0ad/source/lib/sysdep/win/wsdl.cpp
janwas 95f8aa126f # fixes for overzealous vc8 optimization and housekeeping
these are required by thesis and improve 0ad code.
- sysdep/win init/shutdown mechanism is now better documented and
survives clever vc8 optimization
- moved some extern declarations from win_internal into separate headers

main: remove debug_filter_add("LOADER") - was for my debugging
convenience

This was SVN commit r4752.
2007-01-07 16:50:36 +00:00

1378 lines
32 KiB
C++

/**
* =========================================================================
* File : wsdl.cpp
* Project : 0 A.D.
* Description : emulate SDL on Windows.
*
* @author Jan.Wassenberg@stud.uni-karlsruhe.de
* =========================================================================
*/
/*
* Copyright (c) 2003-2004 Jan Wassenberg
*
* Redistribution and/or modification are also permitted under the
* terms of the GNU General Public License as published by the
* Free Software Foundation (version 2 or later, at your option).
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
#include "precompiled.h"
#include "lib/sdl.h"
#include <stdio.h>
#include <math.h>
#include <queue>
#include <algorithm>
#include "win_internal.h"
#include <ddraw.h>
#include <process.h> // _beginthreadex
#include <WindowsX.h> // message crackers
#include "lib/posix/posix_pthread.h"
#include "lib/lib.h"
#include "lib/ogl.h" // needed to pull in the delay-loaded opengl32.dll
// for easy removal of DirectDraw dependency (used to query total video mem)
#define DDRAW
#if MSC_VERSION
#pragma comment(lib, "user32.lib")
#pragma comment(lib, "gdi32.lib")
// don't bother with dynamic linking -
// DirectX is present in all Windows versions since Win95.
#ifdef DDRAW
# pragma comment(lib, "ddraw.lib")
#endif
#endif
#pragma SECTION_PRE_MAIN(K)
WIN_REGISTER_FUNC(wsdl_init);
#pragma FORCE_INCLUDE(wsdl_init)
#pragma SECTION_POST_ATEXIT(D)
WIN_REGISTER_FUNC(wsdl_shutdown);
#pragma FORCE_INCLUDE(wsdl_shutdown)
#pragma SECTION_RESTORE
// in fullscreen mode, i.e. not windowed.
// video mode will be restored when app is deactivated.
static bool fullscreen;
// the app is shutting down.
// if set, ignore further Windows messages for clean shutdown.
static bool is_shutdown;
// app instance.
// returned by GetModuleHandle and used in kbd hook and window creation.
static HINSTANCE hInst = 0;
HWND hWnd = (HWND)INVALID_HANDLE_VALUE;
static HDC hDC = (HDC)INVALID_HANDLE_VALUE; // needed by gamma code
//----------------------------------------------------------------------------
// gamma
static bool gamma_changed;
static u16 org_ramp[3][256];
static u16 cur_ramp[3][256];
// ramp: 8.8 fixed point
static LibError calc_gamma_ramp(float gamma, u16* ramp)
{
// assume identity if invalid
if(gamma <= 0.0f)
gamma = 1.0f;
// identity: special-case to make sure we get exact values
if(gamma == 1.0f)
{
for(u16 i = 0; i < 256; i++)
ramp[i] = (i << 8);
return INFO::OK;
}
const double inv_gamma = 1.0 / gamma;
for(int i = 0; i < 256; i++)
{
const double frac = i / 256.0;
// don't add 1/256 - this isn't time-critical and
// accuracy is more important.
// need a temp variable to disambiguate pow() argument type.
ramp[i] = fp_to_u16(pow(frac, inv_gamma));
}
return INFO::OK;
}
enum GammaAction
{
GAMMA_LATCH_NEW_RAMP,
GAMMA_RESTORE_ORIGINAL
};
static void gamma_swap(GammaAction action)
{
if(gamma_changed)
{
void* ramp = (action == GAMMA_LATCH_NEW_RAMP)? cur_ramp : org_ramp;
SetDeviceGammaRamp(hDC, ramp);
}
}
// note: any component gamma = 0 is assumed to be identity.
int SDL_SetGamma(float r, float g, float b)
{
// if we haven't successfully changed gamma yet,
// get current ramp so we can later restore it.
