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Adding backend sources for SDL3, which differs from SDL2 only in some…
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… functions/enums naming and a few function arguments
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dmikushin committed Dec 29, 2023
1 parent bb25b88 commit 00469d8
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199 changes: 199 additions & 0 deletions Backends/RmlUi_Backend_SDL3_SDLrenderer.cpp
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/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/

#include "RmlUi_Backend.h"
#include "RmlUi_Platform_SDL.h"
#include "RmlUi_Renderer_SDL.h"
#include <RmlUi/Core/Context.h>
#include <RmlUi/Core/Core.h>
#include <RmlUi/Core/Log.h>
#include <SDL.h>

/**
Global data used by this backend.
Lifetime governed by the calls to Backend::Initialize() and Backend::Shutdown().
*/
struct BackendData {
BackendData(SDL_Renderer* renderer) : render_interface(renderer) {}

SystemInterface_SDL system_interface;
RenderInterface_SDL render_interface;

SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;

bool running = true;
};
static Rml::UniquePtr<BackendData> data;

bool Backend::Initialize(const char* window_name, int width, int height, bool allow_resize)
{
RMLUI_ASSERT(!data);

if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_TIMER) != 0)
return false;

// Submit click events when focusing the window.
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");

const Uint32 window_flags = (allow_resize ? SDL_WINDOW_RESIZABLE : 0);
SDL_Window* window = SDL_CreateWindow(window_name, width, height, window_flags);
if (!window)
{
Rml::Log::Message(Rml::Log::LT_ERROR, "SDL error on create window: %s\n", SDL_GetError());
return false;
}

/*
* Force a specific back-end
SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengles2");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "direct3d");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
*/

SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (!renderer)
return false;

data = Rml::MakeUnique<BackendData>(renderer);

data->window = window;
data->renderer = renderer;

data->system_interface.SetWindow(window);

SDL_RendererInfo renderer_info;
if (SDL_GetRendererInfo(renderer, &renderer_info) == 0)
{
data->system_interface.LogMessage(Rml::Log::LT_INFO, Rml::CreateString(128, "Using SDL renderer: %s\n", renderer_info.name));
}

return true;
}

void Backend::Shutdown()
{
RMLUI_ASSERT(data);

SDL_DestroyRenderer(data->renderer);
SDL_DestroyWindow(data->window);

data.reset();

SDL_Quit();
}

Rml::SystemInterface* Backend::GetSystemInterface()
{
RMLUI_ASSERT(data);
return &data->system_interface;
}

Rml::RenderInterface* Backend::GetRenderInterface()
{
RMLUI_ASSERT(data);
return &data->render_interface;
}

bool Backend::ProcessEvents(Rml::Context* context, KeyDownCallback key_down_callback, bool power_save)
{
RMLUI_ASSERT(data && context);

bool result = data->running;
SDL_Event ev;

int has_event = 0;
if (power_save)
has_event = SDL_WaitEventTimeout(&ev, static_cast<int>(Rml::Math::Min(context->GetNextUpdateDelay(), 10.0) * 1000));
else
has_event = SDL_PollEvent(&ev);
while (has_event)
{
switch (ev.type)
{
case SDL_EVENT_QUIT:
{
result = false;
}
break;
case SDL_EVENT_KEY_DOWN:
{
const Rml::Input::KeyIdentifier key = RmlSDL::ConvertKey(ev.key.keysym.sym);
const int key_modifier = RmlSDL::GetKeyModifierState();
const float native_dp_ratio = 1.f;

// See if we have any global shortcuts that take priority over the context.
if (key_down_callback && !key_down_callback(context, key, key_modifier, native_dp_ratio, true))
break;
// Otherwise, hand the event over to the context by calling the input handler as normal.
if (!RmlSDL::InputEventHandler(context, ev))
break;
// The key was not consumed by the context either, try keyboard shortcuts of lower priority.
if (key_down_callback && !key_down_callback(context, key, key_modifier, native_dp_ratio, false))
break;
}
break;
default:
{
RmlSDL::InputEventHandler(context, ev);
}
break;
}
has_event = SDL_PollEvent(&ev);
}

return result;
}

void Backend::RequestExit()
{
RMLUI_ASSERT(data);

data->running = false;
}

void Backend::BeginFrame()
{
RMLUI_ASSERT(data);

SDL_SetRenderDrawColor(data->renderer, 0, 0, 0, 0);
SDL_RenderClear(data->renderer);

data->render_interface.BeginFrame();
}

void Backend::PresentFrame()
{
RMLUI_ASSERT(data);

data->render_interface.EndFrame();
SDL_RenderPresent(data->renderer);
}
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