csgo-2018-source/appframework/sdlmgr.cpp
2021-07-24 21:11:47 -07:00

2138 lines
55 KiB
C++

//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======//
//
// Purpose: An application framework
//
//=============================================================================//
#include "SDL.h"
#include "SDL_opengl.h"
#include "appframework/ilaunchermgr.h"
#include "tier1/keyvalues.h"
#include "filesystem.h"
#include "togl/rendermechanism.h"
#include "tier0/fasttimer.h"
// NOTE: This has to be the last file included! (turned off below, since this is included like a header)
#include "tier0/memdbgon.h"
#ifdef GLMPRINTF
#undef GLMPRINTF
#endif
#if GLMDEBUG
#define GLMPRINTF(args) printf args
#else
#define GLMPRINTF(args)
#endif
ConVar gl_blit_halfx( "gl_blit_halfx", "0" );
ConVar gl_blit_halfy( "gl_blit_halfy", "0" );
ConVar gl_swapdebug( "gl_swapdebug", "0");
ConVar gl_swaplimit( "gl_swaplimit", "0");
ConVar gl_swapinterval( "gl_swapinterval", "0");
ConVar gl_swaplimit_mt( "gl_swaplimit_mt", "3");
ConVar gl_disable_forced_vsync( "gl_disable_forced_vsync", "0" );
ConVar gl_swaptear( "gl_swaptear", "1" );
ConVar sdl_double_click_size( "sdl_double_click_size", "2" );
ConVar sdl_double_click_time( "sdl_double_click_time", "400" );
#if defined( DX_TO_GL_ABSTRACTION )
COpenGLEntryPoints *gGL = NULL;
#endif
#if defined( WIN32 ) && defined( DX_TO_GL_ABSTRACTION )
#define PATH_MAX MAX_PATH
#endif
static void DebugPrintf( const char *pMsg, ... )
{
va_list args;
va_start( args, pMsg );
char buf[2048];
V_vsnprintf( buf, sizeof( buf ), pMsg, args );
va_end( args );
Plat_DebugString( buf );
}
// #define SDLAPP_DEBUG
#ifdef SDLAPP_DEBUG
class LinuxAppFuncLogger
{
public:
LinuxAppFuncLogger( const char *funcName ) : m_funcName( funcName )
{
printf( ">%s\n", m_funcName );
};
LinuxAppFuncLogger( const char *funcName, char *fmt, ... )
{
m_funcName = funcName;
va_list vargs;
va_start(vargs, fmt);
vprintf( fmt, vargs );
va_end( vargs );
}
~LinuxAppFuncLogger( )
{
printf( "<%s\n", m_funcName );
};
const char *m_funcName;
};
#define SDLAPP_FUNC LinuxAppFuncLogger _logger_( __FUNCTION__ )
#else
#define SDLAPP_FUNC
#endif
#if defined( DX_TO_GL_ABSTRACTION )
void CheckGLError( int line )
{
SDLAPP_FUNC;
// Don't check this in enabled! glGetError() is extremely slow with threaded drivers.
return;
//char errbuf[1024];
//borrowed from GLMCheckError.. slightly different
GLenum errorcode = (GLenum)gGL->glGetError();
//GLenum errorcode2 = 0;
if ( errorcode != GL_NO_ERROR )
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\n(%d) GL Error %08x = '%s'", line, errorcode, decodedStr );
}
}
#endif
//-----------------------------------------------------------------------------
#if !defined( DEDICATED )
void *VoidFnPtrLookup_GlMgr( const char *libname, const char *fn, bool &okay, const bool bRequired, void *fallback)
{
void *retval = NULL;
if ((!okay) && (!bRequired)) // always look up if required (so we get a complete list of crucial missing symbols).
return NULL;
// The SDL path would work on all these platforms, if we were using SDL there, too...
#if defined( USE_SDL )
// SDL does the right thing, so we never need to use tier0 in this case.
retval = SDL_GL_GetProcAddress(fn);
//printf("CDynamicFunctionOpenGL: SDL_GL_GetProcAddress(\"%s\") returned %p\n", fn, retval);
if ((retval == NULL) && (fallback != NULL))
{
//printf("CDynamicFunctionOpenGL: Using fallback %p for \"%s\"\n", fallback, fn);
retval = fallback;
}
#else
// there's no glXGetProcAddress() equivalent for Mac OS X...it's just dlopen(), basically. Let tier0 handle that.
retval = VoidFnPtrLookup_Tier0( fn, (void *) fallback);
#error Unimplemented
#endif
// Note that a non-NULL response doesn't mean it's safe to call the function!
// You always have to check that the extension is supported;
// an implementation MAY return NULL in this case, but it doesn't have to (and doesn't, with the DRI drivers).
okay = (okay && (retval != NULL));
if (bRequired && !okay)
{
// We can't continue execution, because one or more GL function pointers will be NULL.
Error( "Could not find required OpenGL entry point '%s'! Either your video card is unsupported, or your OpenGL driver needs to be updated.\n", fn);
}
return retval;
}
class CSDLMgr : public ILauncherMgr
{
public:
CSDLMgr();
// ILauncherMgr impls.
public:
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void *QueryInterface( const char *pInterfaceName );
// Init, shutdown
virtual InitReturnVal_t Init();
virtual void Shutdown();
virtual bool CreateGameWindow( const char *pTitle, bool bWindowed, int width, int height, bool bDesktopFriendlyFullscreen );
// Get the next N events. The function returns the number of events that were filled into your array.
virtual int GetEvents( CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvents = false );
// Set the mouse cursor position.
virtual void SetCursorPosition( int x, int y );
virtual void GetCursorPosition( int *px, int *py );
virtual void *GetWindowRef() { return (void *)m_Window; }
virtual void SetWindowFullScreen( bool bFullScreen, int nWidth, int nHeight, bool bDesktopFriendlyFullscreen );
virtual bool IsWindowFullScreen() { return m_bFullScreen; }
virtual void MoveWindow( int x, int y );
virtual void SizeWindow( int width, int tall );
virtual void PumpWindowsMessageLoop();
virtual void DestroyGameWindow();
virtual void SetApplicationIcon( const char *pchAppIconFile );
virtual void GetMouseDelta( int &x, int &y, bool bIgnoreNextMouseDelta = false );
virtual int GetActiveDisplayIndex();
virtual void GetNativeDisplayInfo( int nDisplay, uint &nWidth, uint &nHeight, uint &nRefreshHz ); // Retrieve the size of the monitor (desktop)
virtual void RenderedSize( uint &width, uint &height, bool set ); // either set or retrieve rendered size value (from dxabstract)
virtual void DisplayedSize( uint &width, uint &height ); // query backbuffer size (window size whether FS or windowed)
#if defined( DX_TO_GL_ABSTRACTION )
virtual void GetDesiredPixelFormatAttribsAndRendererInfo( uint **ptrOut, uint *countOut, GLMRendererInfoFields *rendInfoOut );
virtual PseudoGLContextPtr GetMainContext();
// Get the NSGLContext for a window's main view - note this is the carbon windowref as an argument
virtual PseudoGLContextPtr GetGLContextForWindow( void* windowref ) { return (PseudoGLContextPtr)m_GLContext; }
virtual PseudoGLContextPtr CreateExtraContext();
virtual void DeleteContext( PseudoGLContextPtr hContext );
virtual bool MakeContextCurrent( PseudoGLContextPtr hContext );
virtual GLMDisplayDB *GetDisplayDB( void );
virtual void ShowPixels( CShowPixelsParams *params );
#endif
virtual void GetStackCrawl( CStackCrawlParams *params );
virtual void WaitUntilUserInput( int msSleepTime );
virtual InputCursorHandle_t LoadCursorFromFile( const char *pchFileName );
virtual void FreeCursor( const InputCursorHandle_t pchCursor );
virtual void SetCursorIcon( const InputCursorHandle_t pchCursor );
// Post an event to the input event queue.
