OpenRCT2/src/openrct2-ui/UiContext.cpp

816 lines
26 KiB
C++

#pragma region Copyright (c) 2014-2017 OpenRCT2 Developers
/*****************************************************************************
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* OpenRCT2 is the work of many authors, a full list can be found in contributors.md
* For more information, visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* A full copy of the GNU General Public License can be found in licence.txt
*****************************************************************************/
#pragma endregion
#include <algorithm>
#include <chrono>
#include <cstdlib>
#include <cmath>
#include <memory>
#include <vector>
#include <SDL2/SDL.h>
#include <openrct2/audio/AudioMixer.h>
#include <openrct2/config/Config.h>
#include <openrct2/Context.h>
#include <openrct2/core/Math.hpp>
#include <openrct2/core/String.hpp>
#include <openrct2/drawing/IDrawingEngine.h>
#include <openrct2/drawing/Drawing.h>
#include <openrct2/localisation/StringIds.h>
#include <openrct2/platform/Platform2.h>
#include <openrct2/ui/UiContext.h>
#include <openrct2/ui/WindowManager.h>
#include <openrct2/Version.h>
#include "CursorRepository.h"
#include "drawing/engines/DrawingEngineFactory.hpp"
#include "input/KeyboardShortcuts.h"
#include "SDLException.h"
#include "TextComposition.h"
#include "UiContext.h"
#include "WindowManager.h"
#include <openrct2/Input.h>
#include <openrct2/interface/Console.h>
#include <openrct2-ui/interface/Window.h>
#include "interface/InGameConsole.h"
using namespace OpenRCT2;
using namespace OpenRCT2::Drawing;
using namespace OpenRCT2::Input;
using namespace OpenRCT2::Ui;
#ifdef __MACOSX__
// macOS uses COMMAND rather than CTRL for many keyboard shortcuts
#define KEYBOARD_PRIMARY_MODIFIER KMOD_GUI
#else
#define KEYBOARD_PRIMARY_MODIFIER KMOD_CTRL
#endif
class UiContext final : public IUiContext
{
private:
constexpr static uint32 TOUCH_DOUBLE_TIMEOUT = 300;
IPlatformUiContext * const _platformUiContext;
IWindowManager * const _windowManager;
CursorRepository _cursorRepository;
SDL_Window * _window = nullptr;
sint32 _width = 0;
sint32 _height = 0;
sint32 _scaleQuality = 0;
bool _resolutionsAllowAnyAspectRatio = false;
std::vector<Resolution> _fsResolutions;
bool _steamOverlayActive = false;
// Input
KeyboardShortcuts _keyboardShortcuts;
TextComposition _textComposition;
CursorState _cursorState = { 0 };
uint32 _lastKeyPressed = 0;
const uint8 * _keysState = nullptr;
uint8 _keysPressed[256] = { 0 };
uint32 _lastGestureTimestamp = 0;
float _gestureRadius = 0;
InGameConsole _inGameConsole;
public:
InGameConsole& GetInGameConsole() { return _inGameConsole; }
explicit UiContext(const std::shared_ptr<IPlatformEnvironment>& env)
: _platformUiContext(CreatePlatformUiContext()),
_windowManager(CreateWindowManager()),
_keyboardShortcuts(env)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
SDLException::Throw("SDL_Init(SDL_INIT_VIDEO)");
}
_cursorRepository.LoadCursors();
_keyboardShortcuts.Reset();
_keyboardShortcuts.Load();
}
~UiContext() override
{
CloseWindow();
delete _windowManager;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
delete _platformUiContext;
}
void Update() override
{
_inGameConsole.Update();
}
void Draw(rct_drawpixelinfo * dpi) override
{
_inGameConsole.Draw(dpi);
}
// Window
void * GetWindow() override
{
return _window;
}
sint32 GetWidth() override
{
return _width;
}
sint32 GetHeight() override
