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lib.rs
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#![deny(missing_docs)]
//! A SDL2 window back-end for the Piston game engine.
extern crate gl;
extern crate input;
extern crate sdl2;
extern crate shader_version;
extern crate window;
// External crates.
use input::HatState as PistonHat;
use input::{
keyboard, Button, ButtonArgs, ButtonState, CloseArgs, ControllerAxisArgs, ControllerButton,
ControllerHat, Event, Input, Motion, MouseButton, ResizeArgs, TimeStamp, Touch, TouchArgs,
};
use sdl2::joystick::HatState;
use window::{
AdvancedWindow, Api, BuildFromWindowSettings, OpenGLWindow, Position, ProcAddress, Size,
UnsupportedGraphicsApiError, Window, WindowSettings,
};
use std::error::Error;
use std::time::Duration;
use std::vec::Vec;
pub use shader_version::OpenGL;
struct JoystickState {
joysticks: Vec<sdl2::joystick::Joystick>,
subsystem: sdl2::JoystickSubsystem,
}
impl JoystickState {
fn new(subsystem: sdl2::JoystickSubsystem) -> Self {
JoystickState {
joysticks: Vec::new(),
subsystem,
}
}
}
/// A window implemented by SDL2 back-end.
pub struct Sdl2Window {
/// SDL window handle.
pub window: sdl2::video::Window,
/// Allow dead code because this keeps track of the OpenGL context.
/// Will be released on drop.
#[allow(dead_code)]
pub context: sdl2::video::GLContext,
/// SDL context.
pub sdl_context: sdl2::Sdl,
/// Video subsystem.
pub video_subsystem: sdl2::VideoSubsystem,
joystick_state: Option<JoystickState>,
should_close: bool,
automatic_close: bool,
// Stores relative coordinates to emit on next poll.
mouse_relative: Option<(f64, f64, TimeStamp)>,
// Whether the cursor is captured.
is_capturing_cursor: bool,
// Used to ignore relative events when warping mouse
// to center of window.
ignore_relative_event: Option<(i32, i32)>,
exit_on_esc: bool,
title: String,
}
impl Sdl2Window {
/// Creates a new game window for SDL2. This will initialize SDL and the video subsystem.
/// You can retrieve both via the public fields on the `Sdl2Window` struct.
pub fn new(settings: &WindowSettings) -> Result<Self, Box<dyn Error>> {
let sdl = sdl2::init()?;
let video_subsystem = sdl.video()?;
Self::with_subsystem(video_subsystem, settings)
}
/// Creates a window with the supplied SDL Video subsystem.
pub fn with_subsystem(
video_subsystem: sdl2::VideoSubsystem,
settings: &WindowSettings,
) -> Result<Self, Box<dyn Error>> {
use sdl2::video::GLProfile;
let sdl_context = video_subsystem.sdl();
let api = settings
.get_maybe_graphics_api()
.unwrap_or(Api::opengl(3, 2));
if api.api != "OpenGL" {
return Err(UnsupportedGraphicsApiError {
found: api.api,
expected: vec!["OpenGL".into()],
}
.into());
}
{
let gl_attr = video_subsystem.gl_attr();
// Not all drivers default to 32bit color, so explicitly set it to 32bit color.
gl_attr.set_red_size(8);
gl_attr.set_green_size(8);
gl_attr.set_blue_size(8);
gl_attr.set_alpha_size(8);
gl_attr.set_stencil_size(8);
gl_attr.set_context_version(api.major as u8, api.minor as u8);
gl_attr.set_framebuffer_srgb_compatible(settings.get_srgb());
}
if api >= Api::opengl(3, 2) {
video_subsystem
.gl_attr()
.set_context_profile(GLProfile::Core);
}
if settings.get_samples() != 0 {
let gl_attr = video_subsystem.gl_attr();
gl_attr.set_multisample_buffers(1);
gl_attr.set_multisample_samples(settings.get_samples());
}
let mut window_builder = video_subsystem.window(
&settings.get_title(),
settings.get_size().width as u32,
settings.get_size().height as u32,
);
let window_builder = window_builder.position_centered().opengl();
let window_builder = if settings.get_resizable() {
window_builder.resizable()
} else {
window_builder
};
let window_builder = if settings.get_decorated() {
window_builder
} else {
window_builder.borderless()
};
let window_builder = if settings.get_fullscreen() {
window_builder.fullscreen()
} else {
window_builder
};
let window = window_builder.build();
let window = match window {
Ok(w) => w,
Err(_) => {
if settings.get_samples() != 0 {
// Retry without requiring anti-aliasing.
