minecraft-pi-reborn/media-layer/core/src/media.c

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#include <unistd.h>
#include <SDL/SDL.h>
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#include <libreborn/libreborn.h>
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#ifndef MCPI_HEADLESS_MODE
#include <time.h>
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#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
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#endif
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#include <media-layer/core.h>
#include <media-layer/internal.h>
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#ifndef MCPI_HEADLESS_MODE
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#include "audio/engine.h"
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#endif
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// Allow Disabling Interaction
static void update_cursor();
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#ifndef MCPI_HEADLESS_MODE
static void emit_events_after_is_interactable_change();
#endif
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static int is_interactable = 1;
void media_set_interactable(int toggle) {
if (toggle != is_interactable) {
is_interactable = toggle;
update_cursor();
#ifndef MCPI_HEADLESS_MODE
emit_events_after_is_interactable_change();
#endif
}
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}
// Track Media Layer State
static volatile int is_running = 0;
// Store Cursor State
static int cursor_grabbed = 0;
static int cursor_visible = 1;
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// Track If Raw Mouse Motion Is Enabled
static int raw_mouse_motion_enabled = 1;
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// GLFW Code Not Needed In Headless Mode
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#ifndef MCPI_HEADLESS_MODE
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static GLFWwindow *glfw_window = NULL;
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// Handle GLFW Error
static void glfw_error(__attribute__((unused)) int error, const char *description) {
WARN("GLFW Error: %s", description);
}
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// Pass Character Event
static void character_event(char c) {
// SDL_UserEvent Is Never Used In MCPI, So It Is Repurposed For Character Events
SDL_Event event;
event.type = SDL_USEREVENT;
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event.user.code = USER_EVENT_CHARACTER;
event.user.data1 = (int) c;
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SDL_PushEvent(&event);
}
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// Convert GLFW Key To SDL Key
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#define IMAGINARY_GLFW_CRAFTING_KEY GLFW_KEY_LAST
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static SDLKey glfw_key_to_sdl_key(int key) {
switch (key) {
// Movement
case GLFW_KEY_W:
return SDLK_w;
case GLFW_KEY_A:
return SDLK_a;
case GLFW_KEY_S:
return SDLK_s;
case GLFW_KEY_D:
return SDLK_d;
case GLFW_KEY_SPACE:
return SDLK_SPACE;
case GLFW_KEY_LEFT_SHIFT:
return SDLK_LSHIFT;
case GLFW_KEY_RIGHT_SHIFT:
return SDLK_RSHIFT;
// Inventory
case GLFW_KEY_E:
return SDLK_e;
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// Drop Item
case GLFW_KEY_Q:
return SDLK_q;
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// Toolbar
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case GLFW_KEY_1:
return SDLK_1;
case GLFW_KEY_2:
return SDLK_2;
case GLFW_KEY_3:
return SDLK_3;
case GLFW_KEY_4:
return SDLK_4;
case GLFW_KEY_5:
return SDLK_5;
case GLFW_KEY_6:
return SDLK_6;
case GLFW_KEY_7:
return SDLK_7;
case GLFW_KEY_8:
return SDLK_8;
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case GLFW_KEY_9:
return SDLK_9;
case GLFW_KEY_0:
return SDLK_0;
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// UI Control
case GLFW_KEY_ESCAPE:
return SDLK_ESCAPE;
case GLFW_KEY_UP:
return SDLK_UP;
case GLFW_KEY_DOWN:
return SDLK_DOWN;
case GLFW_KEY_LEFT:
return SDLK_LEFT;
case GLFW_KEY_RIGHT:
return SDLK_RIGHT;
case GLFW_KEY_TAB:
return SDLK_TAB;
case GLFW_KEY_ENTER:
return SDLK_RETURN;
case GLFW_KEY_BACKSPACE:
return SDLK_BACKSPACE;
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case GLFW_KEY_DELETE:
return SDLK_DELETE;
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// Fullscreen
case GLFW_KEY_F11:
return SDLK_F11;
// Screenshot
case GLFW_KEY_F2:
