != Controller::Axis::AxisMax) { Controller::ControllerAxis(f->id, axis, ControllerAxisValueFromSdl(f->axis_id, f->axis_value)); } } } void GameEventDisplay([[maybe_unused]] WindowGame* game, [[maybe_unused]] const EventDisplay* d) { auto* p = static_cast(game->private_data); auto* ctx = static_cast(p->ctx); p->mutex.Lock(); game->m_screen_width = ctx->screen_width; game->m_screen_height = ctx->screen_height; p->mutex.Unlock(); } void GameEventLowMemory(WindowGame* /*game*/) { LOGF("Event: low_memory\n"); } void GameEventWillEnterBackground(WindowGame* game) { LOGF("Event: will_enter_background\n"); SetPause(game, true); } void GameEventDidEnterBackground(WindowGame* /*game*/) { LOGF("Event: did_enter_background\n"); } void GameEventWillEnterForeground(WindowGame* /*game*/) { LOGF("Event: will_enter_foreground\n"); } void GameEventDidEnterForeground(WindowGame* game) { LOGF("Event: did_enter_foreground\n"); SetPause(game, false); } void GameEventResize(WindowGame* game, uint32_t new_width, uint32_t new_height) { EXIT_IF(new_width == 0 || new_height == 0); EXIT_IF(!game); auto* p = static_cast(game->private_data); EXIT_IF(p == nullptr); auto* ctx = static_cast(p->ctx); EXIT_IF(ctx == nullptr); p->mutex.Lock(); { p->skip_frames++; ctx->screen_width = new_width; ctx->screen_height = new_height; game->m_screen_width = ctx->screen_width; game->m_screen_height = ctx->screen_height; } p->mutex.Unlock(); } static void ProcessWindowEvent(WindowGame* game, SDL_WindowEvent window) { switch (window.event) { case SDL_WINDOWEVENT_SHOWN: LOGF("Window %" PRIu32 " shown\n", window.windowID); break; case SDL_WINDOWEVENT_HIDDEN: LOGF("Window %" PRIu32 " hidden\n", window.windowID); break; case SDL_WINDOWEVENT_EXPOSED: LOGF("Window %" PRIu32 " exposed\n", window.windowID); break; case SDL_WINDOWEVENT_MOVED: LOGF("Window %" PRIu32 " moved to %" PRId32 ",%" PRId32 "\n", window.windowID, window.data1, window.data2); break; case SDL_WINDOWEVENT_RESIZED: LOGF("Window %" PRIu32 " resized to %" PRId32 "x%" PRId32 "\n", window.windowID, window.data1, window.data2); LOGF("m: %d\n", static_cast(SDL_ThreadID())); GameEventResize(game, window.data1, window.data2); break; case SDL_WINDOWEVENT_SIZE_CHANGED: LOGF("Window %" PRIu32 " size changed to %" PRId32 "x%" PRId32 "\n", window.windowID, window.data1, window.data2); LOGF("m: %d\n", static_cast(SDL_ThreadID())); GameEventResize(game, window.data1, window.data2); break; case SDL_WINDOWEVENT_MINIMIZED: LOGF("Window %" PRIu32 " minimized\n", window.windowID); break; case SDL_WINDOWEVENT_MAXIMIZED: LOGF("Window %" PRIu32 " maximized\n", window.windowID); break; case SDL_WINDOWEVENT_RESTORED: LOGF("Window %" PRIu32 " restored\n", window.windowID); break; case SDL_WINDOWEVENT_ENTER: LOGF("Mouse entered window %" PRIu32 "\n", window.windowID); break; case SDL_WINDOWEVENT_LEAVE: LOGF("Mouse left window %" PRIu32 "\n", window.windowID); break; case SDL_WINDOWEVENT_FOCUS_GAINED: LOGF("Window %" PRIu32 " gained keyboard focus\n", window.windowID); break; case SDL_WINDOWEVENT_FOCUS_LOST: LOGF("Window %" PRIu32 " lost keyboard focus\n", window.windowID); break; case SDL_WINDOWEVENT_CLOSE: LOGF("Window %" PRIu32 " closed\n", window.windowID); break; default: LOGF("Window %" PRIu32 " got unknown event %" PRIu8 "\n", window.windowID, window.event); break; } } static void ProcessDisplayEvent(WindowGame* game, SDL_DisplayEvent display) { bool sdl = false; switch (display.event) { case SDL_DISPLAYEVENT_ORIENTATION: sdl = true; [[fallthrough]]; case static_cast(DisplayOrientation::DisplayEventOrientation): { LOGF("Display %" PRIu32 "[%s] changed orientation to %d - ", display.display, sdl ? "SDL" : "Kyty", static_cast(display.data1)); EventDisplay d {}; d.orientation = DisplayOrientation::Unknown; switch (display.data1) { case SDL_ORIENTATION_UNKNOWN: LOGF("UNKNOWN\n"); break; case SDL_ORIENTATION_LANDSCAPE: LOGF("LANDSCAPE\n"); d.orientation = DisplayOrientation::Landscape; break; case SDL_ORIENTATION_LANDSCAPE_FLIPPED: LOGF("LANDSCAPE_FLIPPED\n"); d.orientation = DisplayOrientation::LandscapeFlipped; break; case SDL_ORIENTATION_PORTRAIT: LOGF("PORTRAIT\n"); d.orientation = DisplayOrientation::Portrait; break; case SDL_ORIENTATION_PORTRAIT_FLIPPED: d.orientation = DisplayOrientation::PortraitFlipped; LOGF("PORTRAIT_FLIPPED\n"); break; default: LOGF("???\n"); } if (!sdl) { GameEventDisplay(game, &d); } break; } default: LOGF("Display %" PRIu32 " got unknown event 0x%" PRIx8 "\n", display.display, display.event); break; } } int GamePollEvent(WindowGame* game) { EXIT_IF(!game); auto* event = static_cast(game->event); EXIT_IF(!event); return SDL_PollEvent(event); } int GameWaitEvent(WindowGame* game) { EXIT_IF(!game); auto* event = static_cast(game->event); EXIT_IF(!event); return SDL_WaitEvent(event); } void GameProcessEvent(WindowGame* game, double time_s) { EXIT_IF(!game); auto* event = static_cast(game->event); EXIT_IF(!event); EXIT_IF(SDL_GetEventState(SDL_DISPLAYEVENT) != SDL_ENABLE); switch (event->type) { case SDL_QUIT: GameEventQuit(game); break; case SDL_APP_TERMINATING: GameEventTerminate(game); break; case SDL_APP_LOWMEMORY: GameEventLowMemory(game); break; case SDL_APP_WILLENTERBACKGROUND: GameEventWillEnterBackground(game); break; case SDL_APP_DIDENTERBACKGROUND: GameEventDidEnterBackground(game); break; case SDL_APP_WILLENTERFOREGROUND: GameEventWillEnterForeground(game); break; case SDL_APP_DIDENTERFOREGROUND: GameEventDidEnterForeground(game); break; case SDL_KEYDOWN: case SDL_KEYUP: { EventKeyboard key {}; key.down = (event->type == SDL_KEYDOWN); key.up = (event->type == SDL_KEYUP); key.pressed = (event->key.state == SDL_PRESSED); key.released = (event->key.state == SDL_RELEASED); key.repeat = (event->key.repeat != 0u); key.scan_code = event->key.keysym.scancode; key.key_code = event->key.keysym.sym; key.mod = event->key.keysym.mod; key.timestamp_seconds = time_s; GameEventKeyboard(game, &key); break; } case SDL_WINDOWEVENT: ProcessWindowEvent(game, event->window); break; case SDL_DISPLAYEVENT: ProcessDisplayEvent(game, event->display); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { EventMouse mb {}; mb.down = (event->button.type == SDL_MOUSEBUTTONDOWN); mb.up = (event->button.type == SDL_MOUSEBUTTONUP); mb.left = (event->button.button == SDL_BUTTON_LEFT); mb.middle = (event->button.button == SDL_BUTTON_MIDDLE); mb.right = (event->button.button == SDL_BUTTON_RIGHT); mb.x1 = (event->button.button == SDL_BUTTON_X1); mb.x2 = (event->button.button == SDL_BUTTON_X2); mb.touch = (event->button.which == SDL_TOUCH_MOUSEID); mb.pressed = (event->button.state == SDL_PRESSED); mb.released = (event->button.state == SDL_RELEASED); mb.num_of_clicks = event->button.clicks; mb.wheel = false; mb.x = event->button.x; mb.y = event->button.y; mb.motion = false; mb.motion_x = 0; mb.motion_y = 0; mb.timestamp_seconds = time_s; GameEventMouse(game, &mb); break; } case SDL_MOUSEWHEEL: { EventMouse mb {}; mb.down = false; mb.up = false; mb.left = false; mb.middle = false; mb.right = false; mb.x1 = false; mb.x2 = false; mb.touch = (event->wheel.which == SDL_TOUCH_MOUSEID); mb.pressed = false; mb.released = false; mb.num_of_clicks = 0; mb.wheel = true; mb.x = event->wheel.x; mb.y = event->wheel.y; mb.motion = false; mb.motion_x = 0; mb.motion_y = 0; mb.timestamp_seconds = time_s; GameEventMouse(game, &mb); break; } case SDL_MOUSEMOTION: { EventMouse mb {}; mb.down = false; mb.up = false; mb.left = ((event->motion.state & KYTY_SDL_BUTTON_LMASK) != 0u); mb.middle = ((event->motion.state & KYTY_SDL_BUTTON_MMASK) != 0u); mb.right = ((event->motion.state & KYTY_SDL_BUTTON_RMASK) != 0u); mb.x1 = ((event->motion.state & KYTY_SDL_BUTTON_X1MASK) != 0u); mb.x2 = ((event->motion.state & KYTY_SDL_BUTTON_X2MASK) != 0u); mb.touch = (event->motion.which == SDL_TOUCH_MOUSEID); mb.pressed = false; mb.released = false; mb.num_of_clicks = 0; mb.wheel = false; mb.x = event->motion.x; mb.y = event->motion.y; mb.motion = true; mb.motion_x = event->motion.xrel; mb.motion_y = event->motion.yrel; mb.timestamp_seconds = time_s; GameEventMouse(game, &mb); break; } case SDL_FINGERMOTION: case SDL_FINGERDOWN: case SDL_FINGERUP: { EventFinger f {}; f.down = (event->tfinger.type == SDL_FINGERDOWN); f.up = (event->tfinger.type == SDL_FINGERUP); f.motion = (event->tfinger.type == SDL_FINGERMOTION); f.finger_id = static_cast(event->tfinger.fingerId); f.touch_id = static_cast(event->tfinger.touchId); f.x = event->tfinger.x; f.y = event->tfinger.y; f.dx = event->tfinger.dx; f.dy = event->tfinger.dy; f.pressure = event->tfinger.pressure; f.timestamp_seconds = time_s; GameEventFinger(game, &f); break; } case SDL_CONTROLLERAXISMOTION: { EventController c {}; c.id = event->caxis.which; c.button = SDL_CONTROLLER_BUTTON_INVALID; c.axis_id = event->caxis.axis; c.axis_value = event->caxis.value; c.down = false; c.up = false; c.added = false; c.removed = false; c.remapped = false; c.axis = true; c.pressed = false; c.released = false; c.timestamp_seconds = time_s; GameEventController(game, &c); break; } case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: { EventController c {}; c.id = event->cbutton.which; c.button = event->cbutton.button; c.axis_id = SDL_CONTROLLER_AXIS_INVALID; c.axis_value = 0; c.down = (event->cbutton.type == SDL_CONTROLLERBUTTONDOWN); c.up = (event->cbutton.type == SDL_CONTROLLERBUTTONUP); c.added = false; c.removed = false; c.remapped = false; c.axis = false; c.pressed = (event->cbutton.state == SDL_PRESSED); c.released = (event->cbutton.state == SDL_RELEASED); c.timestamp_seconds = time_s; GameEventController(game, &c); break; } case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEREMOVED: