0ad/source/lib/sysdep/os/win/wsdl.cpp
Ykkrosh a18aa24fe3 Windows support for window resizing and fullscreen toggling.
Windows build fixes.

This was SVN commit r7607.
2010-06-03 21:15:45 +00:00

1375 lines
32 KiB
C++

/* Copyright (c) 2010 Wildfire Games
*
* 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.
*/
/*
* emulate SDL on Windows.
*/
#include "precompiled.h"
#include "lib/external_libraries/sdl.h"
#if CONFIG2_WSDL
#include <stdio.h>
#include <math.h>
#include <queue>
#include <algorithm>
#include "lib/sysdep/os/win/win.h"
#include <process.h> // _beginthreadex
#include <WindowsX.h> // message crackers
#include "lib/posix/posix_pthread.h"
#include "lib/module_init.h"
#include "lib/sysdep/os/win/wutil.h"
#include "lib/sysdep/os/win/winit.h"
#include "lib/sysdep/os/win/wmi.h" // for SDL_GetVideoInfo
#if MSC_VERSION
#pragma comment(lib, "user32.lib")
#pragma comment(lib, "gdi32.lib")
#endif
#include "lib/ogl.h" // needed to pull in the delay-loaded opengl32.dll
WINIT_REGISTER_LATE_INIT(wsdl_Init);
WINIT_REGISTER_EARLY_SHUTDOWN(wsdl_Shutdown);
// in fullscreen mode, i.e. not windowed.
// video mode will be restored when app is deactivated.
static bool fullscreen;
// the app is shutting down.
// if set, ignore further Windows messages for clean shutdown.
static bool is_quitting;
static HWND g_hWnd = (HWND)INVALID_HANDLE_VALUE;
static HDC g_hDC = (HDC)INVALID_HANDLE_VALUE; // needed by gamma code
//----------------------------------------------------------------------------
// gamma
class GammaRamp
{
public:
GammaRamp()
: m_hasChanged(false)
{
}
bool Change(float gamma_r, float gamma_g, float gamma_b)
{
// get current ramp (once) so we can later restore it.
if(!m_hasChanged)
{
debug_assert(wutil_IsValidHandle(g_hDC));
if(!GetDeviceGammaRamp(g_hDC, m_original))
return false;
}
Compute(gamma_r, m_changed+0*256);
Compute(gamma_g, m_changed+1*256);
Compute(gamma_b, m_changed+2*256);
if(!Upload(m_changed))
return false;
m_hasChanged = true;
return true;
}
void Latch()
{
if(m_hasChanged)
Upload(m_changed);
}
void RestoreOriginal()
{
if(m_hasChanged)
Upload(m_original);
}
private:
static void Compute(float gamma, u16* ramp)
{
// assume identity if invalid
if(gamma <= 0.0f)
gamma = 1.0f;
// identity: special-case to make sure we get exact values
if(gamma == 1.0f)
{
for(u16 i = 0; i < 256; i++)
ramp[i] = u16(i << 8);
return;
}
for(int i = 0; i < 256; i++)
{
const double val = pow(i/255.0, (double)gamma);
const double clamped = std::max(0.0, std::min(val, 1.0-DBL_EPSILON));
ramp[i] = u16_from_double(clamped);
}
debug_assert(ramp[0] == 0);
debug_assert(ramp[255] == 0xFFFF);
}
bool Upload(u16* ramps)
{
WinScopedPreserveLastError s;
SetLastError(0);
debug_assert(wutil_IsValidHandle(g_hDC));
BOOL ok = SetDeviceGammaRamp(g_hDC, ramps);
// on multi-monitor NVidia systems, the first call after a reboot
// fails, but subsequent ones succeed.
// see http://icculus.org/pipermail/quake3-bugzilla/2009-October/001316.html
if(ok == FALSE)
{
ok = SetDeviceGammaRamp(g_hDC, ramps);
debug_assert(ok);
}
return (ok == TRUE);
}
bool m_hasChanged;
// values are 8.8 fixed point
u16 m_original[3*256];
u16 m_changed[3*256];
};
static GammaRamp gammaRamp;
// note: any component gamma = 0 is assumed to be identity.
