mirror of https://github.com/OpenRCT2/OpenRCT2.git
1028 lines
34 KiB
C++
1028 lines
34 KiB
C++
/*****************************************************************************
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* Copyright (c) 2014-2024 OpenRCT2 developers
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*
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* For a complete list of all authors, please refer to contributors.md
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* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
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*
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* OpenRCT2 is licensed under the GNU General Public License version 3.
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*****************************************************************************/
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#include "UiContext.h"
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#include "CursorRepository.h"
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#include "SDLException.h"
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#include "TextComposition.h"
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#include "WindowManager.h"
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#include "drawing/engines/DrawingEngineFactory.hpp"
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#include "input/ShortcutManager.h"
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#include "interface/InGameConsole.h"
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#include "interface/Theme.h"
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#include "scripting/UiExtensions.h"
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#include "title/TitleSequencePlayer.h"
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#include <SDL.h>
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#include <chrono>
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#include <cmath>
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#include <cstdlib>
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#include <memory>
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#include <openrct2-ui/input/InputManager.h>
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#include <openrct2-ui/interface/Window.h>
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#include <openrct2/Context.h>
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#include <openrct2/Input.h>
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#include <openrct2/Version.h>
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#include <openrct2/audio/AudioContext.h>
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#include <openrct2/audio/AudioMixer.h>
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#include <openrct2/config/Config.h>
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#include <openrct2/core/String.hpp>
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#include <openrct2/drawing/Drawing.h>
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#include <openrct2/drawing/IDrawingEngine.h>
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#include <openrct2/interface/Chat.h>
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#include <openrct2/interface/InteractiveConsole.h>
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#include <openrct2/localisation/StringIds.h>
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#include <openrct2/platform/Platform.h>
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#include <openrct2/scenes/title/TitleSequencePlayer.h>
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#include <openrct2/scripting/ScriptEngine.h>
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#include <openrct2/ui/UiContext.h>
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#include <openrct2/ui/WindowManager.h>
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#include <openrct2/world/Location.hpp>
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#include <vector>
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using namespace OpenRCT2;
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using namespace OpenRCT2::Drawing;
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using namespace OpenRCT2::Scripting;
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using namespace OpenRCT2::Ui;
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#ifdef __MACOSX__
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// macOS uses COMMAND rather than CTRL for many keyboard shortcuts
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# define KEYBOARD_PRIMARY_MODIFIER KMOD_GUI
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#else
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# define KEYBOARD_PRIMARY_MODIFIER KMOD_CTRL
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#endif
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class UiContext final : public IUiContext
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{
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private:
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constexpr static uint32_t TOUCH_DOUBLE_TIMEOUT = 300;
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const std::unique_ptr<IPlatformUiContext> _platformUiContext;
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const std::unique_ptr<IWindowManager> _windowManager;
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CursorRepository _cursorRepository;
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SDL_Window* _window = nullptr;
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int32_t _width = 0;
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int32_t _height = 0;
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ScaleQuality _scaleQuality = ScaleQuality::NearestNeighbour;
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std::vector<Resolution> _fsResolutions;
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bool _steamOverlayActive = false;
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// Input
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InputManager _inputManager;
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ShortcutManager _shortcutManager;
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TextComposition _textComposition;
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CursorState _cursorState = {};
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uint32_t _lastKeyPressed = 0;
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const uint8_t* _keysState = nullptr;
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uint8_t _keysPressed[256] = {};
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uint32_t _lastGestureTimestamp = 0;
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float _gestureRadius = 0;
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InGameConsole _inGameConsole;
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std::unique_ptr<ITitleSequencePlayer> _titleSequencePlayer;
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public:
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InGameConsole& GetInGameConsole()
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{
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return _inGameConsole;
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}
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InputManager& GetInputManager()
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{
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return _inputManager;
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}
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ShortcutManager& GetShortcutManager()
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{
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return _shortcutManager;
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}
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explicit UiContext(const std::shared_ptr<IPlatformEnvironment>& env)
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: _platformUiContext(CreatePlatformUiContext())
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, _windowManager(CreateWindowManager())
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, _shortcutManager(env)
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{
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LogSDLVersion();
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
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{
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SDLException::Throw("SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)");
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}
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_cursorRepository.LoadCursors();
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_shortcutManager.LoadUserBindings();
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}
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~UiContext() override
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{
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UiContext::CloseWindow();
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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void Initialise() override
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{
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#ifdef ENABLE_SCRIPTING
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auto& scriptEngine = GetContext()->GetScriptEngine();
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UiScriptExtensions::Extend(scriptEngine);
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#endif