// if debugEvent is true, post it to the debug event queue.
void PostEvent( const CCocoaEvent &theEvent, bool debugEvent=false );
// ask if an event is debug flavor or not.
bool IsDebugEvent( CCocoaEvent& event );
virtual void SetMouseVisible( bool bState );
virtual void SetMouseCursor( SDL_Cursor *hCursor );
virtual void SetForbidMouseGrab( bool bForbidMouseGrab ) { m_bForbidMouseGrab = bForbidMouseGrab; }
virtual void OnFrameRendered();
virtual double GetPrevGLSwapWindowTime() { return m_flPrevGLSwapWindowTime; }
// Returns all dependent libraries
virtual const AppSystemInfo_t* GetDependencies() {return NULL;}
virtual void SetGammaRamp( const uint16 *pRed, const uint16 *pGreen, const uint16 *pBlue );
#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
virtual void ForceSystemCursorVisible();
virtual void UnforceSystemCursorVisible();
#endif
// Returns the tier
virtual AppSystemTier_t GetTier()
{
return APP_SYSTEM_TIER2;
}
// Reconnect to a particular interface
virtual void Reconnect( CreateInterfaceFn factory, const char *pInterfaceName ) {}
// Called to create a game window that will be hidden, designed for
// getting an OpenGL context going so we can begin initializing things.
bool CreateHiddenGameWindow( const char *pTitle, bool bWindowed, int width, int height );
virtual bool IsSingleton() { return false; }
private:
void handleKeyInput( const SDL_Event &event );
#if defined( DX_TO_GL_ABSTRACTION )
SDL_GLContext m_GLContext;
GLuint m_readFBO;
GLMDisplayDB *m_displayDB;
#endif
#if defined( OSX )
bool m_force_vsync; // true if 10.6.4 + bad NV driver
#endif
SDL_Window *m_Window;
bool m_bCursorVisible;
bool m_bSetMouseVisibleCalled;
int m_nFramesCursorInvisibleFor;
SDL_Cursor *m_hCursor;
bool m_bSetMouseCursorCalled;
bool m_bHasFocus;
bool m_bFullScreen;
bool m_bForbidMouseGrab; // temporary setting showing if the mouse should
// grab if possible.
int m_nMouseXDelta;
int m_nMouseYDelta;
int m_ScreenWidth;
int m_ScreenHeight;
int m_renderedWidth;
int m_rendererHeight;
int m_WindowWidth;
int m_WindowHeight;
bool m_bExpectSyntheticMouseMotion;
int m_nMouseTargetX;
int m_nMouseTargetY;
int m_nWarpDelta;
bool m_bRawInput;
int m_lastKnownSwapInterval; //-2 if unknown, 0/1/-1 otherwise
int m_lastKnownSwapLimit; //-1 if unknown, 0/1 otherwise
int m_pixelFormatAttribs[32];
int m_pixelFormatAttribCount;
float m_flMouseXScale;
float m_flMouseYScale;
// !!! FIXME: can we rename these from "Cocoa"?
CThreadMutex m_CocoaEventsMutex; // use for either queue below
CUtlLinkedList<CCocoaEvent,int> m_CocoaEvents;
CUtlLinkedList<CCocoaEvent,int> m_DebugEvents; // intercepted keys which wil be passed over to GLM
uint m_keyModifierMask;
uint32_t m_keyModifiers;
uint32_t m_mouseButtons;
bool m_bGotMouseButtonDown;
Uint32 m_MouseButtonDownTimeStamp;
int m_MouseButtonDownX;
int m_MouseButtonDownY;
#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
int m_nForceCursorVisible;
int m_nForceCursorVisiblePrev;
SDL_Cursor* m_hSystemArrowCursor;
#endif
double m_flPrevGLSwapWindowTime;
bool m_bTextMode;
};
ILauncherMgr *g_pLauncherMgr = NULL;
void* CreateSDLMgr()
{
if ( g_pLauncherMgr == NULL )
{
g_pLauncherMgr = new CSDLMgr();
}
return (void *)g_pLauncherMgr;
}
// Display index to show window on.
static bool g_bSDLDisplayindexSet = false;
static void sdl_displayindex_changed( IConVar *pConVar, const char *pOldString, float flOldValue );
ConVar sdl_displayindex( "sdl_displayindex", "-1", FCVAR_ARCHIVE | FCVAR_HIDDEN, "SDL fullscreen display index.", sdl_displayindex_changed );
static void sdl_displayindex_changed( IConVar *pConVar, const char *pOldString, float flOldValue )
{
int NumVideoDisplays = SDL_GetNumVideoDisplays();
if ( ( sdl_displayindex.GetInt() < 0 ) || ( sdl_displayindex.GetInt() >= NumVideoDisplays ) )
{
sdl_displayindex.SetValue( 0 );
}
g_bSDLDisplayindexSet = true;
}
// Return display index of largest SDL display ( plus width & height ).
static int GetLargestDisplaySize( int& Width, int& Height )
{
int nDisplay = 0;
Width = 640;
Height = 480;
for ( int i = 0; i < SDL_GetNumVideoDisplays(); i++ )
{
SDL_Rect rect = { 0, 0, 0, 0 };
SDL_GetDisplayBounds( i, &rect );
if ( ( rect.w > Width ) || ( ( rect.w == Width ) && ( rect.h > Height ) ) )
{
Width = rect.w;
Height = rect.h;
nDisplay = i;
}
}
return nDisplay;
}
CON_COMMAND( grab_window, "grab/ungrab window." )
{
if ( g_pLauncherMgr && g_pLauncherMgr->GetWindowRef() )
{
SDL_bool bGrab;
SDL_Window *pWindow = ( SDL_Window * )g_pLauncherMgr->GetWindowRef();
if ( args.ArgC() >= 2 )
{
bGrab = ( args[ 1 ][ 0 ] == '1' ) ? SDL_TRUE : SDL_FALSE;
}
else
{
bGrab = SDL_GetWindowGrab( pWindow ) ? SDL_FALSE : SDL_TRUE;
}
g_pLauncherMgr->SetForbidMouseGrab( !bGrab );
if ( bGrab != SDL_GetWindowGrab( pWindow ) )
{
Msg( "SetWindowGrab( %s )\n", bGrab ? "true" : "false" );
SDL_SetWindowGrab( pWindow, bGrab );
// force non-fullscreen windows to the foreground if grabbed, so you can't
// get your mouse locked to something in the background.
if ( bGrab && !g_pLauncherMgr->IsWindowFullScreen() )
{
SDL_RaiseWindow( pWindow );
}
}
}
}
CSDLMgr::CSDLMgr()
{
m_Window = NULL;
Init();
}
InitReturnVal_t CSDLMgr::Init()
{
SDLAPP_FUNC;
if (m_Window != NULL)
return INIT_OK; // already initialized.
#if ALLOW_TEXT_MODE
m_bTextMode = CommandLine()->FindParm( "-textmode" );
#else
m_bTextMode = false;
#endif
#if defined( WIN32 ) && defined( DX_TO_GL_ABSTRACTION )
if ( !m_bTextMode )
SDL_SetMainReady();
#endif
// Default to using Xinerama and XRandR if available.
// If someone is running multimon, we want the individual
// screen sizes (not combined), so default to xinerama on.
SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
// We don't need xrandr since we're not changing the desktop resolution.
SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
// Default to no XVidMode.
SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
if (!m_bTextMode && !SDL_WasInit(SDL_INIT_VIDEO))
{
if (SDL_Init(SDL_INIT_VIDEO) == -1)
Error( "SDL_Init(SDL_INIT_VIDEO) failed: %s", SDL_GetError() );
#if defined( DX_TO_GL_ABSTRACTION )
if ( CommandLine()->FindParm( "-gl_debug" ) )
{
SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG );
}
if (SDL_GL_LoadLibrary(NULL) == -1)
Error( "SDL_GL_LoadLibrary(NULL) failed: %s", SDL_GetError() );
#endif
}
if ( !m_bTextMode )
Msg("SDL video target is '%s'\n", SDL_GetCurrentVideoDriver());
m_bForbidMouseGrab = true;
if ( !CommandLine()->FindParm( "-nomousegrab" ) && CommandLine()->FindParm( "-mousegrab" ) )
{
m_bForbidMouseGrab = false;
}
#if defined( DX_TO_GL_ABSTRACTION )
m_GLContext = NULL;
m_readFBO = 0;
m_displayDB = NULL;
#endif
m_bCursorVisible = true;
m_bSetMouseVisibleCalled = false;
m_nFramesCursorInvisibleFor = 0;
m_hCursor = NULL;
m_bSetMouseCursorCalled = false;
m_bHasFocus = true;
m_keyModifiers = 0;
m_keyModifierMask = 0;
m_mouseButtons = 0;
m_Window = NULL;
m_bFullScreen = false;
m_nMouseXDelta = 0;
m_nMouseYDelta = 0;
m_ScreenWidth = 0;
m_ScreenHeight = 0;
m_renderedWidth = 0;
m_rendererHeight = 0;
m_WindowWidth = 0;
m_WindowHeight = 0;
m_pixelFormatAttribCount = 0;
m_lastKnownSwapInterval = -2;
m_lastKnownSwapLimit = -1;
m_flMouseXScale = 1.0f;
m_flMouseYScale = 1.0f;
m_bGotMouseButtonDown = false;
m_MouseButtonDownTimeStamp = 0;
m_MouseButtonDownX = 0;
m_MouseButtonDownY = 0;
m_bExpectSyntheticMouseMotion = false;
m_nMouseTargetX = 0;
m_nMouseTargetY = 0;
m_nWarpDelta = 0;
m_bRawInput = false;
#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
m_nForceCursorVisible = 0;
m_nForceCursorVisiblePrev = 0;
m_hSystemArrowCursor = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_ARROW );
#endif
m_flPrevGLSwapWindowTime = 0.0f;
memset(m_pixelFormatAttribs, '\0', sizeof (m_pixelFormatAttribs));
int *attCursor = m_pixelFormatAttribs;
#define SET_GL_ATTR(key,value) \
*(attCursor++) = (int) (key); \
*(attCursor++) = (int) (value);
SET_GL_ATTR(SDL_GL_RED_SIZE, 8);
SET_GL_ATTR(SDL_GL_GREEN_SIZE, 8);
SET_GL_ATTR(SDL_GL_BLUE_SIZE, 8);
SET_GL_ATTR(SDL_GL_ALPHA_SIZE, 8);
SET_GL_ATTR(SDL_GL_DOUBLEBUFFER, 1);
#ifdef OSX
// no explicit depth buffer is needed since FBO RT's are made for that
SET_GL_ATTR(SDL_GL_DEPTH_SIZE, 0);
#else
SET_GL_ATTR(SDL_GL_DEPTH_SIZE, 24);
SET_GL_ATTR(SDL_GL_STENCIL_SIZE, 8);
#endif
SET_GL_ATTR(SDL_GL_ACCELERATED_VISUAL, 1);
// Disabled due to reports of failures on some Intel GPU's on Linux.