int SDL_SetGamma(float r, float g, float b)
{
return gammaRamp.Change(r, g, b)? 0 : -1;
}
//----------------------------------------------------------------------------
// video
//----------------------------------------------------------------------------
static DEVMODE dm; // current video mode
static HGLRC hGLRC = (HGLRC)INVALID_HANDLE_VALUE;
static int depth_bits = 24; // depth buffer size; set via SDL_GL_SetAttribute
// check if resolution needs to be changed
static bool video_need_change(int w, int h, int cur_w, int cur_h, bool fullscreen)
{
// invalid: keep current settings
if(w <= 0 || h <= 0)
return false;
// higher resolution mode needed
if(w > cur_w || h > cur_h)
return true;
// fullscreen requested and not exact same mode set
if(fullscreen && (w != cur_w || h != cur_h))
return true;
return false;
}
static inline void video_enter_game_mode()
{
ShowWindow(g_hWnd, SW_RESTORE);
ChangeDisplaySettings(&dm, CDS_FULLSCREEN);
}
static inline void video_leave_game_mode(bool hide = true)
{
ChangeDisplaySettings(0, 0);
if(hide)
ShowWindow(g_hWnd, SW_MINIMIZE);
}
int SDL_GL_SetAttribute(SDL_GLattr attr, int value)
{
if(attr == SDL_GL_DEPTH_SIZE)
depth_bits = value;
return 0;
}
static void compute_window_style_and_size(bool fullscreen, DWORD* windowStyle, int* w, int* h)
{
*windowStyle = fullscreen? WS_POPUP : WS_POPUPWINDOW|WS_CAPTION|WS_MINIMIZEBOX;
*windowStyle |= WS_VISIBLE;
*windowStyle |= WS_CLIPCHILDREN|WS_CLIPSIBLINGS; // MSDN SetPixelFormat says this is required
// support resizing of windows
if(!fullscreen)
*windowStyle |= WS_SIZEBOX|WS_MAXIMIZEBOX;
// Calculate the size of the outer window, so that the client area has
// the desired dimensions.
RECT r;
r.left = r.top = 0;
r.right = *w; r.bottom = *h;
if (AdjustWindowRectEx(&r, *windowStyle, FALSE, 0))
{
*w = r.right - r.left;
*h = r.bottom - r.top;
}
}
static LRESULT CALLBACK wndproc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
static HWND wsdl_CreateWindow(int w, int h)
{
// (create new window every time (instead of once at startup), because
// pixel format isn't supposed to be changed more than once)
// app instance.
// returned by GetModuleHandle and used in kbd hook and window creation.
const HINSTANCE hInst = GetModuleHandle(0);
// register window class
WNDCLASSW wc;
memset(&wc, 0, sizeof(wc));
wc.style = 0;
wc.lpfnWndProc = wndproc;
wc.lpszClassName = L"WSDL";
wc.hInstance = hInst;
ATOM class_atom = RegisterClassW(&wc);
if(!class_atom)
{
debug_assert(0); // SDL_SetVideoMode: RegisterClass failed
return 0;
}
DWORD windowStyle;
compute_window_style_and_size(fullscreen, &windowStyle, &w, &h);
// note: you can override the hardcoded window name via SDL_WM_SetCaption.
return CreateWindowExW(WS_EX_APPWINDOW, (LPCWSTR)(uintptr_t)class_atom, L"wsdl", windowStyle, 0, 0, w, h, 0, 0, hInst, 0);
}
static void SetPixelFormat(HDC g_hDC, int bpp)
{
const DWORD dwFlags = PFD_SUPPORT_OPENGL|PFD_DRAW_TO_WINDOW|PFD_DOUBLEBUFFER;
BYTE cColourBits = (BYTE)bpp;
BYTE cAlphaBits = 0;
if(bpp == 32)
{
cColourBits = 24;
cAlphaBits = 8;
}
const BYTE cAccumBits = 0;
const BYTE cDepthBits = (BYTE)depth_bits;
const BYTE cStencilBits = 0;
const BYTE cAuxBuffers = 0;
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1, // version
dwFlags,
PFD_TYPE_RGBA,
cColourBits, 0, 0, 0, 0, 0, 0, // c*Bits, c*Shift are unused
cAlphaBits, 0, // cAlphaShift is unused
cAccumBits, 0, 0, 0, 0, // cAccum*Bits are unused
cDepthBits,
cStencilBits,
cAuxBuffers,
PFD_MAIN_PLANE,
0, 0, 0, 0 // bReserved, dw*Mask are unused
};
// note: the GDI pixel format functions require opengl32.dll to be loaded.
// a deadlock on the next line is probably due to VLD's LdrLoadDll hook.
const int pf = ChoosePixelFormat(g_hDC, &pfd);
debug_assert(pf >= 1);
WARN_IF_FALSE(SetPixelFormat(g_hDC, pf, &pfd));
}
// set video mode wxh:bpp if necessary.
// w = h = bpp = 0 => no change.