if(!gamma_changed)
if(!GetDeviceGammaRamp(hDC, org_ramp))
return -1;
LibError err1 = calc_gamma_ramp(r, cur_ramp[0]);
LibError err2 = calc_gamma_ramp(g, cur_ramp[1]);
LibError err3 = calc_gamma_ramp(b, cur_ramp[2]);
if(err1 != INFO::OK || err2 != INFO::OK || err3 != INFO::OK)
return -1;
if(!SetDeviceGammaRamp(hDC, cur_ramp))
return -1;
gamma_changed = true;
return 0;
}
//----------------------------------------------------------------------------
// video
//----------------------------------------------------------------------------
static DEVMODE dm; // current video mode
static HGLRC hGLRC = (HGLRC)INVALID_HANDLE_VALUE;
static int depth_bits = 24; // depth buffer size; set via SDL_GL_SetAttribute
// check if resolution needs to be changed
static bool video_need_change(int w, int h, int cur_w, int cur_h, bool fullscreen)
{
// invalid: keep current settings
if(w <= 0 || h <= 0)
return false;
// higher resolution mode needed
if(w > cur_w || h > cur_h)
return true;
// fullscreen requested and not exact same mode set
if(fullscreen && (w != cur_w || h != cur_h))
return true;
return false;
}
static inline void video_enter_game_mode()
{
ShowWindow(hWnd, SW_RESTORE);
ChangeDisplaySettings(&dm, CDS_FULLSCREEN);
}
static inline void video_leave_game_mode()
{
ChangeDisplaySettings(0, 0);
ShowWindow(hWnd, SW_MINIMIZE);
}
int SDL_GL_SetAttribute(SDL_GLattr attr, int value)
{
if(attr == SDL_GL_DEPTH_SIZE)
depth_bits = value;
return 0;
}
static LRESULT CALLBACK wndproc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
// set video mode wxh:bpp if necessary.
// w = h = bpp = 0 => no change.
int SDL_SetVideoMode(int w, int h, int bpp, unsigned long flags)
{
int ret = 0; // assume failure
WIN_SAVE_LAST_ERROR; // OpenGL and GDI
fullscreen = (flags & SDL_FULLSCREEN) != 0;
// get current mode settings
memset(&dm, 0, sizeof(dm));
dm.dmSize = sizeof(dm);
EnumDisplaySettings(0, ENUM_CURRENT_SETTINGS, &dm);
int cur_w = (int)dm.dmPelsWidth, cur_h = (int)dm.dmPelsHeight;
// independent of resolution; app must always get bpp it wants
dm.dmBitsPerPel = bpp;
dm.dmFields = DM_BITSPERPEL;
if(video_need_change(w,h, cur_w,cur_h, fullscreen))
{
dm.dmPelsWidth = (DWORD)w;
dm.dmPelsHeight = (DWORD)h;
dm.dmFields |= DM_PELSWIDTH|DM_PELSHEIGHT;
}
// the (possibly changed) mode will be (re)set at next WM_ACTIVATE
//
// window init
// create new window every time (instead of once at startup), because
// pixel format isn't supposed to be changed more than once
//
// register window class
WNDCLASS wc;
memset(&wc, 0, sizeof(wc));
wc.lpfnWndProc = wndproc;
wc.lpszClassName = "WSDL";
wc.hInstance = hInst;
ATOM class_atom = RegisterClass(&wc);
if(!class_atom)
{
debug_warn("SDL_SetVideoMode: RegisterClass failed");
return 0;
}
DWORD windowStyle = fullscreen ? (WS_POPUP|WS_VISIBLE) : WS_VISIBLE | WS_CAPTION|WS_POPUPWINDOW|WS_MINIMIZEBOX;
// Calculate the size of the outer window, so that the client area has
// the desired dimensions.
RECT r;
r.left = r.top = 0;
r.right = w; r.bottom = h;
if (AdjustWindowRectEx(&r, windowStyle, FALSE, 0))
{
w = r.right - r.left;
h = r.bottom - r.top;
}
// note: you can override the hardcoded window name via SDL_WM_SetCaption.
hWnd = CreateWindowEx(0, (LPCSTR)class_atom, "wsdl", windowStyle, 0, 0, w, h, 0, 0, hInst, 0);
if(!hWnd)
return 0;
hDC = GetDC(hWnd);
//
// pixel format
//
const DWORD dwFlags = PFD_SUPPORT_OPENGL|PFD_DRAW_TO_WINDOW|PFD_DOUBLEBUFFER;
BYTE cColourBits = (BYTE)bpp;
BYTE cAlphaBits = 0;
if(bpp == 32)
{
cColourBits = 24;
cAlphaBits = 8;
}
const BYTE cAccumBits = 0;
const BYTE cDepthBits = (BYTE)depth_bits;
const BYTE cStencilBits = 0;
const BYTE cAuxBuffers = 0;
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1, // version
dwFlags,
PFD_TYPE_RGBA,
cColourBits, 0, 0, 0, 0, 0, 0, // c*Bits, c*Shift are unused
cAlphaBits, 0, // cAlphaShift is unused
cAccumBits, 0, 0, 0, 0, // cAccum*Bits are unused
cDepthBits,
cStencilBits,
cAuxBuffers,
PFD_MAIN_PLANE,
0, 0, 0, 0 // bReserved, dw*Mask are unused
};
// GDI pixel format functions apparently require opengl to be loaded
// (may not have been done yet, if delay-loaded). call a gl function
// (no-op) to make sure.
(void)glGetError();
int pf = ChoosePixelFormat(hDC, &pfd);
if(!SetPixelFormat(hDC, pf, &pfd))
goto fail;
hGLRC = wglCreateContext(hDC);
if(!hGLRC)
goto fail;
if(!wglMakeCurrent(hDC, hGLRC))
goto fail;
ret = 1;
fail:
WIN_RESTORE_LAST_ERROR;
return ret;
}
static void video_shutdown()
{
if(fullscreen)
if(ChangeDisplaySettings(0, 0) != DISP_CHANGE_SUCCESSFUL)
debug_warn("ChangeDisplaySettings failed");
if(hGLRC != INVALID_HANDLE_VALUE)
{
WARN_IF_FALSE(wglMakeCurrent(0, 0));
WARN_IF_FALSE(wglDeleteContext(hGLRC));
hGLRC = (HGLRC)INVALID_HANDLE_VALUE;
}
if(hDC != INVALID_HANDLE_VALUE)
{
// return value is whether the DC was actually freed.
