854 lines
26 KiB
C
854 lines
26 KiB
C
#include <unistd.h>
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#include <SDL/SDL.h>
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#include <libreborn/libreborn.h>
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#ifndef MCPI_HEADLESS_MODE
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#include <time.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#endif
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#include <media-layer/core.h>
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#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
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static void update_cursor();
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#ifndef MCPI_HEADLESS_MODE
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static void emit_events_after_is_interactable_change();
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#endif
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static int is_interactable = 1;
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void media_set_interactable(int toggle) {
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if (toggle != is_interactable) {
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is_interactable = toggle;
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update_cursor();
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#ifndef MCPI_HEADLESS_MODE
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emit_events_after_is_interactable_change();
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#endif
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}
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}
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// Track Media Layer State
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static volatile int is_running = 0;
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// Store Cursor State
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static int cursor_grabbed = 0;
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static int cursor_visible = 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
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static void glfw_error(__attribute__((unused)) int error, const char *description) {
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WARN("GLFW Error: %s", description);
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}
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// Pass Character Event
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static void character_event(char c) {
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// SDL_UserEvent Is Never Used In MCPI, So It Is Repurposed For Character Events
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SDL_Event event;
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event.type = SDL_USEREVENT;
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event.user.code = USER_EVENT_CHARACTER;
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event.user.data1 = (int) c;
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SDL_PushEvent(&event);
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}
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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) {
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switch (key) {
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// Movement
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case GLFW_KEY_W:
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return SDLK_w;
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case GLFW_KEY_A:
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return SDLK_a;
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case GLFW_KEY_S:
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return SDLK_s;
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case GLFW_KEY_D:
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return SDLK_d;
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case GLFW_KEY_SPACE:
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return SDLK_SPACE;
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case GLFW_KEY_LEFT_SHIFT:
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return SDLK_LSHIFT;
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case GLFW_KEY_RIGHT_SHIFT:
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return SDLK_RSHIFT;
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// Inventory
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case GLFW_KEY_E:
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return SDLK_e;
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// Drop Item
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case GLFW_KEY_Q:
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return SDLK_q;
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// Toolbar
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case GLFW_KEY_1:
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return SDLK_1;
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case GLFW_KEY_2:
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return SDLK_2;
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case GLFW_KEY_3:
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return SDLK_3;
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case GLFW_KEY_4:
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return SDLK_4;
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case GLFW_KEY_5:
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return SDLK_5;
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case GLFW_KEY_6:
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return SDLK_6;
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case GLFW_KEY_7:
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return SDLK_7;
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case GLFW_KEY_8:
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return SDLK_8;
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case GLFW_KEY_9:
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return SDLK_9;
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case GLFW_KEY_0:
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return SDLK_0;
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// UI Control
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case GLFW_KEY_ESCAPE:
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return SDLK_ESCAPE;
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case GLFW_KEY_UP:
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return SDLK_UP;
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case GLFW_KEY_DOWN:
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return SDLK_DOWN;
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case GLFW_KEY_LEFT:
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return SDLK_LEFT;
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case GLFW_KEY_RIGHT:
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return SDLK_RIGHT;
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case GLFW_KEY_TAB:
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return SDLK_TAB;
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case GLFW_KEY_ENTER:
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return SDLK_RETURN;
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case GLFW_KEY_BACKSPACE:
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return SDLK_BACKSPACE;
