sm64coopdx/src/pc/gfx/gfx_sdl1.c
2024-04-03 20:11:09 -04:00

231 lines
6.1 KiB
C

#ifdef WAPI_SDL1
#ifdef __MINGW32__
#define FOR_WINDOWS 1
#else
#define FOR_WINDOWS 0
#endif
#if defined(_WIN32) || defined(_WIN64)
#include <windows.h>
#endif
#include <SDL/SDL.h>
#include <stdio.h>
#include <unistd.h>
#include "gfx_window_manager_api.h"
#include "gfx_screen_config.h"
#include "../pc_main.h"
#include "../configfile.h"
#include "../cliopts.h"
#include "../platform.h"
#include "src/pc/controller/controller_keyboard.h"
#include "src/pc/controller/controller_bind_mapping.h"
// TODO: figure out if this shit even works
#ifdef VERSION_EU
# define FRAMERATE 25
#else
# define FRAMERATE 30
#endif
static kb_callback_t kb_key_down = NULL;
static kb_callback_t kb_key_up = NULL;
static void (*kb_all_keys_up)(void) = NULL;
// time between consequtive game frames
static const int frame_time = 1000 / FRAMERATE;
static int desktop_w = 640;
static int desktop_h = 480;
static int desktop_bpp = 24;
static int window_w = 0;
static int window_h = 0;
static void gfx_sdl_set_mode(void) {
if (configWindow.exiting_fullscreen)
configWindow.exiting_fullscreen = false;
if (configWindow.reset) {
configWindow.fullscreen = false;
configWindow.x = WAPI_WIN_CENTERPOS;
configWindow.y = WAPI_WIN_CENTERPOS;
configWindow.w = DESIRED_SCREEN_WIDTH;
configWindow.h = DESIRED_SCREEN_HEIGHT;
configWindow.reset = false;
}
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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);
uint32_t flags = SDL_OPENGL;
if (configWindow.fullscreen)
flags |= SDL_FULLSCREEN;
else
flags |= SDL_RESIZABLE;
if (!SDL_VideoModeOK(configWindow.w, configWindow.h, desktop_bpp, flags)) {
printf(
"video mode [%dx%d fullscreen %d] not available, falling back to default\n",
configWindow.w, configWindow.h, configWindow.fullscreen
);
configWindow.w = DESIRED_SCREEN_WIDTH;
configWindow.h = DESIRED_SCREEN_HEIGHT;
configWindow.fullscreen = false;
flags = SDL_OPENGL | SDL_RESIZABLE;
}
if (!SDL_SetVideoMode(configWindow.w, configWindow.h, desktop_bpp, flags)) {
sys_fatal(
"could not set video mode [%dx%d fullscreen %d]: %s\n",
configWindow.w, configWindow.h, configWindow.fullscreen, SDL_GetError()
);
}
window_w = configWindow.w;
window_h = configWindow.h;
}
static void gfx_sdl_init(const char *window_title) {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0)
sys_fatal("Could not init SDL1 video: %s\n", SDL_GetError());
const SDL_VideoInfo *vinfo = SDL_GetVideoInfo();
desktop_w = vinfo->current_w;
desktop_h = vinfo->current_h;
desktop_bpp = vinfo->vfmt->BitsPerPixel;
SDL_WM_SetCaption(window_title, NULL);
// set actual desired video mode
gfx_sdl_set_mode();
if (configWindow.fullscreen) {
SDL_ShowCursor(0);
}
controller_bind_init();
#if defined(_WIN32) || defined(_WIN64)
SetProcessDPIAware();
#endif
}
static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) {
run_one_game_iter();
}
static void gfx_sdl_get_dimensions(uint32_t *width, uint32_t *height) {
if (width) *width = window_w;
if (height) *height = window_h;
}
static void gfx_sdl_onkeydown(int scancode) {
if (kb_key_down)
kb_key_down(translate_bind_to_name(scancode));
}
static void gfx_sdl_onkeyup(int scancode) {
if (kb_key_up)
kb_key_up(translate_bind_to_name(scancode));
}
static void gfx_sdl_handle_events(void) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
gfx_sdl_onkeydown(event.key.keysym.sym);
// ALT+F4 in case the OS doesn't do it (SDL1 doesn't seem to do it on my machine)
if (event.key.keysym.sym == SDLK_F4 && (event.key.keysym.mod & (KMOD_LALT | KMOD_RALT)))
game_exit();
break;
case SDL_KEYUP:
gfx_sdl_onkeyup(event.key.keysym.sym);
break;
case SDL_VIDEORESIZE:
window_w = configWindow.w = event.resize.w;
window_h = configWindow.h = event.resize.h;
break;
case SDL_QUIT:
game_exit();
break;
}
}
}
static void gfx_sdl_set_keyboard_callbacks(kb_callback_t on_key_down, kb_callback_t on_key_up, void (*on_all_keys_up)(void)) {
kb_key_down = on_key_down;
kb_key_up = on_key_up;
kb_all_keys_up = on_all_keys_up;
}
static bool gfx_sdl_start_frame(void) {
return true;
}
static void gfx_sdl_swap_buffers_begin(void) {
SDL_GL_SwapBuffers();
}
static void gfx_sdl_swap_buffers_end(void) {
}
static double gfx_sdl_get_time(void) {
return 0.0;
}
static void gfx_sdl_delay(u32 ms) {
SDL_Delay(ms);
}
static void gfx_sdl_set_window_title(const char* title) {
SDL_WM_SetCaption(title, NULL);
}
static void gfx_sdl_reset_window_title(void) {
SDL_WM_SetCaption(TITLE, NULL);
}
static void gfx_sdl_shutdown(void) {
if (SDL_WasInit(0))
SDL_Quit();
}
static void gfx_sdl_start_text_input(void) { return; }
static void gfx_sdl_stop_text_input(void) { return; }
static char* gfx_sdl_get_clipboard_text(void) { return NULL; }
static void gfx_sdl_set_clipboard_text(char* text) { return; }
static void gfx_sdl_set_cursor_visible(bool visible) { SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE); }
struct GfxWindowManagerAPI gfx_sdl = {
gfx_sdl_init,
gfx_sdl_set_keyboard_callbacks,
gfx_sdl_main_loop,
gfx_sdl_get_dimensions,
gfx_sdl_handle_events,
gfx_sdl_start_frame,
gfx_sdl_swap_buffers_begin,
gfx_sdl_swap_buffers_end,
gfx_sdl_get_time,
gfx_sdl_shutdown,
gfx_sdl_start_text_input,
gfx_sdl_stop_text_input,
gfx_sdl_get_clipboard_text,
gfx_sdl_set_clipboard_text,
gfx_sdl_set_cursor_visible,
gfx_sdl_delay,
gfx_sdl_set_window_title,
gfx_sdl_reset_window_title
};
#endif // BACKEND_WM