#include #include #include #include #define GLFW_INCLUDE_NONE #include #include #include #include "audio/engine.h" // Allow Disabling Interaction static void update_cursor(); static int is_interactable = 1; void media_set_interactable(int toggle) { if (bool(toggle) != is_interactable) { is_interactable = toggle; update_cursor(); } } // Store Cursor State static bool cursor_grabbed = false; static bool cursor_visible = true; // Track If Raw Mouse Motion Is Enabled static bool raw_mouse_motion_enabled = true; // Window static GLFWwindow *glfw_window = nullptr; // Handle GLFW Error static void glfw_error(__attribute__((unused)) int error, const char *description) { WARN("GLFW Error: %s", description); } // Convert GLFW Key To SDL Key static SDLKey glfw_key_to_sdl_key(const 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; // Drop Item case GLFW_KEY_Q: return SDLK_q; // Toolbar 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; case GLFW_KEY_9: return SDLK_9; case GLFW_KEY_0: return SDLK_0; // 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; case GLFW_KEY_DELETE: return SDLK_DELETE; // 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; // Unknown default: return SDLK_UNKNOWN; } } // Convert GLFW Key Modifier To SDL Key Modifier static SDLMod glfw_modifier_to_sdl_modifier(const int mods) { int 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 SDLMod(ret); } // Pass Key Presses To SDL static void glfw_key_raw(int key, int scancode, int action, int mods) { SDL_Event event1; bool up = action == GLFW_RELEASE; 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, const int key, const int scancode, const int action, const int mods) { if (is_interactable) { glfw_key_raw(key, scancode, action, mods); } } // Pass Text To Minecraft static void character_event(char c) { if (!is_interactable) { return; } // SDL_UserEvent Is Never Used In MCPI, So It Is Repurposed For Character Events SDL_Event event; event.type = SDL_USEREVENT; event.user.code = USER_EVENT_CHARACTER; event.user.data1 = (int) c; SDL_PushEvent(&event); } 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 } } static void glfw_char(__attribute__((unused)) GLFWwindow *window, const unsigned int codepoint) { // Convert size_t str_size = 4 /* Maximum UTF-8 character size */ + 1 /* NULL-terminator */; char str[str_size] = {}; codepoint_to_utf8((unsigned char *) str, codepoint); char *cp437_str = to_cp437(str); // Send Event for (int i = 0; cp437_str[i] != '\0'; i++) { character_event(cp437_str[i]); } // Free free(cp437_str); } // Last Mouse Location static double last_mouse_x = 0; static double last_mouse_y = 0; // Ignore Relative Cursor Motion static bool ignore_relative_motion = false; // Convert Screen Coordinates To Pixels static void convert_to_pixels(GLFWwindow *window, double *xpos, double *ypos) { // Skip If Cursor Is Grabbed if (cursor_grabbed && raw_mouse_motion_enabled) { return; } // 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 const double width_ratio = ((double) framebuffer_width) / ((double) window_width); const double height_ratio = ((double) framebuffer_height) / ((double) window_height); // Multiply *xpos *= width_ratio; *ypos *= height_ratio; } // Pass Mouse Movement To SDL static void glfw_motion(__attribute__((unused)) GLFWwindow *window, double xpos, double ypos) { convert_to_pixels(window, &xpos, &ypos); 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 = false; last_mouse_x = xpos; last_mouse_y = ypos; } // Create And Push SDL Mouse Click Event static void click_event(int button, bool 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); } // Pass Mouse Click To SDL static void glfw_click_raw(const int button, const int action) { const bool up = action == GLFW_RELEASE; const 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); } static void glfw_click(__attribute__((unused)) GLFWwindow *window, const int button, const int action, __attribute__((unused)) int mods) { if (is_interactable) { glfw_click_raw(button, action); } } // Pass Mouse Scroll To SDL static void glfw_scroll(__attribute__((unused)) GLFWwindow *window, __attribute__((unused)) double xoffset, double yoffset) { if (is_interactable && yoffset != 0) { int sdl_button = yoffset > 0 ? SDL_BUTTON_WHEELUP : SDL_BUTTON_WHEELDOWN; click_event(sdl_button, false); click_event(sdl_button, true); } } // Enable/Disable Raw Mouse Motion void media_set_raw_mouse_motion_enabled(const int enabled) { raw_mouse_motion_enabled = enabled; if (glfw_window) { glfwSetInputMode(glfw_window, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE); } if (!raw_mouse_motion_enabled) { 