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Add a render interface adapter from the old interface to the newly re…
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…factored interface

This adapter is implemented to ease the transition to the new render interface, so that users can quickly adopt the new version of RmlUi. Then, users can iteratively migrate to the new interface as they see fit. There are also some comments that can help guide the migration.

To use the adapter, simply derive from `Rml::RenderInterfaceCompatibility` instead of `Rml::RenderInterface`. Then submit the adapted interface to RmlUi, as demonstrated in the following:

```
    #include <RmlUi/Core/RenderInterfaceCompatibility.h>
    class MyRenderInterface : public Rml::RenderInterfaceCompatibility { ... };

    // During initialization of RmlUi, set the adapted render interface as follows.
    Rml::SetRenderInterface(my_render_interface.GetAdaptedInterface());
```

See `Include/RmlUi/Core/RenderInterfaceCompatibility.h` for more details.

This commit further adds the GL2 and GL3 renderers from RmlUi 5, using the compatibility adapter, for demonstrating and testing of the adapter. These can be selected by setting the CMake variable `SAMPLES_BACKEND` to `BackwardCompatible_GLFW_GL2` or `BackwardCompatible_GLFW_GL3`.
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mikke89 committed Dec 26, 2023
1 parent 0b66377 commit 16e5c6d
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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_GLFW.h"
#include "RmlUi_Renderer_BackwardCompatible_GL2.h"
#include <RmlUi/Core/Context.h>
#include <RmlUi/Core/Input.h>
#include <RmlUi/Core/Profiling.h>
#include <GLFW/glfw3.h>

static void SetupCallbacks(GLFWwindow* window);

static void LogErrorFromGLFW(int error, const char* description)
{
Rml::Log::Message(Rml::Log::LT_ERROR, "GLFW error (0x%x): %s", error, description);
}

/**
Global data used by this backend.
Lifetime governed by the calls to Backend::Initialize() and Backend::Shutdown().
*/
struct BackendData {
SystemInterface_GLFW system_interface;
RenderInterface_BackwardCompatible_GL2 render_interface;
GLFWwindow* window = nullptr;
int glfw_active_modifiers = 0;
bool context_dimensions_dirty = true;

// Arguments set during event processing and nulled otherwise.
Rml::Context* context = nullptr;
KeyDownCallback key_down_callback = nullptr;
};
static Rml::UniquePtr<BackendData> data;

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

glfwSetErrorCallback(LogErrorFromGLFW);

if (!glfwInit())
return false;

// Set window hints for OpenGL 2 context creation.
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);

// Request stencil buffer of at least 8-bit size to supporting clipping on transformed elements.
glfwWindowHint(GLFW_STENCIL_BITS, 8);

// Enable MSAA for better-looking visuals, especially when transforms are applied.
glfwWindowHint(GLFW_SAMPLES, 2);

// Apply window properties and create it.
glfwWindowHint(GLFW_RESIZABLE, allow_resize ? GLFW_TRUE : GLFW_FALSE);
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);

GLFWwindow* window = glfwCreateWindow(width, height, name, nullptr, nullptr);
if (!window)
return false;

glfwMakeContextCurrent(window);
glfwSwapInterval(1);

data = Rml::MakeUnique<BackendData>();
data->window = window;
data->system_interface.SetWindow(window);

// The window size may have been scaled by DPI settings, get the actual pixel size.
glfwGetFramebufferSize(window, &width, &height);
data->render_interface.SetViewport(width, height);

// Receive num lock and caps lock modifiers for proper handling of numpad inputs in text fields.
glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);

// Setup the input and window event callback functions.
SetupCallbacks(window);

return true;
}

void Backend::Shutdown()
{
RMLUI_ASSERT(data);
glfwDestroyWindow(data->window);
data.reset();
glfwTerminate();
}

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

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

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

// The initial window size may have been affected by system DPI settings, apply the actual pixel size and dp-ratio to the context.
if (data->context_dimensions_dirty)
{
data->context_dimensions_dirty = false;