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case GLFW_KEY_DELETE:
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return SDLK_DELETE;
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// Fullscreen
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case GLFW_KEY_F11:
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return SDLK_F11;
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// Screenshot
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case GLFW_KEY_F2:
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return SDLK_F2;
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// Hide GUI
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case GLFW_KEY_F1:
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return SDLK_F1;
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// Third Person
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case GLFW_KEY_F5:
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return SDLK_F5;
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// Chat
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case GLFW_KEY_T:
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return SDLK_t;
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// Crafting
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case IMAGINARY_GLFW_CRAFTING_KEY:
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return SDLK_WORLD_0;
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// Unknown
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default:
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return SDLK_UNKNOWN;
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}
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}
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// Convert GLFW Key Modifier To SDL Key Modifier
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static SDLMod glfw_modifier_to_sdl_modifier(int mods) {
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SDLMod ret = KMOD_NONE;
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// Control
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if ((mods & GLFW_MOD_CONTROL) != 0) {
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ret |= KMOD_CTRL;
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}
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// Shift
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if ((mods & GLFW_MOD_SHIFT) != 0) {
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ret |= KMOD_SHIFT;
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}
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// Alt
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if ((mods & GLFW_MOD_ALT) != 0) {
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ret |= KMOD_ALT;
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}
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// Return
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return ret;
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}
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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) {
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SDL_Event event1;
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int up = action == GLFW_RELEASE;
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event1.type = up ? SDL_KEYUP : SDL_KEYDOWN;
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event1.key.state = up ? SDL_RELEASED : SDL_PRESSED;
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event1.key.keysym.scancode = scancode;
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event1.key.keysym.mod = glfw_modifier_to_sdl_modifier(mods);
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event1.key.keysym.sym = glfw_key_to_sdl_key(key);
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SDL_PushEvent(&event1);
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// Allow MCPI To Access Original GLFW Keycode
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SDL_Event event2;
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event2.type = SDL_USEREVENT;
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event2.user.code = USER_EVENT_REAL_KEY;
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event2.user.data1 = event1.key.state;
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event2.user.data2 = key;
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SDL_PushEvent(&event2);
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}
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static void glfw_key(__attribute__((unused)) GLFWwindow *window, int key, int scancode, int action, int mods) {
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if (is_interactable) {
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glfw_key_raw(key, scancode, action, mods);
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}
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}
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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) {
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// https://stackoverflow.com/a/42013433/16198887
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if (code <= 0x7f) {
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buffer[0] = code;
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} else if (code <= 0x7ff) {
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buffer[0] = 0xc0 | (code >> 6); // 110xxxxx
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buffer[1] = 0x80 | (code & 0x3f); // 10xxxxxx
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} else if (code <= 0xffff) {
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buffer[0] = 0xe0 | (code >> 12); // 1110xxxx
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buffer[1] = 0x80 | ((code >> 6) & 0x3f); // 10xxxxxx
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buffer[2] = 0x80 | (code & 0x3f); // 10xxxxxx
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} else if (code <= 0x10ffff) {
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buffer[0] = 0xf0 | (code >> 18); // 11110xxx
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buffer[1] = 0x80 | ((code >> 12) & 0x3f); // 10xxxxxx
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buffer[2] = 0x80 | ((code >> 6) & 0x3f); // 10xxxxxx
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buffer[3] = 0x80 | (code & 0x3f); // 10xxxxxx
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}
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}
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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
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size_t str_size = 4 /* Maximum UTF-8 character size */ + 1 /* NULL-terminator */;
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char str[str_size];
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memset(str, 0, str_size);
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codepoint_to_utf8((unsigned char *) str, codepoint);
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char *cp437_str = to_cp437(str);
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// Send Event
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for (int i = 0; cp437_str[i] != '\0'; i++) {
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character_event(cp437_str[i]);
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}
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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;