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}
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void Tick() override
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{
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_inGameConsole.Update();
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_windowManager->UpdateMapTooltip();
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WindowDispatchUpdateAll();
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}
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void Draw(DrawPixelInfo& dpi) override
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{
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auto bgColour = ThemeGetColour(WindowClass::Chat, 0);
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ChatDraw(dpi, bgColour);
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_inGameConsole.Draw(dpi);
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}
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// Window
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void* GetWindow() override
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{
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return _window;
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}
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int32_t GetWidth() override
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{
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return _width;
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}
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int32_t GetHeight() override
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{
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return _height;
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}
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ScaleQuality GetScaleQuality() override
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{
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return _scaleQuality;
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}
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void SetFullscreenMode(FULLSCREEN_MODE mode) override
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{
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static constexpr int32_t _sdlFullscreenFlags[] = {
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0,
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SDL_WINDOW_FULLSCREEN,
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SDL_WINDOW_FULLSCREEN_DESKTOP,
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};
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uint32_t windowFlags = _sdlFullscreenFlags[EnumValue(mode)];
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// HACK Changing window size when in fullscreen usually has no effect
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if (mode == FULLSCREEN_MODE::FULLSCREEN)
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{
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SDL_SetWindowFullscreen(_window, 0);
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// Set window size
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UpdateFullscreenResolutions();
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Resolution resolution = GetClosestResolution(
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Config::Get().general.FullscreenWidth, Config::Get().general.FullscreenHeight);
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SDL_SetWindowSize(_window, resolution.Width, resolution.Height);
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}
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else if (mode == FULLSCREEN_MODE::WINDOWED)
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{
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SDL_SetWindowSize(_window, Config::Get().general.WindowWidth, Config::Get().general.WindowHeight);
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}
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if (SDL_SetWindowFullscreen(_window, windowFlags))
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{
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LOG_FATAL("SDL_SetWindowFullscreen %s", SDL_GetError());
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exit(1);
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// TODO try another display mode rather than just exiting the game
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}
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}
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const std::vector<Resolution>& GetFullscreenResolutions() override
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{
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UpdateFullscreenResolutions();
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return _fsResolutions;
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}
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bool HasFocus() override
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{
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uint32_t windowFlags = GetWindowFlags();
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return (windowFlags & SDL_WINDOW_INPUT_FOCUS) != 0;
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}
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bool IsMinimised() override
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{
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uint32_t windowFlags = GetWindowFlags();
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return (windowFlags & SDL_WINDOW_MINIMIZED) || (windowFlags & SDL_WINDOW_HIDDEN);
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}
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bool IsSteamOverlayActive() override
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{
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return _steamOverlayActive;
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}
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// Input
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const CursorState* GetCursorState() override
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{
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return &_cursorState;
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}
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const uint8_t* GetKeysState() override
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{
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return _keysState;
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}
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const uint8_t* GetKeysPressed() override
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{
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return _keysPressed;
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}
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CursorID GetCursor() override
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{
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return _cursorRepository.GetCurrentCursor();
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}
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void SetCursor(CursorID cursor) override
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{
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_cursorRepository.SetCurrentCursor(cursor);
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}
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void SetCursorScale(uint8_t scale) override
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{
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_cursorRepository.SetCursorScale(scale);
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}
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void SetCursorVisible(bool value) override
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{
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SDL_ShowCursor(value ? SDL_ENABLE : SDL_DISABLE);
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}
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ScreenCoordsXY GetCursorPosition() override
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{
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ScreenCoordsXY cursorPosition;
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SDL_GetMouseState(&cursorPosition.x, &cursorPosition.y);
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return cursorPosition;
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}
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void SetCursorPosition(const ScreenCoordsXY& cursorPosition) override
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{
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SDL_WarpMouseInWindow(nullptr, cursorPosition.x, cursorPosition.y);
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}
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void SetCursorTrap(bool value) override
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{
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SDL_SetWindowGrab(_window, value ? SDL_TRUE : SDL_FALSE);
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}
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void SetKeysPressed(uint32_t keysym, uint8_t scancode) override
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{
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_lastKeyPressed = keysym;
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_keysPressed[scancode] = 1;
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}
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// Drawing