int SDL_SetVideoMode(int w, int h, int bpp, unsigned long flags)
{
WinScopedPreserveLastError s; // OpenGL and GDI
fullscreen = (flags & SDL_FULLSCREEN) != 0;
// get current mode settings
memset(&dm, 0, sizeof(dm));
dm.dmSize = sizeof(dm);
EnumDisplaySettings(0, ENUM_CURRENT_SETTINGS, &dm);
const int cur_w = (int)dm.dmPelsWidth, cur_h = (int)dm.dmPelsHeight;
// independent of resolution; app must always get bpp it wants
dm.dmBitsPerPel = bpp;
dm.dmFields = DM_BITSPERPEL;
if(video_need_change(w,h, cur_w,cur_h, fullscreen))
{
dm.dmPelsWidth = (DWORD)w;
dm.dmPelsHeight = (DWORD)h;
dm.dmFields |= DM_PELSWIDTH|DM_PELSHEIGHT;
}
// the (possibly changed) mode will be (re)set at next WM_ACTIVATE
if(g_hWnd == (HWND)INVALID_HANDLE_VALUE)
{
g_hWnd = wsdl_CreateWindow(w, h);
if(!wutil_IsValidHandle(g_hWnd))
return 0;
g_hDC = GetDC(g_hWnd);
SetPixelFormat(g_hDC, bpp);
hGLRC = wglCreateContext(g_hDC);
if(!hGLRC)
return 0;
if(!wglMakeCurrent(g_hDC, hGLRC))
return 0;
}
else
{
// update the existing window
DWORD oldWindowStyle = GetWindowLongW(g_hWnd, GWL_STYLE);
DWORD windowStyle;
compute_window_style_and_size(fullscreen, &windowStyle, &w, &h);
UINT flags = SWP_FRAMECHANGED|SWP_NOZORDER|SWP_NOACTIVATE;
if(!fullscreen)
{
// preserve the top-left corner if windowed
flags |= SWP_NOMOVE;
// preserve maximisedness, else we'll mess up when the user attempts to maximise the window
windowStyle |= (oldWindowStyle & WS_MAXIMIZE);
}
WARN_IF_FALSE(SetWindowLongW(g_hWnd, GWL_STYLE, windowStyle));
WARN_IF_FALSE(SetWindowPos(g_hWnd, 0, 0, 0, w, h, flags));
if(fullscreen)
video_enter_game_mode();
else
video_leave_game_mode(false);
}
return 1;
}
static void video_shutdown()
{
if(fullscreen)
{
LONG status = ChangeDisplaySettings(0, 0);
debug_assert(status == DISP_CHANGE_SUCCESSFUL);
}
if(hGLRC != INVALID_HANDLE_VALUE)
{
WARN_IF_FALSE(wglMakeCurrent(0, 0));
WARN_IF_FALSE(wglDeleteContext(hGLRC));
hGLRC = (HGLRC)INVALID_HANDLE_VALUE;
}
}
void SDL_GL_SwapBuffers()
{
SwapBuffers(g_hDC);
}
SDL_VideoInfo* SDL_GetVideoInfo()
{
static SDL_VideoInfo video_info;
if(video_info.video_mem == 0)
{
WmiMap videoAdapter;
if(wmi_GetClass(L"Win32_VideoController", videoAdapter) == INFO::OK)
{
VARIANT vTotalMemory = videoAdapter[L"AdapterRAM"];
video_info.video_mem = vTotalMemory.lVal;
}
}
return &video_info;
}
SDL_Surface* SDL_GetVideoSurface()
{
return 0;
}
//----------------------------------------------------------------------------
// event queue
// note: we only use winit to redirect stdout; this queue won't be used
// before _cinit.
typedef std::queue<SDL_Event> Queue;
static Queue queue;
static void queue_event(const SDL_Event& ev)
{
debug_assert(!is_quitting);
queue.push(ev);
}
static bool dequeue_event(SDL_Event* ev)
{
debug_assert(!is_quitting);
if(queue.empty())
return false;
*ev = queue.front();
queue.pop();
return true;
}
//----------------------------------------------------------------------------
// app activation
enum SdlActivationType { LOSE = 0, GAIN = 1 };
static inline void queue_active_event(SdlActivationType type, size_t changed_app_state)
{
// SDL says this event is not generated when the window is created,
// but skipping the first event may confuse things.
SDL_Event ev;
ev.type = SDL_ACTIVEEVENT;
ev.active.state = (u8)changed_app_state;
ev.active.gain = (u8)((type == GAIN)? 1 : 0);
queue_event(ev);
}
// SDL_APP* bitflags indicating whether we are active.
// note: responsibility for yielding lies with SDL apps -
// they control the main loop.
static Uint8 app_state;
static void active_change_state(SdlActivationType type, Uint8 changed_app_state)
{
Uint8 old_app_state = app_state;
if(type == GAIN)
app_state = Uint8(app_state | changed_app_state);
else
app_state = Uint8(app_state & ~changed_app_state);
// generate an event - but only if the given state flags actually changed.
if((old_app_state & changed_app_state) != (app_state & changed_app_state))
queue_active_event(type, changed_app_state);
}
static void reset_all_keys();
static LRESULT OnActivate(HWND hWnd, UINT state, HWND UNUSED(hWndActDeact), BOOL fMinimized)
{
SdlActivationType type;
Uint8 changed_app_state;
// went active and not minimized
if(state != WA_INACTIVE && !fMinimized)
{
type = GAIN;
changed_app_state = SDL_APPINPUTFOCUS|SDL_APPACTIVE;
// grab keyboard focus (we previously had DefWindowProc do this).