// SET_GL_ATTR(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
#undef SET_GL_ATTR
m_pixelFormatAttribCount = (attCursor - &m_pixelFormatAttribs[0]) / 2;
// we need a GL context before we dig down further, since we're calling
// GL entry points, but the game hasn't made a window yet. So it's time
// to make a window! We make a 640x480 one here, and later, when asked
// to really actually make a window, we just resize the one we built here.
if ( !CreateHiddenGameWindow( "", true, 640, 480 ) )
Error( "CreateGameWindow failed" );
if ( !m_bTextMode )
SDL_HideWindow( m_Window );
return INIT_OK;
}
bool CSDLMgr::Connect( CreateInterfaceFn factory )
{
SDLAPP_FUNC;
return true;
}
void CSDLMgr::Disconnect()
{
SDLAPP_FUNC;
}
void *CSDLMgr::QueryInterface( const char *pInterfaceName )
{
SDLAPP_FUNC;
#if defined(USE_SDL)
if ( !Q_stricmp( pInterfaceName, SDLMGR_INTERFACE_VERSION ) )
return this;
#endif
return NULL;
}
void CSDLMgr::Shutdown()
{
SDLAPP_FUNC;
#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
SDL_FreeCursor( m_hSystemArrowCursor );
#endif
if (gGL && m_readFBO)
gGL->glDeleteFramebuffersEXT(1, &m_readFBO);
m_readFBO = 0;
DestroyGameWindow();
SDL_GL_UnloadLibrary();
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
bool CSDLMgr::CreateGameWindow( const char *pTitle, bool bWindowed, int width, int height, bool bDesktopFriendlyFullscreen )
{
SDLAPP_FUNC;
if( ( width <= 0 ) || ( height <= 0 ) )
{
// Don't mess with current width, height - use current (or sane defaults).
uint defaultWidth = 0;
uint defaultHeight = 0;
uint defaultRefreshHz = 0; // Not used
int displayindex = sdl_displayindex.GetInt();
this->GetNativeDisplayInfo( displayindex, defaultWidth, defaultHeight, defaultRefreshHz );
if ( 0 == defaultWidth ) defaultWidth = 1024;
if ( 0 == defaultHeight ) defaultHeight = 768;
width = m_WindowWidth ? m_WindowWidth : defaultWidth;
height = m_WindowHeight ? m_WindowHeight : defaultHeight;
}
if ( m_Window )
{
if ( pTitle )
{
SDL_SetWindowTitle( m_Window, pTitle );
}
if ( m_bFullScreen != !bWindowed )
{
SetWindowFullScreen( !bWindowed, width, height, bDesktopFriendlyFullscreen );
MoveWindow( 0, 0 );
}
else
{
SizeWindow( width, height );
int displayindex = sdl_displayindex.GetInt();
displayindex = displayindex < 0 ? 0 : displayindex;
MoveWindow( SDL_WINDOWPOS_CENTERED_DISPLAY( displayindex ), SDL_WINDOWPOS_CENTERED_DISPLAY( displayindex ) );
}
SDL_ShowWindow( m_Window );
SDL_RaiseWindow( m_Window );
return true;
}
if ( CreateHiddenGameWindow( pTitle, true, width, height ) )
{
SDL_ShowWindow( m_Window );
return true;
}
else
{
return false;
}
}
bool CSDLMgr::CreateHiddenGameWindow( const char *pTitle, bool bWindowed, int width, int height )
{
if ( m_bTextMode )
return true;
m_bFullScreen = !bWindowed;
// Always make the fullscreen dimensions match the current
// state of the display. We'll render to a texture for whatever
// resolution the user _actually_ wants and stretchblt it to the
// real screen from there.
SDL_DisplayMode mode;
if (m_bFullScreen)
{
SDL_GetWindowDisplayMode(m_Window, &mode);
}
#if defined( DX_TO_GL_ABSTRACTION )
// Set up GL context...
const int *attrib = m_pixelFormatAttribs;
for (int i = 0; i < m_pixelFormatAttribCount; i++, attrib += 2)
SDL_GL_SetAttribute((SDL_GLattr) attrib[0], attrib[1]);
#endif
// no window yet? Create one now!
int displayindex = sdl_displayindex.GetInt();
displayindex = displayindex < 0 ? 0 : displayindex;
int x = SDL_WINDOWPOS_CENTERED_DISPLAY( displayindex );
int y = SDL_WINDOWPOS_CENTERED_DISPLAY( displayindex );
int flags = SDL_WINDOW_HIDDEN;
#if defined( DX_TO_GL_ABSTRACTION )
flags |= SDL_WINDOW_OPENGL;
#endif
m_Window = SDL_CreateWindow( pTitle, x, y, width, height, flags );
if (m_Window == NULL)
Error( "Failed to create SDL window: %s", SDL_GetError() );
#if defined( LINUX )
SetAssertDialogParent( m_Window );
#endif
#ifdef OSX
GLMRendererInfoFields rendererInfo;
GetDisplayDB()->GetRendererInfo( 0, &rendererInfo );
//-----------------------------------------------------------------------------------------
//- enforce minimum system requirements : OS X 10.6.7, Snow Leopard Graphics Update, and no GMA950, X3100, ATI X1600/X1900, or NV G7x.
if (!CommandLine()->FindParm("-glmnosystemcheck")) // escape hatch
{
if ( rendererInfo.m_osComboVersion < 0x0A0607 )
{
Error( "This game requires OS X version 10.6.7 or higher" );
exit(1);
}
// forbidden chipsets
if ( rendererInfo.m_atiR5xx || rendererInfo.m_intel95x || rendererInfo.m_intel3100 || rendererInfo.m_nvG7x )
{
Error( "This game does not support this type of graphics processor" );
exit(1);
}
}
#endif
if (m_bFullScreen)
{
SDL_SetWindowDisplayMode(m_Window, &mode);
SDL_SetWindowFullscreen(m_Window, SDL_TRUE);
}
#if defined( DX_TO_GL_ABSTRACTION )
m_GLContext = SDL_GL_CreateContext(m_Window);
if (m_GLContext == NULL)
Error( "Failed to create GL context: %s", SDL_GetError() );
SDL_GL_MakeCurrent(m_Window, m_GLContext);
// !!! FIXME: note for later...we never delete this context anywhere, I think.
