501 lines
14 KiB
C
501 lines
14 KiB
C
#include <unistd.h>
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#include <SDL/SDL.h>
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#ifndef MCPI_HEADLESS_MODE
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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 <libreborn/libreborn.h>
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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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static int is_interactable = 1;
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void media_set_interactable(int toggle) {
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is_interactable = toggle;
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update_cursor();
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}
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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 = (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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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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// Hotbar
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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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// 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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// 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(__attribute__((unused)) GLFWwindow *window, int key, int scancode, int action, int mods) {
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if (is_interactable) {
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SDL_Event event;
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int up = action == GLFW_RELEASE;
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event.type = up ? SDL_KEYUP : SDL_KEYDOWN;
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event.key.state = up ? SDL_RELEASED : SDL_PRESSED;
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event.key.keysym.scancode = scancode;
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event.key.keysym.mod = glfw_modifier_to_sdl_modifier(mods);
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event.key.keysym.sym = glfw_key_to_sdl_key(key);
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SDL_PushEvent(&event);
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if (key == GLFW_KEY_BACKSPACE && !up) {
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character_event((char) '\b');
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}
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}
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}
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// Pass Text To Minecraft
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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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character_event((char) codepoint);
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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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// 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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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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if (is_interactable) {
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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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}
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// Pass Mouse Click To SDL
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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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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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}
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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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#endif
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// Track Media Layer State
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static volatile int is_running = 0;
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// Track If Raw Mouse Motion Is Enabled
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static int raw_mouse_motion_enabled = 1;
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void media_set_raw_mouse_motion_enabled(int enabled) {
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raw_mouse_motion_enabled = enabled;
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#ifndef MCPI_HEADLESS_MODE
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if (is_running) {
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glfwSetInputMode(glfw_window, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE);
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}
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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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}
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// Disable V-Sync
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static int disable_vsync = 0;
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void media_disable_vsync() {
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disable_vsync = 1;
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#ifndef MCPI_HEADLESS_MODE
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if (is_running) {
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glfwSwapInterval(0);
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}
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#endif
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}
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// Init Media Layer
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#define GL_VERSION 0x1f02
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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);
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if (!glfwInit()) {
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ERR("Unable To Initialize GLFW");
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}
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// Create OpenGL ES Context
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#ifdef MCPI_USE_GLES1_COMPATIBILITY_LAYER
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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#else
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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#endif
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// Use EGL
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glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
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// Extra Settings
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glfwWindowHint(GLFW_AUTO_ICONIFY, GLFW_FALSE);
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glfwWindowHint(GLFW_ALPHA_BITS, 0); // Fix Transparent Window On Wayland
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// Create Window
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glfw_window = glfwCreateWindow(DEFAULT_WIDTH, DEFAULT_HEIGHT, title, NULL, NULL);
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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);
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glfwSetCharCallback(glfw_window, glfw_char);
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glfwSetCursorPosCallback(glfw_window, glfw_motion);
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glfwSetMouseButtonCallback(glfw_window, glfw_click);
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glfwSetScrollCallback(glfw_window, glfw_scroll);
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// Make Window Context Current
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glfwMakeContextCurrent(glfw_window);
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// Debug
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glGetString_t glGetString = (glGetString_t) glfwGetProcAddress("glGetString");
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DEBUG("Using %s", (*glGetString)(GL_VERSION));
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// Init OpenAL
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_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
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is_running = 1;
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// Update State
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update_cursor();
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if (disable_vsync) {
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media_disable_vsync();
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}
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// Always Cleanup Media Layer
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atexit(media_cleanup);
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}
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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
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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;
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// Old Size And Position To Use When Exiting Fullscreen
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static int old_width = -1;
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static int old_height = -1;
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static int old_x = -1;
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static int old_y = -1;