SetFocus(hWnd);
gammaRamp.Latch();
if(fullscreen)
video_enter_game_mode();
}
// deactivated (Alt+Tab out) or minimized
else
{
type = LOSE;
changed_app_state = SDL_APPINPUTFOCUS;
if(fMinimized)
changed_app_state |= SDL_APPACTIVE;
reset_all_keys();
gammaRamp.RestoreOriginal();
if(fullscreen)
video_leave_game_mode();
}
active_change_state(type, changed_app_state);
return 0;
}
Uint8 SDL_GetAppState()
{
return app_state;
}
static void queue_quit_event()
{
SDL_Event ev;
ev.type = SDL_QUIT;
queue_event(ev);
}
//----------------------------------------------------------------------------
// keyboard
// note: keysym.unicode is only returned for SDL_KEYDOWN, and is otherwise 0.
static void queue_key_event(Uint8 type, SDLKey sdlk, WCHAR unicode_char)
{
SDL_Event ev;
ev.type = type;
ev.key.keysym.sym = sdlk;
ev.key.keysym.unicode = (Uint16)unicode_char;
queue_event(ev);
}
static Uint8 keys[SDLK_LAST];
// winuser.h promises VK_0..9 and VK_A..Z etc. match ASCII value.
#define VK_0 '0'
#define VK_A 'A'
static void init_vkmap(SDLKey (&VK_keymap)[256])
{
int i;
// Map the VK keysyms
for ( i=0; i<sizeof(VK_keymap)/sizeof(VK_keymap[0]); ++i )
VK_keymap[i] = SDLK_UNKNOWN;
VK_keymap[VK_BACK] = SDLK_BACKSPACE;
VK_keymap[VK_TAB] = SDLK_TAB;
VK_keymap[VK_CLEAR] = SDLK_CLEAR;
VK_keymap[VK_RETURN] = SDLK_RETURN;
VK_keymap[VK_PAUSE] = SDLK_PAUSE;
VK_keymap[VK_ESCAPE] = SDLK_ESCAPE;
VK_keymap[VK_SPACE] = SDLK_SPACE;
VK_keymap[VK_OEM_7] = SDLK_QUOTE;
VK_keymap[VK_OEM_COMMA] = SDLK_COMMA;
VK_keymap[VK_OEM_MINUS] = SDLK_MINUS;
VK_keymap[VK_OEM_PERIOD] = SDLK_PERIOD;
VK_keymap[VK_OEM_2] = SDLK_SLASH;
for(i = 0; i < 10; i++)
VK_keymap[VK_0+i] = (SDLKey)(SDLK_0+i);
VK_keymap[VK_OEM_1] = SDLK_SEMICOLON;
VK_keymap[VK_OEM_PLUS] = SDLK_EQUALS;
VK_keymap[VK_OEM_4] = SDLK_LEFTBRACKET;
VK_keymap[VK_OEM_5] = SDLK_BACKSLASH;
VK_keymap[VK_OEM_6] = SDLK_RIGHTBRACKET;
VK_keymap[VK_OEM_3] = SDLK_BACKQUOTE;
VK_keymap[VK_OEM_8] = SDLK_BACKQUOTE;
for(i = 0; i < 26; i++)
VK_keymap[VK_A+i] = (SDLKey)(SDLK_a+i);
VK_keymap[VK_DELETE] = SDLK_DELETE;
for(i = 0; i < 10; i++)
VK_keymap[VK_NUMPAD0+i] = (SDLKey)(SDLK_KP0+i);
VK_keymap[VK_DECIMAL] = SDLK_KP_PERIOD;
VK_keymap[VK_DIVIDE] = SDLK_KP_DIVIDE;
VK_keymap[VK_MULTIPLY] = SDLK_KP_MULTIPLY;
VK_keymap[VK_SUBTRACT] = SDLK_KP_MINUS;
VK_keymap[VK_ADD] = SDLK_KP_PLUS;
VK_keymap[VK_UP] = SDLK_UP;
VK_keymap[VK_DOWN] = SDLK_DOWN;
VK_keymap[VK_RIGHT] = SDLK_RIGHT;
VK_keymap[VK_LEFT] = SDLK_LEFT;
VK_keymap[VK_INSERT] = SDLK_INSERT;
VK_keymap[VK_HOME] = SDLK_HOME;
VK_keymap[VK_END] = SDLK_END;
VK_keymap[VK_PRIOR] = SDLK_PAGEUP;
VK_keymap[VK_NEXT] = SDLK_PAGEDOWN;
for(i = 0; i < 12; i++)
VK_keymap[VK_F1+i] = (SDLKey)(SDLK_F1+i);
VK_keymap[VK_NUMLOCK] = SDLK_NUMLOCK;
VK_keymap[VK_CAPITAL] = SDLK_CAPSLOCK;
VK_keymap[VK_SCROLL] = SDLK_SCROLLOCK;
VK_keymap[VK_RSHIFT] = SDLK_RSHIFT;
VK_keymap[VK_LSHIFT] = SDLK_LSHIFT;
VK_keymap[VK_SHIFT] = SDLK_LSHIFT; // XXX: Not quite
VK_keymap[VK_RCONTROL] = SDLK_RCTRL;
VK_keymap[VK_LCONTROL] = SDLK_LCTRL;
VK_keymap[VK_CONTROL] = SDLK_LCTRL; // XXX: Not quite
VK_keymap[VK_RMENU] = SDLK_RALT;
VK_keymap[VK_LMENU] = SDLK_LALT;
VK_keymap[VK_MENU] = SDLK_LALT; // XXX: Not quite
VK_keymap[VK_RWIN] = SDLK_RSUPER;
VK_keymap[VK_LWIN] = SDLK_LSUPER;
VK_keymap[VK_HELP] = SDLK_HELP;
#ifdef VK_PRINT
VK_keymap[VK_PRINT] = SDLK_PRINT;
#endif
VK_keymap[VK_SNAPSHOT] = SDLK_PRINT;
VK_keymap[VK_CANCEL] = SDLK_BREAK;
VK_keymap[VK_APPS] = SDLK_MENU;
}
inline SDLKey vkmap(int vk)
{
static SDLKey VK_SDLKMap[256]; // VK_SDLKMap[vk] == SDLK
ONCE( init_vkmap(VK_SDLKMap); );
if(!(0 <= vk && vk < 256))
{
debug_assert(0); // invalid vk
return SDLK_UNKNOWN;
}
return VK_SDLKMap[vk];
}
static void reset_all_keys()
{
SDL_Event spoofed_up_event;
