A 3d fps game made in OpenGL
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Symmetry/src/system/platform.c

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14 KiB

#include "platform.h"
#include "../common/log.h"
#include "config_vars.h"
#include "../common/hashmap.h"
#include "../common/string_utils.h"
#include <SDL.h>
#include <string.h>
#include <stdlib.h>
#include <assert.h>
#include <ctype.h>
struct Window
{
void* sdl_window;
SDL_GLContext gl_context;
bool is_fullscreen;
};
struct Platform_State
{
Keyboard_Event_Func on_keyboard_func;
Mousebutton_Event_Func on_mousebutton_func;
Mousemotion_Event_Func on_mousemotion_func;
Mousewheel_Event_Func on_mousewheel_func;
Windowresize_Event_Func on_windowresize_func;
Textinput_Event_Func on_textinput_func;
};
/* TODO: Find a better way to handle internal state */
static struct Platform_State* platform_state = NULL;
struct Window* window_create(const char* title, int width, int height, int msaa, int msaa_levels)
{
struct Window* new_window = NULL;
if(!new_window)
{
new_window = malloc(sizeof(*new_window));
if(!new_window)
{
log_error("window_create", "Out of memory");
return NULL;
}
new_window->sdl_window = NULL;
new_window->gl_context = NULL;
new_window->is_fullscreen = 0;
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if(msaa)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, msaa);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, msaa_levels);
}
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
#ifdef GL_DEBUG_CONTEXT
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
#endif
SDL_Window* sdl_window = SDL_CreateWindow(title,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width, height,
SDL_WINDOW_OPENGL |
SDL_WINDOW_RESIZABLE |
SDL_WINDOW_INPUT_FOCUS |
SDL_WINDOW_MOUSE_FOCUS);
if(!sdl_window)
{
log_error("window_create:SDL_CreateWindow", "Could not create window : %s", SDL_GetError());
free(new_window);
new_window = NULL;
return new_window;
}
new_window->sdl_window = sdl_window;
SDL_GLContext gl_context = SDL_GL_CreateContext(sdl_window);
if(!gl_context)
{
log_error("window_create:SDL_GL_CreateContext", "Failed to create GL context : %s", SDL_GetError());
window_destroy(new_window);
free(new_window);
new_window = NULL;
return new_window;
}
new_window->gl_context = gl_context;
SDL_Window* current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext current_context = SDL_GL_GetCurrentContext();
SDL_GL_MakeCurrent((SDL_Window*)new_window->sdl_window, new_window->gl_context);
SDL_GL_SetSwapInterval(0); /* 0: Vsync disabled, 1: Vsync enabled*/
if(current_window && current_context) SDL_GL_MakeCurrent(current_window, current_context);
int major = 0, minor = 0;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
log_message("Window created and initialized with opengl core context %d.%d", major, minor);
return new_window;
}
bool window_fullscreen_set(struct Window* window, bool fullscreen)
{
int success = false;
int rc = SDL_SetWindowFullscreen(window->sdl_window, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
if(rc == 0)
{
window->is_fullscreen = fullscreen;
success = true;
log_message("Window set to %s mode", fullscreen ? "fullscreen" : "windowed");
int w, h;
window_get_size(window, &w, &h);
log_message("Window size : %dx%d", w, h);
window_get_drawable_size(window, &w, &h);
log_message("Drawable size : %dx%d", w, h);
}
else
{
log_error("platform:window_fullscreen", "window_fullscreen_set failed, %s", SDL_GetError());
}
return success;
}
void window_make_context_current(struct Window* window)
{
SDL_GL_MakeCurrent((SDL_Window*)window->sdl_window, window->gl_context);
}
void window_show(struct Window* window)
{
SDL_ShowWindow((SDL_Window*)window->sdl_window);
}
void window_hide(struct Window* window)
{
SDL_HideWindow((SDL_Window*)window->sdl_window);
}
void window_raise(struct Window* window)
{
SDL_RaiseWindow((SDL_Window*)window->sdl_window);
}
void window_destroy(struct Window* window)
{
if(window->gl_context) SDL_GL_DeleteContext(window->gl_context);
SDL_DestroyWindow((SDL_Window*)window->sdl_window);
}
void window_set_size(struct Window* window, int width, int height)
{
SDL_SetWindowSize((SDL_Window*)window->sdl_window, width, height);
}
void window_get_size(struct Window* window, int* out_width, int* out_height)
{