{
return _height;
}
sint32 GetScaleQuality() override
{
return _scaleQuality;
}
void SetFullscreenMode(FULLSCREEN_MODE mode) override
{
static constexpr const sint32 SDLFSFlags[] = { 0, SDL_WINDOW_FULLSCREEN, SDL_WINDOW_FULLSCREEN_DESKTOP };
uint32 windowFlags = SDLFSFlags[(sint32)mode];
// HACK Changing window size when in fullscreen usually has no effect
if (mode == FULLSCREEN_MODE::FULLSCREEN)
{
SDL_SetWindowFullscreen(_window, 0);
}
// Set window size
if (mode == FULLSCREEN_MODE::FULLSCREEN)
{
UpdateFullscreenResolutions();
Resolution resolution = GetClosestResolution(gConfigGeneral.fullscreen_width, gConfigGeneral.fullscreen_height);
SDL_SetWindowSize(_window, resolution.Width, resolution.Height);
}
else if (mode == FULLSCREEN_MODE::WINDOWED)
{
SDL_SetWindowSize(_window, gConfigGeneral.window_width, gConfigGeneral.window_height);
}
if (SDL_SetWindowFullscreen(_window, windowFlags))
{
log_fatal("SDL_SetWindowFullscreen %s", SDL_GetError());
exit(1);
// TODO try another display mode rather than just exiting the game
}
}
std::vector<Resolution> GetFullscreenResolutions() override
{
UpdateFullscreenResolutions();
return _fsResolutions;
}
bool HasFocus() override
{
uint32 windowFlags = GetWindowFlags();
return (windowFlags & SDL_WINDOW_INPUT_FOCUS) != 0;
}
bool IsMinimised() override
{
uint32 windowFlags = GetWindowFlags();
return (windowFlags & SDL_WINDOW_MINIMIZED) ||
(windowFlags & SDL_WINDOW_HIDDEN);
}
bool IsSteamOverlayActive() override
{
return _steamOverlayActive;
}
// Input
const CursorState * GetCursorState() override
{
return &_cursorState;
}
const uint8 * GetKeysState() override
{
return _keysState;
}
const uint8 * GetKeysPressed() override
{
return _keysPressed;
}
CURSOR_ID GetCursor() override
{
return _cursorRepository.GetCurrentCursor();
}
void SetCursor(CURSOR_ID cursor) override
{
_cursorRepository.SetCurrentCursor(cursor);
}
void SetCursorScale(uint8 scale) override
{
_cursorRepository.SetCursorScale(scale);
}
void SetCursorVisible(bool value) override
{
SDL_ShowCursor(value ? SDL_ENABLE : SDL_DISABLE);
}
void GetCursorPosition(sint32 * x, sint32 * y) override
{
SDL_GetMouseState(x, y);
}
void SetCursorPosition(sint32 x, sint32 y) override
{
SDL_WarpMouseInWindow(nullptr, x, y);
}
void SetCursorTrap(bool value) override
{
SDL_SetWindowGrab(_window, value ? SDL_TRUE : SDL_FALSE);
}
void SetKeysPressed(uint32 keysym, uint8 scancode) override
{
_lastKeyPressed = keysym;
_keysPressed[scancode] = 1;
}
// Drawing
std::shared_ptr<Drawing::IDrawingEngineFactory> GetDrawingEngineFactory() override
{
return std::make_shared<DrawingEngineFactory>();
}
// Text input
bool IsTextInputActive() override
{
return _textComposition.IsActive();
}
TextInputSession * StartTextInput(utf8 * buffer, size_t bufferSize) override
{
return _textComposition.Start(buffer, bufferSize);
}
void StopTextInput() override
{
_textComposition.Stop();
}
void ProcessMessages() override
{
_lastKeyPressed = 0;
_cursorState.left &= ~CURSOR_CHANGED;
_cursorState.middle &= ~CURSOR_CHANGED;
_cursorState.right &= ~CURSOR_CHANGED;
_cursorState.old = 0;
_cursorState.touch = false;
SDL_Event e;
while (SDL_PollEvent(&e))
{
switch (e.type) {
case SDL_QUIT:
context_quit();
break;
case SDL_WINDOWEVENT:
// HACK: Fix #2158, OpenRCT2 does not draw if it does not think that the window is
// visible - due a bug in SDL 2.0.3 this hack is required if the
// window is maximised, minimised and then restored again.