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std::shared_ptr<Drawing::IDrawingEngineFactory> GetDrawingEngineFactory() override
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{
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return std::make_shared<DrawingEngineFactory>();
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}
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void DrawWeatherAnimation(IWeatherDrawer* weatherDrawer, DrawPixelInfo& dpi, DrawWeatherFunc drawFunc) override
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{
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int32_t left = dpi.x;
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int32_t right = left + dpi.width;
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int32_t top = dpi.y;
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int32_t bottom = top + dpi.height;
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for (auto& w : g_window_list)
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{
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DrawWeatherWindow(dpi, weatherDrawer, w.get(), left, right, top, bottom, drawFunc);
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}
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}
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// Text input
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bool IsTextInputActive() override
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{
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return _textComposition.IsActive();
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}
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TextInputSession* StartTextInput(u8string& buffer, size_t maxLength) override
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{
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return _textComposition.Start(buffer, maxLength);
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}
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void StopTextInput() override
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{
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_textComposition.Stop();
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}
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void ProcessMessages() override
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{
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_lastKeyPressed = 0;
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_cursorState.left &= ~CURSOR_CHANGED;
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_cursorState.middle &= ~CURSOR_CHANGED;
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_cursorState.right &= ~CURSOR_CHANGED;
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_cursorState.old = 0;
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SDL_Event e;
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while (SDL_PollEvent(&e))
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{
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switch (e.type)
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{
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case SDL_QUIT:
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ContextQuit();
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break;
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case SDL_WINDOWEVENT:
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if (e.window.event == SDL_WINDOWEVENT_RESIZED)
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{
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LOG_VERBOSE("New Window size: %ux%u\n", e.window.data1, e.window.data2);
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OnResize(e.window.data1, e.window.data2);
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}
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switch (e.window.event)
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{
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case SDL_WINDOWEVENT_RESIZED:
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case SDL_WINDOWEVENT_MOVED:
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case SDL_WINDOWEVENT_MAXIMIZED:
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case SDL_WINDOWEVENT_RESTORED:
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{
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// Update default display index
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int32_t displayIndex = SDL_GetWindowDisplayIndex(_window);
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if (displayIndex != Config::Get().general.DefaultDisplay)
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{
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Config::Get().general.DefaultDisplay = displayIndex;
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Config::Save();
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}
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break;
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}
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}
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if (Config::Get().sound.audio_focus)
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{
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if (e.window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
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{
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SetAudioVolume(1);
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}
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if (e.window.event == SDL_WINDOWEVENT_FOCUS_LOST)
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{
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SetAudioVolume(0);
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}
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}
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break;
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case SDL_MOUSEMOTION:
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_cursorState.position = { static_cast<int32_t>(e.motion.x / Config::Get().general.WindowScale),
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static_cast<int32_t>(e.motion.y / Config::Get().general.WindowScale) };
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break;
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case SDL_MOUSEWHEEL:
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if (_inGameConsole.IsOpen())
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{
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_inGameConsole.Scroll(e.wheel.y * 3); // Scroll 3 lines at a time
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break;
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}
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_cursorState.wheel -= e.wheel.y;
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break;
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case SDL_MOUSEBUTTONDOWN:
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{
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if (e.button.which == SDL_TOUCH_MOUSEID)
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{
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break;
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}
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ScreenCoordsXY mousePos = { static_cast<int32_t>(e.button.x / Config::Get().general.WindowScale),
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static_cast<int32_t>(e.button.y / Config::Get().general.WindowScale) };
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switch (e.button.button)
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{
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case SDL_BUTTON_LEFT:
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StoreMouseInput(MouseState::LeftPress, mousePos);
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_cursorState.left = CURSOR_PRESSED;
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_cursorState.old = 1;
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break;
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case SDL_BUTTON_MIDDLE:
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_cursorState.middle = CURSOR_PRESSED;
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break;
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case SDL_BUTTON_RIGHT:
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StoreMouseInput(MouseState::RightPress, mousePos);
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_cursorState.right = CURSOR_PRESSED;
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_cursorState.old = 2;
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break;
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}
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_cursorState.touch = false;
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{
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InputEvent ie;
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ie.DeviceKind = InputDeviceKind::Mouse;
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ie.Modifiers = SDL_GetModState();
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ie.Button = e.button.button;
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ie.State = InputEventState::Down;
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_inputManager.QueueInputEvent(std::move(ie));
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}
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break;
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}
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case SDL_MOUSEBUTTONUP:
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{