case SDL_CONTROLLERDEVICEREMAPPED: { EventController c {}; c.id = event->cdevice.which; c.button = SDL_CONTROLLER_BUTTON_INVALID; c.axis_id = SDL_CONTROLLER_AXIS_INVALID; c.axis_value = 0; c.down = false; c.up = false; c.added = (event->cdevice.type == SDL_CONTROLLERDEVICEADDED); c.removed = (event->cdevice.type == SDL_CONTROLLERDEVICEREMOVED); c.remapped = (event->cdevice.type == SDL_CONTROLLERDEVICEREMAPPED); c.axis = false; c.pressed = false; c.released = false; c.timestamp_seconds = time_s; GameEventController(game, &c); break; } } } void GameMainLoop(WindowGame* game, void* data) { bool need_exit = false; Common::Timer timer; timer.Start(); if (!GameInit(game, timer, data)) { need_exit = true; } for (;;) { if (need_exit) { break; } if (GamePollEvent(game) != 0) { GameProcessEvent(game, timer.GetTimeS()); continue; } if (game->m_game_is_paused) { if (!timer.IsPaused()) { timer.Pause(); } GameWaitEvent(game); GameProcessEvent(game, timer.GetTimeS()); need_exit = game->m_game_need_exit; continue; } need_exit = game->m_game_need_exit; if (game->m_game_is_paused) { if (!timer.IsPaused()) { timer.Pause(); } } else { if (timer.IsPaused()) { timer.Resume(); } if (!need_exit) { need_exit = !RenderAndUpdate(game); } if (!need_exit) { GameShowWindow(game, timer); } } } GameClose(game); } static void WindowCreate(WindowContext* ctx) { EXIT_IF(ctx == nullptr); EXIT_IF(ctx->window != nullptr); EXIT_IF(ctx->graphic_ctx.screen_width == 0); EXIT_IF(ctx->graphic_ctx.screen_height == 0); int width = static_cast(ctx->graphic_ctx.screen_width); int height = static_cast(ctx->graphic_ctx.screen_height); #if KYTY_PLATFORM == KYTY_PLATFORM_WINDOWS SDL_SetHint(SDL_HINT_WINDOWS_DPI_SCALING, "0"); #endif if (SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0) { EXIT("%s\n", SDL_GetError()); } LOGF("WindowCreate(): width = %d, height = %d\n", width, height); ctx->window = SDL_CreateWindow(KYTY_SDL_WINDOW_CAPTION, KYTY_SDL_WINDOWPOS_CENTERED, KYTY_SDL_WINDOWPOS_CENTERED, width, height, KYTY_SDL_WINDOW_FLAGS); ctx->window_hidden = true; if (ctx->window == nullptr) { EXIT("%s\n", SDL_GetError()); } SDL_SetWindowResizable(ctx->window, SDL_FALSE); } void WindowInit(uint32_t width, uint32_t height) { EXIT_NOT_IMPLEMENTED(!Common::Thread::IsMainThread()); EXIT_IF(g_window_ctx != nullptr); g_window_ctx = new WindowContext; g_window_ctx->graphic_ctx.screen_width = width; g_window_ctx->graphic_ctx.screen_height = height; } void WindowWaitForGraphicInitialized() { EXIT_IF(g_window_ctx == nullptr); Common::LockGuard lock(g_window_ctx->mutex); while (!g_window_ctx->graphic_initialized) { g_window_ctx->graphic_initialized_condvar.Wait(&g_window_ctx->mutex); } } void WindowRun() { EXIT_IF(g_window_ctx == nullptr); KYTY_PROFILER_THREAD("Thread_Window"); WindowGame game; g_window_ctx->mutex.Lock(); { EXIT_IF(g_window_ctx->graphic_initialized); WindowCreate(g_window_ctx); VulkanCreate(g_window_ctx); g_window_ctx->game = &game; g_window_ctx->graphic_initialized = true; g_window_ctx->graphic_initialized_condvar.Signal(); } g_window_ctx->mutex.Unlock(); GraphicsRenderCreateContext(); GameMainLoop(&game, &g_window_ctx->graphic_ctx); // TODO: replace