return SDLK_F2;
// Hide GUI
case GLFW_KEY_F1:
return SDLK_F1;
// Third Person
case GLFW_KEY_F5:
return SDLK_F5;
// Chat
case GLFW_KEY_T:
return SDLK_t;
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// Crafting
case IMAGINARY_GLFW_CRAFTING_KEY:
return SDLK_WORLD_0;
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// Unknown
default:
return SDLK_UNKNOWN;
}
}
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// Convert GLFW Key Modifier To SDL Key Modifier
static SDLMod glfw_modifier_to_sdl_modifier(int mods) {
SDLMod ret = KMOD_NONE;
// Control
if ((mods & GLFW_MOD_CONTROL) != 0) {
ret |= KMOD_CTRL;
}
// Shift
if ((mods & GLFW_MOD_SHIFT) != 0) {
ret |= KMOD_SHIFT;
}
// Alt
if ((mods & GLFW_MOD_ALT) != 0) {
ret |= KMOD_ALT;
}
// Return
return ret;
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}
// Pass Key Presses To SDL
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static void glfw_key_raw(int key, int scancode, int action, int mods) {
SDL_Event event1;
int up = action == GLFW_RELEASE;
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event1.type = up ? SDL_KEYUP : SDL_KEYDOWN;
event1.key.state = up ? SDL_RELEASED : SDL_PRESSED;
event1.key.keysym.scancode = scancode;
event1.key.keysym.mod = glfw_modifier_to_sdl_modifier(mods);
event1.key.keysym.sym = glfw_key_to_sdl_key(key);
SDL_PushEvent(&event1);
// Allow MCPI To Access Original GLFW Keycode
SDL_Event event2;
event2.type = SDL_USEREVENT;
event2.user.code = USER_EVENT_REAL_KEY;
event2.user.data1 = event1.key.state;
event2.user.data2 = key;
SDL_PushEvent(&event2);
}
static void glfw_key(__attribute__((unused)) GLFWwindow *window, int key, int scancode, int action, int mods) {
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if (is_interactable) {
glfw_key_raw(key, scancode, action, mods);
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}
}
// Pass Text To Minecraft
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static void codepoint_to_utf8(unsigned char *const buffer, const unsigned int code) {
// https://stackoverflow.com/a/42013433/16198887
if (code <= 0x7f) {
buffer[0] = code;
} else if (code <= 0x7ff) {
buffer[0] = 0xc0 | (code >> 6); // 110xxxxx
buffer[1] = 0x80 | (code & 0x3f); // 10xxxxxx
} else if (code <= 0xffff) {
buffer[0] = 0xe0 | (code >> 12); // 1110xxxx
buffer[1] = 0x80 | ((code >> 6) & 0x3f); // 10xxxxxx
buffer[2] = 0x80 | (code & 0x3f); // 10xxxxxx
} else if (code <= 0x10ffff) {
buffer[0] = 0xf0 | (code >> 18); // 11110xxx
buffer[1] = 0x80 | ((code >> 12) & 0x3f); // 10xxxxxx
buffer[2] = 0x80 | ((code >> 6) & 0x3f); // 10xxxxxx
buffer[3] = 0x80 | (code & 0x3f); // 10xxxxxx
}
}
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static void glfw_char(__attribute__((unused)) GLFWwindow *window, unsigned int codepoint) {
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if (is_interactable) {
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// Convert
size_t str_size = 4 /* Maximum UTF-8 character size */ + 1 /* NULL-terminator */;
char str[str_size];
memset(str, 0, str_size);
codepoint_to_utf8((unsigned char *) str, codepoint);
char *cp437_str = to_cp437(str);
// Send Event
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for (int i = 0; cp437_str[i] != '\0'; i++) {
character_event(cp437_str[i]);
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}
// Free
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free(cp437_str);
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}
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}
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// Last Mouse Location
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static double last_mouse_x = 0;
static double last_mouse_y = 0;
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// Ignore Relative Cursor Motion
static int ignore_relative_motion = 0;
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// Convert Screen Coordinates To Pixels
static void convert_to_pixels(GLFWwindow *window, double *xpos, double *ypos) {
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// Skip If Cursor Is Grabbed
if (cursor_grabbed && raw_mouse_motion_enabled) {
return;
}
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// Get Window Size
int window_width;
int window_height;
glfwGetWindowSize(window, &window_width, &window_height);
// Get Framebuffer Size
int framebuffer_width;
int framebuffer_height;
glfwGetFramebufferSize(window, &framebuffer_width, &framebuffer_height);