let gl_attr = video_subsystem.gl_attr();
gl_attr.set_multisample_buffers(0);
gl_attr.set_multisample_samples(0);
window_builder.build().map_err(|e| format!("{}", e))?
} else {
window.map_err(|e| format!("{}", e))?
}
}
};
// Send text input events.
video_subsystem.text_input().start();
let context = window.gl_create_context()?;
// Load the OpenGL function pointers.
gl::load_with(|name| video_subsystem.gl_get_proc_address(name) as *const _);
if settings.get_vsync() {
video_subsystem.gl_set_swap_interval(1)?;
} else {
video_subsystem.gl_set_swap_interval(0)?;
}
let mut window = Sdl2Window {
exit_on_esc: settings.get_exit_on_esc(),
should_close: false,
automatic_close: settings.get_automatic_close(),
is_capturing_cursor: false,
ignore_relative_event: None,
window,
context,
sdl_context,
video_subsystem,
joystick_state: None,
mouse_relative: None,
title: settings.get_title(),
};
if settings.get_controllers() {
window.init_joysticks()?;
}
if settings.get_transparent() {
let _ = window.window.set_opacity(0.0);
}
Ok(window)
}
/// Initialize the joystick subsystem. Required before joystick input
/// events will be returned. Returns the number available or error.
pub fn init_joysticks(&mut self) -> Result<u32, String> {
let subsystem = self.sdl_context.joystick()?;
let mut state = JoystickState::new(subsystem);
let available = state.subsystem.num_joysticks()?;
// Open all the joysticks
for id in 0..available {
match state.subsystem.open(id) {
Ok(c) => state.joysticks.push(c),
Err(e) => return Err(format!("{}", e)),
}
}
self.joystick_state = Some(state);
Ok(available)
}
fn wait_event(&mut self) -> Event {
loop {
if let Some(event) = self.check_pending_event() {
return event;
};
let sdl_event = self.sdl_context.event_pump().unwrap().wait_event();
let mut unknown = false;
if let Some(event) = self.handle_event(Some(sdl_event), &mut unknown) {
return event;
}
}
}
fn wait_event_timeout(&mut self, timeout: Duration) -> Option<Event> {
let event = self.check_pending_event();
if event.is_some() {
return event;
};
let timeout_ms = timeout.as_millis() as u32;
let sdl_event = self
.sdl_context
.event_pump()
.unwrap()
.wait_event_timeout(timeout_ms);
let mut unknown = false;
let event = self.handle_event(sdl_event, &mut unknown);
if unknown {
self.poll_event()
} else {
event
}
}
fn poll_event(&mut self) -> Option<Event> {
// Loop for ignoring unknown events.
loop {
let event = self.check_pending_event();
if event.is_some() {
return event;
};
// Even though we create a new EventPump each time we poll an event
// this should not be a problem since it only contains phantom data
// and therefore should actually not have any overhead.
let sdl_event = self.sdl_context.event_pump().unwrap().poll_event();
let mut unknown = false;
let event = self.handle_event(sdl_event, &mut unknown);
if unknown {
continue;
};
return event;
}
}
fn check_pending_event(&mut self) -> Option<Event> {
// First check for a pending relative mouse move event.