std::_Exit shutdown with full Vulkan teardown, then destroy // the VMA allocator immediately before vkDestroyDevice. Common::SubsystemsListSingleton::Instance()->ShutdownAll(); std::_Exit(0); } vk::SurfaceCapabilitiesKHR* VulkanGetSurfaceCapabilities() { EXIT_IF(g_window_ctx == nullptr); Common::LockGuard lock(g_window_ctx->mutex); return &g_window_ctx->surface_capabilities->capabilities; } GraphicContext* WindowGetGraphicContext() { EXIT_IF(g_window_ctx == nullptr); Common::LockGuard lock(g_window_ctx->mutex); return &g_window_ctx->graphic_ctx; } static int WindowIconRead(void* user, char* data, int size) { auto* src = static_cast(user); uint32_t bytes_read = 0; src->Read(data, static_cast(size), &bytes_read); return static_cast(bytes_read); } static void WindowIconSkip(void* user, int n) { auto* src = static_cast(user); const uint64_t position = src->Tell(); if (n >= 0) { src->Seek(position + static_cast(n)); } else { const uint64_t distance = static_cast(-static_cast(n)); EXIT_IF(distance > position); src->Seek(position - distance); } } static int WindowIconEof(void* user) { auto* src = static_cast(user); return src->IsEOF() ? 1 : 0; } struct WindowIcon { SDL_Surface* surface = nullptr; void* pixels = nullptr; ~WindowIcon() { SDL_FreeSurface(surface); stbi_image_free(pixels); } }; static void WindowLoadPngIcon(const std::string& path, WindowIcon* icon) { Common::File f; if (!f.Open(path, Common::File::Mode::Read)) { EXIT("Can't open icon file %s\n", path.c_str()); } int width = 0; int height = 0; stbi_io_callbacks cb {}; cb.read = WindowIconRead; cb.skip = WindowIconSkip; cb.eof = WindowIconEof; icon->pixels = stbi_load_from_callbacks(&cb, &f, &width, &height, nullptr, 4); f.Close(); EXIT_IF(icon->pixels == nullptr); icon->surface = SDL_CreateRGBSurfaceWithFormatFrom(icon->pixels, width, height, 32, width * 4, SDL_PIXELFORMAT_RGBA32); EXIT_NOT_IMPLEMENTED(icon->surface == nullptr); } void WindowUpdateIcon() { EXIT_IF(g_window_ctx == nullptr); static WindowIcon icon; static bool icon_loaded = false; if (!icon_loaded) { std::string icon_path; if (Loader::SystemContentGetIconPath(&icon_path)) { WindowLoadPngIcon(icon_path, &icon); } icon_loaded = true; } if (icon.surface != nullptr) { SDL_SetWindowIcon(g_window_ctx->window, icon.surface); } } void WindowUpdateTitle() { EXIT_IF(g_window_ctx == nullptr); EXIT_IF(g_window_ctx->game == nullptr); static char title[128]; static char title_id[12]; static char app_ver[12]; static bool has_title = Loader::SystemContentParamSfoGetString("TITLE", title, sizeof(title)); static bool has_title_id = Loader::SystemContentParamSfoGetString("TITLE_ID", title_id, sizeof(title_id)); static bool has_app_ver = Loader::SystemContentParamSfoGetString("APP_VER", app_ver, sizeof(app_ver)); auto fps = fmt::format("{}{}{}{}{}{}[{}] [{}], frame: {}, fps: {:f}", (has_title ? title : ""), (has_title ? ", " : ""), (has_title_id ? title_id : ""), (has_title_id ? ", " : ""), (has_app_ver ? app_ver : ""), (has_app_ver ? " " : ""), g_window_ctx->device_name, g_window_ctx->processor_name, g_window_ctx->game->m_frame_num, g_window_ctx->game->m_current_fps); SDL_SetWindowTitle(g_window_ctx->window, fps.c_str()); } } // namespace Libs::Graphics