// !!! FIXME: when we do get around to that, don't forget to delete/NULL gGL!
static CDynamicFunctionOpenGL< true, const GLubyte *( APIENTRY *)(GLenum name), const GLubyte * > glGetString( NULL, "glGetString");
static CDynamicFunctionOpenGL< true, GLvoid ( APIENTRY *)(GLenum pname, GLint *params), GLvoid > glGetIntegerv( NULL, "glGetIntegerv");
const char *pszString = ( const char * )glGetString(GL_VENDOR);
pszString = ( const char * )glGetString(GL_RENDERER);
pszString = ( const char * )glGetString(GL_VERSION);
pszString = ( const char * )glGetString(GL_EXTENSIONS);
GLint whichProfile = 0;
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &whichProfile);
// This comes up if SDL gets confused--this is just an early warning for what will be a hard failure later.
if ((whichProfile & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) == 0)
{
Warning( "SDL failed to create GL compatibility profile (whichProfile=%x!\n", whichProfile );
}
// If we specified -gl_debug, make sure the extension string is present now.
if ( CommandLine()->FindParm( "-gl_debug" ) )
{
Assert( V_strstr(pszString, "GL_ARB_debug_output") );
}
gGL = GetOpenGLEntryPoints(VoidFnPtrLookup_GlMgr);
// It is now safe to call any base GL entry point that's supplied by gGL.
// You still need to explicitly test for extension entry points, though!
if ( CommandLine()->FindParm( "-gl_dump_strings" ) )
{
DebugPrintf("GL_RENDERER: %s\n", (const char *) gGL->glGetString(GL_RENDERER));
DebugPrintf("GL_VENDOR: %s\n", (const char *) gGL->glGetString(GL_VENDOR));
DebugPrintf("GL_VERSION: %s\n", (const char *) gGL->glGetString(GL_VERSION));
const char *exts = (const char *) gGL->glGetString(GL_EXTENSIONS);
DebugPrintf("GL_EXTENSIONS:%s\n", exts ? "" : NULL);
if (exts)
{
for (const char *ptr = exts; *ptr; ptr++)
DebugPrintf("%c", *ptr == ' ' ? '\n' : *ptr);
DebugPrintf("\n");
}
DebugPrintf("\n");
}
gGL->glGenFramebuffersEXT(1, &m_readFBO);
gGL->glViewport(0, 0, width, height); /* Reset The Current Viewport And Perspective Transformation */
gGL->glScissor(0, 0, width, height); /* Reset The Current Viewport And Perspective Transformation */
// Blank out the initial window, so we're not looking at uninitialized
// video RAM trash until we start proper drawing.
gGL->glClearColor(0,0,0,0);
gGL->glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(m_Window);
gGL->glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(m_Window);
gGL->glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(m_Window);
#endif // DX_TO_GL_ABSTRACTION
m_WindowWidth = width;
m_WindowHeight = height;
return true;
}
#if defined( DX_TO_GL_ABSTRACTION )
PseudoGLContextPtr CSDLMgr::GetMainContext()
{
SDLAPP_FUNC;
return (PseudoGLContextPtr)m_GLContext;
}
PseudoGLContextPtr CSDLMgr::CreateExtraContext()
{
SDLAPP_FUNC;
return (PseudoGLContextPtr) SDL_GL_CreateContext(m_Window);
}
void CSDLMgr::DeleteContext( PseudoGLContextPtr hContext )
{
SDLAPP_FUNC;
// Don't delete the main one.
if ( (SDL_GLContext)hContext != m_GLContext )
{
SDL_GL_MakeCurrent( m_Window, m_GLContext );
SDL_GL_DeleteContext( (SDL_GLContext) hContext );
}
}
bool CSDLMgr::MakeContextCurrent( PseudoGLContextPtr hContext )
{
SDLAPP_FUNC;
// We only ever have one GL context on Linux at the moment, so don't spam these calls.
return SDL_GL_MakeCurrent(m_Window, (SDL_GLContext)hContext ) == 0;
}
#endif // DX_TO_GL_ABSTRACTION
int CSDLMgr::GetEvents( CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvent )
{
SDLAPP_FUNC;
m_CocoaEventsMutex.Lock();
CUtlLinkedList<CCocoaEvent,int> &queue = debugEvent ? m_CocoaEvents : m_DebugEvents;
int nAvailable = queue.Count();
int nToWrite = MIN( nAvailable, nMaxEventsToReturn );
CCocoaEvent *pCurEvent = pEvents;
for ( int i=0; i < nToWrite; i++ )
{
int iHead = queue.Head();
memcpy( pCurEvent, &queue[iHead], sizeof( CCocoaEvent ) );
queue.Remove( iHead );
++pCurEvent;
}
m_CocoaEventsMutex.Unlock();
return nToWrite;
}
bool CSDLMgr::IsDebugEvent( CCocoaEvent& event )
{
SDLAPP_FUNC;
bool result = false;
#if GLMDEBUG
// simple rule for now, if the option key is involved, it's a debug key
// but only if GLM debugging is builtin
result |= ( (event.m_EventType == CocoaEvent_KeyDown) && ((event.m_ModifierKeyMask & (1<<eControlKey))!=0) );
#endif
return result;
}
// Set the mouse cursor position.
void CSDLMgr::SetCursorPosition( int x, int y )
{
SDLAPP_FUNC;
int windowHeight = 0;
int windowWidth = 0;
SDL_GetWindowSize((SDL_Window*)GetWindowRef(), &windowWidth, &windowHeight);
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
int rx, ry, width, height;
pRenderContext->GetViewport( rx, ry, width, height );
if ( width != windowWidth || height != windowHeight )
{
x = x * (float)windowWidth/width;
y = y * (float)windowHeight/height;
}
m_bExpectSyntheticMouseMotion = true;
m_nMouseTargetX = x;
m_nMouseTargetY = y;
SDL_WarpMouseInWindow(m_Window, x, y);
}
void CSDLMgr::GetCursorPosition( int *px, int *py )
{
int x, y;
SDL_GetMouseState(&x, &y);
int windowHeight = 0;
int windowWidth = 0;
//unsigned int ignored;
SDL_GetWindowSize((SDL_Window*)GetWindowRef(), &windowWidth, &windowHeight);
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
int rx, ry, width, height;
pRenderContext->GetViewport( rx, ry, width, height );
if ( width != windowWidth || height != windowHeight )
{
// scale the x/y back into the co-ords of the back buffer, not the scaled up window
//DevMsg( "Mouse x:%d y:%d %d %d %d %d\n", x, y, width, windowWidth, height, abs( height - windowHeight ) );
x = x * (float)width/windowWidth;
y = y * (float)height/windowHeight;
}
*px = x;
*py = y;
}
void CSDLMgr::PostEvent( const CCocoaEvent &theEvent, bool debugEvent )
{
SDLAPP_FUNC;
m_CocoaEventsMutex.Lock();
CUtlLinkedList<CCocoaEvent,int> &queue = debugEvent ? m_CocoaEvents : m_DebugEvents;
queue.AddToTail( theEvent );
m_CocoaEventsMutex.Unlock();
}
void CSDLMgr::SetMouseVisible( bool bState )
{
SDLAPP_FUNC;
m_bCursorVisible = bState;
m_bSetMouseVisibleCalled = true;
}
void CSDLMgr::SetMouseCursor( SDL_Cursor *hCursor )
{
SDLAPP_FUNC;
if ( m_hCursor != hCursor )
{
if ( !hCursor )
{
// SDL_SetCursor( NULL ) just forces a cursor redraw, so don't ever bother doing that.
SetMouseVisible( false );
}
else
{
SetMouseVisible( true );
}
m_hCursor = hCursor;
m_bSetMouseCursorCalled = true;
}
}
void CSDLMgr::OnFrameRendered()
{
SDLAPP_FUNC;
if ( !m_bHasFocus )
{
return;
}
if ( !m_bCursorVisible )
{
++m_nFramesCursorInvisibleFor;
}
#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
if ( m_nForceCursorVisible > 0 )
{
// Edge case: We were just asked to force the cursor visible, so do it now.
if ( m_nForceCursorVisiblePrev == 0 )
{
SDL_SetCursor( m_hSystemArrowCursor );
SDL_SetWindowGrab( m_Window, SDL_FALSE );
SDL_SetRelativeMouseMode( SDL_FALSE );
SDL_ShowCursor( 1 );
}
// No further cursor processing.
m_nForceCursorVisiblePrev = m_nForceCursorVisible;
return;
}
else if ( m_nForceCursorVisiblePrev > 0 )
{
Assert( m_nForceCursorVisible == 0 );
// Make sure to give the normal processing a shot at putting things
// back correctly.