spoofed_up_event.type = SDL_KEYUP;
spoofed_up_event.key.keysym.unicode = 0;
for(int i = 0; i < ARRAY_SIZE(keys); i++)
if(keys[i])
{
spoofed_up_event.key.keysym.sym = (SDLKey)i;
queue_event(spoofed_up_event);
}
}
static LRESULT OnKey(HWND UNUSED(hWnd), UINT vk, BOOL fDown, int UNUSED(cRepeat), UINT flags)
{
// TODO Mappings for left/right modifier keys
// TODO Modifier statekeeping
const SDLKey sdlk = vkmap(vk);
if(sdlk != SDLK_UNKNOWN)
keys[sdlk] = (Uint8)fDown;
if(!fDown)
queue_key_event(SDL_KEYUP, sdlk, 0);
else
{
// note: flags is HIWORD(lParam) from WM_KEYDOWN, which includes
// scancode. ToUnicode also uses its bit 15 to determine if the
// key is currently pressed.
const UINT scancode = flags;
u8 key_states[256];
GetKeyboardState(key_states);
WCHAR wchars[8];
int output_count = ToUnicode(vk, scancode, key_states, wchars, ARRAY_SIZE(wchars), 0);
// translation succeeded; queue each produced character
if(output_count > 0)
{
for(int i = 0; i < output_count; i++)
queue_key_event(SDL_KEYDOWN, sdlk, wchars[i]);
}
// dead-char; do nothing
else if(output_count == -1)
{
}
// translation failed; just generate a regular (non-unicode) event
else if(output_count == 0)
queue_key_event(SDL_KEYDOWN, sdlk, 0);
else
UNREACHABLE;
}
return 0;
}
Uint8* SDL_GetKeyState(int* num_keys)
{
if(num_keys)
*num_keys = SDLK_LAST;
return keys;
}
// always on (we don't care about the extra overhead)
int SDL_EnableUNICODE(int UNUSED(enable))
{
return 1;
}
//----------------------------------------------------------------------------
// mouse
// background: there are several types of coordinates.
// - screen coords are relative to the primary desktop and may therefore be
// negative on multi-monitor systems (e.g. if secondary monitor is left of
// primary). they are prefixed with screen_*.
// - "client" coords are simply relative to the parent window's origin and
// can also be negative (e.g. in the window's NC area).
// these are prefixed with client_*.
// - "idealized" coords are what the app sees. these range from 0 to
// windowDimensions-1. they are returned by GetCoords and have no prefix.
static void queue_mouse_event(int x, int y)
{
SDL_Event ev;
ev.type = SDL_MOUSEMOTION;
debug_assert(unsigned(x|y) <= USHRT_MAX);
ev.motion.x = (Uint16)x;
ev.motion.y = (Uint16)y;
queue_event(ev);
}
static void queue_button_event(int button, int state, int x, int y)
{
SDL_Event ev;
ev.type = Uint8((state == SDL_PRESSED)? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP);
ev.button.button = (u8)button;
ev.button.state = (u8)state;
debug_assert(unsigned(x|y) <= USHRT_MAX);
ev.button.x = (Uint16)x;
ev.button.y = (Uint16)y;
queue_event(ev);
}
static int mouse_x, mouse_y;
// generate a mouse move message and update our notion of the mouse position.
// x, y are client pixel coordinates.
// notes:
// - does not actually move the OS cursor;
// - called from mouse_update and SDL_WarpMouse.
static void mouse_moved(int x, int y)
{
// nothing to do if it hasn't changed since last time
if(mouse_x == x && mouse_y == y)
return;
mouse_x = x;
mouse_y = y;
queue_mouse_event(x, y);
}
static POINT ScreenFromClient(int client_x, int client_y)
{
POINT screen_pt;
screen_pt.x = (LONG)client_x;
screen_pt.y = (LONG)client_y;
WARN_IF_FALSE(ClientToScreen(g_hWnd, &screen_pt));
return screen_pt;
}
// get idealized client coordinates or return false if outside our window.
static bool GetCoords(int screen_x, int screen_y, int& x, int& y)
{
debug_assert(wutil_IsValidHandle(g_hWnd));
POINT screen_pt;
screen_pt.x = (LONG)screen_x;
screen_pt.y = (LONG)screen_y;
POINT client_pt;
{
// note: MapWindowPoints has a really stupid interface, returning 0
// on failure or if no shift was needed (i.e. window is fullscreen).