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if (e.button.which == SDL_TOUCH_MOUSEID)
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{
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break;
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}
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ScreenCoordsXY mousePos = { static_cast<int32_t>(e.button.x / Config::Get().general.WindowScale),
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static_cast<int32_t>(e.button.y / Config::Get().general.WindowScale) };
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switch (e.button.button)
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{
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case SDL_BUTTON_LEFT:
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StoreMouseInput(MouseState::LeftRelease, mousePos);
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_cursorState.left = CURSOR_RELEASED;
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_cursorState.old = 3;
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break;
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case SDL_BUTTON_MIDDLE:
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_cursorState.middle = CURSOR_RELEASED;
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break;
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case SDL_BUTTON_RIGHT:
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StoreMouseInput(MouseState::RightRelease, mousePos);
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_cursorState.right = CURSOR_RELEASED;
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_cursorState.old = 4;
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break;
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}
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_cursorState.touch = false;
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{
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InputEvent ie;
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ie.DeviceKind = InputDeviceKind::Mouse;
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ie.Modifiers = SDL_GetModState();
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ie.Button = e.button.button;
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ie.State = InputEventState::Release;
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_inputManager.QueueInputEvent(std::move(ie));
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}
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break;
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}
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// Apple sends touchscreen events for trackpads, so ignore these events on macOS
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#ifndef __MACOSX__
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case SDL_FINGERMOTION:
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_cursorState.position = { static_cast<int32_t>(e.tfinger.x * _width),
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static_cast<int32_t>(e.tfinger.y * _height) };
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break;
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case SDL_FINGERDOWN:
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{
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ScreenCoordsXY fingerPos = { static_cast<int32_t>(e.tfinger.x * _width),
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static_cast<int32_t>(e.tfinger.y * _height) };
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_cursorState.touchIsDouble
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= (!_cursorState.touchIsDouble
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&& e.tfinger.timestamp - _cursorState.touchDownTimestamp < TOUCH_DOUBLE_TIMEOUT);
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if (_cursorState.touchIsDouble)
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{
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StoreMouseInput(MouseState::RightPress, fingerPos);
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_cursorState.right = CURSOR_PRESSED;
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_cursorState.old = 2;
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}
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else
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{
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StoreMouseInput(MouseState::LeftPress, fingerPos);
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_cursorState.left = CURSOR_PRESSED;
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_cursorState.old = 1;
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}
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_cursorState.touch = true;
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_cursorState.touchDownTimestamp = e.tfinger.timestamp;
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break;
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}
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case SDL_FINGERUP:
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{
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ScreenCoordsXY fingerPos = { static_cast<int32_t>(e.tfinger.x * _width),
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static_cast<int32_t>(e.tfinger.y * _height) };
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if (_cursorState.touchIsDouble)
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{
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StoreMouseInput(MouseState::RightRelease, fingerPos);
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_cursorState.right = CURSOR_RELEASED;
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_cursorState.old = 4;
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}
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else
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{
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StoreMouseInput(MouseState::LeftRelease, fingerPos);
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_cursorState.left = CURSOR_RELEASED;
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_cursorState.old = 3;
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}
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_cursorState.touch = true;
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break;
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}
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#endif
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case SDL_KEYDOWN:
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{
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#ifndef __MACOSX__
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// Ignore winkey keydowns. Handles edge case where tiling
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// window managers don't eat the keypresses when changing
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// workspaces.
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if (SDL_GetModState() & KMOD_GUI)
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{
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break;
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}
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#endif
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_textComposition.HandleMessage(&e);
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auto ie = GetInputEventFromSDLEvent(e);
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ie.State = InputEventState::Down;
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_inputManager.QueueInputEvent(std::move(ie));
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break;
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}
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case SDL_KEYUP:
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{
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auto ie = GetInputEventFromSDLEvent(e);
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ie.State = InputEventState::Release;
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_inputManager.QueueInputEvent(std::move(ie));
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break;
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}
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case SDL_MULTIGESTURE:
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if (e.mgesture.numFingers == 2)
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{
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if (e.mgesture.timestamp > _lastGestureTimestamp + 1000)
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{
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_gestureRadius = 0;
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|
}
|
|
_lastGestureTimestamp = e.mgesture.timestamp;
|
|
_gestureRadius += e.mgesture.dDist;
|
|
|
|
// Zoom gesture
|
|
constexpr int32_t tolerance = 128;
|
|
int32_t gesturePixels = static_cast<int32_t>(_gestureRadius * _width);
|
|
if (abs(gesturePixels) > tolerance)
|
|
{
|
|
_gestureRadius = 0;
|
|
MainWindowZoom(gesturePixels > 0, true);
|
|
}
|
|
}
|
|
break;
|
|
case SDL_TEXTEDITING:
|
|
_textComposition.HandleMessage(&e);
|
|
break;
|
|
case SDL_TEXTINPUT:
|
|
_textComposition.HandleMessage(&e);
|
|
break;
|
|
default:
|
|
{
|
|
_inputManager.QueueInputEvent(e);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
_cursorState.any = _cursorState.left | _cursorState.middle | _cursorState.right;
|
|
|
|
// Updates the state of the keys
|
|
int32_t numKeys = 256;
|
|
_keysState = SDL_GetKeyboardState(&numKeys);
|
|
}
|
|
|
|
/**
|
|
* Helper function to set various render target features.
