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RmlUi_Backend_SDL_GL3.cpp
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RmlUi_Backend_SDL_GL3.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_GL3.h"
#include <RmlUi/Core/Context.h>
#include <RmlUi/Core/Core.h>
#include <RmlUi/Core/FileInterface.h>
#include <RmlUi/Core/Profiling.h>
#include <SDL.h>
#include <SDL_image.h>
#if defined RMLUI_PLATFORM_EMSCRIPTEN
#include <emscripten.h>
#else
#if !(SDL_VIDEO_RENDER_OGL)
#error "Only the OpenGL SDL backend is supported."
#endif
#endif
/**
Custom render interface example for the SDL/GL3 backend.
Overloads the OpenGL3 render interface to load textures through SDL_image's built-in texture loading functionality.
*/
class RenderInterface_GL3_SDL : public RenderInterface_GL3 {
public:
RenderInterface_GL3_SDL() {}
bool LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions, const Rml::String& source) override
{
Rml::FileInterface* file_interface = Rml::GetFileInterface();
Rml::FileHandle file_handle = file_interface->Open(source);
if (!file_handle)
return false;
file_interface->Seek(file_handle, 0, SEEK_END);
const size_t buffer_size = file_interface->Tell(file_handle);
file_interface->Seek(file_handle, 0, SEEK_SET);
using Rml::byte;
Rml::UniquePtr<byte[]> buffer(new byte[buffer_size]);
file_interface->Read(buffer.get(), buffer_size, file_handle);
file_interface->Close(file_handle);
const size_t i = source.rfind('.');
Rml::String extension = (i == Rml::String::npos ? Rml::String() : source.substr(i + 1));
SDL_Surface* surface = IMG_LoadTyped_RW(SDL_RWFromMem(buffer.get(), int(buffer_size)), 1, extension.c_str());
bool success = false;
if (surface)
{
texture_dimensions.x = surface->w;
texture_dimensions.y = surface->h;
if (surface->format->format != SDL_PIXELFORMAT_RGBA32)
{
SDL_SetSurfaceAlphaMod(surface, SDL_ALPHA_OPAQUE);
SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE);
SDL_Surface* new_surface = SDL_CreateRGBSurfaceWithFormat(0, surface->w, surface->h, 32, SDL_PIXELFORMAT_RGBA32);
if (!new_surface)
return false;
if (SDL_BlitSurface(surface, 0, new_surface, 0) != 0)
return false;
SDL_FreeSurface(surface);
surface = new_surface;
}
success = RenderInterface_GL3::GenerateTexture(texture_handle, (const Rml::byte*)surface->pixels, texture_dimensions);
SDL_FreeSurface(surface);
}
return success;
}
};
/**
Global data used by this backend.
Lifetime governed by the calls to Backend::Initialize() and Backend::Shutdown().
*/
struct BackendData {
SystemInterface_SDL system_interface;
RenderInterface_GL3_SDL render_interface;
SDL_Window* window = nullptr;
SDL_GLContext glcontext = 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");
#if defined RMLUI_PLATFORM_EMSCRIPTEN
// GLES 3.0 (WebGL 2.0)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#else
// GL 3.3 Core
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
// Request stencil buffer of at least 8-bit size to supporting clipping on transformed elements.
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Enable linear filtering and MSAA for better-looking visuals, especially when transforms are applied.
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2);
const Uint32 window_flags = (SDL_WINDOW_OPENGL | (allow_resize ? SDL_WINDOW_RESIZABLE : 0));
SDL_Window* window = SDL_CreateWindow(window_name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, window_flags);
if (!window)
{
// Try again on low-quality settings.
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
window = SDL_CreateWindow(window_name, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, window_flags);
if (!window)
{
fprintf(stderr, "SDL error on create window: %s\n", SDL_GetError());
return false;
}
}
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, glcontext);
SDL_GL_SetSwapInterval(1);
if (!RmlGL3::Initialize())
{
fprintf(stderr, "Could not initialize OpenGL");
return false;
}
data = Rml::MakeUnique<BackendData>();
if (!data->render_interface)
{
data.reset();
fprintf(stderr, "Could not initialize OpenGL3 render interface.");
return false;
}
data->window = window;
data->glcontext = glcontext;
data->system_interface.SetWindow(window);
data->render_interface.SetViewport(width, height);
return true;
}
void Backend::Shutdown()
{
RMLUI_ASSERT(data);
SDL_GL_DeleteContext(data->glcontext);
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);
#if defined RMLUI_PLATFORM_EMSCRIPTEN
// Ideally we would hand over control of the main loop to emscripten:
//
// // Hand over control of the main loop to the WebAssembly runtime.
// emscripten_set_main_loop_arg(EventLoopIteration, (void*)user_data_handle, 0, true);
//
// The above is the recommended approach. However, as we don't control the main loop here we have to make due with another approach. Instead, use
// Asyncify to yield by sleeping.
// Important: Must be linked with option -sASYNCIFY
emscripten_sleep(1);
#endif
bool result = data->running;
data->running = true;
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_QUIT:
{
result = false;
}
break;
case SDL_KEYDOWN:
{
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;
case SDL_WINDOWEVENT:
{
switch (ev.window.event)
{
case SDL_WINDOWEVENT_SIZE_CHANGED:
{
Rml::Vector2i dimensions(ev.window.data1, ev.window.data2);
data->render_interface.SetViewport(dimensions.x, dimensions.y);
}
break;
}
RmlSDL::InputEventHandler(context, ev);
}
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);
data->render_interface.Clear();
data->render_interface.BeginFrame();
}
void Backend::PresentFrame()
{
RMLUI_ASSERT(data);
data->render_interface.EndFrame();
SDL_GL_SwapWindow(data->window);
// Optional, used to mark frames during performance profiling.
RMLUI_FrameMark;
}