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static double last_mouse_y = 0;
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// Ignore Relative Cursor Motion
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static int ignore_relative_motion = 0;
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// Convert Screen Coordinates To Pixels
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static void convert_to_pixels(GLFWwindow *window, double *xpos, double *ypos) {
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// Get Window Size
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int window_width;
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int window_height;
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glfwGetWindowSize(window, &window_width, &window_height);
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// Get Framebuffer Size
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int framebuffer_width;
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int framebuffer_height;
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glfwGetFramebufferSize(window, &framebuffer_width, &framebuffer_height);
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// Calculate Ratios
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double width_ratio = ((double) framebuffer_width) / ((double) window_width);
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double height_ratio = ((double) framebuffer_height) / ((double) window_height);
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// Multiply
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*xpos *= width_ratio;
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*ypos *= height_ratio;
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}
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// Pass Mouse Movement To SDL
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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) {
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SDL_Event event;
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event.type = SDL_MOUSEMOTION;
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event.motion.x = xpos;
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event.motion.y = ypos;
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event.motion.xrel = !ignore_relative_motion ? (xpos - last_mouse_x) : 0;
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event.motion.yrel = !ignore_relative_motion ? (ypos - last_mouse_y) : 0;
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SDL_PushEvent(&event);
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}
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ignore_relative_motion = 0;
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last_mouse_x = xpos;
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last_mouse_y = ypos;
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}
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// Create And Push SDL Mouse Click Event
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static void click_event(int button, int up) {
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SDL_Event event;
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event.type = up ? SDL_MOUSEBUTTONUP : SDL_MOUSEBUTTONDOWN;
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event.button.x = last_mouse_x;
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event.button.y = last_mouse_y;
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event.button.state = up ? SDL_RELEASED : SDL_PRESSED;
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event.button.button = button;
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SDL_PushEvent(&event);
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}
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// Pass Mouse Click To SDL
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static void glfw_click_raw(int button, int action) {
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int up = action == GLFW_RELEASE;
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int sdl_button = button == GLFW_MOUSE_BUTTON_RIGHT ? SDL_BUTTON_RIGHT : (button == GLFW_MOUSE_BUTTON_LEFT ? SDL_BUTTON_LEFT : SDL_BUTTON_MIDDLE);
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click_event(sdl_button, up);
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}
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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) {
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glfw_click_raw(button, action);
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}
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}
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// Pass Mouse Scroll To SDL
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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;
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click_event(sdl_button, 0);
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click_event(sdl_button, 1);
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}
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}
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// Controller Events
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static SDLKey glfw_controller_button_to_key(int button) {
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switch (button) {
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// Jump
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case GLFW_GAMEPAD_BUTTON_A:
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return GLFW_KEY_SPACE;
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// Drop Item
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN:
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return GLFW_KEY_Q;
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// Inventory
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case GLFW_GAMEPAD_BUTTON_Y:
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return GLFW_KEY_E;
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// Third-Person
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case GLFW_GAMEPAD_BUTTON_DPAD_UP:
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return GLFW_KEY_F5;
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// Sneak
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case GLFW_GAMEPAD_BUTTON_B:
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return GLFW_KEY_LEFT_SHIFT;
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// Chat
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT:
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return GLFW_KEY_T;
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// Pause
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case GLFW_GAMEPAD_BUTTON_START:
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case GLFW_GAMEPAD_BUTTON_BACK:
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return GLFW_KEY_ESCAPE;
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// Crafting
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case GLFW_GAMEPAD_BUTTON_X:
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return IMAGINARY_GLFW_CRAFTING_KEY;
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// Unknown
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default:
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return GLFW_KEY_UNKNOWN;
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}
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}