|
|
* Does not get triggered on resize, but rather manually on config changes.
|
|
*/
|
|
void TriggerResize() override
|
|
{
|
|
char scaleQualityBuffer[4];
|
|
_scaleQuality = ScaleQuality::SmoothNearestNeighbour;
|
|
if (Config::Get().general.WindowScale == std::floor(Config::Get().general.WindowScale))
|
|
{
|
|
_scaleQuality = ScaleQuality::NearestNeighbour;
|
|
}
|
|
|
|
ScaleQuality scaleQuality = _scaleQuality;
|
|
if (_scaleQuality == ScaleQuality::SmoothNearestNeighbour)
|
|
{
|
|
scaleQuality = ScaleQuality::Linear;
|
|
}
|
|
snprintf(scaleQualityBuffer, sizeof(scaleQualityBuffer), "%d", static_cast<int32_t>(scaleQuality));
|
|
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, scaleQualityBuffer);
|
|
|
|
int32_t width, height;
|
|
SDL_GetWindowSize(_window, &width, &height);
|
|
OnResize(width, height);
|
|
}
|
|
|
|
void CreateWindow() override
|
|
{
|
|
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, Config::Get().general.MinimizeFullscreenFocusLoss ? "1" : "0");
|
|
|
|
// Set window position to default display
|
|
int32_t defaultDisplay = std::clamp(Config::Get().general.DefaultDisplay, 0, 0xFFFF);
|
|
auto windowPos = ScreenCoordsXY{ static_cast<int32_t>(SDL_WINDOWPOS_UNDEFINED_DISPLAY(defaultDisplay)),
|
|
static_cast<int32_t>(SDL_WINDOWPOS_UNDEFINED_DISPLAY(defaultDisplay)) };
|
|
|
|
CreateWindow(windowPos);
|
|
|
|
// Check if steam overlay renderer is loaded into the process
|
|
_steamOverlayActive = _platformUiContext->IsSteamOverlayAttached();
|
|
}
|
|
|
|
void CloseWindow() override
|
|
{
|
|
DrawingEngineDispose();
|
|
if (_window != nullptr)
|
|
{
|
|
SDL_DestroyWindow(_window);
|
|
_window = nullptr;
|
|
}
|
|
}
|
|
|
|
void RecreateWindow() override
|
|
{
|
|
// Use the position of the current window for the new window
|
|
ScreenCoordsXY windowPos;
|
|
SDL_SetWindowFullscreen(_window, 0);
|
|
SDL_GetWindowPosition(_window, &windowPos.x, &windowPos.y);
|
|
|
|
CloseWindow();
|
|
CreateWindow(windowPos);
|
|
}
|
|
|
|
void ShowMessageBox(const std::string& message) override
|
|
{
|
|
_platformUiContext->ShowMessageBox(_window, message);
|
|
}
|
|
|
|
int32_t ShowMessageBox(
|
|
const std::string& title, const std::string& message, const std::vector<std::string>& options) override
|
|
{
|
|
auto message_box_button_data = std::make_unique<SDL_MessageBoxButtonData[]>(options.size());
|
|
for (size_t i = 0; i < options.size(); i++)
|
|
{
|
|
message_box_button_data[i].buttonid = static_cast<int>(i);
|
|
message_box_button_data[i].text = options[i].c_str();
|
|
}
|
|
|
|
SDL_MessageBoxData message_box_data{};
|
|
message_box_data.window = _window;
|
|
message_box_data.title = title.c_str();
|
|
message_box_data.message = message.c_str();
|
|
message_box_data.numbuttons = static_cast<int>(options.size());
|
|
message_box_data.buttons = message_box_button_data.get();
|
|
|
|
int buttonid{};
|
|
|
|
SDL_ShowMessageBox(&message_box_data, &buttonid);
|
|
|
|
return buttonid;
|
|
}
|
|
|
|
bool HasMenuSupport() override
|
|
{
|
|
return _platformUiContext->HasMenuSupport();
|
|
}
|
|
|
|
int32_t ShowMenuDialog(const std::vector<std::string>& options, const std::string& title, const std::string& text) override
|
|
{
|
|
return _platformUiContext->ShowMenuDialog(options, title, text);
|
|
}
|
|
|
|
void OpenFolder(const std::string& path) override