// Calculate Ratios
double width_ratio = ((double) framebuffer_width) / ((double) window_width);
double height_ratio = ((double) framebuffer_height) / ((double) window_height);
// Multiply
*xpos *= width_ratio;
*ypos *= height_ratio;
}
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// Pass Mouse Movement To SDL
static void glfw_motion(__attribute__((unused)) GLFWwindow *window, double xpos, double ypos) {
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convert_to_pixels(window, &xpos, &ypos);
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if (is_interactable) {
SDL_Event event;
event.type = SDL_MOUSEMOTION;
event.motion.x = xpos;
event.motion.y = ypos;
event.motion.xrel = !ignore_relative_motion ? (xpos - last_mouse_x) : 0;
event.motion.yrel = !ignore_relative_motion ? (ypos - last_mouse_y) : 0;
SDL_PushEvent(&event);
}
ignore_relative_motion = 0;
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last_mouse_x = xpos;
last_mouse_y = ypos;
}
// Create And Push SDL Mouse Click Event
static void click_event(int button, int up) {
SDL_Event event;
event.type = up ? SDL_MOUSEBUTTONUP : SDL_MOUSEBUTTONDOWN;
event.button.x = last_mouse_x;
event.button.y = last_mouse_y;
event.button.state = up ? SDL_RELEASED : SDL_PRESSED;
event.button.button = button;
SDL_PushEvent(&event);
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}
// Pass Mouse Click To SDL
static void glfw_click_raw(int button, int action) {
int up = action == GLFW_RELEASE;
int sdl_button = button == GLFW_MOUSE_BUTTON_RIGHT ? SDL_BUTTON_RIGHT : (button == GLFW_MOUSE_BUTTON_LEFT ? SDL_BUTTON_LEFT : SDL_BUTTON_MIDDLE);
click_event(sdl_button, up);
}
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static void glfw_click(__attribute__((unused)) GLFWwindow *window, int button, int action, __attribute__((unused)) int mods) {
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if (is_interactable) {
glfw_click_raw(button, action);
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}
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}
// Pass Mouse Scroll To SDL
static void glfw_scroll(__attribute__((unused)) GLFWwindow *window, __attribute__((unused)) double xoffset, double yoffset) {
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if (is_interactable && yoffset != 0) {
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int sdl_button = yoffset > 0 ? SDL_BUTTON_WHEELUP : SDL_BUTTON_WHEELDOWN;
click_event(sdl_button, 0);
click_event(sdl_button, 1);
}
}
// Controller Events
static SDLKey glfw_controller_button_to_key(int button) {
switch (button) {
// Jump
case GLFW_GAMEPAD_BUTTON_A:
return GLFW_KEY_SPACE;
// Drop Item
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN:
return GLFW_KEY_Q;
// Inventory
case GLFW_GAMEPAD_BUTTON_Y:
return GLFW_KEY_E;
// Third-Person
case GLFW_GAMEPAD_BUTTON_DPAD_UP:
return GLFW_KEY_F5;
// Sneak
case GLFW_GAMEPAD_BUTTON_B:
return GLFW_KEY_LEFT_SHIFT;
// Chat
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT:
return GLFW_KEY_T;
// Pause
case GLFW_GAMEPAD_BUTTON_START:
case GLFW_GAMEPAD_BUTTON_BACK:
return GLFW_KEY_ESCAPE;
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// Crafting
case GLFW_GAMEPAD_BUTTON_X:
return IMAGINARY_GLFW_CRAFTING_KEY;
// Unknown
default:
return GLFW_KEY_UNKNOWN;
}
}
static void glfw_controller_button(int button, int action) {
int key = glfw_controller_button_to_key(button);
if (key != GLFW_KEY_UNKNOWN) {
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// Press Key
glfw_key_raw(key, glfwGetKeyScancode(key), action, 0);
} else {
// Scrolling
if (button == GLFW_GAMEPAD_BUTTON_LEFT_BUMPER) {
key = SDL_BUTTON_WHEELUP;
} else if (button == GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER) {
key = SDL_BUTTON_WHEELDOWN;
}
if (key != GLFW_KEY_UNKNOWN) {
click_event(key, action == GLFW_PRESS);
}
}
}
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// Controller Movement Axis
static int controller_horizontal_key = GLFW_KEY_UNKNOWN;
static int controller_vertical_key = GLFW_KEY_UNKNOWN;
static void release_and_press_key(int *old_key, int new_key) {
if (*old_key != new_key) {
if (*old_key != GLFW_KEY_UNKNOWN) {
glfw_key_raw(*old_key, glfwGetKeyScancode(*old_key), GLFW_RELEASE, 0);
}
if (new_key != GLFW_KEY_UNKNOWN) {
glfw_key_raw(new_key, glfwGetKeyScancode(new_key), GLFW_PRESS, 0);
}
}
*old_key = new_key;
}
#define verify_controller_axis_value(value, threshold) \