if let Some((x, y, timestamp)) = self.mouse_relative {
self.mouse_relative = None;
return Some(input::Event::Input(
Input::Move(Motion::MouseRelative([x, y])),
Some(timestamp),
));
}
None
}
fn handle_event(
&mut self,
sdl_event: Option<sdl2::event::Event>,
unknown: &mut bool,
) -> Option<Event> {
use sdl2::event::{Event, WindowEvent};
let event = match sdl_event {
Some(ev) => {
if let Event::MouseMotion { xrel, yrel, .. } = ev {
// Ignore a specific mouse motion event caused by
// change of coordinates when warping the cursor
// to the center.
if Some((xrel, yrel)) == self.ignore_relative_event {
self.ignore_relative_event = None;
return None;
}
}
ev
}
None => {
// Wait until event queue is empty to reduce
// risk of error in order.
if self.is_capturing_cursor {
self.fake_capture();
}
return None;
}
};
match event {
Event::Quit { timestamp, .. } => {
if self.automatic_close {
self.should_close = true;
}
return Some(input::Event::Input(
Input::Close(CloseArgs),
Some(timestamp),
));
}
Event::TextInput {
text, timestamp, ..
} => {
return Some(input::Event::Input(Input::Text(text), Some(timestamp)));
}
Event::KeyDown {
keycode: Some(key),
repeat,
scancode,
timestamp,
..
} => {
// SDL2 repeats the key down event.
// If the event is the same as last one, ignore it.
if repeat {
return self.poll_event();
}
if self.exit_on_esc && key == sdl2::keyboard::Keycode::Escape {
self.should_close = true;
} else {
return Some(input::Event::Input(
Input::Button(ButtonArgs {
state: ButtonState::Press,
button: Button::Keyboard(sdl2_map_key(key)),
scancode: scancode.map(|scode| scode as i32),
}),
Some(timestamp),
));
}
}
Event::KeyUp {
keycode: Some(key),
repeat,
scancode,
timestamp,
..
} => {
if repeat {
return self.poll_event();
}
return Some(input::Event::Input(
Input::Button(ButtonArgs {
state: ButtonState::Release,
button: Button::Keyboard(sdl2_map_key(key)),
scancode: scancode.map(|scode| scode as i32),
}),
Some(timestamp),
));
}
Event::MouseButtonDown {
mouse_btn: button,
timestamp,
..
} => {
return Some(input::Event::Input(
Input::Button(ButtonArgs {
state: ButtonState::Press,
button: Button::Mouse(sdl2_map_mouse(button)),
scancode: None,
}),
Some(timestamp),
));
}
Event::MouseButtonUp {
mouse_btn: button,
timestamp,
..
} => {
return Some(input::Event::Input(
Input::Button(ButtonArgs {
state: ButtonState::Release,
button: Button::Mouse(sdl2_map_mouse(button)),
scancode: None,
}),
Some(timestamp),
));
}
Event::MouseMotion {
x,
y,
xrel: dx,
yrel: dy,
timestamp,
..
} => {
if self.is_capturing_cursor {
// Skip normal mouse movement and emit relative motion only.
return Some(input::Event::Input(
Input::Move(Motion::MouseRelative([dx as f64, dy as f64])),
Some(timestamp),
));
}
// Send relative move movement next time.
self.mouse_relative = Some((dx as f64, dy as f64, timestamp));
return Some(input::Event::Input(
Input::Move(Motion::MouseCursor([x as f64, y as f64])),
Some(timestamp),
));
}
Event::MouseWheel {
x, y, timestamp, ..
} => {
return Some(input::Event::Input(
Input::Move(Motion::MouseScroll([x as f64, y as f64])),
Some(timestamp),
));
}
Event::JoyAxisMotion {
which,
axis_idx,
value: val,
timestamp,
..
} => {
// Axis motion is an absolute value in the range
// [-32768, 32767]. Normalize it down to a float.
let normalized_value = val as f64 / (i16::MAX) as f64;
return Some(input::Event::Input(
Input::Move(Motion::ControllerAxis(ControllerAxisArgs::new(
which,
axis_idx,
normalized_value,
))),
Some(timestamp),
));
}
Event::JoyButtonDown {
which,
button_idx,
timestamp,
..