|
|
{
|
|
_platformUiContext->OpenFolder(path);
|
|
}
|
|
|
|
void OpenURL(const std::string& url) override
|
|
{
|
|
_platformUiContext->OpenURL(url);
|
|
}
|
|
|
|
std::string ShowFileDialog(const FileDialogDesc& desc) override
|
|
{
|
|
return _platformUiContext->ShowFileDialog(_window, desc);
|
|
}
|
|
|
|
std::string ShowDirectoryDialog(const std::string& title) override
|
|
{
|
|
return _platformUiContext->ShowDirectoryDialog(_window, title);
|
|
}
|
|
|
|
bool HasFilePicker() const override
|
|
{
|
|
return _platformUiContext->HasFilePicker();
|
|
}
|
|
|
|
IWindowManager* GetWindowManager() override
|
|
{
|
|
return _windowManager.get();
|
|
}
|
|
|
|
bool SetClipboardText(const utf8* target) override
|
|
{
|
|
return (SDL_SetClipboardText(target) == 0);
|
|
}
|
|
|
|
ITitleSequencePlayer* GetTitleSequencePlayer() override
|
|
{
|
|
if (_titleSequencePlayer == nullptr)
|
|
{
|
|
_titleSequencePlayer = OpenRCT2::Title::CreateTitleSequencePlayer();
|
|
}
|
|
return _titleSequencePlayer.get();
|
|
}
|
|
|
|
private:
|
|
void LogSDLVersion()
|
|
{
|
|
SDL_version version{};
|
|
SDL_GetVersion(&version);
|
|
LOG_VERBOSE("SDL2 version: %d.%d.%d", version.major, version.minor, version.patch);
|
|
}
|
|
|
|
void CreateWindow(const ScreenCoordsXY& windowPos)
|
|
{
|
|
// Get saved window size
|
|
int32_t width = Config::Get().general.WindowWidth;
|
|
int32_t height = Config::Get().general.WindowHeight;
|
|
if (width <= 0)
|
|
width = 640;
|
|
if (height <= 0)
|
|
height = 480;
|
|
|
|
// Create window in window first rather than fullscreen so we have the display the window is on first
|
|
uint32_t flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
|
|
if (Config::Get().general.DrawingEngine == DrawingEngine::OpenGL)
|
|
{
|
|
flags |= SDL_WINDOW_OPENGL;
|
|
}
|
|
|
|
_window = SDL_CreateWindow(OPENRCT2_NAME, windowPos.x, windowPos.y, width, height, flags);
|
|
if (_window == nullptr)
|
|
{
|
|
SDLException::Throw("SDL_CreateWindow(...)");
|
|
}
|
|
|
|
ApplyScreenSaverLockSetting();
|
|
|
|
SDL_SetWindowMinimumSize(_window, 720, 480);
|
|
SetCursorTrap(Config::Get().general.TrapCursor);
|
|
_platformUiContext->SetWindowIcon(_window);
|
|
|
|
// Initialise the surface, palette and draw buffer
|
|
DrawingEngineInit();
|
|
OnResize(width, height);
|
|
|
|
UpdateFullscreenResolutions();
|
|
|
|
SetFullscreenMode(static_cast<FULLSCREEN_MODE>(Config::Get().general.FullscreenMode));
|
|
TriggerResize();
|
|
}
|
|
|
|
void OnResize(int32_t width, int32_t height)
|
|
{
|
|
// Scale the native window size to the game's canvas size
|
|
_width = static_cast<int32_t>(width / Config::Get().general.WindowScale);
|
|
_height = static_cast<int32_t>(height / Config::Get().general.WindowScale);
|
|
|
|
DrawingEngineResize();
|
|
|
|
uint32_t flags = SDL_GetWindowFlags(_window);
|
|
if ((flags & SDL_WINDOW_MINIMIZED) == 0)
|
|
{
|
|
WindowResizeGui(_width, _height);
|
|
WindowRelocateWindows(_width, _height);
|
|
}
|
|
|
|
GfxInvalidateScreen();
|
|
|
|
// Check if the window has been resized in windowed mode and update the config file accordingly
|
|
int32_t nonWindowFlags =
|
|
#ifndef __MACOSX__
|
|
SDL_WINDOW_MAXIMIZED |
|
|
#endif
|
|
SDL_WINDOW_MINIMIZED | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP;
|
|
|
|
if (!(flags & nonWindowFlags))
|
|
{
|
|