if ((value < (threshold) && value > 0) || (value > -(threshold) && value < 0)) { \
value = 0; \
}
#define CONTROLLER_MOVEMENT_AXIS_THRESHOLD 0.5f
static void glfw_controller_movement(float x, float y) {
// Verify
verify_controller_axis_value(x, CONTROLLER_MOVEMENT_AXIS_THRESHOLD);
verify_controller_axis_value(y, CONTROLLER_MOVEMENT_AXIS_THRESHOLD);
// Horizontal Movement
if (x > 0) {
release_and_press_key(&controller_horizontal_key, GLFW_KEY_D);
} else if (x < 0) {
release_and_press_key(&controller_horizontal_key, GLFW_KEY_A);
} else {
release_and_press_key(&controller_horizontal_key, GLFW_KEY_UNKNOWN);
}
// Vertical Movement
if (y < 0) {
release_and_press_key(&controller_vertical_key, GLFW_KEY_W);
} else if (y > 0) {
release_and_press_key(&controller_vertical_key, GLFW_KEY_S);
} else {
release_and_press_key(&controller_vertical_key, GLFW_KEY_UNKNOWN);
}
}
// Get Time
#define NANOSECONDS_IN_SECOND 1000000000ll
static long long int get_time() {
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
long long int a = (long long int) ts.tv_nsec;
long long int b = ((long long int) ts.tv_sec) * NANOSECONDS_IN_SECOND;
return a + b;
}
// Controller Look Axis
#define CONTROLLER_LOOK_EVENT_PERIOD 50000000ll // 1/20 Seconds
#define CONTROLLER_LOOK_AXIS_THRESHOLD 0.2f
#define CONTROLLER_LOOK_AXIS_SENSITIVITY 70
static void glfw_controller_look(float x, float y) {
// Current Time
long long int current_time = get_time();
// Last Time
static long long int last_time = 0;
static int is_last_time_set = 0;
if (!is_last_time_set) {
is_last_time_set = 1;
last_time = current_time;
}
// Check If Period Has Passed
if ((current_time - last_time) > CONTROLLER_LOOK_EVENT_PERIOD) {
// Reset Last Time
last_time = current_time;
// Verify
verify_controller_axis_value(x, CONTROLLER_LOOK_AXIS_THRESHOLD);
verify_controller_axis_value(y, CONTROLLER_LOOK_AXIS_THRESHOLD);
// Send Event
SDL_Event event;
event.type = SDL_MOUSEMOTION;
event.motion.x = last_mouse_x;
event.motion.y = last_mouse_y;
event.motion.xrel = x * CONTROLLER_LOOK_AXIS_SENSITIVITY;
event.motion.yrel = y * CONTROLLER_LOOK_AXIS_SENSITIVITY;
SDL_PushEvent(&event);
}
}
// Controller Place/Mine Triggers
#define CONTROLLER_TRIGGER_THRESHOLD 0
#define CONTROLLER_TRIGGER_COUNT 2
static void glfw_controller_trigger(int trigger, int action) {
glfw_click_raw(trigger == GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER ? GLFW_MOUSE_BUTTON_LEFT : GLFW_MOUSE_BUTTON_RIGHT, action);
}
// Current Controller
static int current_controller = -1;
// Track Controller State
static void update_controller_state() {
// Store Button/Trigger State
static int controller_buttons[GLFW_GAMEPAD_BUTTON_LAST + 1];
static int controller_triggers[CONTROLLER_TRIGGER_COUNT];
// Get State
GLFWgamepadstate state;
int controller_enabled = cursor_grabbed && is_interactable;
int controller_valid = controller_enabled && current_controller != -1 && glfwGetGamepadState(current_controller, &state);
if (!controller_valid) {
// Invalid Controller
// Generate Blank State
for (int i = GLFW_GAMEPAD_BUTTON_A; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) {
state.buttons[i] = GLFW_RELEASE;
}
for (int i = GLFW_GAMEPAD_AXIS_LEFT_X; i <= GLFW_GAMEPAD_AXIS_LAST; i++) {
int is_trigger = i == GLFW_GAMEPAD_AXIS_LEFT_TRIGGER || i == GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER;
state.axes[i] = is_trigger ? -1 : 0;
}
}
// Check Buttons
for (int i = GLFW_GAMEPAD_BUTTON_A; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) {
int old_state = controller_buttons[i];
controller_buttons[i] = state.buttons[i];
if (old_state != controller_buttons[i]) {
// State Changed
glfw_controller_button(i, controller_buttons[i]);
}
}
// Handle Movement & Look
glfw_controller_movement(state.axes[GLFW_GAMEPAD_AXIS_LEFT_X], state.axes[GLFW_GAMEPAD_AXIS_LEFT_Y]);
glfw_controller_look(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_X], state.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]);
// Check Triggers
for (int i = 0; i < CONTROLLER_TRIGGER_COUNT; i++) {
int old_state = controller_triggers[i];
int trigger_id = i == 0 ? GLFW_GAMEPAD_AXIS_LEFT_TRIGGER : GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER;
controller_triggers[i] = state.axes[trigger_id] < CONTROLLER_TRIGGER_THRESHOLD ? GLFW_RELEASE : GLFW_PRESS;
if (old_state != controller_triggers[i]) {
// State Changed
glfw_controller_trigger(trigger_id, controller_triggers[i]);
}
}
}
// Pick Controller