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static void glfw_controller_button(int button, int action) {
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int key = glfw_controller_button_to_key(button);
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if (key != GLFW_KEY_UNKNOWN) {
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// Press Key
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glfw_key_raw(key, glfwGetKeyScancode(key), action, 0);
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} else {
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// Scrolling
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if (button == GLFW_GAMEPAD_BUTTON_LEFT_BUMPER) {
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key = SDL_BUTTON_WHEELUP;
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} else if (button == GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER) {
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key = SDL_BUTTON_WHEELDOWN;
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}
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if (key != GLFW_KEY_UNKNOWN) {
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click_event(key, action == GLFW_PRESS);
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}
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}
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}
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// Controller Movement Axis
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static int controller_horizontal_key = GLFW_KEY_UNKNOWN;
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static int controller_vertical_key = GLFW_KEY_UNKNOWN;
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static void release_and_press_key(int *old_key, int new_key) {
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if (*old_key != new_key) {
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if (*old_key != GLFW_KEY_UNKNOWN) {
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glfw_key_raw(*old_key, glfwGetKeyScancode(*old_key), GLFW_RELEASE, 0);
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}
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if (new_key != GLFW_KEY_UNKNOWN) {
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glfw_key_raw(new_key, glfwGetKeyScancode(new_key), GLFW_PRESS, 0);
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}
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}
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*old_key = new_key;
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}
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#define verify_controller_axis_value(value, threshold) \
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if ((value < (threshold) && value > 0) || (value > -(threshold) && value < 0)) { \
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value = 0; \
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}
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#define CONTROLLER_MOVEMENT_AXIS_THRESHOLD 0.5f
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static void glfw_controller_movement(float x, float y) {
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// Verify
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verify_controller_axis_value(x, CONTROLLER_MOVEMENT_AXIS_THRESHOLD);
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verify_controller_axis_value(y, CONTROLLER_MOVEMENT_AXIS_THRESHOLD);
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// Horizontal Movement
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if (x > 0) {
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release_and_press_key(&controller_horizontal_key, GLFW_KEY_D);
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} else if (x < 0) {
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release_and_press_key(&controller_horizontal_key, GLFW_KEY_A);
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} else {
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release_and_press_key(&controller_horizontal_key, GLFW_KEY_UNKNOWN);
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}
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// Vertical Movement
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if (y < 0) {
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release_and_press_key(&controller_vertical_key, GLFW_KEY_W);
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} else if (y > 0) {
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release_and_press_key(&controller_vertical_key, GLFW_KEY_S);
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} else {
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release_and_press_key(&controller_vertical_key, GLFW_KEY_UNKNOWN);
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}
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}
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// Get Time
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#define NANOSECONDS_IN_SECOND 1000000000ll
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static long long int get_time() {
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struct timespec ts;
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clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
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long long int a = (long long int) ts.tv_nsec;
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long long int b = ((long long int) ts.tv_sec) * NANOSECONDS_IN_SECOND;
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return a + b;
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}
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// Controller Look Axis
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#define CONTROLLER_LOOK_EVENT_PERIOD 50000000ll // 1/20 Seconds
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#define CONTROLLER_LOOK_AXIS_THRESHOLD 0.2f
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#define CONTROLLER_LOOK_AXIS_SENSITIVITY 70
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static void glfw_controller_look(float x, float y) {
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// Current Time
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long long int current_time = get_time();
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// Last Time
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static long long int last_time = 0;
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static int is_last_time_set = 0;
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if (!is_last_time_set) {
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is_last_time_set = 1;
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last_time = current_time;
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}
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// Check If Period Has Passed
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if ((current_time - last_time) > CONTROLLER_LOOK_EVENT_PERIOD) {
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// Reset Last Time
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last_time = current_time;
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// Verify
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verify_controller_axis_value(x, CONTROLLER_LOOK_AXIS_THRESHOLD);
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verify_controller_axis_value(y, CONTROLLER_LOOK_AXIS_THRESHOLD);