if (e.window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
{
if (SDL_GetWindowFlags(_window) & SDL_WINDOW_MAXIMIZED)
{
SDL_RestoreWindow(_window);
SDL_MaximizeWindow(_window);
}
if ((SDL_GetWindowFlags(_window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
SDL_RestoreWindow(_window);
SDL_SetWindowFullscreen(_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
}
if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
OnResize(e.window.data1, e.window.data2);
}
switch (e.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_MOVED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
{
// Update default display index
sint32 displayIndex = SDL_GetWindowDisplayIndex(_window);
if (displayIndex != gConfigGeneral.default_display)
{
gConfigGeneral.default_display = displayIndex;
config_save_default();
}
break;
}
}
if (gConfigSound.audio_focus && gConfigSound.sound_enabled)
{
if (e.window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
{
Mixer_SetVolume(1);
}
if (e.window.event == SDL_WINDOWEVENT_FOCUS_LOST)
{
Mixer_SetVolume(0);
}
}
break;
case SDL_MOUSEMOTION:
_cursorState.x = (sint32)(e.motion.x / gConfigGeneral.window_scale);
_cursorState.y = (sint32)(e.motion.y / gConfigGeneral.window_scale);
break;
case SDL_MOUSEWHEEL:
if (_inGameConsole.IsOpen())
{
_inGameConsole.Scroll(e.wheel.y * 3); // Scroll 3 lines at a time
break;
}
_cursorState.wheel -= e.wheel.y;
break;
case SDL_MOUSEBUTTONDOWN:
{
sint32 x = (sint32)(e.button.x / gConfigGeneral.window_scale);
sint32 y = (sint32)(e.button.y / gConfigGeneral.window_scale);
switch (e.button.button) {
case SDL_BUTTON_LEFT:
store_mouse_input(MOUSE_STATE_LEFT_PRESS, x, y);
_cursorState.left = CURSOR_PRESSED;
_cursorState.old = 1;
break;
case SDL_BUTTON_MIDDLE:
_cursorState.middle = CURSOR_PRESSED;
break;
case SDL_BUTTON_RIGHT:
store_mouse_input(MOUSE_STATE_RIGHT_PRESS, x, y);
_cursorState.right = CURSOR_PRESSED;
_cursorState.old = 2;
break;
}
break;
}
case SDL_MOUSEBUTTONUP:
{
sint32 x = (sint32)(e.button.x / gConfigGeneral.window_scale);
sint32 y = (sint32)(e.button.y / gConfigGeneral.window_scale);
switch (e.button.button) {
case SDL_BUTTON_LEFT:
store_mouse_input(MOUSE_STATE_LEFT_RELEASE, x, y);
_cursorState.left = CURSOR_RELEASED;
_cursorState.old = 3;
break;
case SDL_BUTTON_MIDDLE:
_cursorState.middle = CURSOR_RELEASED;
break;
case SDL_BUTTON_RIGHT:
store_mouse_input(MOUSE_STATE_RIGHT_RELEASE, x, y);
_cursorState.right = CURSOR_RELEASED;
_cursorState.old = 4;
break;
}
break;
}
// Apple sends touchscreen events for trackpads, so ignore these events on macOS
#ifndef __MACOSX__
case SDL_FINGERMOTION:
_cursorState.x = (sint32)(e.tfinger.x * _width);
_cursorState.y = (sint32)(e.tfinger.y * _height);
break;
case SDL_FINGERDOWN:
{
sint32 x = (sint32)(e.tfinger.x * _width);
sint32 y = (sint32)(e.tfinger.y * _height);
_cursorState.touchIsDouble = (!_cursorState.touchIsDouble &&
e.tfinger.timestamp - _cursorState.touchDownTimestamp < TOUCH_DOUBLE_TIMEOUT);
if (_cursorState.touchIsDouble)
{
store_mouse_input(MOUSE_STATE_RIGHT_PRESS, x, y);
_cursorState.right = CURSOR_PRESSED;
_cursorState.old = 2;
}
else
{
store_mouse_input(MOUSE_STATE_LEFT_PRESS, x, y);
_cursorState.left = CURSOR_PRESSED;
_cursorState.old = 1;
}
_cursorState.touch = true;
_cursorState.touchDownTimestamp = e.tfinger.timestamp;
break;
}
case SDL_FINGERUP:
{
sint32 x = (sint32)(e.tfinger.x * _width);
sint32 y = (sint32)(e.tfinger.y * _height);
if (_cursorState.touchIsDouble)
{
store_mouse_input(MOUSE_STATE_RIGHT_RELEASE, x, y);
_cursorState.right = CURSOR_RELEASED;
_cursorState.old = 4;
}
else {
store_mouse_input(MOUSE_STATE_LEFT_RELEASE, x, y);
_cursorState.left = CURSOR_RELEASED;
_cursorState.old = 3;
}