static int joysticks[GLFW_JOYSTICK_LAST + 1];
static void pick_new_controller() {
current_controller = -1;
for (int i = GLFW_JOYSTICK_1; i <= GLFW_JOYSTICK_LAST; i++) {
if (joysticks[i] == 1) {
current_controller = i;
DEBUG("Using Controller: %s (%s)", glfwGetGamepadName(i), glfwGetJoystickName(i));
break;
}
}
}
static void find_controllers() {
for (int i = GLFW_JOYSTICK_1; i <= GLFW_JOYSTICK_LAST; i++) {
joysticks[i] = glfwJoystickIsGamepad(i);
}
pick_new_controller();
}
static void glfw_joystick(int jid, int event) {
if (event == GLFW_CONNECTED && glfwJoystickIsGamepad(jid)) {
joysticks[jid] = 1;
pick_new_controller();
} else if (event == GLFW_DISCONNECTED) {
joysticks[jid] = 0;
if (jid == current_controller) {
DEBUG("Controller Disconnected");
pick_new_controller();
}
}
}
// Release all keys/buttons when interaction is disabled and vice versa.
static void emit_events_after_is_interactable_change() {
if (is_running) {
for (int i = GLFW_KEY_SPACE; i <= GLFW_KEY_LAST; i++) {
int state = glfwGetKey(glfw_window, i);
if (state == GLFW_PRESS) {
glfw_key_raw(i, glfwGetKeyScancode(i), is_interactable ? GLFW_PRESS : GLFW_RELEASE, 0);
}
}
for (int i = GLFW_MOUSE_BUTTON_1; i <= GLFW_MOUSE_BUTTON_LAST; i++) {
int state = glfwGetMouseButton(glfw_window, i);
if (state == GLFW_PRESS) {
glfw_click_raw(i, is_interactable ? GLFW_PRESS : GLFW_RELEASE);
}
}
}
}
#endif
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// Enable/Disable Raw Mouse Motion
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void media_set_raw_mouse_motion_enabled(int enabled) {
raw_mouse_motion_enabled = enabled;
#ifndef MCPI_HEADLESS_MODE
if (is_running) {
glfwSetInputMode(glfw_window, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE);
}
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#endif
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if (!raw_mouse_motion_enabled) {
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WARN("Raw mouse motion has been DISABLED, this IS NOT recommended, and should only ever be used on systems that don't support or have broken raw mouse motion.");
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}
}
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// Disable V-Sync
static int disable_vsync = 0;
void media_disable_vsync() {
disable_vsync = 1;
#ifndef MCPI_HEADLESS_MODE
if (is_running) {
glfwSwapInterval(0);
}
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#endif
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}
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// Force EGL
static int force_egl = 0;
void media_force_egl() {
if (force_egl == -1) {
IMPOSSIBLE();
}
force_egl = 1;
}
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// Init Media Layer
#define GL_VERSION 0x1f02
typedef const unsigned char *(*glGetString_t)(unsigned int name);
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void SDL_WM_SetCaption(const char *title, __attribute__((unused)) const char *icon) {
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// Don't Enable GLFW In Headless Mode
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#ifndef MCPI_HEADLESS_MODE
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// Init GLFW
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glfwSetErrorCallback(glfw_error);
if (!glfwInit()) {
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ERR("Unable To Initialize GLFW");
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}
// Create OpenGL ES Context
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#ifdef MCPI_USE_GLES1_COMPATIBILITY_LAYER
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#else
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
#endif
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// Use EGL
if (force_egl) {
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
}
force_egl = -1;
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// Extra Settings
glfwWindowHint(GLFW_AUTO_ICONIFY, GLFW_FALSE);
glfwWindowHint(GLFW_ALPHA_BITS, 0); // Fix Transparent Window On Wayland
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// App ID
glfwWindowHintString(GLFW_X11_CLASS_NAME, MCPI_APP_ID);
glfwWindowHintString(GLFW_WAYLAND_APP_ID, MCPI_APP_ID);
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// Create Window
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glfw_window = glfwCreateWindow(DEFAULT_WIDTH, DEFAULT_HEIGHT, title, NULL, NULL);
if (!glfw_window) {