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// Send Event
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SDL_Event event;
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event.type = SDL_MOUSEMOTION;
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event.motion.x = last_mouse_x;
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event.motion.y = last_mouse_y;
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event.motion.xrel = x * CONTROLLER_LOOK_AXIS_SENSITIVITY;
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event.motion.yrel = y * CONTROLLER_LOOK_AXIS_SENSITIVITY;
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SDL_PushEvent(&event);
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}
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}
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// Controller Place/Mine Triggers
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#define CONTROLLER_TRIGGER_THRESHOLD 0
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#define CONTROLLER_TRIGGER_COUNT 2
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static void glfw_controller_trigger(int trigger, int action) {
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glfw_click_raw(trigger == GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER ? GLFW_MOUSE_BUTTON_LEFT : GLFW_MOUSE_BUTTON_RIGHT, action);
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}
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// Current Controller
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static int current_controller = -1;
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// Track Controller State
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static void update_controller_state() {
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// Store Button/Trigger State
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static int controller_buttons[GLFW_GAMEPAD_BUTTON_LAST + 1];
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static int controller_triggers[CONTROLLER_TRIGGER_COUNT];
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// Get State
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GLFWgamepadstate state;
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int controller_enabled = cursor_grabbed && is_interactable;
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int controller_valid = controller_enabled && current_controller != -1 && glfwGetGamepadState(current_controller, &state);
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if (!controller_valid) {
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// Invalid Controller
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// Generate Blank State
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for (int i = GLFW_GAMEPAD_BUTTON_A; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) {
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state.buttons[i] = GLFW_RELEASE;
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}
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for (int i = GLFW_GAMEPAD_AXIS_LEFT_X; i <= GLFW_GAMEPAD_AXIS_LAST; i++) {
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int is_trigger = i == GLFW_GAMEPAD_AXIS_LEFT_TRIGGER || i == GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER;
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state.axes[i] = is_trigger ? -1 : 0;
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}
|
|
}
|
|
|
|
// 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
|
|
|
|
// Track If Raw Mouse Motion Is Enabled
|
|
static int raw_mouse_motion_enabled = 1;
|
|
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);
|
|
}
|
|
#endif
|
|
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;
|
|
#ifndef MCPI_HEADLESS_MODE
|
|
if (is_running) {
|
|
glfwSwapInterval(0);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// 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 unsigned char *(*glGetString_t)(unsigned int name);
|
|
void SDL_WM_SetCaption(const char *title, __attribute__((unused)) const char *icon) {
|
|
// Don't Enable GLFW In Headless Mode
|
|
#ifndef MCPI_HEADLESS_MODE
|
|
// Init GLFW
|
|
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);
|
|
|
|
// Setup Controller Support
|
|
find_controllers();
|
|
glfwSetJoystickCallback(glfw_joystick);
|
|
|
|
// Make Window Context Current
|
|
glfwMakeContextCurrent(glfw_window);
|
|
|
|
// Setup Compatibility Layer
|
|
#ifdef MCPI_USE_GLES1_COMPATIBILITY_LAYER
|
|
extern void init_gles_compatibility_layer();
|
|
init_gles_compatibility_layer();
|
|
#endif
|
|
|
|
// Debug
|
|
glGetString_t glGetString = (glGetString_t) glfwGetProcAddress("glGetString");
|
|
DEBUG("Using %s", (*glGetString)(GL_VERSION));
|
|
|
|
// Init OpenAL
|
|
_media_audio_init();
|
|
#else
|
|
(void) title; // Mark As Used
|
|
#endif
|
|
|
|
// Set State
|
|
is_running = 1;
|
|
|
|
// Update State
|
|
update_cursor();
|
|
if (disable_vsync) {
|
|
media_disable_vsync();
|
|
}
|
|
|
|
// Always Cleanup Media Layer
|
|
atexit(media_cleanup);
|
|
}
|
|
|
|
void media_swap_buffers() {
|
|
#ifndef MCPI_HEADLESS_MODE
|
|
// Don't Swap Buffers In A Context-Less Window
|
|
glfwSwapBuffers(glfw_window);
|
|
#endif
|
|
}
|
|
|
|
// Fullscreen Not Needed In Headless Mode
|
|
#ifndef MCPI_HEADLESS_MODE
|
|
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;
|
|
}
|
|
#else
|
|
void media_toggle_fullscreen() {
|
|
}
|
|
#endif
|
|
|
|
// Intercept SDL Events
|
|
void _media_handle_SDL_PollEvent() {
|
|
// GLFW And Audio Are Disabled Disabled In Headless Mode
|
|
#ifndef MCPI_HEADLESS_MODE
|
|
// Process GLFW Events
|
|
glfwPollEvents();
|
|
|
|
// Controller
|
|
update_controller_state();
|
|
|
|
// Close Window
|
|
if (glfwWindowShouldClose(glfw_window)) {
|
|
SDL_Event event;
|
|
event.type = SDL_QUIT;
|
|
SDL_PushEvent(&event);
|
|
glfwSetWindowShouldClose(glfw_window, GLFW_FALSE);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Cleanup Media Layer
|
|
void media_cleanup() {
|
|
if (is_running) {
|
|
// GLFW And Audio Are Disabled In Headless Mode
|
|
#ifndef MCPI_HEADLESS_MODE
|
|
// Ignore GLFW Errors During Termination
|
|
glfwSetErrorCallback(NULL);
|
|
|
|
// Terminate GLFW
|
|
glfwDestroyWindow(glfw_window);
|
|
glfwTerminate();
|
|
|
|
// Cleanup OpenAL
|
|
_media_audio_cleanup();
|
|
#endif
|
|
|
|
// Update State
|
|
is_running = 0;
|
|
}
|
|
}
|
|
|
|
// Update GLFW Cursor State (Client Only)
|
|
static void update_cursor() {
|
|
#ifndef MCPI_HEADLESS_MODE
|
|
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;
|
|
}
|
|
} 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 = 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)) {
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Fix SDL Cursor Visibility/Grabbing
|
|
SDL_GrabMode SDL_WM_GrabInput(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 = 1;
|
|
} else if (mode == SDL_GRAB_OFF) {
|
|
// Store State
|
|
cursor_grabbed = 0;
|
|
}
|
|
// Update Cursor GLFW State (Client Only)
|
|
update_cursor();
|
|
// Return
|
|
return mode;
|
|
}
|
|
|
|
// Stub SDL Cursor Visibility
|
|
int SDL_ShowCursor(int toggle) {
|
|
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)
|
|
update_cursor();
|
|
// Return
|
|
return toggle;
|
|
}
|
|
|
|
// Get Framebuffer Size
|
|
void media_get_framebuffer_size(int *width, int *height) {
|
|
#ifndef MCPI_HEADLESS_MODE
|
|
if (glfw_window != NULL) {
|
|
glfwGetFramebufferSize(glfw_window, width, height);
|
|
return;
|
|
}
|
|
#endif
|
|
*width = DEFAULT_WIDTH;
|
|
*height = DEFAULT_HEIGHT;
|
|
}
|