m_bSetMouseCursorCalled = true;
m_bSetMouseVisibleCalled = true;
}
m_nForceCursorVisiblePrev = m_nForceCursorVisible;
#endif
if ( m_bCursorVisible && m_bSetMouseCursorCalled )
{
SDL_SetCursor( m_hCursor );
m_bSetMouseCursorCalled = false;
}
if ( m_bSetMouseVisibleCalled )
{
ConVarRef rawinput( "m_rawinput" );
m_bRawInput = !m_bCursorVisible && rawinput.IsValid() && rawinput.GetBool();
SDL_bool bWindowGrab = !m_bCursorVisible ? SDL_TRUE : SDL_FALSE;
SDL_bool bRelativeMouseMode = bWindowGrab;
if ( !m_bRawInput )
{
if ( m_bForbidMouseGrab )
bWindowGrab = SDL_FALSE;
bRelativeMouseMode = SDL_FALSE;
}
SDL_SetWindowGrab( m_Window, bWindowGrab );
SDL_SetRelativeMouseMode( bRelativeMouseMode );
SDL_ShowCursor( m_bCursorVisible && m_hCursor );
m_bSetMouseVisibleCalled = false;
if ( m_bCursorVisible )
{
//if we were invisible for any number of frames and are set back to visible, then center the cursor.
if ( m_nFramesCursorInvisibleFor > 60 )
{
int windowHeight = 0, windowWidth = 0;
SDL_GetWindowSize((SDL_Window*)GetWindowRef(), &windowWidth, &windowHeight);
SDL_WarpMouseInWindow( m_Window, windowWidth/2, windowHeight/2 );
}
m_nFramesCursorInvisibleFor = 0;
}
}
}
#if defined( DX_TO_GL_ABSTRACTION )
void CSDLMgr::ShowPixels( CShowPixelsParams *params )
{
SDLAPP_FUNC;
if (params->m_onlySyncView)
return;
int swapInterval = 0;
int swapLimit = 0;
if (gl_swapdebug.GetInt())
{
// just jam through these debug convars every frame
// but they will be shock absorbed below
swapInterval = gl_swapinterval.GetInt();
swapLimit = gl_swaplimit.GetInt();
}
else
{
// jam through (sync&limit) = 1 or 0..
swapInterval = params->m_vsyncEnable ? 1 : 0;
swapLimit = 1; // params->m_vsyncEnable ? 1 : 0; // no good reason to turn off swap limit in normal user mode
#ifdef OSX
// only do the funky forced vsync for NV on 10.6.4 and only if the bypass is not turned on
if (m_force_vsync && (gl_disable_forced_vsync.GetInt()==0))
{
swapInterval = 1;
swapLimit = 1;
}
#else
if (gl_swaptear.GetInt() && gGL->HasSwapTearExtension())
{
// For 0, do nothing. For 1, make it -1.
swapInterval = -swapInterval;
}
#endif
}
// only touch them on changes, or right after a change in windowed/FS state
if ( (swapInterval!=m_lastKnownSwapInterval) || (swapLimit!=m_lastKnownSwapLimit) )
{
if (swapInterval!=m_lastKnownSwapInterval)
{
SDL_GL_SetSwapInterval(swapInterval);
}
m_lastKnownSwapInterval = swapInterval;
m_lastKnownSwapLimit = swapLimit;
printf("\n ##### swap interval = %d swap limit = %d #####\n", m_lastKnownSwapInterval, m_lastKnownSwapLimit );
fflush(stdout);
}
#ifdef OSX
if (!params->m_noBlit)
{
if ( params->m_useBlit ) // FBO blit path - which is what we *should* be using. But if the params say no, then don't do it because the ext is not there.
{
// bind a quickie FBO to enclose the source texture
GLint myreadfb = 1000;
glBindFramebufferEXT( GL_READ_FRAMEBUFFER_EXT, myreadfb);
CheckGLError( __LINE__ );
glBindFramebufferEXT( GL_DRAW_FRAMEBUFFER_EXT, 0); // to the default FB/backbuffer
CheckGLError( __LINE__ );
// attach source tex to source FB
glFramebufferTexture2DEXT( GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, params->m_srcTexName, 0);
CheckGLError( __LINE__ );
// blit
int srcxmin = 0;
int srcymin = 0;
int srcxmax = params->m_width;
int srcymax = params->m_height;
// normal blit
int dstxmin = 0;
int dstymin = 0;
int dstxmax = 0;
int dstymax = 0;
SDL_GetWindowSize(m_Window, &dstxmax, &dstymax);
if (gl_blit_halfx.GetInt())
{
// blit right half
srcxmin += srcxmax/2;
dstxmin += dstxmax/2;
}
if (gl_blit_halfy.GetInt())
{
// blit top half
// er, but top on screen is bottom of GL y coord range
srcymax /= 2;
dstymin += dstymax/2;
}
// go NEAREST if sizes match
GLenum filter = ( ((srcxmax-srcxmin)==(dstxmax-dstxmin)) && ((srcymax-srcymin)==(dstymax-dstymin)) ) ? GL_NEAREST : GL_LINEAR;
glBlitFramebufferEXT(
/* src min and maxes xy xy */ srcxmin, srcymin, srcxmax,srcymax,
/* dst min and maxes xy xy */ dstxmin, dstymax, dstxmax,dstymin, // note yflip here
GL_COLOR_BUFFER_BIT, filter );
CheckGLError( __LINE__ );
// detach source tex
glFramebufferTexture2DEXT( GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
CheckGLError( __LINE__ );
glBindFramebufferEXT( GL_READ_FRAMEBUFFER_EXT, 0);
CheckGLError( __LINE__ );
glBindFramebufferEXT( GL_DRAW_FRAMEBUFFER_EXT, 0); // to the default FB/backbuffer
CheckGLError( __LINE__ );
}
else
{
// old blit - gets very dark output with sRGB sources... not good
bool texing = true;
glUseProgram(NULL);
glDisable( GL_DEPTH_TEST );
glDepthMask( GL_FALSE );
glActiveTexture( GL_TEXTURE0 );
if (texing)
{
Assert( glIsTexture (params->m_srcTexName) );
glEnable(GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D, params->m_srcTexName );
CheckGLError( __LINE__ );
GLint width;
glGetTexLevelParameteriv( GL_TEXTURE_2D, //target
0, //level,
GL_TEXTURE_WIDTH, //pname
&width
);
CheckGLError( __LINE__ );
}
else
{
glBindTexture( GL_TEXTURE_2D, 0 );
CheckGLError( __LINE__ );
glDisable( GL_TEXTURE_2D );
glColor4f( 1.0, 0.0, 0.0, 1.0 );
}
// immediate mode is fine for a simple textured quad
// later if we switch the Valve side to render into an RBO, then this would turn into an FBO blit
// note, do not check glGetError in between glBegin/glEnd, lol
// flipped
float topv = 0.0;
float botv = 1.0;
glBegin(GL_QUADS);
if (texing)
glTexCoord2f( 0.0, botv );
glVertex3f ( -1.0, -1.0, 0.0 );
if (texing)
glTexCoord2f( 1.0, botv );
glVertex3f ( 1.0, -1.0, 0.0 );
if (texing)
glTexCoord2f( 1.0, topv );
glVertex3f ( 1.0, 1.0, 0.0 );
if (texing)
glTexCoord2f( 0.0, topv );
glVertex3f ( -1.0, 1.0, 0.0 );
glEnd();
CheckGLError( __LINE__ );
if (texing)
{
glBindTexture( GL_TEXTURE_2D, 0 );
CheckGLError( __LINE__ );
glDisable(GL_TEXTURE_2D);
}
}
}
#endif
//glFlush();
//glFinish();
CheckGLError( __LINE__ );
CFastTimer tm;
tm.Start();
SDL_GL_SwapWindow( m_Window );
m_flPrevGLSwapWindowTime = tm.GetDurationInProgress().GetMillisecondsF();
CheckGLError( __LINE__ );
}
#endif // DX_TO_GL_ABSTRACTION
void CSDLMgr::SetWindowFullScreen( bool bFullScreen, int nWidth, int nHeight, bool bDesktopFriendlyFullscreen )
{
SDLAPP_FUNC;
int displayIndex = GetActiveDisplayIndex();
Uint32 iFullscreenMode = bDesktopFriendlyFullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
if ( CommandLine()->FindParm( "-exclusivefs" ) )
{
iFullscreenMode = SDL_WINDOW_FULLSCREEN;
}
else if ( CommandLine()->FindParm( "-noexclusivefs" ) )
{
iFullscreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
}
SDL_DisplayMode mode;
if ( SDL_GetDesktopDisplayMode( displayIndex, &mode ) != 0 )
{
Assert( 0 );
SDL_GetDesktopDisplayMode( 0, &mode );
}
if ( bFullScreen )
{
mode.format = (Uint32)SDL_PIXELFORMAT_RGBX8888;
#ifdef OSX
if ( iFullscreenMode == SDL_WINDOW_FULLSCREEN )
{
mode.w = nWidth;
mode.h = nHeight;
}
#endif
m_flMouseXScale = ( float )nWidth / ( float )mode.w;
m_flMouseYScale = ( float )nHeight / ( float )mode.h;
}
else
{
mode.format = (Uint32)SDL_PIXELFORMAT_RGBX8888;
mode.refresh_rate = 0;
mode.w = nWidth;
mode.h = nHeight;
mode.driverdata = 0;
m_flMouseXScale = 1.0f;
m_flMouseYScale = 1.0f;
}
SDL_SetWindowDisplayMode( m_Window, &mode );
if ( m_bFullScreen != bFullScreen )
{
if ( bFullScreen )
{
int x = 0;
int y = 0;
// If we have more than one display, center the window in the one we've been assigned to.