if (width != Config::Get().general.WindowWidth || height != Config::Get().general.WindowHeight)
|
|
{
|
|
Config::Get().general.WindowWidth = width;
|
|
Config::Get().general.WindowHeight = height;
|
|
Config::Save();
|
|
}
|
|
}
|
|
}
|
|
|
|
void UpdateFullscreenResolutions()
|
|
{
|
|
// Query number of display modes
|
|
int32_t displayIndex = SDL_GetWindowDisplayIndex(_window);
|
|
int32_t numDisplayModes = SDL_GetNumDisplayModes(displayIndex);
|
|
|
|
// Get desktop aspect ratio
|
|
SDL_DisplayMode mode;
|
|
SDL_GetDesktopDisplayMode(displayIndex, &mode);
|
|
|
|
// Get resolutions
|
|
auto resolutions = std::vector<Resolution>();
|
|
float desktopAspectRatio = static_cast<float>(mode.w) / mode.h;
|
|
for (int32_t i = 0; i < numDisplayModes; i++)
|
|
{
|
|
SDL_GetDisplayMode(displayIndex, i, &mode);
|
|
if (mode.w > 0 && mode.h > 0)
|
|
{
|
|
float aspectRatio = static_cast<float>(mode.w) / mode.h;
|
|
if (std::fabs(desktopAspectRatio - aspectRatio) < 0.1f)
|
|
{
|
|
resolutions.push_back({ mode.w, mode.h });
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sort by area
|
|
std::sort(resolutions.begin(), resolutions.end(), [](const Resolution& a, const Resolution& b) -> bool {
|
|
int32_t areaA = a.Width * a.Height;
|
|
int32_t areaB = b.Width * b.Height;
|
|
return areaA < areaB;
|
|
});
|
|
|
|
// Remove duplicates
|
|
auto last = std::unique(resolutions.begin(), resolutions.end(), [](const Resolution& a, const Resolution& b) -> bool {
|
|
return (a.Width == b.Width && a.Height == b.Height);
|
|
});
|
|
resolutions.erase(last, resolutions.end());
|
|
|
|
// Update config fullscreen resolution if not set
|
|
if (!resolutions.empty()
|
|
&& (Config::Get().general.FullscreenWidth == -1 || Config::Get().general.FullscreenHeight == -1))
|
|
{
|
|
Config::Get().general.FullscreenWidth = resolutions.back().Width;
|
|
Config::Get().general.FullscreenHeight = resolutions.back().Height;
|
|
}
|
|
|
|
_fsResolutions = resolutions;
|
|
}
|
|
|
|
Resolution GetClosestResolution(int32_t inWidth, int32_t inHeight)
|
|
{
|
|
Resolution result = { 640, 480 };
|
|
int32_t closestAreaDiff = -1;
|
|
int32_t destinationArea = inWidth * inHeight;
|
|
for (const Resolution& resolution : _fsResolutions)
|
|
{
|
|
// Check if exact match
|
|
if (resolution.Width == inWidth && resolution.Height == inHeight)
|
|
{
|
|
result = resolution;
|
|
break;
|
|
}
|
|
|
|
// Check if area is closer to best match
|
|
int32_t areaDiff = std::abs((resolution.Width * resolution.Height) - destinationArea);
|
|
if (closestAreaDiff == -1 || areaDiff < closestAreaDiff)
|
|
{
|
|
closestAreaDiff = areaDiff;
|
|
result = resolution;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
uint32_t GetWindowFlags()
|
|
{
|
|
return SDL_GetWindowFlags(_window);
|
|
}
|
|
|
|
static void DrawWeatherWindow(
|
|
DrawPixelInfo& dpi, IWeatherDrawer* weatherDrawer, WindowBase* original_w, int16_t left, int16_t right, int16_t top,
|
|
int16_t bottom, DrawWeatherFunc drawFunc)
|
|
{
|
|
WindowBase* w{};
|
|
auto itStart = WindowGetIterator(original_w);
|
|
for (auto it = std::next(itStart);; it++)
|
|
{
|
|
if (it == g_window_list.end())
|
|
{
|
|
// Loop ended, draw weather for original_w
|
|
auto vp = original_w->viewport;
|
|
if (vp != nullptr)
|
|
{
|
|
left = std::max<int16_t>(left, vp->pos.x);
|
|