} => {
return Some(input::Event::Input(
Input::Button(ButtonArgs {
state: ButtonState::Press,
button: Button::Controller(ControllerButton::new(which, button_idx)),
scancode: None,
}),
Some(timestamp),
))
}
Event::JoyButtonUp {
which,
button_idx,
timestamp,
..
} => {
return Some(input::Event::Input(
Input::Button(ButtonArgs {
state: ButtonState::Release,
button: Button::Controller(ControllerButton::new(which, button_idx)),
scancode: None,
}),
Some(timestamp),
))
}
Event::JoyHatMotion {
which,
hat_idx,
state,
timestamp,
..
} => {
let state = match state {
HatState::Centered => PistonHat::Centered,
HatState::Up => PistonHat::Up,
HatState::Right => PistonHat::Right,
HatState::Down => PistonHat::Down,
HatState::Left => PistonHat::Left,
HatState::RightUp => PistonHat::RightUp,
HatState::RightDown => PistonHat::RightDown,
HatState::LeftUp => PistonHat::LeftUp,
HatState::LeftDown => PistonHat::LeftDown,
};
return Some(input::Event::Input(
Input::Button(ButtonArgs {
state: ButtonState::Release,
button: Button::Hat(ControllerHat::new(which, hat_idx, state)),
scancode: None,
}),
Some(timestamp),
));
}
Event::FingerDown {
touch_id,
finger_id,
x,
y,
pressure,
timestamp,
..
} => {
return Some(input::Event::Input(
Input::Move(Motion::Touch(TouchArgs::new(
touch_id,
finger_id,
[x as f64, y as f64],
pressure as f64,
Touch::Start,
))),
Some(timestamp),
))
}
Event::FingerMotion {
touch_id,
finger_id,
x,
y,
pressure,
timestamp,
..
} => {
return Some(input::Event::Input(
Input::Move(Motion::Touch(TouchArgs::new(
touch_id,
finger_id,
[x as f64, y as f64],
pressure as f64,
Touch::Move,
))),
Some(timestamp),
))
}
Event::FingerUp {
touch_id,
finger_id,
x,
y,
pressure,
timestamp,
..
} => {
return Some(input::Event::Input(
Input::Move(Motion::Touch(TouchArgs::new(
touch_id,
finger_id,
[x as f64, y as f64],
pressure as f64,
Touch::End,
))),
Some(timestamp),
))
}
Event::Window {
win_event: sdl2::event::WindowEvent::Resized(w, h),
timestamp,
..
} => {
let draw_size = self.draw_size();
return Some(input::Event::Input(
Input::Resize(ResizeArgs {
window_size: [w as f64, h as f64],
draw_size: draw_size.into(),
}),
Some(timestamp),
));
}
Event::Window {
win_event: WindowEvent::FocusGained,
timestamp,
..
} => {
return Some(input::Event::Input(Input::Focus(true), Some(timestamp)));
}
Event::Window {
win_event: WindowEvent::FocusLost,
timestamp,
..
} => {
return Some(input::Event::Input(Input::Focus(false), Some(timestamp)));
}
Event::Window {
win_event: WindowEvent::Enter,
timestamp,
..
} => {
return Some(input::Event::Input(Input::Cursor(true), Some(timestamp)));
}
Event::Window {
win_event: WindowEvent::Leave,
timestamp,
..
} => {
return Some(input::Event::Input(Input::Cursor(false), Some(timestamp)));
}
_ => {
*unknown = true;
return None;
}
}
None
}
fn fake_capture(&mut self) {
// Fake capturing of cursor.