_cursorState.touch = true;
break;
}
#endif
case SDL_KEYDOWN:
_textComposition.HandleMessage(&e);
break;
case SDL_MULTIGESTURE:
if (e.mgesture.numFingers == 2)
{
if (e.mgesture.timestamp > _lastGestureTimestamp + 1000)
{
_gestureRadius = 0;
}
_lastGestureTimestamp = e.mgesture.timestamp;
_gestureRadius += e.mgesture.dDist;
// Zoom gesture
constexpr sint32 tolerance = 128;
sint32 gesturePixels = (sint32)(_gestureRadius * _width);
if (abs(gesturePixels) > tolerance)
{
_gestureRadius = 0;
main_window_zoom(gesturePixels > 0, true);
}
}
break;
case SDL_TEXTEDITING:
_textComposition.HandleMessage(&e);
break;
case SDL_TEXTINPUT:
_textComposition.HandleMessage(&e);
break;
default:
break;
}
}
_cursorState.any = _cursorState.left | _cursorState.middle | _cursorState.right;
// Updates the state of the keys
sint32 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 = gConfigGeneral.scale_quality;
if (gConfigGeneral.window_scale == std::floor(gConfigGeneral.window_scale))
{
_scaleQuality = SCALE_QUALITY_NN;
}
sint32 scaleQuality = _scaleQuality;
if (_scaleQuality == SCALE_QUALITY_SMOOTH_NN)
{
scaleQuality = SCALE_QUALITY_LINEAR;
}
snprintf(scaleQualityBuffer, sizeof(scaleQualityBuffer), "%u", scaleQuality);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, scaleQualityBuffer);
sint32 width, height;
SDL_GetWindowSize(_window, &width, &height);
OnResize(width, height);
}
void CreateWindow() override
{
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, gConfigGeneral.minimize_fullscreen_focus_loss ? "1" : "0");
// Set window position to default display
sint32 defaultDisplay = Math::Clamp(0, gConfigGeneral.default_display, 0xFFFF);
sint32 x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(defaultDisplay);
sint32 y = SDL_WINDOWPOS_UNDEFINED_DISPLAY(defaultDisplay);
CreateWindow(x, y);
// Check if steam overlay renderer is loaded into the process
_steamOverlayActive = _platformUiContext->IsSteamOverlayAttached();
}
void CloseWindow() override
{
drawing_engine_dispose();
if (_window != nullptr)
{
SDL_DestroyWindow(_window);
_window = nullptr;
}
}
void RecreateWindow() override
{
// Use the position of the current window for the new window
sint32 x, y;
SDL_SetWindowFullscreen(_window, 0);
SDL_GetWindowPosition(_window, &x, &y);
CloseWindow();
CreateWindow(x, y);
}
void ShowMessageBox(const std::string &message) override
{
_platformUiContext->ShowMessageBox(_window, message);
}
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);
}
IWindowManager * GetWindowManager() override
{
return _windowManager;
}
bool ReadBMP(void * * outPixels, uint32 * outWidth, uint32 * outHeight, const std::string &path) override
{
auto bitmap = SDL_LoadBMP(path.c_str());
if (bitmap != nullptr)
{
sint32 numChannels = bitmap->format->BytesPerPixel;
if (numChannels < 3 || bitmap->format->BitsPerPixel < 24)
{
context_show_error(STR_HEIGHT_MAP_ERROR, STR_ERROR_24_BIT_BITMAP);
SDL_FreeSurface(bitmap);
return false;
}
// Copy pixels over, then discard the surface
*outPixels = nullptr;
*outWidth = bitmap->w;
*outHeight = bitmap->h;
if (SDL_LockSurface(bitmap) == 0)
{
*outPixels = malloc(bitmap->w * bitmap->h * 4);
memset(*outPixels, 0xFF, bitmap->w * bitmap->h);
auto src = (const uint8 *)bitmap->pixels;
auto dst = (uint8 *)*outPixels;
if (numChannels == 4)
{
for (sint32 y = 0; y < bitmap->h; y++)
{
memcpy(dst, src, bitmap->w);
src += bitmap->pitch;
dst += bitmap->w;
}
}
else
{
for (sint32 y = 0; y < bitmap->h; y++)
{
for (sint32 x = 0; x < bitmap->w; x++)
{
memcpy(dst, src, 3);
src += 3;
dst += 4;
}
src += bitmap->pitch - (bitmap->w * 3);
}
}
SDL_UnlockSurface(bitmap);
}
else
{
return false;
}
SDL_FreeSurface(bitmap);
return true;
}
else
{