SDL_GetWindowSize((SDL_Window*)window->sdl_window, out_width, out_height);
}
void window_get_drawable_size(struct Window* window, int* out_width, int* out_height)
{
SDL_GL_GetDrawableSize((SDL_Window*)window->sdl_window, out_width, out_height);
}
void window_swap_buffers(struct Window* window)
{
SDL_GL_SwapWindow(window->sdl_window);
}
bool platform_init(void)
{
bool success = true;
if(SDL_Init(SDL_INIT_EVENTS | SDL_INIT_TIMER) != 0)
{
success = false;
if(SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "SDL Init failed", SDL_GetError(), NULL) != 0)
log_to_stdout("platform_init", "SDL Init failed : %s", SDL_GetError());
}
else
{
platform_state = malloc(sizeof(*platform_state));
if(!platform_state)
{
if(SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Allocation Failure", "Memory allocation failed, out of memory!", NULL) != 0)
log_to_stdout("platform_init", "Could not create platform state, out of memory");
success = false;
}
else
{
platform_state->on_keyboard_func = NULL;
platform_state->on_mousebutton_func = NULL;
platform_state->on_mousemotion_func = NULL;
platform_state->on_mousewheel_func = NULL;
platform_state->on_textinput_func = NULL;
platform_state->on_windowresize_func = NULL;
}
}
return success;
}
bool platform_init_video()
{
bool success = true;
const char* video_driver_str = NULL;
#ifdef __linux__
struct Hashmap* cvars = config_vars_get();
int driver_type = hashmap_bool_get(cvars, "video_driver_linux");
switch (driver_type)
{
case VD_WAYLAND: video_driver_str = "wayland"; break;
case VD_X11: video_driver_str = "x11"; break;
};
#endif
if(SDL_VideoInit(video_driver_str) != 0)
{
log_error("platform:init_video", "Failed to initialize video subsystem, SDL : (%s)", SDL_GetError());
success = false;
}
else
{
log_message("Video subsystem initialized with %s", SDL_GetCurrentVideoDriver());
}
return success;
}
void platform_cleanup(void)
{
if(platform_state) free(platform_state);
platform_state = NULL;
SDL_VideoQuit();
SDL_Quit();
}
void platform_poll_events(bool* out_quit)
{
static SDL_Event event;
while(SDL_PollEvent(&event) != 0)
{
switch(event.type)
{
case SDL_QUIT:
*out_quit = 1;
break;
case SDL_KEYDOWN: case SDL_KEYUP:
{
int scancode = event.key.keysym.scancode;
int key = event.key.keysym.sym;
int state = event.key.state;
int repeat = event.key.repeat;
int mod_ctrl = (event.key.keysym.mod & KMOD_CTRL) ? 1 : 0;
int mod_shift = (event.key.keysym.mod & KMOD_SHIFT) ? 1 : 0;
int mod_alt = (event.key.keysym.mod & KMOD_ALT) ? 1 : 0;
platform_state->on_keyboard_func(key, scancode, state, repeat, mod_ctrl, mod_shift, mod_alt);
//log_message("Key name : %s", SDL_GetKeyName(key));
break;
}
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP:
{
int button = event.button.button;
int state = event.button.state;
int num_clicks = event.button.clicks;
int x = event.button.x;
int y = event.button.y;
platform_state->on_mousebutton_func(button, state, x, y, num_clicks);
break;
}
case SDL_MOUSEMOTION:
{
int xrel = event.motion.xrel;
int yrel = event.motion.yrel;
int x = event.motion.x;
int y = event.motion.y;
platform_state->on_mousemotion_func(x, y, xrel, yrel);
break;
}
case SDL_MOUSEWHEEL:
{
int x = event.wheel.x;
int y = event.wheel.y;
platform_state->on_mousewheel_func(x, y);
break;
}
case SDL_TEXTINPUT:
{
platform_state->on_textinput_func(event.text.text);
break;
}
case SDL_WINDOWEVENT:
{
if(event.window.event == SDL_WINDOWEVENT_RESIZED)
{
platform_state->on_windowresize_func(event.window.data1, event.window.data2);
}
}
break;
}
}
}
void platform_keyboard_callback_set(Keyboard_Event_Func func)
{
platform_state->on_keyboard_func = func;
}
void platform_mousebutton_callback_set(Mousebutton_Event_Func func)
{
platform_state->on_mousebutton_func = func;
}
void platform_mousemotion_callback_set(Mousemotion_Event_Func func)
{
platform_state->on_mousemotion_func = func;
}
void platform_mousewheel_callback_set(Mousewheel_Event_Func func)
{
platform_state->on_mousewheel_func = func;
}
void platform_textinput_callback_set(Textinput_Event_Func func)
{
platform_state->on_textinput_func = func;
}
void platform_windowresize_callback_set(Windowresize_Event_Func func)
{
platform_state->on_windowresize_func = func;
}
int platform_is_key_pressed(int key)
{
/* Returns 1 if key is pressed, 0 otherwise */