if ( SDL_GetNumVideoDisplays() > 1 )
{
SDL_Rect rect = { 0, 0, 0, 0 };
SDL_GetDisplayBounds( displayIndex, &rect );
x = rect.x;
y = rect.y;
}
if ( m_bFullScreen == bFullScreen )
{
// TODO: Temporary workaround. SDL doesn't support going fullscreen on one monitor to fullscreen
// on another. So we switch to windowed here, move our window, then go back fullscreen.
SDL_SetWindowFullscreen( m_Window, SDL_FALSE );
ThreadSleep( 15 );
}
// Move the window to the upper left of whatever display we're on, then size to fullscreen.
SDL_SetWindowPosition( m_Window, x, y );
SizeWindow( nWidth, nHeight );
}
SDL_SetWindowFullscreen( m_Window, bFullScreen ? iFullscreenMode : SDL_FALSE );
m_bFullScreen = bFullScreen;
}
}
void CSDLMgr::MoveWindow( int x, int y )
{
SDLAPP_FUNC;
SDL_SetWindowPosition(m_Window, x, y);
}
void CSDLMgr::SizeWindow( int width, int tall )
{
SDLAPP_FUNC;
m_WindowWidth = width;
m_WindowHeight = tall;
SDL_SetWindowSize(m_Window, width, tall);
#if defined( DX_TO_GL_ABSTRACTION )
gGL->glViewport(0, 0, (GLsizei) width, (GLsizei) tall);
gGL->glScissor( 0,0, (GLsizei) width, (GLsizei) tall );
#endif
}
// key input handler
void CSDLMgr::handleKeyInput( const SDL_Event &event )
{
SDLAPP_FUNC;
Assert( ( event.type == SDL_KEYDOWN ) || ( event.type == SDL_KEYUP ) );
#ifdef OSX
if ( event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_TAB &&
SDL_GetModState()&KMOD_GUI && !CommandLine()->FindParm( "-noexclusivefs" ) )
{
// If we're in exclusive fullscreen mode, and they command-tab, handle
// that by forcing minimization of the window.
SDL_MinimizeWindow( m_Window );
}
#endif
const bool bPressed = ( event.type == SDL_KEYDOWN );
// !!! FIXME: we should be getting text input from a different event...
CCocoaEvent theEvent;
theEvent.m_EventType = ( bPressed ) ? CocoaEvent_KeyDown : CocoaEvent_KeyUp;
theEvent.m_VirtualKeyCode = event.key.keysym.scancode;
theEvent.m_UnicodeKey = 0;
theEvent.m_UnicodeKeyUnmodified = 0;
// key modifiers aren't necessarily reliable in all the cases we'd want, so track it ourselves.
const uint32_t ModCAPSLOCK = (1 << 0);
const uint32_t ModSHIFTR = (1 << 1);
const uint32_t ModSHIFTL = (1 << 2);
const uint32_t ModCTRLR = (1 << 3);
const uint32_t ModCTRLL = (1 << 4);
const uint32_t ModALTR = (1 << 5);
const uint32_t ModALTL = (1 << 6);
const uint32_t ModGUIR = (1 << 7);
const uint32_t ModGUIL = (1 << 8);
#define KEYSYMCASE(mod,side,op,key) \
case SDLK_##side##mod: \
m_keyModifiers op Mod##mod##side; \
theEvent.m_VirtualKeyCode = -key; \
break
//bool bDropKey = false;
if (bPressed)
{
switch (event.key.keysym.sym)
{
KEYSYMCASE(CAPSLOCK,,|=,KEY_CAPSLOCK);
KEYSYMCASE(SHIFT,R,|=,KEY_RSHIFT);
KEYSYMCASE(SHIFT,L,|=,KEY_LSHIFT);
KEYSYMCASE(CTRL,R,|=,KEY_RCONTROL);
KEYSYMCASE(CTRL,L,|=,KEY_LCONTROL);
KEYSYMCASE(GUI,R,|=,KEY_RWIN);
KEYSYMCASE(GUI,L,|=,KEY_LWIN);
KEYSYMCASE(ALT,R,|=,KEY_RALT);
KEYSYMCASE(ALT,L,|=,KEY_LALT);
default: break; // don't care.
}
}
else
{
switch (event.key.keysym.sym)
{
KEYSYMCASE(CAPSLOCK,,&= ~,KEY_CAPSLOCK);
KEYSYMCASE(SHIFT,R,&= ~,KEY_RSHIFT);
KEYSYMCASE(SHIFT,L,&= ~,KEY_LSHIFT);
KEYSYMCASE(CTRL,R,&= ~,KEY_RCONTROL);
KEYSYMCASE(CTRL,L,&= ~,KEY_LCONTROL);
KEYSYMCASE(GUI,R,&= ~,KEY_RWIN);
KEYSYMCASE(GUI,L,&= ~,KEY_LWIN);
KEYSYMCASE(ALT,R,&= ~,KEY_RALT);
KEYSYMCASE(ALT,L,&= ~,KEY_LALT);
default: break; // don't care.
}
}
#undef KEYSYMCASE
m_keyModifierMask = 0;
if (m_keyModifiers & ModCAPSLOCK)
m_keyModifierMask |= (1<<eCapsLockKey);
if (m_keyModifiers & (ModSHIFTR | ModSHIFTL))
m_keyModifierMask |= (1<<eShiftKey);
if (m_keyModifiers & (ModCTRLR | ModCTRLL))
m_keyModifierMask |= (1<<eControlKey);
if (m_keyModifiers & (ModALTR | ModALTL))
m_keyModifierMask |= (1<<eAltKey);
if (m_keyModifiers & (ModGUIR | ModGUIL))
m_keyModifierMask |= (1<<eCommandKey);
theEvent.m_ModifierKeyMask = m_keyModifierMask;
// make a decision about this event - does it go in the normal evt queue or into the debug queue.
bool debug = IsDebugEvent( theEvent );
#if GLMDEBUG
bool bIsShifted = ( ((theEvent.m_ModifierKeyMask & (1<<eCapsLockKey))!=0) || ((theEvent.m_ModifierKeyMask & (1<<eShiftKey))!=0) );
theEvent.m_UnicodeKeyUnmodified = event.key.keysym.sym;
if ( bIsShifted )
{
switch ( event.key.keysym.sym )
{
case '[':
theEvent.m_UnicodeKeyUnmodified = '{';
break;
case ']':
theEvent.m_UnicodeKeyUnmodified = '}';
break;
case 'h':
theEvent.m_UnicodeKeyUnmodified = 'H';
break;
case ',':
theEvent.m_UnicodeKeyUnmodified = '<';
break;
case '.':
theEvent.m_UnicodeKeyUnmodified = '>';
break;
}
}
#endif
PostEvent( theEvent, debug );
}
void CSDLMgr::PumpWindowsMessageLoop()
{
SDLAPP_FUNC;
SDL_Event event;
int nEventsProcessed = 0;
while ( SDL_PollEvent(&event) && nEventsProcessed < 100 )
{
nEventsProcessed++;
switch ( event.type )
{
case SDL_MOUSEMOTION:
{
if( m_bHasFocus == false )
{
break;
}
// When SDL_WarpMouseInWindow is called, an SDL_MOUSEMOTION
// event is sent. We want to ignore such 'synthetic'
// mouse motion events.
if ( m_bExpectSyntheticMouseMotion &&
event.motion.x == m_nMouseTargetX &&
event.motion.y == m_nMouseTargetY )
{
m_bExpectSyntheticMouseMotion = false;
break;
}
m_nMouseXDelta += event.motion.xrel;
m_nMouseYDelta += event.motion.yrel;
CCocoaEvent theEvent;
theEvent.m_EventType = CocoaEvent_MouseMove;
theEvent.m_MousePos[0] = event.motion.x * (m_bCursorVisible ? m_flMouseXScale : 1.0);
theEvent.m_MousePos[1] = event.motion.y * (m_bCursorVisible ? m_flMouseYScale : 1.0);
theEvent.m_MouseButtonFlags = m_mouseButtons;
PostEvent( theEvent );
break;
}
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
{
// SDL buttons:
// 1 = Left button
// 2 = Middle button
// 3 = Right button
// 4 = Wheel Forward ; These events are handled by SDL_MOUSEWHEEL and don't come through here.