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// Toggle Fullscreen
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void media_toggle_fullscreen() {
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if (is_fullscreen) {
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glfwSetWindowMonitor(glfw_window, NULL, old_x, old_y, old_width, old_height, GLFW_DONT_CARE);
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old_width = -1;
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old_height = -1;
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old_x = -1;
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old_y = -1;
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} else {
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glfwGetWindowSize(glfw_window, &old_width, &old_height);
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glfwGetWindowPos(glfw_window, &old_x, &old_y);
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GLFWmonitor *monitor = glfwGetPrimaryMonitor();
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const GLFWvidmode *mode = glfwGetVideoMode(monitor);
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glfwSetWindowMonitor(glfw_window, monitor, 0, 0, mode->width, mode->height, GLFW_DONT_CARE);
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}
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is_fullscreen = !is_fullscreen;
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}
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#else
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void media_toggle_fullscreen() {
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}
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#endif
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// Intercept SDL Events
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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
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glfwPollEvents();
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// Close Window
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if (glfwWindowShouldClose(glfw_window)) {
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SDL_Event event;
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event.type = SDL_QUIT;
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SDL_PushEvent(&event);
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glfwSetWindowShouldClose(glfw_window, GLFW_FALSE);
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}
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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) {
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// GLFW And Audio Are Disabled In Headless Mode
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#ifndef MCPI_HEADLESS_MODE
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// Ignore GLFW Errors During Termination
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glfwSetErrorCallback(NULL);
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// Terminate GLFW
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glfwDestroyWindow(glfw_window);
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glfwTerminate();
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// Cleanup OpenAL
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_media_audio_cleanup();
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#endif
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// Update State
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is_running = 0;
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}
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}
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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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// 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) {
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// Get New State
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int new_cursor_visible = is_interactable ? cursor_visible : 1;
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int new_cursor_grabbed = is_interactable ? cursor_grabbed : 0;
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// Store Old Mode
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int old_mode = glfwGetInputMode(glfw_window, GLFW_CURSOR);
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// Handle Cursor Visibility
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int new_mode;
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if (!new_cursor_visible) {
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if (new_cursor_grabbed) {
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new_mode = GLFW_CURSOR_DISABLED;
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} else {
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new_mode = GLFW_CURSOR_HIDDEN;
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}
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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) {
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// Ignore Relative Cursor Motion When Locking
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if (new_mode == GLFW_CURSOR_DISABLED && old_mode != GLFW_CURSOR_DISABLED) {
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ignore_relative_motion = 1;
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}
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// Set New Mode
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glfwSetInputMode(glfw_window, GLFW_CURSOR, new_mode);
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// Handle Cursor Lock/Unlock
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if (raw_mouse_motion_enabled && ((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
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glfwSetInputMode(glfw_window, GLFW_RAW_MOUSE_MOTION, new_mode == GLFW_CURSOR_DISABLED ? GLFW_TRUE : GLFW_FALSE);
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}
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// Reset Mouse Position When Unlocking
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if (new_mode != GLFW_CURSOR_DISABLED && old_mode == GLFW_CURSOR_DISABLED) {
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double cursor_x;
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double cursor_y;
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glfwGetCursorPos(glfw_window, &cursor_x, &cursor_y);
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glfw_motion(glfw_window, cursor_x, cursor_y);
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}
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}
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}
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#endif
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}
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// Fix SDL Cursor Visibility/Grabbing
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SDL_GrabMode SDL_WM_GrabInput(SDL_GrabMode mode) {
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if (mode == SDL_GRAB_QUERY) {
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// Query
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return cursor_grabbed ? SDL_GRAB_ON : SDL_GRAB_OFF;
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} else if (mode == SDL_GRAB_ON) {
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// Store State
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cursor_grabbed = 1;
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} else if (mode == SDL_GRAB_OFF) {
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// Store State
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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
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return mode;
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}
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// Stub SDL Cursor Visibility
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int SDL_ShowCursor(int toggle) {
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if (toggle == SDL_QUERY) {
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// Query
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return cursor_visible ? SDL_ENABLE : SDL_DISABLE;
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} else if (toggle == SDL_ENABLE) {
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// Store State
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cursor_visible = 1;
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} else if (toggle == SDL_DISABLE) {
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// Store State
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cursor_visible = 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
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return toggle;
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}
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// Get Framebuffer Size
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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) {
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glfwGetFramebufferSize(glfw_window, width, height);
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return;
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}
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#endif
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*width = DEFAULT_WIDTH;
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*height = DEFAULT_HEIGHT;
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}
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