// we must use GetLastError to detect error conditions.
WinScopedPreserveLastError s;
SetLastError(0);
client_pt = screen_pt; // translated below
const int ret = MapWindowPoints(HWND_DESKTOP, g_hWnd, &client_pt, 1);
debug_assert(ret != 0 || GetLastError() == 0);
}
{
RECT client_rect;
WARN_IF_FALSE(GetClientRect(g_hWnd, &client_rect));
if(!PtInRect(&client_rect, client_pt))
return false;
}
if(WindowFromPoint(screen_pt) != g_hWnd)
return false;
x = client_pt.x;
y = client_pt.y;
debug_assert(x >= 0 && y >= 0);
return true;
}
static void mouse_update()
{
// window not created yet or already shut down. no sense reporting
// mouse position, and bail now to avoid ScreenToClient failing.
if(!wutil_IsValidHandle(g_hWnd))
return;
// don't use DirectInput, because we want to respect the user's mouse
// sensitivity settings. Windows messages are laggy, so query current
// position directly.
// note: GetCursorPos fails if the desktop is switched (e.g. after
// pressing Ctrl+Alt+Del), which can be ignored.
POINT screen_pt;
if(!GetCursorPos(&screen_pt))
return;
int x, y;
if(GetCoords(screen_pt.x, screen_pt.y, x, y))
{
active_change_state(GAIN, SDL_APPMOUSEFOCUS);
mouse_moved(x, y);
}
// moved outside of window
else
active_change_state(LOSE, SDL_APPMOUSEFOCUS);
}
static unsigned mouse_buttons;
// (we define a new function signature since the windowsx.h message crackers
// don't provide for passing uMsg)
static LRESULT OnMouseButton(HWND UNUSED(hWnd), UINT uMsg, int client_x, int client_y, UINT UNUSED(flags))
{
int button;
int state;
switch(uMsg)
{
case WM_LBUTTONDOWN:
button = SDL_BUTTON_LEFT;
state = SDL_PRESSED;
break;
case WM_LBUTTONUP:
button = SDL_BUTTON_LEFT;
state = SDL_RELEASED;
break;
case WM_RBUTTONDOWN:
button = SDL_BUTTON_RIGHT;
state = SDL_PRESSED;
break;
case WM_RBUTTONUP:
button = SDL_BUTTON_RIGHT;
state = SDL_RELEASED;
break;
case WM_MBUTTONDOWN:
button = SDL_BUTTON_MIDDLE;
state = SDL_PRESSED;
break;
case WM_MBUTTONUP:
button = SDL_BUTTON_MIDDLE;
state = SDL_RELEASED;
break;
NODEFAULT;
}
// mouse capture
static int outstanding_press_events;
if(state == SDL_PRESSED)
{
// grab mouse to ensure we get up events
if(++outstanding_press_events > 0)
SetCapture(g_hWnd);
}
else
{
// release after all up events received
if(--outstanding_press_events <= 0)
{
ReleaseCapture();
outstanding_press_events = 0;
}
}
// update button bitfield
if(state == SDL_PRESSED)
mouse_buttons |= SDL_BUTTON(button);
else
mouse_buttons &= ~SDL_BUTTON(button);
const POINT screen_pt = ScreenFromClient(client_x, client_y);
int x, y;
if(GetCoords(screen_pt.x, screen_pt.y, x, y))
queue_button_event(button, state, x, y);
return 0;
}
// (note: this message is sent even if the cursor is outside our window)
static LRESULT OnMouseWheel(HWND UNUSED(hWnd), int screen_x, int screen_y, int zDelta, UINT UNUSED(fwKeys))
{
int x, y;
if(GetCoords(screen_x, screen_y, x, y))
{
int button = (zDelta < 0)? SDL_BUTTON_WHEELDOWN : SDL_BUTTON_WHEELUP;
// SDL says this sends a down message followed by up.
queue_button_event(button, SDL_PRESSED, x, y);
queue_button_event(button, SDL_RELEASED, x, y);
}
return 0; // handled
}
Uint8 SDL_GetMouseState(int* x, int* y)
{
if(x)
*x = (int)mouse_x;
if(y)
*y = (int)mouse_y;
return (Uint8)mouse_buttons;
}
inline void SDL_WarpMouse(int x, int y)
{
// SDL interface provides for int, but the values should be
// idealized client coords (>= 0)
debug_assert(x >= 0 && y >= 0);
mouse_moved(x, y);
const int client_x = x, client_y = y;
const POINT screen_pt = ScreenFromClient(client_x, client_y);
WARN_IF_FALSE(SetCursorPos(screen_pt.x, screen_pt.y));
}
int SDL_ShowCursor(int toggle)
{
static int cursor_visible = SDL_ENABLE;
if(toggle != SDL_QUERY)
{
// only call Windows ShowCursor if changing the visibility -
// it maintains a counter.