// 5 = Wheel Back ;
// 6 = Wheel Tilt Left ;
// 7 = Wheel Tilt Right ;
// 8 = Browser Back
// 9 = Browser Forward
// 10 = Task button (probably similar to Alt-Tab)
// every other platform does left(1), right(2), middle(3)...
int button;
switch( event.button.button )
{
case 1: button = 1; break;
case 2: button = 3; break;
case 3: button = 2; break;
default:
// For all buttons above 4, map them to 4 & 5 forever. This is because different mice
// will use different mappings. Ie, mousewheel mice can do this:
// 4 = Wheel Forward ; These events are handled by SDL_MOUSEWHEEL and don't come through here.
// 5 = Wheel Back ;
// 6 = Wheel Tilt Left ;
// 7 = Wheel Tilt Right ;
// 8 = Browser Back
// 9 = Browser Forward
// 10 = Task button (probably similar to Alt-Tab)
// Mice without wheels can do 4/5 as regular 4/5, etc.
button = 4 + ( event.button.button & 0x1 );
break;
}
#if defined(WIN32)
const bool bPressed = (event.type == SDL_MOUSEBUTTONDOWN);
#else
const bool bPressed = (event.button.state == SDL_PRESSED);
#endif
const CocoaMouseButton_t cocoaButton = ( CocoaMouseButton_t )( 1 << (button - 1 ) );
if (bPressed)
m_mouseButtons |= cocoaButton;
else
m_mouseButtons &= ~cocoaButton;
bool bDoublePress = false;
if (bPressed)
{
if ( m_bGotMouseButtonDown &&
( (int)( event.button.timestamp - m_MouseButtonDownTimeStamp ) <= sdl_double_click_time.GetInt() ) &&
( abs( event.button.x - m_MouseButtonDownX ) <= sdl_double_click_size.GetInt() ) &&
( abs( event.button.y - m_MouseButtonDownY ) <= sdl_double_click_size.GetInt() ) )
{
bDoublePress = true;
m_bGotMouseButtonDown = false;
}
else
{
m_MouseButtonDownTimeStamp = event.button.timestamp;
m_MouseButtonDownX = event.button.x;
m_MouseButtonDownY = event.button.y;
m_bGotMouseButtonDown = true;
}
}
CCocoaEvent theEvent;
theEvent.m_EventType = (bPressed) ? CocoaEvent_MouseButtonDown : CocoaEvent_MouseButtonUp;
theEvent.m_MousePos[0] = event.button.x * (m_bCursorVisible ? m_flMouseXScale : 1.0);
theEvent.m_MousePos[1] = event.button.y * (m_bCursorVisible ? m_flMouseYScale : 1.0);
theEvent.m_MouseButtonFlags = m_mouseButtons;
theEvent.m_nMouseClickCount = bDoublePress ? 2 : 1;
theEvent.m_MouseButton = cocoaButton;
PostEvent( theEvent );
break;
}
case SDL_MOUSEWHEEL:
{
int scroll = event.wheel.y;
#ifdef OSX
if ( scroll == 0 && ( SDL_GetModState()&KMOD_SHIFT ) )
{
scroll = -event.wheel.x;
}
#endif
if ( scroll )
{
CCocoaEvent theEvent;
theEvent.m_EventType = CocoaEvent_MouseScroll;
theEvent.m_MousePos[0] = scroll;
theEvent.m_MousePos[1] = scroll;
PostEvent( theEvent );
}
break;
}
case SDL_WINDOWEVENT:
switch (event.window.event)
{
case SDL_WINDOWEVENT_EXPOSED:
{
/*if ( ev.xexpose.count > 0 )
break; // multiple expose events queued
EVENT_LOG( "Got event Expose\n" );
int iPanel = m_mapWindowToVPanel.Find( ev.xexpose.window );
if ( iPanel != m_mapWindowToVPanel.InvalidIndex() )
drawVGUI( m_pXDisplay, ev.xexpose.window, m_mapWindowToVPanel[ iPanel ], m_GLContext );
m_mapSentInvalidate.RemoveAll();*/
break;
}
case SDL_WINDOWEVENT_FOCUS_GAINED:
{
m_bHasFocus = true;
m_bSetMouseVisibleCalled = true;
CCocoaEvent theEvent;
theEvent.m_EventType = CocoaEvent_AppActivate;
theEvent.m_ModifierKeyMask = 1;
PostEvent( theEvent );
break;
}
case SDL_WINDOWEVENT_FOCUS_LOST:
{
m_bHasFocus = false;
SDL_SetWindowGrab( m_Window, SDL_FALSE );
SDL_SetRelativeMouseMode( SDL_FALSE );
SDL_ShowCursor( SDL_TRUE );
CCocoaEvent theEvent;
theEvent.m_EventType = CocoaEvent_AppActivate;
theEvent.m_ModifierKeyMask = 0;
PostEvent( theEvent );
// Reset our key modifiers. This also happens in CocoaEvent_AppActivate in inputsystem.cpp for
// the g_pInputSystem, and WM_ACTIVATEAPP on Windows in that file.
m_keyModifiers = 0;
// Reset SDL state as well. SDL_keyboard.modstate in SDL_keyboard.c gets waaay out of alignment.
SDL_SetModState( KMOD_NONE );
break;
}
}
break;
case SDL_KEYUP:
case SDL_KEYDOWN:
if(event.type == SDL_KEYDOWN && event.key.repeat &&
(event.key.keysym.sym == SDLK_BACKSPACE ||
event.key.keysym.sym == SDLK_DELETE))
{
// If we have repeated keydown events, we want to
// generate a synthetic keyup event, since Scaleform
// doesn't behave well getting multiple keydown events
// without corresponding keyups.
event.type = SDL_KEYUP;
handleKeyInput(event);
event.type = SDL_KEYDOWN;
}
handleKeyInput(event);
break;
case SDL_TEXTINPUT:
{
char *text = event.text.text;
if ( text && text[ 0 ] )
{
wchar_t WBuf[ SDL_TEXTINPUTEVENT_TEXT_SIZE + 1 ];
WBuf[ 0 ] = 0;
V_UTF8ToUnicode( text, WBuf, sizeof( WBuf ) );
for ( int i = 0; i < SDL_TEXTINPUTEVENT_TEXT_SIZE; i++ )
{
wchar_t ch = WBuf[ i ];
if ( ch == '\0' )
break;
CCocoaEvent theEvent;
theEvent.m_EventType = CocoaEvent_KeyDown;
theEvent.m_VirtualKeyCode = 0;
theEvent.m_UnicodeKey = ch;
theEvent.m_UnicodeKeyUnmodified = ch;
theEvent.m_ModifierKeyMask = m_keyModifierMask;
PostEvent( theEvent, false );
theEvent.m_EventType = CocoaEvent_KeyUp;
theEvent.m_VirtualKeyCode = 0;
theEvent.m_UnicodeKey = 0;
theEvent.m_UnicodeKeyUnmodified = 0;
theEvent.m_ModifierKeyMask = m_keyModifierMask;
PostEvent( theEvent, false );
}
}
break;
}
case SDL_QUIT:
{
CCocoaEvent theEvent;
theEvent.m_EventType = CocoaEvent_AppQuit;
PostEvent( theEvent );
break;
}
default:
break;
}
}
}
void CSDLMgr::DestroyGameWindow()
{
SDLAPP_FUNC;
if ( m_Window )
{
if (m_GLContext)
{
SDL_GL_MakeCurrent(m_Window, NULL);
SDL_GL_DeleteContext(m_GLContext);
m_GLContext = NULL;
}
SDL_SetWindowFullscreen(m_Window, SDL_FALSE); // just in case.
SDL_SetWindowGrab(m_Window, SDL_FALSE); // just in case.