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."); } } // Disable V-Sync static int disable_vsync = 0; void media_disable_vsync() { disable_vsync = 1; if (glfw_window) { glfwSwapInterval(0); } } // Force EGL static int force_egl = 0; void media_force_egl() { if (force_egl == -1) { IMPOSSIBLE(); } force_egl = 1; } // Init Media Layer #define GL_VERSION 0x1f02 typedef const char *(*glGetString_t)(unsigned int name); #ifdef MCPI_USE_GLES1_COMPATIBILITY_LAYER extern "C" void init_gles_compatibility_layer(void *); #endif void SDL_WM_SetCaption(const char *title, __attribute__((unused)) const char *icon) { // Disable In Headless Mode if (reborn_is_headless()) { return; } // Init GLFW reborn_check_display(); glfwSetErrorCallback(glfw_error); if (!glfwInit()) { ERR("Unable To Initialize GLFW"); } // Create OpenGL ES Context glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); #ifdef MCPI_USE_GLES1_COMPATIBILITY_LAYER glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); #else glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); #endif // Use EGL if (force_egl) { glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); } force_egl = -1; // Extra Settings glfwWindowHint(GLFW_AUTO_ICONIFY, GLFW_FALSE); glfwWindowHint(GLFW_ALPHA_BITS, 0); // Fix Transparent Window On Wayland // App ID glfwWindowHintString(GLFW_X11_CLASS_NAME, MCPI_APP_ID); glfwWindowHintString(GLFW_WAYLAND_APP_ID, MCPI_APP_ID); // Create Window glfw_window = glfwCreateWindow(DEFAULT_WIDTH, DEFAULT_HEIGHT, title, NULL, NULL); if (!glfw_window) { ERR("Unable To Create GLFW Window"); } // Event Handlers 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); // Make Window Context Current glfwMakeContextCurrent(glfw_window); // Setup Compatibility Layer #ifdef MCPI_USE_GLES1_COMPATIBILITY_LAYER init_gles_compatibility_layer((void *) glfwGetProcAddress); #endif // Debug glGetString_t glGetString = (glGetString_t) glfwGetProcAddress("glGetString"); DEBUG("Using %s", (*glGetString)(GL_VERSION)); // Init OpenAL _media_audio_init(); // Update State update_cursor(); if (disable_vsync) { media_disable_vsync(); } // Always Cleanup Media Layer atexit(media_cleanup); } void media_swap_buffers() { if (glfw_window) { glfwSwapBuffers(glfw_window); } } // Track Fullscreen static bool is_fullscreen = false; // 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 (glfw_window) { if (is_fullscreen) { glfwSetWindowMonitor(glfw_window, nullptr, 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; } } // Intercept SDL Events void _media_handle_SDL_PollEvent() { if (glfw_window) { // Process GLFW Events glfwPollEvents(); // Close Window if (glfwWindowShouldClose(glfw_window)) { SDL_Event event; event.type = SDL_QUIT; SDL_PushEvent(&event); glfwSetWindowShouldClose(glfw_window, GLFW_FALSE); } } } // Cleanup Media Layer void media_cleanup() { if (glfw_window) { // Ignore GLFW Errors During Termination glfwSetErrorCallback(nullptr); // Terminate GLFW glfwDestroyWindow(glfw_window); glfwTerminate(); // Cleanup OpenAL _media_audio_cleanup(); } } // Update GLFW Cursor State (Client Only) static void update_cursor() { if (glfw_window) { // Get New State const bool new_cursor_visible = is_interactable ? cursor_visible : true; const bool new_cursor_grabbed = is_interactable ? cursor_grabbed : false; // Store Old Mode const 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; } } else { new_mode = GLFW_CURSOR_NORMAL; } 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 = true; } // 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)) { // 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); } } // 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); } } } } // Fix SDL Cursor Visibility/Grabbing SDL_GrabMode SDL_WM_GrabInput(const SDL_GrabMode mode) { 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 = true; } else if (mode == SDL_GRAB_OFF) { // Store State cursor_grabbed = false; } // Update Cursor GLFW State (Client Only) update_cursor(); // Return return mode; } // Stub SDL Cursor Visibility int SDL_ShowCursor(const int toggle) { if (toggle == SDL_QUERY) { // Query return cursor_visible ? SDL_ENABLE : SDL_DISABLE; } else if (toggle == SDL_ENABLE) { // Store State cursor_visible = true; } else if (toggle == SDL_DISABLE) { // Store State cursor_visible = false; } // Update Cursor GLFW State (Client Only) update_cursor(); // Return return toggle; } // Get Framebuffer Size void media_get_framebuffer_size(int *width, int *height) { if (glfw_window) { glfwGetFramebufferSize(glfw_window, width, height); } else { *width = DEFAULT_WIDTH; *height = DEFAULT_HEIGHT; } }