if(cursor_visible != toggle)
{
ShowCursor(toggle);
cursor_visible = toggle;
}
}
return cursor_visible;
}
//----------------------------------------------------------------------------
// resizing
static void queue_resize_event(int w, int h)
{
SDL_Event ev;
ev.type = SDL_VIDEORESIZE;
ev.resize.w = w;
ev.resize.h = h;
queue_event(ev);
}
static LRESULT OnPosChanged(HWND hWnd, PWINDOWPOS pos)
{
RECT client_rect;
WARN_IF_FALSE(GetClientRect(hWnd, &client_rect));
queue_resize_event(client_rect.right, client_rect.bottom);
// top, left are documented to always be 0
return 0;
}
//----------------------------------------------------------------------------
static LRESULT OnDestroy(HWND hWnd)
{
debug_assert(hWnd == g_hWnd);
WARN_IF_FALSE(ReleaseDC(g_hWnd, g_hDC));
g_hDC = (HDC)INVALID_HANDLE_VALUE;
g_hWnd = (HWND)INVALID_HANDLE_VALUE;
queue_quit_event();
PostQuitMessage(0);
#ifdef _DEBUG
// see http://www.adrianmccarthy.com/blog/?p=51
// with WM_QUIT in the message queue, MessageBox will immediately
// return IDABORT. to ensure any subsequent CRT error reports are
// at least somewhat visible, we redirect them to debug output.
_CrtSetReportMode(_CRT_ASSERT, _CRTDBG_MODE_DEBUG);
#endif
return 0;
}
static LRESULT CALLBACK wndproc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if(is_quitting)
return DefWindowProcW(hWnd, uMsg, wParam, lParam);
switch(uMsg)
{
case WM_PAINT:
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
return 0;
case WM_ERASEBKGND:
// this indicates we allegedly erased the background;
// PAINTSTRUCT.fErase is then FALSE.
return 1;
// prevent selecting menu in fullscreen mode
case WM_NCHITTEST:
if(fullscreen)
return HTCLIENT;
break;
HANDLE_MSG(hWnd, WM_ACTIVATE, OnActivate);
HANDLE_MSG(hWnd, WM_DESTROY, OnDestroy);
case WM_SYSCOMMAND:
switch(wParam)
{
// prevent moving, sizing, screensaver, and power-off in fullscreen mode
case SC_MOVE:
case SC_SIZE:
case SC_MAXIMIZE:
case SC_MONITORPOWER:
if(fullscreen)
return 1;
break;
// Alt+F4 or system menu doubleclick/exit
case SC_CLOSE:
queue_quit_event();
break;
}
break;
HANDLE_MSG(hWnd, WM_SYSKEYUP , OnKey);
HANDLE_MSG(hWnd, WM_KEYUP , OnKey);
HANDLE_MSG(hWnd, WM_SYSKEYDOWN, OnKey);
HANDLE_MSG(hWnd, WM_KEYDOWN , OnKey);
HANDLE_MSG(hWnd, WM_MOUSEWHEEL, OnMouseWheel);
// (can't use message crackers: they do not provide for passing uMsg)
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
return OnMouseButton(hWnd, uMsg, GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam), (UINT)wParam);
case WM_WINDOWPOSCHANGED:
return OnPosChanged(hWnd, (PWINDOWPOS)lParam);
default:
// can't call DefWindowProc here: some messages
// are only conditionally 'grabbed' (e.g. NCHITTEST)
break;
}
return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
void SDL_PumpEvents()
{
// rationale: we would like to reduce CPU usage automatically if
// possible. blocking here until a message arrives would accomplish
// that, but might potentially freeze the app too long.
// instead, they should check active state and call SDL_Delay etc.
// if our window is minimized.
mouse_update(); // polled
MSG msg;
while(PeekMessageW(&msg, 0, 0, 0, PM_REMOVE))
{
DispatchMessageW(&msg);
}
}
int SDL_PollEvent(SDL_Event* ev)
{
SDL_PumpEvents();
if(dequeue_event(ev))
return 1;
return 0;
}
int SDL_PushEvent(SDL_Event* ev)
{
queue_event(*ev);
return 0;
}
//-----------------------------------------------------------------------------
// byte swapping
// implement only if the header hasn't mapped SDL_Swap* to intrinsics
#ifndef SDL_Swap16
u16 SDL_Swap16(const u16 x)
{
return (u16)(((x & 0xff) << 8) | (x >> 8));
}
#endif
#ifndef SDL_Swap32
u32 SDL_Swap32(const u32 x)
{
return (x << 24) |
(x >> 24) |
((x << 8) & 0x00ff0000) |
((x >> 8) & 0x0000ff00);
}
#endif
#ifndef SDL_Swap64
u64 SDL_Swap64(const u64 x)
{
const u32 lo = (u32)(x & 0xFFFFFFFF);
const u32 hi = (u32)(x >> 32);
u64 ret = SDL_Swap32(lo);
ret <<= 32;
// careful: must shift var of type u64, not u32
ret |= SDL_Swap32(hi);
return ret;
}
#endif
//-----------------------------------------------------------------------------
// multithread support
// semaphores
// note: implementing these in terms of pthread sem_t doesn't help;
// this wrapper is very close to the Win32 routines.
