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Adding backend sources for SDL3, which differs from SDL2 only in some…
… functions/enums naming and a few function arguments
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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. | ||
* | ||
*/ | ||
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#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> | ||
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/** | ||
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) {} | ||
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SystemInterface_SDL system_interface; | ||
RenderInterface_SDL render_interface; | ||
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SDL_Window* window = nullptr; | ||
SDL_Renderer* renderer = nullptr; | ||
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bool running = true; | ||
}; | ||
static Rml::UniquePtr<BackendData> data; | ||
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bool Backend::Initialize(const char* window_name, int width, int height, bool allow_resize) | ||
{ | ||
RMLUI_ASSERT(!data); | ||
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_TIMER) != 0) | ||
return false; | ||
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// Submit click events when focusing the window. | ||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); | ||
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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; | ||
} | ||
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/* | ||
* 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"); | ||
*/ | ||
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SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); | ||
if (!renderer) | ||
return false; | ||
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data = Rml::MakeUnique<BackendData>(renderer); | ||
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data->window = window; | ||
data->renderer = renderer; | ||
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data->system_interface.SetWindow(window); | ||
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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)); | ||
} | ||
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return true; | ||
} | ||
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void Backend::Shutdown() | ||
{ | ||
RMLUI_ASSERT(data); | ||
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SDL_DestroyRenderer(data->renderer); | ||
SDL_DestroyWindow(data->window); | ||
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data.reset(); | ||
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SDL_Quit(); | ||
} | ||
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Rml::SystemInterface* Backend::GetSystemInterface() | ||
{ | ||
RMLUI_ASSERT(data); | ||
return &data->system_interface; | ||
} | ||
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Rml::RenderInterface* Backend::GetRenderInterface() | ||
{ | ||
RMLUI_ASSERT(data); | ||
return &data->render_interface; | ||
} | ||
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bool Backend::ProcessEvents(Rml::Context* context, KeyDownCallback key_down_callback, bool power_save) | ||
{ | ||
RMLUI_ASSERT(data && context); | ||
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bool result = data->running; | ||
SDL_Event ev; | ||
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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; | ||
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// 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); | ||
} | ||
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return result; | ||
} | ||
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void Backend::RequestExit() | ||
{ | ||
RMLUI_ASSERT(data); | ||
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data->running = false; | ||
} | ||
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void Backend::BeginFrame() | ||
{ | ||
RMLUI_ASSERT(data); | ||
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SDL_SetRenderDrawColor(data->renderer, 0, 0, 0, 0); | ||
SDL_RenderClear(data->renderer); | ||
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data->render_interface.BeginFrame(); | ||
} | ||
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void Backend::PresentFrame() | ||
{ | ||
RMLUI_ASSERT(data); | ||
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data->render_interface.EndFrame(); | ||
SDL_RenderPresent(data->renderer); | ||
} |
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