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ERR("Unable To Create GLFW Window");
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}
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// Event Handlers
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glfwSetKeyCallback(glfw_window, glfw_key);
glfwSetCharCallback(glfw_window, glfw_char);
glfwSetCursorPosCallback(glfw_window, glfw_motion);
glfwSetMouseButtonCallback(glfw_window, glfw_click);
glfwSetScrollCallback(glfw_window, glfw_scroll);
// Setup Controller Support
find_controllers();
glfwSetJoystickCallback(glfw_joystick);
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// Make Window Context Current
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glfwMakeContextCurrent(glfw_window);
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// Setup Compatibility Layer
#ifdef MCPI_USE_GLES1_COMPATIBILITY_LAYER
extern void init_gles_compatibility_layer();
init_gles_compatibility_layer();
#endif
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// Debug
glGetString_t glGetString = (glGetString_t) glfwGetProcAddress("glGetString");
DEBUG("Using %s", (*glGetString)(GL_VERSION));
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// Init OpenAL
_media_audio_init();
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#else
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(void) title; // Mark As Used
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#endif
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// Set State
is_running = 1;
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// Update State
update_cursor();
if (disable_vsync) {
media_disable_vsync();
}
// Always Cleanup Media Layer
atexit(media_cleanup);
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}
void media_swap_buffers() {
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#ifndef MCPI_HEADLESS_MODE
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// Don't Swap Buffers In A Context-Less Window
glfwSwapBuffers(glfw_window);
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#endif
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}
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// Fullscreen Not Needed In Headless Mode
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#ifndef MCPI_HEADLESS_MODE
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static int is_fullscreen = 0;
// Old Size And Position To Use When Exiting Fullscreen
static int old_width = -1;
static int old_height = -1;
static int old_x = -1;
static int old_y = -1;
// Toggle Fullscreen
void media_toggle_fullscreen() {
if (is_fullscreen) {
glfwSetWindowMonitor(glfw_window, NULL, old_x, old_y, old_width, old_height, GLFW_DONT_CARE);
old_width = -1;
old_height = -1;
old_x = -1;
old_y = -1;
} else {
glfwGetWindowSize(glfw_window, &old_width, &old_height);
glfwGetWindowPos(glfw_window, &old_x, &old_y);
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
glfwSetWindowMonitor(glfw_window, monitor, 0, 0, mode->width, mode->height, GLFW_DONT_CARE);
}
is_fullscreen = !is_fullscreen;
}
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#else
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void media_toggle_fullscreen() {
}
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#endif
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// Intercept SDL Events
void _media_handle_SDL_PollEvent() {
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// GLFW And Audio Are Disabled Disabled In Headless Mode
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#ifndef MCPI_HEADLESS_MODE
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// Process GLFW Events
glfwPollEvents();
// Controller
update_controller_state();
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// Close Window
if (glfwWindowShouldClose(glfw_window)) {
SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
glfwSetWindowShouldClose(glfw_window, GLFW_FALSE);
}
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#endif
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}
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// Cleanup Media Layer
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void media_cleanup() {
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if (is_running) {
// GLFW And Audio Are Disabled In Headless Mode
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#ifndef MCPI_HEADLESS_MODE
// Ignore GLFW Errors During Termination