Rml::Vector2i window_size;
float dp_ratio = 1.f;
glfwGetFramebufferSize(data->window, &window_size.x, &window_size.y);
glfwGetWindowContentScale(data->window, &dp_ratio, nullptr);

context->SetDimensions(window_size);
context->SetDensityIndependentPixelRatio(dp_ratio);
}

data->context = context;
data->key_down_callback = key_down_callback;

if (power_save)
glfwWaitEventsTimeout(Rml::Math::Min(context->GetNextUpdateDelay(), 10.0));
else
glfwPollEvents();

data->context = nullptr;
data->key_down_callback = nullptr;

const bool result = !glfwWindowShouldClose(data->window);
glfwSetWindowShouldClose(data->window, GLFW_FALSE);
return result;
}

void Backend::RequestExit()
{
RMLUI_ASSERT(data);
glfwSetWindowShouldClose(data->window, GLFW_TRUE);
}

void Backend::BeginFrame()
{
RMLUI_ASSERT(data);
data->render_interface.BeginFrame();
data->render_interface.Clear();
}

void Backend::PresentFrame()
{
RMLUI_ASSERT(data);
data->render_interface.EndFrame();
glfwSwapBuffers(data->window);

// Optional, used to mark frames during performance profiling.
RMLUI_FrameMark;
}

static void SetupCallbacks(GLFWwindow* window)
{
RMLUI_ASSERT(data);

// Key input
glfwSetKeyCallback(window, [](GLFWwindow* /*window*/, int glfw_key, int /*scancode*/, int glfw_action, int glfw_mods) {
if (!data->context)
return;

// Store the active modifiers for later because GLFW doesn't provide them in the callbacks to the mouse input events.
data->glfw_active_modifiers = glfw_mods;

// Override the default key event callback to add global shortcuts for the samples.
Rml::Context* context = data->context;
KeyDownCallback key_down_callback = data->key_down_callback;

switch (glfw_action)
{
case GLFW_PRESS:
case GLFW_REPEAT:
{
const Rml::Input::KeyIdentifier key = RmlGLFW::ConvertKey(glfw_key);
const int key_modifier = RmlGLFW::ConvertKeyModifiers(glfw_mods);
float dp_ratio = 1.f;
glfwGetWindowContentScale(data->window, &dp_ratio, nullptr);

// See if we have any global shortcuts that take priority over the context.
if (key_down_callback && !key_down_callback(context, key, key_modifier, dp_ratio, true))
break;
// Otherwise, hand the event over to the context by calling the input handler as normal.
if (!RmlGLFW::ProcessKeyCallback(context, glfw_key, glfw_action, glfw_mods))
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, dp_ratio, false))
break;
}
break;
case GLFW_RELEASE: RmlGLFW::ProcessKeyCallback(context, glfw_key, glfw_action, glfw_mods); break;
}
});

glfwSetCharCallback(window, [](GLFWwindow* /*window*/, unsigned int codepoint) { RmlGLFW::ProcessCharCallback(data->context, codepoint); });

glfwSetCursorEnterCallback(window, [](GLFWwindow* /*window*/, int entered) { RmlGLFW::ProcessCursorEnterCallback(data->context, entered); });

// Mouse input
glfwSetCursorPosCallback(window, [](GLFWwindow* /*window*/, double xpos, double ypos) {
RmlGLFW::ProcessCursorPosCallback(data->context, xpos, ypos, data->glfw_active_modifiers);
});

glfwSetMouseButtonCallback(window, [](GLFWwindow* /*window*/, int button, int action, int mods) {
data->glfw_active_modifiers = mods;
RmlGLFW::ProcessMouseButtonCallback(data->context, button, action, mods);
});

glfwSetScrollCallback(window, [](GLFWwindow* /*window*/, double /*xoffset*/, double yoffset) {
RmlGLFW::ProcessScrollCallback(data->context, yoffset, data->glfw_active_modifiers);
});

// Window events
glfwSetFramebufferSizeCallback(window, [](GLFWwindow* /*window*/, int width, int height) {
data->render_interface.SetViewport(width, height);
RmlGLFW::ProcessFramebufferSizeCallback(data->context, width, height);
});

glfwSetWindowContentScaleCallback(window,
[](GLFWwindow* /*window*/, float xscale, float /*yscale*/) { RmlGLFW::ProcessContentScaleCallback(data->context, xscale); });
}
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