SDL_DestroyWindow(m_Window);
m_Window = NULL;
}
}
void CSDLMgr::SetApplicationIcon( const char *pchAppIconFile )
{
SDLAPP_FUNC;
SDL_Surface *icon = SDL_LoadBMP(pchAppIconFile);
if (icon)
{
SDL_SetWindowIcon(m_Window, icon);
SDL_FreeSurface(icon);
}
}
void CSDLMgr::GetMouseDelta( int &x, int &y, bool bIgnoreNextMouseDelta )
{
SDLAPP_FUNC;
x = m_nMouseXDelta * (m_bCursorVisible ? m_flMouseXScale : 1.0);
y = m_nMouseYDelta * (m_bCursorVisible ? m_flMouseYScale : 1.0);
m_nMouseXDelta = m_nMouseYDelta = 0;
}
// Returns the current active display index
//
int CSDLMgr::GetActiveDisplayIndex()
{
// our preferred/remembered displayindex
int displayindex = sdl_displayindex.GetInt();
// current active display index (i.e. where the window actually is)
int activeDisplayindex = SDL_GetWindowDisplayIndex( m_Window );
if ( ( displayindex == -1 ) || ( displayindex != activeDisplayindex ) )
{
// we haven't configured sdl_displayindex, or we've moved the window to a different display since init
displayindex = activeDisplayindex;
if ( displayindex < 0 )
{
displayindex = 0;
}
// reflect any change to convar
sdl_displayindex.SetValue( displayindex );
}
return displayindex;
}
// Returns the resolution of the nth display. 0 is the default display.
//
void CSDLMgr::GetNativeDisplayInfo( int nDisplay, uint &nWidth, uint &nHeight, uint &nRefreshHz )
{
SDL_DisplayMode mode;
if ( nDisplay == -1 )
{
if ( g_bSDLDisplayindexSet )
{
nDisplay = sdl_displayindex.GetInt();
}
else
{
// sdl_displayindex hasn't been parsed yet. This can happen in CMaterialSystem::ModInit()
// before the config files have been read, etc. So in this case, just grab the largest
// display we can find and return with that.
int Width, Height;
nDisplay = GetLargestDisplaySize( Width, Height );
}
}
if ( SDL_GetDesktopDisplayMode( nDisplay, &mode ) != 0 )
{
Assert( 0 );
SDL_GetDesktopDisplayMode( 0, &mode );
}
nRefreshHz = mode.refresh_rate;
nWidth = mode.w;
nHeight = mode.h;
}
void CSDLMgr::RenderedSize( uint &width, uint &height, bool set )
{
SDLAPP_FUNC;
if (set)
{
m_renderedWidth = width;
m_rendererHeight = height; // latched from NotifyRenderedSize
}
else
{
width = m_renderedWidth;
height = m_rendererHeight;
}
}
void CSDLMgr::DisplayedSize( uint &width, uint &height )
{
SDLAPP_FUNC;
int w, h;
SDL_GetWindowSize(m_Window, &w, &h);
width = (uint) w;
height = (uint) h;
}
void CSDLMgr::GetStackCrawl( CStackCrawlParams *params )
{
SDLAPP_FUNC;
}
void CSDLMgr::WaitUntilUserInput( int msSleepTime )
{
SDLAPP_FUNC;
if ( m_bTextMode )
return;
SDL_WaitEventTimeout(NULL, msSleepTime);
}
static KeyValues *LoadCursorResource()
{
static const char *pPath = "resource/cursor/cursor.res";
KeyValues *pKeyValues = new KeyValues( pPath );
const bool bLoadedCursorResource = pKeyValues->LoadFromFile( g_pFullFileSystem, pPath );
Assert( bLoadedCursorResource );
return pKeyValues;
}
InputCursorHandle_t CSDLMgr::LoadCursorFromFile( const char *pchFileName )
{
// On SDL we don't support .ani files, like are used on Windows. Instead,
// we expect there to be a .bmp file in the same location which will
// contain the image for the cursor. (This means we don't support
// animated or scaling cursors).
char path[PATH_MAX];
V_StripExtension( pchFileName, path, sizeof( path ) );
V_strcat( path, ".bmp", sizeof( path ) );
SDL_Surface *surface = SDL_LoadBMP( path );
if ( surface == NULL )
{
Warning( "Failed to load image for cursor from %s: %s\n", path, SDL_GetError() );
return NULL;
}
// The cursor resource file contains information on the cursor's
// x,y hotspot. Load it and find the x,y hotspot.
static KeyValues *pCursorResource = LoadCursorResource();
char pchCursorName[PATH_MAX];
V_FileBase( path, pchCursorName, sizeof( pchCursorName ) );
int nHotX = 0, nHotY = 0;
KeyValues *pRes = pCursorResource->FindKey( pchCursorName );
if ( pRes != NULL )
{
nHotX = pRes->GetInt( "hotx" );
nHotY = pRes->GetInt( "hoty" );
}
SDL_Cursor *cursor = SDL_CreateColorCursor( surface, nHotX, nHotY );
if( cursor == NULL )
{
Warning( "Failed to load cursor from %s: %s\n", path, SDL_GetError() );
return NULL;
}
return reinterpret_cast< InputCursorHandle_t >( cursor );
}
void CSDLMgr::FreeCursor( const InputCursorHandle_t pchCursor )
{
SDL_FreeCursor( reinterpret_cast< SDL_Cursor* >( pchCursor ) );
}
void CSDLMgr::SetCursorIcon( const InputCursorHandle_t pchCursor )
{
SDL_Cursor *cursor = reinterpret_cast< SDL_Cursor* >( pchCursor );
SDL_SetCursor( cursor );
}
//===============================================================================
void CSDLMgr::SetGammaRamp( const uint16 *pRed, const uint16 *pGreen, const uint16 *pBlue )
{
if ( m_Window )
{
int nResult = SDL_SetWindowGammaRamp( m_Window, pRed, pGreen, pBlue );
if ( nResult != 0 )
{
ConMsg( "SDL_SetWindowGammaRamp failed: %d\n", nResult );
}
}
}
#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
//===============================================================================
void CSDLMgr::ForceSystemCursorVisible()
{
Assert( m_nForceCursorVisible >= 0 );
m_nForceCursorVisible += 1;
}
//===============================================================================
void CSDLMgr::UnforceSystemCursorVisible()
{
Assert( m_nForceCursorVisible >= 1 );
m_nForceCursorVisible -= 1;
}
#endif
//===============================================================================
#if defined( DX_TO_GL_ABSTRACTION )
void CSDLMgr::GetDesiredPixelFormatAttribsAndRendererInfo( uint **ptrOut, uint *countOut, GLMRendererInfoFields *rendInfoOut )
{
SDLAPP_FUNC;
Assert( m_pixelFormatAttribCount > 0 );
if (ptrOut) *ptrOut = (uint *) m_pixelFormatAttribs;
if (countOut) *countOut = m_pixelFormatAttribCount;
if (rendInfoOut)
{
GLMDisplayDB *db = GetDisplayDB();
#ifdef OSX
*rendInfoOut = db->m_renderers->Head()->m_info;
#else
*rendInfoOut = db->m_renderer.m_info;
#endif
}
}
GLMDisplayMode::GLMDisplayMode( uint width, uint height, uint refreshHz )
{
SDLAPP_FUNC;
Init( width, height, refreshHz );
}
GLMDisplayMode::~GLMDisplayMode()
{
SDLAPP_FUNC;
// empty
}
void GLMDisplayMode::Init( uint width, uint height, uint refreshHz )
{
SDLAPP_FUNC;
m_info.m_modePixelWidth = width;
m_info.m_modePixelHeight = height;
m_info.m_modeRefreshHz = refreshHz;
}
void GLMDisplayMode::Dump( int which )
{
SDLAPP_FUNC;
GLMPRINTF(("\n # %-2d width=%-4d height=%-4d refreshHz=%-2d",
which, m_info.m_modePixelWidth, m_info.m_modePixelHeight, m_info.m_modeRefreshHz ));
}
GLMDisplayDB *CSDLMgr::GetDisplayDB( void )
{
SDLAPP_FUNC;
if ( !m_displayDB )
{
m_displayDB = new GLMDisplayDB; // creating the DB object does not do much other than init it to a good state.
m_displayDB->Populate(); // populate the tree
#if defined( OSX )
// side effect: we fill in m_force_vsync..
{
GLMRendererInfoFields info;
m_displayDB->GetRendererInfo( 0, &info );
m_force_vsync = info.m_badDriver1064NV; // just force it if it's the bum NV driver
}
#endif
}
return m_displayDB;
}
#ifndef OSX
#include "glmdisplaydb_linuxwin.inl"
#endif
#endif // DX_TO_GL_ABSTRACTION
#endif // !DEDICATED
// Turn off memdbg macros (turned on up top) since this is included like a header
#include "tier0/memdbgoff.h"