log_warning("Failed to load bitmap: %s", SDL_GetError());
context_show_error(STR_HEIGHT_MAP_ERROR, STR_ERROR_READING_BITMAP);
return false;
}
}
bool SetClipboardText(const utf8* target) override
{
return (SDL_SetClipboardText(target) == 0);
}
private:
void CreateWindow(sint32 x, sint32 y)
{
// Get saved window size
sint32 width = gConfigGeneral.window_width;
sint32 height = gConfigGeneral.window_height;
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 flags = SDL_WINDOW_RESIZABLE;
if (gConfigGeneral.drawing_engine == DRAWING_ENGINE_OPENGL)
{
flags |= SDL_WINDOW_OPENGL;
}
_window = SDL_CreateWindow(OPENRCT2_NAME, x, y, width, height, flags);
if (_window == nullptr)
{
SDLException::Throw("SDL_CreateWindow(...)");
}
SDL_SetWindowMinimumSize(_window, 720, 480);
SetCursorTrap(gConfigGeneral.trap_cursor);
_platformUiContext->SetWindowIcon(_window);
// Initialise the surface, palette and draw buffer
drawing_engine_init();
OnResize(width, height);
UpdateFullscreenResolutions();
SetFullscreenMode((FULLSCREEN_MODE)gConfigGeneral.fullscreen_mode);
TriggerResize();
}
void OnResize(sint32 width, sint32 height)
{
// Scale the native window size to the game's canvas size
_width = (sint32)(width / gConfigGeneral.window_scale);
_height = (sint32)(height / gConfigGeneral.window_scale);
drawing_engine_resize();
uint32 flags = SDL_GetWindowFlags(_window);
if ((flags & SDL_WINDOW_MINIMIZED) == 0)
{
window_resize_gui(_width, _height);
window_relocate_windows(_width, _height);
}
gfx_invalidate_screen();
// Check if the window has been resized in windowed mode and update the config file accordingly
sint32 nonWindowFlags =
#ifndef __MACOSX__
SDL_WINDOW_MAXIMIZED |
#endif
SDL_WINDOW_MINIMIZED |
SDL_WINDOW_FULLSCREEN |
SDL_WINDOW_FULLSCREEN_DESKTOP;
if (!(flags & nonWindowFlags))
{
if (width != gConfigGeneral.window_width || height != gConfigGeneral.window_height)
{
gConfigGeneral.window_width = width;
gConfigGeneral.window_height = height;
config_save_default();
}
}
}
void UpdateFullscreenResolutions()
{
// Query number of display modes
sint32 displayIndex = SDL_GetWindowDisplayIndex(_window);
sint32 numDisplayModes = SDL_GetNumDisplayModes(displayIndex);
// Get desktop aspect ratio
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(displayIndex, &mode);
// Get resolutions
auto resolutions = std::vector<Resolution>();
float desktopAspectRatio = (float)mode.w / mode.h;
for (sint32 i = 0; i < numDisplayModes; i++)
{
SDL_GetDisplayMode(displayIndex, i, &mode);
if (mode.w > 0 && mode.h > 0)
{
float aspectRatio = (float)mode.w / mode.h;
if (_resolutionsAllowAnyAspectRatio || std::fabs(desktopAspectRatio - aspectRatio) < 0.0001f)
{
resolutions.push_back({ mode.w, mode.h });
}
}
}
// Sort by area
std::sort(resolutions.begin(), resolutions.end(),
[](const Resolution &a, const Resolution &b) -> bool
{
sint32 areaA = a.Width * a.Height;
sint32 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 (gConfigGeneral.fullscreen_width == -1 || gConfigGeneral.fullscreen_height == -1)
{
gConfigGeneral.fullscreen_width = resolutions.back().Width;
gConfigGeneral.fullscreen_height = resolutions.back().Height;
}
_fsResolutions = resolutions;
}
Resolution GetClosestResolution(sint32 inWidth, sint32 inHeight)
{
Resolution result = { 640, 480 };
sint32 closestAreaDiff = -1;
sint32 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
sint32 areaDiff = std::abs((resolution.Width * resolution.Height) - destinationArea);
if (closestAreaDiff == -1 || areaDiff < closestAreaDiff)
{
closestAreaDiff = areaDiff;
result = resolution;
}
}
return result;
}
uint32 GetWindowFlags()
{
return SDL_GetWindowFlags(_window);
}
};
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();
}