static HANDLE HANDLE_from_sem(SDL_sem* s)
{
return (HANDLE)s;
}
static SDL_sem* sem_from_HANDLE(HANDLE h)
{
return (SDL_sem*)h;
}
SDL_sem* SDL_CreateSemaphore(int cnt)
{
HANDLE h = CreateSemaphore(0, cnt, 0x7fffffff, 0);
return sem_from_HANDLE(h);
}
inline void SDL_DestroySemaphore(SDL_sem* sem)
{
HANDLE h = HANDLE_from_sem(sem);
CloseHandle(h);
}
int SDL_SemPost(SDL_sem* sem)
{
HANDLE h = HANDLE_from_sem(sem);
return ReleaseSemaphore(h, 1, 0);
}
int SDL_SemWait(SDL_sem* sem)
{
HANDLE h = HANDLE_from_sem(sem);
return WaitForSingleObject(h, INFINITE);
}
// threads
// users don't need to allocate SDL_Thread variables, so type = void
// API returns SDL_Thread*, which is the HANDLE value itself.
//
// we go through hoops to avoid type cast warnings;
// a simple union { pthread_t; SDL_Thread* } yields "uninitialized"
// warnings in VC2005, so we coerce values directly.
cassert(sizeof(pthread_t) == sizeof(SDL_Thread*));
SDL_Thread* SDL_CreateThread(int (*func)(void*), void* param)
{
pthread_t thread = 0;
if(pthread_create(&thread, 0, (void* (*)(void*))func, param) < 0)
return 0;
return *(SDL_Thread**)&thread;
}
int SDL_KillThread(SDL_Thread* thread)
{
pthread_cancel(*(pthread_t*)&thread);
return 0;
}
//-----------------------------------------------------------------------------
// misc API
void SDL_WM_SetCaption(const char* title, const char* icon)
{
WARN_IF_FALSE(SetWindowTextA(g_hWnd, title));
// real SDL ignores this parameter, so we will follow suit.
UNUSED2(icon);
}
inline u32 SDL_GetTicks()
{
return GetTickCount();
}
inline void SDL_Delay(Uint32 ms)
{
Sleep(ms);
}
inline void* SDL_GL_GetProcAddress(const char* name)
{
return wglGetProcAddress(name);
}
//-----------------------------------------------------------------------------
// init/shutdown
// defend against calling SDL_Quit twice (GameSetup does this to work
// around ATI driver breakage)
static ModuleInitState initState;
int SDL_Init(Uint32 UNUSED(flags))
{
if(!ModuleShouldInitialize(&initState))
return 0;
return 0;
}
void SDL_Quit()
{
if(!ModuleShouldShutdown(&initState))
return;
is_quitting = true;
if(g_hDC != INVALID_HANDLE_VALUE)
gammaRamp.RestoreOriginal();
if(g_hWnd != INVALID_HANDLE_VALUE)
WARN_IF_FALSE(DestroyWindow(g_hWnd));
video_shutdown();
}
static void RedirectStdout()
{
// this process is apparently attached to a console, and users might be
// surprised to find that we redirected the output to a file, so don't.
if(GetStdHandle(STD_OUTPUT_HANDLE) != INVALID_HANDLE_VALUE)
return;
// notes:
// - the current directory may have changed, so use the full path
// to the current executable.
// - add the EXE name to the filename to allow multiple executables
// with their own redirections.
wchar_t pathnameEXE[MAX_PATH];
const DWORD charsWritten = GetModuleFileNameW(0, pathnameEXE, ARRAY_SIZE(pathnameEXE));
debug_assert(charsWritten);
const fs::wpath path = fs::wpath(pathnameEXE).branch_path();
std::wstring name = fs::basename(pathnameEXE);
fs::wpath pathname(path/(name+L"_stdout.txt"));
// ignore BoundsChecker warnings here. subsystem is set to "Windows"
// to avoid the OS opening a console on startup (ugly). that means
// stdout isn't associated with a lowio handle; _close ends up
// getting called with fd = -1. oh well, nothing we can do.
FILE* f = 0;
errno_t ret = _wfreopen_s(&f, pathname.string().c_str(), L"wt", stdout);
debug_assert(ret == 0);
debug_assert(f);
#if CONFIG_PARANOIA
// disable buffering, so that no writes are lost even if the program
// crashes. only enabled in full debug mode because this is really slow!
setvbuf(stdout, 0, _IONBF, 0);
#endif
}
static LibError wsdl_Init()
{
// note: SDL does this in its WinMain hook. doing so in SDL_Init would be
// too late (we might miss some output), so we use winit.
// (this is possible because _cinit has already been called)
RedirectStdout();
return INFO::OK;
}
static LibError wsdl_Shutdown()
{
// was redirected to stdout.txt; closing avoids a BoundsChecker warning.
fclose(stdout);
return INFO::OK;
}
#endif // #if CONFIG2_WSDL