ref: 72eec8227cf41e9d2ad19b4b0ee6546a8a761b8e
dir: /src/Backends/Platform/GLFW3.cpp/
#include "../Misc.h" #include <chrono> #include <stdarg.h> #include <stddef.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <string> #include <thread> #include <GLFW/glfw3.h> #include "../Rendering.h" #include "../Shared/GLFW3.h" #include "../../Attributes.h" #include "../../Main.h" #include "../../Organya.h" #include "../../Profile.h" #define DO_KEY(GLFW_KEY, BACKEND_KEY) \ case GLFW_KEY: \ keyboard_state[BACKEND_KEY] = action == GLFW_PRESS; \ break; static bool keyboard_state[BACKEND_KEYBOARD_TOTAL]; static GLFWcursor* cursor; static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) { (void)window; (void)scancode; (void)mods; switch (action) { case GLFW_RELEASE: case GLFW_PRESS: switch (key) { DO_KEY(GLFW_KEY_A, BACKEND_KEYBOARD_A) DO_KEY(GLFW_KEY_B, BACKEND_KEYBOARD_B) DO_KEY(GLFW_KEY_C, BACKEND_KEYBOARD_C) DO_KEY(GLFW_KEY_D, BACKEND_KEYBOARD_D) DO_KEY(GLFW_KEY_E, BACKEND_KEYBOARD_E) DO_KEY(GLFW_KEY_F, BACKEND_KEYBOARD_F) DO_KEY(GLFW_KEY_G, BACKEND_KEYBOARD_G) DO_KEY(GLFW_KEY_H, BACKEND_KEYBOARD_H) DO_KEY(GLFW_KEY_I, BACKEND_KEYBOARD_I) DO_KEY(GLFW_KEY_J, BACKEND_KEYBOARD_J) DO_KEY(GLFW_KEY_K, BACKEND_KEYBOARD_K) DO_KEY(GLFW_KEY_L, BACKEND_KEYBOARD_L) DO_KEY(GLFW_KEY_M, BACKEND_KEYBOARD_M) DO_KEY(GLFW_KEY_N, BACKEND_KEYBOARD_N) DO_KEY(GLFW_KEY_O, BACKEND_KEYBOARD_O) DO_KEY(GLFW_KEY_P, BACKEND_KEYBOARD_P) DO_KEY(GLFW_KEY_Q, BACKEND_KEYBOARD_Q) DO_KEY(GLFW_KEY_R, BACKEND_KEYBOARD_R) DO_KEY(GLFW_KEY_S, BACKEND_KEYBOARD_S) DO_KEY(GLFW_KEY_T, BACKEND_KEYBOARD_T) DO_KEY(GLFW_KEY_U, BACKEND_KEYBOARD_U) DO_KEY(GLFW_KEY_V, BACKEND_KEYBOARD_V) DO_KEY(GLFW_KEY_W, BACKEND_KEYBOARD_W) DO_KEY(GLFW_KEY_X, BACKEND_KEYBOARD_X) DO_KEY(GLFW_KEY_Y, BACKEND_KEYBOARD_Y) DO_KEY(GLFW_KEY_Z, BACKEND_KEYBOARD_Z) DO_KEY(GLFW_KEY_0, BACKEND_KEYBOARD_0) DO_KEY(GLFW_KEY_1, BACKEND_KEYBOARD_1) DO_KEY(GLFW_KEY_2, BACKEND_KEYBOARD_2) DO_KEY(GLFW_KEY_3, BACKEND_KEYBOARD_3) DO_KEY(GLFW_KEY_4, BACKEND_KEYBOARD_4) DO_KEY(GLFW_KEY_5, BACKEND_KEYBOARD_5) DO_KEY(GLFW_KEY_6, BACKEND_KEYBOARD_6) DO_KEY(GLFW_KEY_7, BACKEND_KEYBOARD_7) DO_KEY(GLFW_KEY_8, BACKEND_KEYBOARD_8) DO_KEY(GLFW_KEY_9, BACKEND_KEYBOARD_9) DO_KEY(GLFW_KEY_F1, BACKEND_KEYBOARD_F1) DO_KEY(GLFW_KEY_F2, BACKEND_KEYBOARD_F2) DO_KEY(GLFW_KEY_F3, BACKEND_KEYBOARD_F3) DO_KEY(GLFW_KEY_F4, BACKEND_KEYBOARD_F4) DO_KEY(GLFW_KEY_F5, BACKEND_KEYBOARD_F5) DO_KEY(GLFW_KEY_F6, BACKEND_KEYBOARD_F6) DO_KEY(GLFW_KEY_F7, BACKEND_KEYBOARD_F7) DO_KEY(GLFW_KEY_F8, BACKEND_KEYBOARD_F8) DO_KEY(GLFW_KEY_F9, BACKEND_KEYBOARD_F9) DO_KEY(GLFW_KEY_F10, BACKEND_KEYBOARD_F10) DO_KEY(GLFW_KEY_F11, BACKEND_KEYBOARD_F11) DO_KEY(GLFW_KEY_F12, BACKEND_KEYBOARD_F12) DO_KEY(GLFW_KEY_UP, BACKEND_KEYBOARD_UP) DO_KEY(GLFW_KEY_DOWN, BACKEND_KEYBOARD_DOWN) DO_KEY(GLFW_KEY_LEFT, BACKEND_KEYBOARD_LEFT) DO_KEY(GLFW_KEY_RIGHT, BACKEND_KEYBOARD_RIGHT) DO_KEY(GLFW_KEY_ESCAPE, BACKEND_KEYBOARD_ESCAPE) DO_KEY(GLFW_KEY_GRAVE_ACCENT, BACKEND_KEYBOARD_BACK_QUOTE) DO_KEY(GLFW_KEY_TAB, BACKEND_KEYBOARD_TAB) DO_KEY(GLFW_KEY_CAPS_LOCK, BACKEND_KEYBOARD_CAPS_LOCK) DO_KEY(GLFW_KEY_LEFT_SHIFT, BACKEND_KEYBOARD_LEFT_SHIFT) DO_KEY(GLFW_KEY_LEFT_CONTROL, BACKEND_KEYBOARD_LEFT_CTRL) DO_KEY(GLFW_KEY_LEFT_ALT, BACKEND_KEYBOARD_LEFT_ALT) DO_KEY(GLFW_KEY_SPACE, BACKEND_KEYBOARD_SPACE) DO_KEY(GLFW_KEY_RIGHT_ALT, BACKEND_KEYBOARD_RIGHT_ALT) DO_KEY(GLFW_KEY_RIGHT_CONTROL, BACKEND_KEYBOARD_RIGHT_CTRL) DO_KEY(GLFW_KEY_RIGHT_SHIFT, BACKEND_KEYBOARD_RIGHT_SHIFT) DO_KEY(GLFW_KEY_ENTER, BACKEND_KEYBOARD_ENTER) DO_KEY(GLFW_KEY_BACKSPACE, BACKEND_KEYBOARD_BACKSPACE) DO_KEY(GLFW_KEY_MINUS, BACKEND_KEYBOARD_MINUS) DO_KEY(GLFW_KEY_EQUAL, BACKEND_KEYBOARD_EQUALS) DO_KEY(GLFW_KEY_LEFT_BRACKET, BACKEND_KEYBOARD_LEFT_BRACKET) DO_KEY(GLFW_KEY_RIGHT_BRACKET, BACKEND_KEYBOARD_RIGHT_BRACKET) DO_KEY(GLFW_KEY_BACKSLASH, BACKEND_KEYBOARD_BACK_SLASH) DO_KEY(GLFW_KEY_SEMICOLON, BACKEND_KEYBOARD_SEMICOLON) DO_KEY(GLFW_KEY_APOSTROPHE, BACKEND_KEYBOARD_APOSTROPHE) DO_KEY(GLFW_KEY_COMMA, BACKEND_KEYBOARD_COMMA) DO_KEY(GLFW_KEY_PERIOD, BACKEND_KEYBOARD_PERIOD) DO_KEY(GLFW_KEY_SLASH, BACKEND_KEYBOARD_FORWARD_SLASH) default: break; } break; } } static void WindowFocusCallback(GLFWwindow *window, int focused) { (void)window; if (focused) ActiveWindow(); else InactiveWindow(); } static void WindowSizeCallback(GLFWwindow *window, int width, int height) { (void)window; RenderBackend_HandleWindowResize(width, height); } static void DragAndDropCallback(GLFWwindow *window, int count, const char **paths) { (void)window; (void)count; LoadProfile(paths[0]); } static void ErrorCallback(int code, const char *description) { Backend_PrintError("GLFW error received (%d): %s", code, description); } bool Backend_Init(void) { glfwSetErrorCallback(ErrorCallback); if (glfwInit() == GL_TRUE) return true; Backend_ShowMessageBox("Fatal error", "Could not initialise GLFW3"); return false; } void Backend_Deinit(void) { if (cursor != NULL) glfwDestroyCursor(cursor); glfwTerminate(); } void Backend_PostWindowCreation(void) { // Hook callbacks glfwSetKeyCallback(window, KeyCallback); glfwSetWindowFocusCallback(window, WindowFocusCallback); glfwSetWindowSizeCallback(window, WindowSizeCallback); } bool Backend_GetBasePath(std::string *string_buffer) { (void)string_buffer; // GLFW3 doesn't seem to have a mechanism for this return false; } void Backend_HideMouse(void) { glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); } void Backend_SetWindowIcon(const unsigned char *rgb_pixels, unsigned int width, unsigned int height) { // Convert to RGBA, since that's the only thing GLFW3 accepts unsigned char *rgba_pixels = (unsigned char*)malloc(width * height * 4); const unsigned char *rgb_pointer = rgb_pixels; unsigned char *rgba_pointer = rgba_pixels; if (rgba_pixels != NULL) { for (unsigned int y = 0; y < height; ++y) { for (unsigned int x = 0; x < width; ++x) { *rgba_pointer++ = *rgb_pointer++; *rgba_pointer++ = *rgb_pointer++; *rgba_pointer++ = *rgb_pointer++; *rgba_pointer++ = 0xFF; } } GLFWimage glfw_image = {(int)width, (int)height, rgba_pixels}; glfwSetWindowIcon(window, 1, &glfw_image); free(rgba_pixels); } } void Backend_SetCursor(const unsigned char *rgb_pixels, unsigned int width, unsigned int height) { // Convert to RGBA, since that's the only thing GLFW3 accepts unsigned char *rgba_pixels = (unsigned char*)malloc(width * height * 4); const unsigned char *rgb_pointer = rgb_pixels; unsigned char *rgba_pointer = rgba_pixels; if (rgba_pixels != NULL) { for (unsigned int y = 0; y < height; ++y) { for (unsigned int x = 0; x < width; ++x) { if (rgb_pointer[0] == 0xFF && rgb_pointer[1] == 0 && rgb_pointer[2] == 0xFF) // Colour-key { *rgba_pointer++ = *rgb_pointer++; *rgba_pointer++ = *rgb_pointer++; *rgba_pointer++ = *rgb_pointer++; *rgba_pointer++ = 0; } else { *rgba_pointer++ = *rgb_pointer++; *rgba_pointer++ = *rgb_pointer++; *rgba_pointer++ = *rgb_pointer++; *rgba_pointer++ = 0xFF; } } } GLFWimage glfw_image = {(int)width, (int)height, rgba_pixels}; cursor = glfwCreateCursor(&glfw_image, 0, 0); if (cursor != NULL) glfwSetCursor(window, cursor); free(rgba_pixels); } } void PlaybackBackend_EnableDragAndDrop(void) { glfwSetDropCallback(window, DragAndDropCallback); } bool Backend_SystemTask(bool active) { if (glfwWindowShouldClose(window)) { StopOrganyaMusic(); return false; } if (active) glfwPollEvents(); else glfwWaitEvents(); return true; } void Backend_GetKeyboardState(bool *out_keyboard_state) { memcpy(out_keyboard_state, keyboard_state, sizeof(keyboard_state)); } void Backend_ShowMessageBox(const char *title, const char *message) { // GLFW3 doesn't have a message box printf("ShowMessageBox - '%s' - '%s'\n", title, message); } ATTRIBUTE_FORMAT_PRINTF(1, 2) void Backend_PrintError(const char *format, ...) { va_list argumentList; va_start(argumentList, format); fputs("ERROR: ", stderr); vfprintf(stderr, format, argumentList); fputc('\n', stderr); va_end(argumentList); } ATTRIBUTE_FORMAT_PRINTF(1, 2) void Backend_PrintInfo(const char *format, ...) { va_list argumentList; va_start(argumentList, format); fputs("INFO: ", stdout); vprintf(format, argumentList); putchar('\n'); va_end(argumentList); } unsigned long Backend_GetTicks(void) { return (unsigned long)(glfwGetTime() * 1000.0); } void Backend_Delay(unsigned int ticks) { // GLFW3 doesn't have a delay function, so here's some butt-ugly C++11 std::this_thread::sleep_for(std::chrono::milliseconds(ticks)); }