const Uint8* keyboard_state = SDL_GetKeyboardState(NULL);
return keyboard_state[SDL_GetScancodeFromKey(key)];
}
int platform_mousebutton_state_get(uint button)
{
int pressed = 0;
uint32 current_button_state = SDL_GetMouseState(NULL, NULL);
if((current_button_state & SDL_BUTTON(button))) pressed = 1;
return pressed;
}
void platform_mouse_position_get(int* x, int* y)
{
SDL_GetMouseState(x, y);
}
void platform_mouse_position_set(struct Window* window, int x, int y)
{
SDL_WarpMouseInWindow(window->sdl_window, x, y);
}
void platform_mouse_global_position_set(int x, int y)
{
SDL_WarpMouseGlobal(x, y);
}
void platform_mouse_relative_mode_set(int relative_mode)
{
SDL_SetRelativeMouseMode(relative_mode ? SDL_TRUE : SDL_FALSE);
}
int platform_mouse_relative_mode_get(void)
{
return SDL_GetRelativeMouseMode() == SDL_TRUE ? 1 : 0;
}
uint32 platform_ticks_get(void)
{
return SDL_GetTicks();
}
void platform_mouse_delta_get(int* x, int* y)
{
SDL_GetRelativeMouseState(x, y);
}
char* platform_install_directory_get(void)
{
char* returned_path = SDL_GetBasePath();
char* path = NULL;
if(returned_path)
{
path = str_new(returned_path);
SDL_free(returned_path);
}
return path;
}
void platform_clipboard_text_set(const char* text)
{
SDL_SetClipboardText(text);
}
char* platform_clipboard_text_get(void)
{
char* returned_text = SDL_GetClipboardText();
char* text = NULL;
if(returned_text)
{
text = str_new(returned_text);
SDL_free(returned_text);
}
return text;
}
int platform_key_from_name(const char* key_name)
{
if(!key_name || strlen(key_name) == 0) return SDLK_UNKNOWN;
/* Remove leading/trailing spaces, preserve spaces in-between */
#define max_name_len 30
char trimmed_key_name[max_name_len] = {'\0'};
int start = 0;
while(isspace(key_name[start]) != 0) start++;
size_t end = strlen(key_name) - 1;
while(isspace(key_name[end]) != 0) end--;
strncpy(trimmed_key_name, &key_name[start], (end - start) + 1);
int key = SDL_GetKeyFromName(trimmed_key_name);
/*if(key == SDLK_UNKNOWN)
log_error("platform:key_from_name", "Unrecognized key '%s', SDL (%s)", trimmed_key_name, SDL_GetError());*/
return key;
}
const char* platform_key_name_get(int key)
{
if(key < 0) return "SDLK_UNKNOWN";
return SDL_GetKeyName(key);
}
char* platform_user_directory_get(const char* organization, const char* application)
{
char* user_directory = NULL;
char* temp_path = SDL_GetPrefPath(organization, application);
if(temp_path)
{
user_directory = str_new(temp_path);
SDL_free(temp_path);
}
else
{
log_to_stdout("ERR(platform:user_directory_get) Error getting user directory, %s", SDL_GetError());
}
return user_directory;
}
void* platform_load_library(const char *name)
{
char* install_dir = platform_install_directory_get();
#define MAX_LIB_NAME_LEN 256
char lib_name[MAX_LIB_NAME_LEN];
memset(lib_name, '\0', MAX_LIB_NAME_LEN);
#ifdef __linux__
snprintf(lib_name, MAX_LIB_NAME_LEN, "./lib%s.so", name);
#elif defined(_MSC_VER)
snprintf(lib_name, MAX_LIB_NAME_LEN, "%s.dll", name);
#elif defined(__MING32__) || defined(__MINGW64__)
snprintf(lib_name, MAX_LIB_NAME_LEN, "./%s.dll", name);
#endif
void* lib_handle = SDL_LoadObject(lib_name);
if(!lib_handle) log_error("platform:load_library", "Failed to load library '%s', SDL : (%s)", lib_name, SDL_GetError());
free(install_dir);
return lib_handle;
}
void* platform_load_function(void *library_handle, const char *func_name)
{
assert(library_handle);
void* func_ptr = SDL_LoadFunction(library_handle, func_name);
if(!func_ptr) log_error("platform:load_function", "Failed to load function '%s' from library, SDL : (%s)", func_name, SDL_GetError());
return func_ptr;
}
void platform_unload_library(void* library_handle)
{
assert(library_handle);
SDL_UnloadObject(library_handle);
}
bool platform_load_gl(const char* name)
{
if(SDL_GL_LoadLibrary(name) != 0)
{
log_error("platform:load_gl", "Failed to load GL'%s', SDL : (%s)", name, SDL_GetError());
return false;
}
else
{
log_message("OpenGL loaded");
}
return true;
}
void platform_unload_gl(void)
{
SDL_GL_UnloadLibrary();
log_message("OpenGL unloaded");
}
void* platform_load_function_gl(const char* func_name)
{
void* func_ptr = SDL_GL_GetProcAddress(func_name);
if(!func_ptr) log_error("platform:load_function_gl", "Failed to load GL function '%s' from library, SDL : (%s)", func_name, SDL_GetError());
return func_ptr;
}