227 lines
6.3 KiB
C++
227 lines
6.3 KiB
C++
#include <stdio.h>
|
|
#include <SDL.h>
|
|
#ifdef __MINGW32__
|
|
// mingw has its nanosleep implementation in pthread.h for some reson
|
|
#include <pthread.h>
|
|
#else
|
|
#include <unistd.h>
|
|
#include <time.h>
|
|
#endif
|
|
|
|
#include "gfx_window_manager_api.h"
|
|
#include "gfx_screen_config.h"
|
|
|
|
#define GFX_BACKEND_NAME "SDL"
|
|
|
|
static SDL_Window* wnd;
|
|
static SDL_GLContext ctx;
|
|
static SDL_Renderer* renderer;
|
|
static int sdl_to_lus_table[512];
|
|
static bool vsync_enabled = true;
|
|
// OTRTODO: These are redundant. Info can be queried from SDL.
|
|
static int window_width = DESIRED_SCREEN_WIDTH;
|
|
static int window_height = DESIRED_SCREEN_HEIGHT;
|
|
static bool fullscreen_state;
|
|
static bool is_running = true;
|
|
static void (*on_fullscreen_changed_callback)(bool is_now_fullscreen);
|
|
|
|
static uint64_t previous_time;
|
|
|
|
static int target_fps = 60;
|
|
|
|
static uint64_t qpc_freq;
|
|
|
|
#define FRAME_INTERVAL_US_NUMERATOR 1000000
|
|
#define FRAME_INTERVAL_US_DENOMINATOR (target_fps)
|
|
|
|
static void set_fullscreen(bool on, bool call_callback) {
|
|
if (fullscreen_state == on) {
|
|
return;
|
|
}
|
|
fullscreen_state = on;
|
|
}
|
|
|
|
static void gfx_sdl_get_active_window_refresh_rate(uint32_t* refresh_rate) {
|
|
int display_in_use = SDL_GetWindowDisplayIndex(wnd);
|
|
|
|
SDL_DisplayMode mode;
|
|
SDL_GetCurrentDisplayMode(display_in_use, &mode);
|
|
*refresh_rate = mode.refresh_rate;
|
|
}
|
|
|
|
static inline void do_sleep(const uint64_t ns) {
|
|
const timespec spec = { 0, ns };
|
|
nanosleep(&spec, nullptr);
|
|
}
|
|
|
|
static void gfx_sdl_init(const char* game_name, const char* gfx_api_name, bool start_in_fullscreen, uint32_t width,
|
|
uint32_t height, int32_t posX, int32_t posY) {
|
|
window_width = width;
|
|
window_height = height;
|
|
|
|
SDL_Init(SDL_INIT_VIDEO);
|
|
|
|
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
|
|
|
|
bool use_opengl = true;
|
|
|
|
if (use_opengl) {
|
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
|
}
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
|
|
|
char title[512];
|
|
int len = sprintf(title, "%s (%s)", game_name, gfx_api_name);
|
|
|
|
Uint32 flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
|
|
|
|
if (use_opengl) {
|
|
flags = flags | SDL_WINDOW_OPENGL;
|
|
} else {
|
|
flags = flags | SDL_WINDOW_METAL;
|
|
}
|
|
|
|
int display_in_use = SDL_GetWindowDisplayIndex(wnd);
|
|
if (display_in_use < 0) { // Fallback to default if out of bounds
|
|
posX = 100;
|
|
posY = 100;
|
|
}
|
|
|
|
wnd = SDL_CreateWindow(title, posX, posY, window_width, window_height, flags);
|
|
|
|
if (use_opengl) {
|
|
ctx = SDL_GL_CreateContext(wnd);
|
|
SDL_GL_MakeCurrent(wnd, ctx);
|
|
SDL_GL_SetSwapInterval(1);
|
|
}
|
|
|
|
qpc_freq = SDL_GetPerformanceFrequency();
|
|
}
|
|
|
|
static void gfx_sdl_close(void) {
|
|
is_running = false;
|
|
}
|
|
|
|
static void gfx_sdl_set_fullscreen_changed_callback(void (*on_fullscreen_changed)(bool is_now_fullscreen)) {
|
|
on_fullscreen_changed_callback = on_fullscreen_changed;