glfwSetErrorCallback(NULL);
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// Terminate GLFW
glfwDestroyWindow(glfw_window);
glfwTerminate();
// Cleanup OpenAL
_media_audio_cleanup();
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#endif
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// Update State
is_running = 0;
}
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}
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// Update GLFW Cursor State (Client Only)
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static void update_cursor() {
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#ifndef MCPI_HEADLESS_MODE
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if (is_running) {
// Get New State
int new_cursor_visible = is_interactable ? cursor_visible : 1;
int new_cursor_grabbed = is_interactable ? cursor_grabbed : 0;
// Store Old Mode
int old_mode = glfwGetInputMode(glfw_window, GLFW_CURSOR);
// Handle Cursor Visibility
int new_mode;
if (!new_cursor_visible) {
if (new_cursor_grabbed) {
new_mode = GLFW_CURSOR_DISABLED;
} else {
new_mode = GLFW_CURSOR_HIDDEN;
}
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} else {
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new_mode = GLFW_CURSOR_NORMAL;
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}
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if (new_mode != old_mode) {
// Ignore Relative Cursor Motion When Locking
if (new_mode == GLFW_CURSOR_DISABLED && old_mode != GLFW_CURSOR_DISABLED) {
ignore_relative_motion = 1;
}
// Set New Mode
glfwSetInputMode(glfw_window, GLFW_CURSOR, new_mode);
// Handle Cursor Lock/Unlock
if ((new_mode == GLFW_CURSOR_DISABLED && old_mode != GLFW_CURSOR_DISABLED) || (new_mode != GLFW_CURSOR_DISABLED && old_mode == GLFW_CURSOR_DISABLED)) {
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// Use Raw Mouse Motion
if (raw_mouse_motion_enabled) {
glfwSetInputMode(glfw_window, GLFW_RAW_MOUSE_MOTION, new_mode == GLFW_CURSOR_DISABLED ? GLFW_TRUE : GLFW_FALSE);
}
// Request Focus
if (!glfwGetWindowAttrib(glfw_window, GLFW_FOCUSED)) {
glfwRequestWindowAttention(glfw_window);
}
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}
// Reset Mouse Position When Unlocking
if (new_mode != GLFW_CURSOR_DISABLED && old_mode == GLFW_CURSOR_DISABLED) {
double cursor_x;
double cursor_y;
glfwGetCursorPos(glfw_window, &cursor_x, &cursor_y);
glfw_motion(glfw_window, cursor_x, cursor_y);
}
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}
}
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#endif
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}
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// Fix SDL Cursor Visibility/Grabbing
SDL_GrabMode SDL_WM_GrabInput(SDL_GrabMode mode) {
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if (mode == SDL_GRAB_QUERY) {
// Query
return cursor_grabbed ? SDL_GRAB_ON : SDL_GRAB_OFF;
} else if (mode == SDL_GRAB_ON) {
// Store State
cursor_grabbed = 1;
} else if (mode == SDL_GRAB_OFF) {
// Store State
cursor_grabbed = 0;
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}
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// Update Cursor GLFW State (Client Only)
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update_cursor();
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// Return
return mode;
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}
// Stub SDL Cursor Visibility
int SDL_ShowCursor(int toggle) {
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if (toggle == SDL_QUERY) {
// Query
return cursor_visible ? SDL_ENABLE : SDL_DISABLE;
} else if (toggle == SDL_ENABLE) {
// Store State
cursor_visible = 1;
} else if (toggle == SDL_DISABLE) {
// Store State
cursor_visible = 0;
}
// Update Cursor GLFW State (Client Only)
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update_cursor();
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// Return
return toggle;
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}
// Get Framebuffer Size
void media_get_framebuffer_size(int *width, int *height) {
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#ifndef MCPI_HEADLESS_MODE
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if (glfw_window != NULL) {
glfwGetFramebufferSize(glfw_window, width, height);
return;
}
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#endif
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*width = DEFAULT_WIDTH;
*height = DEFAULT_HEIGHT;
}