right = std::min<int16_t>(right, vp->pos.x + vp->width);
|
|
top = std::max<int16_t>(top, vp->pos.y);
|
|
bottom = std::min<int16_t>(bottom, vp->pos.y + vp->height);
|
|
if (left < right && top < bottom)
|
|
{
|
|
auto width = right - left;
|
|
auto height = bottom - top;
|
|
drawFunc(dpi, weatherDrawer, left, top, width, height);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
w = it->get();
|
|
if (right <= w->windowPos.x || bottom <= w->windowPos.y)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (RCT_WINDOW_RIGHT(w) <= left || RCT_WINDOW_BOTTOM(w) <= top)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (left >= w->windowPos.x)
|
|
{
|
|
break;
|
|
}
|
|
|
|
DrawWeatherWindow(dpi, weatherDrawer, original_w, left, w->windowPos.x, top, bottom, drawFunc);
|
|
|
|
left = w->windowPos.x;
|
|
DrawWeatherWindow(dpi, weatherDrawer, original_w, left, right, top, bottom, drawFunc);
|
|
return;
|
|
}
|
|
|
|
int16_t w_right = RCT_WINDOW_RIGHT(w);
|
|
if (right > w_right)
|
|
{
|
|
DrawWeatherWindow(dpi, weatherDrawer, original_w, left, w_right, top, bottom, drawFunc);
|
|
|
|
left = w_right;
|
|
DrawWeatherWindow(dpi, weatherDrawer, original_w, left, right, top, bottom, drawFunc);
|
|
return;
|
|
}
|
|
|
|
if (top < w->windowPos.y)
|
|
{
|
|
DrawWeatherWindow(dpi, weatherDrawer, original_w, left, right, top, w->windowPos.y, drawFunc);
|
|
|
|
top = w->windowPos.y;
|
|
DrawWeatherWindow(dpi, weatherDrawer, original_w, left, right, top, bottom, drawFunc);
|
|
return;
|
|
}
|
|
|
|
int16_t w_bottom = RCT_WINDOW_BOTTOM(w);
|
|
if (bottom > w_bottom)
|
|
{
|
|
DrawWeatherWindow(dpi, weatherDrawer, original_w, left, right, top, w_bottom, drawFunc);
|
|
|
|
top = w_bottom;
|
|
DrawWeatherWindow(dpi, weatherDrawer, original_w, left, right, top, bottom, drawFunc);
|
|
return;
|
|
}
|
|
}
|
|
|
|
InputEvent GetInputEventFromSDLEvent(const SDL_Event& e)
|
|
{
|
|
InputEvent ie;
|
|
ie.DeviceKind = InputDeviceKind::Keyboard;
|
|
ie.Modifiers = e.key.keysym.mod;
|
|
ie.Button = e.key.keysym.sym;
|
|
|
|
// Handle dead keys
|
|
if (ie.Button == (SDLK_SCANCODE_MASK | 0))
|
|
{
|
|
switch (e.key.keysym.scancode)
|
|
{
|
|
case SDL_SCANCODE_APOSTROPHE:
|
|
ie.Button = '\'';
|
|
break;
|
|
case SDL_SCANCODE_GRAVE:
|
|
ie.Button = '`';
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return ie;
|
|
}
|
|
|
|
void SetAudioVolume(float value)
|
|
{
|
|
auto audioContext = GetContext()->GetAudioContext();
|
|
auto mixer = audioContext->GetMixer();
|
|
if (mixer != nullptr)
|
|
{
|
|
mixer->SetVolume(value);
|
|
}
|
|
}
|
|
};
|
|
|
|
std::unique_ptr<IUiContext> OpenRCT2::Ui::CreateUiContext(const std::shared_ptr<IPlatformEnvironment>& env)
|
|
{
|
|
return std::make_unique<UiContext>(env);
|
|
}
|
|
|
|
InGameConsole& OpenRCT2::Ui::GetInGameConsole()
|
|
{
|
|
auto uiContext = std::static_pointer_cast<UiContext>(GetContext()->GetUiContext());
|
|
return uiContext->GetInGameConsole();
|
|
}
|
|
|
|
InputManager& OpenRCT2::Ui::GetInputManager()
|
|
{
|
|
auto uiContext = std::static_pointer_cast<UiContext>(GetContext()->GetUiContext());
|
|
return uiContext->GetInputManager();
|
|
}
|
|
|
|
ShortcutManager& OpenRCT2::Ui::GetShortcutManager()
|
|
{
|
|
auto uiContext = std::static_pointer_cast<UiContext>(GetContext()->GetUiContext());
|
|
return uiContext->GetShortcutManager();
|
|
}
|