#include #include #include #ifndef MCPI_HEADLESS_MODE #define GLFW_INCLUDE_NONE #include #endif #include #include #ifndef MCPI_HEADLESS_MODE #include "audio/engine.h" #endif // Allow Disabling Interaction static void update_cursor(); static int is_interactable = 1; void media_set_interactable(int toggle) { is_interactable = toggle; update_cursor(); } // GLFW Code Not Needed In Headless Mode #ifndef MCPI_HEADLESS_MODE static GLFWwindow *glfw_window = NULL; // Handle GLFW Error static void glfw_error(__attribute__((unused)) int error, const char *description) { WARN("GLFW Error: %s", description); } // Pass Character Event static void character_event(char c) { // SDL_UserEvent Is Never Used In MCPI, So It Is Repurposed For Character Events SDL_Event event; event.type = SDL_USEREVENT; event.user.code = (int) c; SDL_PushEvent(&event); } // Convert GLFW Key To SDL Key static SDLKey glfw_key_to_sdl_key(int key) { switch (key) { // Movement case GLFW_KEY_W: return SDLK_w; case GLFW_KEY_A: return SDLK_a; case GLFW_KEY_S: return SDLK_s; case GLFW_KEY_D: return SDLK_d; case GLFW_KEY_SPACE: return SDLK_SPACE; case GLFW_KEY_LEFT_SHIFT: return SDLK_LSHIFT; case GLFW_KEY_RIGHT_SHIFT: return SDLK_RSHIFT; // Inventory case GLFW_KEY_E: return SDLK_e; // Drop Item case GLFW_KEY_Q: return SDLK_q; // Hotbar 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; // 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(int mods) { SDLMod ret = KMOD_NONE; // Control if ((mods & GLFW_MOD_CONTROL) != 0) { ret |= KMOD_CTRL; } // Shift if ((mods & GLFW_MOD_SHIFT) != 0) { ret |= KMOD_SHIFT; } // Alt if ((mods & GLFW_MOD_ALT) != 0) { ret |= KMOD_ALT; } // Return return ret; } // Pass Key Presses To SDL static void glfw_key(__attribute__((unused)) GLFWwindow *window, int key, int scancode, int action, int mods) { if (is_interactable) { SDL_Event event; int up = action == GLFW_RELEASE; event.type = up ? SDL_KEYUP : SDL_KEYDOWN; event.key.state = up ? SDL_RELEASED : SDL_PRESSED; event.key.keysym.scancode = scancode; event.key.keysym.mod = glfw_modifier_to_sdl_modifier(mods); event.key.keysym.sym = glfw_key_to_sdl_key(key); SDL_PushEvent(&event); if (key == GLFW_KEY_BACKSPACE && !up) { character_event('\b'); } } } // Pass Text To Minecraft static void glfw_char(__attribute__((unused)) GLFWwindow *window, unsigned int codepoint) { if (is_interactable) { // Signs Only Accepts ASCII Characters size_t in_size = 4; // 1 UTF-32LE Codepoint size_t out_size = 4; // 4 ASCII Characters Max size_t real_out_size = out_size + 1 /* NULL-terminator */; char *output = (char *) malloc(real_out_size); ALLOC_CHECK(output); memset(output, 0, real_out_size); iconv_t cd = iconv_open("ASCII//TRANSLIT", "UTF-32LE"); if (cd != (iconv_t) -1) { safe_iconv(cd, (char *) &codepoint, in_size, output, out_size); iconv_close(cd); } else { IMPOSSIBLE(); } for (size_t i = 0; output[i] != '\0'; i++) { character_event(output[i]); } // Free free(output); } } // Last Mouse Location static double last_mouse_x = 0; static double last_mouse_y = 0; // Ignore Relative Cursor Motion static int ignore_relative_motion = 0; // Pass Mouse Movement To SDL static void glfw_motion(__attribute__((unused)) GLFWwindow *window, double xpos, double 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 = 0; last_mouse_x = xpos; last_mouse_y = ypos; } // Create And Push SDL Mouse Click Event static void click_event(int button, int up) { if (is_interactable) { 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(__attribute__((unused)) GLFWwindow *window, int button, int action, __attribute__((unused)) int mods) { if (is_interactable) { int up = action == GLFW_RELEASE; int sdl_button = button == GLFW_MOUSE_BUTTON_RIGHT ? SDL_BUTTON_RIGHT : (button == GLFW_MOUSE_BUTTON_LEFT ? SDL_BUTTON_LEFT : SDL_BUTTON_MIDDLE); click_event(sdl_button, up); } } // 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, 0); click_event(sdl_button, 1); } } #endif // Track Media Layer State static volatile int is_running = 0; // 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); // Make Window Context Current glfwMakeContextCurrent(glfw_window); // 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(); // 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; } } // Store Cursor State static int cursor_grabbed = 0; static int cursor_visible = 1; // 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 (raw_mouse_motion_enabled && ((new_mode == GLFW_CURSOR_DISABLED && old_mode != GLFW_CURSOR_DISABLED) || (new_mode != GLFW_CURSOR_DISABLED && old_mode == GLFW_CURSOR_DISABLED))) { // Use Raw Mouse Motion glfwSetInputMode(glfw_window, GLFW_RAW_MOUSE_MOTION, new_mode == GLFW_CURSOR_DISABLED ? GLFW_TRUE : GLFW_FALSE); } // 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; }