|
|
}
|
|
|
|
static void gfx_sdl_set_fullscreen(bool enable) {
|
|
set_fullscreen(enable, true);
|
|
}
|
|
|
|
static void gfx_sdl_set_cursor_visibility(bool visible) {
|
|
if (visible) {
|
|
SDL_ShowCursor(SDL_ENABLE);
|
|
} else {
|
|
SDL_ShowCursor(SDL_DISABLE);
|
|
}
|
|
}
|
|
|
|
static void gfx_sdl_get_dimensions(uint32_t* width, uint32_t* height, int32_t* posX, int32_t* posY) {
|
|
SDL_GL_GetDrawableSize(wnd, static_cast<int*>((void*)width), static_cast<int*>((void*)height));
|
|
SDL_GetWindowPosition(wnd, static_cast<int*>(posX), static_cast<int*>(posY));
|
|
}
|
|
|
|
static void gfx_sdl_handle_events(void) {
|
|
SDL_Event event;
|
|
while (SDL_PollEvent(&event)) {
|
|
switch (event.type) {
|
|
case SDL_WINDOWEVENT:
|
|
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
|
SDL_GL_GetDrawableSize(wnd, &window_width, &window_height);
|
|
} else if (event.window.event == SDL_WINDOWEVENT_CLOSE &&
|
|
event.window.windowID == SDL_GetWindowID(wnd)) {
|
|
// We listen specifically for main window close because closing main window
|
|
// on macOS does not trigger SDL_Quit.
|
|
exit(0);
|
|
}
|
|
break;
|
|
case SDL_QUIT:
|
|
exit(0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool gfx_sdl_start_frame(void) {
|
|
return true;
|
|
}
|
|
|
|
static uint64_t qpc_to_100ns(uint64_t qpc) {
|
|
return qpc / qpc_freq * 10000000 + qpc % qpc_freq * 10000000 / qpc_freq;
|
|
}
|
|
|
|
static inline void sync_framerate_with_timer(void) {
|
|
uint64_t t;
|
|
t = qpc_to_100ns(SDL_GetPerformanceCounter());
|
|
|
|
const int64_t next = previous_time + 10 * FRAME_INTERVAL_US_NUMERATOR / FRAME_INTERVAL_US_DENOMINATOR;
|
|
const int64_t left = next - t;
|
|
if (left > 0) {
|
|
do_sleep(left * 100);
|
|
}
|
|
|
|
t = qpc_to_100ns(SDL_GetPerformanceCounter());
|
|
if (left > 0 && t - next < 10000) {
|
|
// In case it takes some time for the application to wake up after sleep,
|
|
// or inaccurate timer,
|
|
// don't let that slow down the framerate.
|
|
t = next;
|
|
}
|
|
previous_time = t;
|
|
}
|
|
|
|
static void gfx_sdl_swap_buffers_begin(void) {
|
|
//sync_framerate_with_timer();
|
|
SDL_GL_SwapWindow(wnd);
|
|
}
|
|
|
|
static void gfx_sdl_swap_buffers_end(void) {
|
|
|
|
}
|
|
|
|
static double gfx_sdl_get_time(void) {
|
|
return SDL_GetPerformanceCounter() / (double)qpc_freq;
|
|
}
|
|
|
|
static void gfx_sdl_set_target_fps(int fps) {
|
|
target_fps = fps;
|
|
}
|
|
|
|
static bool gfx_sdl_can_disable_vsync(void) {
|
|
return false;
|
|
}
|
|
|
|
static void *gfx_sdl_get_window_handle(void) {
|
|
return (void *)wnd;
|
|
}
|
|
|
|
static void gfx_sdl_set_window_title(const char *title) {
|
|
SDL_SetWindowTitle(wnd, title);
|
|
}
|
|
|
|
struct GfxWindowManagerAPI gfx_sdl = {
|
|
gfx_sdl_init,
|
|
gfx_sdl_close,
|
|
gfx_sdl_set_fullscreen_changed_callback,
|
|
gfx_sdl_set_fullscreen,
|
|
gfx_sdl_get_active_window_refresh_rate,
|
|
gfx_sdl_set_cursor_visibility,
|
|
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_set_target_fps,
|
|
gfx_sdl_can_disable_vsync,
|
|
gfx_sdl_get_window_handle,
|
|
gfx_sdl_set_window_title
|
|
};
|