Files
KytyPS5/src/graphics/presentation/window/window.cpp
T
2026-07-19 00:54:31 +02:00

1156 lines
33 KiB
C++

#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 <algorithm>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <memory>
#include <string>
#include <vector>
#include <vulkan/vk_platform.h>
#define STB_IMAGE_IMPLEMENTATION
#define STBI_NO_SIMD
#include "stb_image.h"
#include <fmt/format.h>
// IWYU pragma: no_include <intrin.h>
#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<uint32_t>(SDL_WINDOW_HIDDEN) | static_cast<uint32_t>(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<double>(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<GraphicContext*>(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<WindowGamePrivate*>(game->private_data));
delete (static_cast<SDL_Event*>(game->event));
return Close(game);
}
void GameShowWindow(WindowGame* game, const Common::Timer& timer) {
EXIT_IF(!game);
auto* p = static_cast<WindowGamePrivate*>(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<WindowGamePrivate*>(game->private_data);
auto* ctx = static_cast<GraphicContext*>(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<WindowGamePrivate*>(game->private_data);
EXIT_IF(p == nullptr);
auto* ctx = static_cast<GraphicContext*>(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<int>(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<int>(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<Uint8>(DisplayOrientation::DisplayEventOrientation): {
LOGF("Display %" PRIu32 "[%s] changed orientation to %d - ", display.display,
sdl ? "SDL" : "Kyty", static_cast<int>(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<SDL_Event*>(game->event);
EXIT_IF(!event);
return SDL_PollEvent(event);
}
int GameWaitEvent(WindowGame* game) {
EXIT_IF(!game);
auto* event = static_cast<SDL_Event*>(game->event);
EXIT_IF(!event);
return SDL_WaitEvent(event);
}
void GameProcessEvent(WindowGame* game, double time_s) {
EXIT_IF(!game);
auto* event = static_cast<SDL_Event*>(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<int>(event->tfinger.fingerId);
f.touch_id = static_cast<int>(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<int>(ctx->graphic_ctx.screen_width);
int height = static_cast<int>(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<Common::File*>(user);
uint32_t bytes_read = 0;
src->Read(data, static_cast<uint32_t>(size), &bytes_read);
return static_cast<int>(bytes_read);
}
static void WindowIconSkip(void* user, int n) {
auto* src = static_cast<Common::File*>(user);
const uint64_t position = src->Tell();
if (n >= 0) {
src->Seek(position + static_cast<uint64_t>(n));
} else {
const uint64_t distance = static_cast<uint64_t>(-static_cast<int64_t>(n));
EXIT_IF(distance > position);
src->Seek(position - distance);
}
}
static int WindowIconEof(void* user) {
auto* src = static_cast<Common::File*>(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