let (w, h) = self.window.size();
let cx = (w / 2) as i32;
let cy = (h / 2) as i32;
let s = self.sdl_context.event_pump().unwrap().mouse_state();
let dx = cx - s.x();
let dy = cy - s.y();
if dx != 0 || dy != 0 {
self.ignore_relative_event = Some((dx, dy));
self.sdl_context
.mouse()
.warp_mouse_in_window(&self.window, cx, cy);
}
}
}
impl BuildFromWindowSettings for Sdl2Window {
fn build_from_window_settings(settings: &WindowSettings) -> Result<Self, Box<dyn Error>> {
Sdl2Window::new(settings)
}
}
impl Drop for Sdl2Window {
fn drop(&mut self) {
self.set_capture_cursor(false);
}
}
impl Window for Sdl2Window {
fn should_close(&self) -> bool {
self.should_close
}
fn set_should_close(&mut self, value: bool) {
self.should_close = value;
}
fn swap_buffers(&mut self) {
self.window.gl_swap_window();
}
fn size(&self) -> Size {
let (w, h) = self.window.size();
Size {
width: w as f64,
height: h as f64,
}
}
fn wait_event(&mut self) -> Event {
self.wait_event()
}
fn wait_event_timeout(&mut self, timeout: Duration) -> Option<Event> {
self.wait_event_timeout(timeout)
}
fn poll_event(&mut self) -> Option<Event> {
self.poll_event()
}
fn draw_size(&self) -> Size {
let (w, h) = self.window.drawable_size();
Size {
width: w as f64,
height: h as f64,
}
}
}
impl AdvancedWindow for Sdl2Window {
fn get_title(&self) -> String {
self.title.clone()
}
fn set_title(&mut self, value: String) {
let _ = self.window.set_title(&value);
self.title = value
}
fn get_automatic_close(&self) -> bool {
self.automatic_close
}
fn set_automatic_close(&mut self, value: bool) {
self.automatic_close = value;
}
fn get_exit_on_esc(&self) -> bool {
self.exit_on_esc
}
fn set_exit_on_esc(&mut self, value: bool) {
self.exit_on_esc = value;
}
fn set_capture_cursor(&mut self, value: bool) {
// Normally it should call `.set_relative_mouse_mode(value)`,
// but since it does not emit relative mouse events,
// we have to fake it by hiding the cursor and warping it
// back to the center of the window.
self.is_capturing_cursor = value;
self.sdl_context.mouse().show_cursor(!value);
if value {
// Move cursor to center of window now,
// to get right relative mouse motion to ignore.
self.fake_capture();
}
}
fn show(&mut self) {
self.window.show();
}
fn hide(&mut self) {
self.window.hide();
}
fn get_position(&self) -> Option<Position> {
let (x, y) = self.window.position();
Some(Position { x, y })
}
fn set_position<P: Into<Position>>(&mut self, pos: P) {
use sdl2::video::WindowPos;
let pos: Position = pos.into();
self.window
.set_position(WindowPos::Positioned(pos.x), WindowPos::Positioned(pos.y));
}
fn set_size<S: Into<Size>>(&mut self, size: S) {
let size: Size = size.into();
let _ = self.window.set_size(size.width as u32, size.height as u32);
}
}
impl OpenGLWindow for Sdl2Window {
fn get_proc_address(&mut self, proc_name: &str) -> ProcAddress {
self.video_subsystem.gl_get_proc_address(proc_name) as *const _
}
fn is_current(&self) -> bool {
self.context.is_current()
}
fn make_current(&mut self) {
self.window.gl_make_current(&self.context).unwrap();
}
}
/// Maps a SDL2 key to piston-input key.
pub fn sdl2_map_key(keycode: sdl2::keyboard::Keycode) -> keyboard::Key {
let keycode = keycode.into_i32();
use std::convert::TryInto;
let keycode: u32 = keycode
.try_into()
.expect("sdl keycode purely uses positive numbers");
keycode.into()
}
/// Maps a SDL2 mouse button to piston-input button.
pub fn sdl2_map_mouse(button: sdl2::mouse::MouseButton) -> MouseButton {
use sdl2::mouse::MouseButton as MB;
match button {
MB::Left => MouseButton::Left,
MB::Right => MouseButton::Right,
MB::Middle => MouseButton::Middle,
MB::X1 => MouseButton::X1,
MB::X2 => MouseButton::X2,
MB::Unknown => MouseButton::Unknown,
}
}