// this seems to sometimes be 0, so don't warn.
(void)ReleaseDC(hWnd, hDC);
hDC = (HDC)INVALID_HANDLE_VALUE;
}
if(hWnd != INVALID_HANDLE_VALUE)
{
// this also seems to fail spuriously with GetLastError == 0,
// so don't complain.
(void)DestroyWindow(hWnd);
hWnd = (HWND)INVALID_HANDLE_VALUE;
}
}
void SDL_GL_SwapBuffers()
{
SwapBuffers(hDC);
}
SDL_VideoInfo* SDL_GetVideoInfo()
{
static SDL_VideoInfo video_info;
#ifdef DDRAW
WIN_SAVE_LAST_ERROR; // DirectDraw
ONCE({
IDirectDraw* dd = 0;
HRESULT hr = DirectDrawCreate(0, &dd, 0);
if(SUCCEEDED(hr) && dd != 0)
{
DDCAPS caps;
memset(&caps, 0, sizeof(caps));
caps.dwSize = sizeof(caps);
hr = dd->GetCaps(&caps, 0);
if(SUCCEEDED(hr))
video_info.video_mem = caps.dwVidMemTotal;
dd->Release();
}
});
WIN_RESTORE_LAST_ERROR;
#endif
return &video_info;
}
// For very [very] basic memory-usage information.
// Should be replaced by a decent memory profiler.
//
// copied from SDL_GetVideoInfo but cannot be implemented in terms of it:
// SDL_VideoInfo doesn't provide for returning "remaining video memory".
int GetVRAMInfo(int& remaining, int& total)
{
int ok = 0;
#ifdef DDRAW
WIN_SAVE_LAST_ERROR; // DirectDraw
IDirectDraw* dd = 0;
HRESULT hr = DirectDrawCreate(0, &dd, 0);
if(SUCCEEDED(hr) && dd != 0)
{
static DDCAPS caps;
caps.dwSize = sizeof(caps);
hr = dd->GetCaps(&caps, 0);
if(SUCCEEDED(hr))
{
ok = 1;
remaining = caps.dwVidMemFree;
total = caps.dwVidMemTotal;
}
dd->Release();
}
WIN_RESTORE_LAST_ERROR;
#endif
return ok;
}
SDL_Surface* SDL_GetVideoSurface()
{
return 0;
}
//----------------------------------------------------------------------------
// event queue
typedef std::queue<SDL_Event> Queue;
static Queue queue;
static void queue_event(const SDL_Event& ev)
{
queue.push(ev);
}
static bool dequeue_event(SDL_Event* ev)
{
if(queue.empty())
return false;
*ev = queue.front();
queue.pop();
return true;
}
static void queue_quit_event()
{
SDL_Event ev;
ev.type = SDL_QUIT;
queue_event(ev);
}
//----------------------------------------------------------------------------
// app activation
enum SdlActivationType { LOSE = 0, GAIN = 1 };
static inline void queue_active_event(SdlActivationType type, uint changed_app_state)
{
// SDL says this event is not generated when the window is created,
// but skipping the first event may confuse things.
SDL_Event ev;
ev.type = SDL_ACTIVEEVENT;
ev.active.state = (u8)changed_app_state;
ev.active.gain = (type == GAIN)? 1 : 0;
queue_event(ev);
}
// SDL_APP* bitflags indicating whether we are active.
// note: responsibility for yielding lies with SDL apps -
// they control the main loop.
static uint app_state;
static void active_change_state(SdlActivationType type, uint changed_app_state)
{
uint old_app_state = app_state;
if(type == GAIN)
app_state |= changed_app_state;
else
app_state &= ~changed_app_state;
// generate an event - but only if the given state flags actually changed.
if((old_app_state & changed_app_state) != (app_state & changed_app_state))
queue_active_event(type, changed_app_state);
}
static void reset_all_keys();
static LRESULT OnActivate(HWND hWnd, UINT state, HWND UNUSED(hWndActDeact), BOOL fMinimized)
{
SdlActivationType type;
uint changed_app_state;
// went active and not minimized
if(state != WA_INACTIVE && !fMinimized)
{
type = GAIN;
changed_app_state = SDL_APPINPUTFOCUS|SDL_APPACTIVE;
// grab keyboard focus (we previously had DefWindowProc do this).
SetFocus(hWnd);
gamma_swap(GAMMA_LATCH_NEW_RAMP);
if(fullscreen)
video_enter_game_mode();
}
// deactivated (Alt+Tab out) or minimized
else
{
type = LOSE;
changed_app_state = SDL_APPINPUTFOCUS;
if(fMinimized)
changed_app_state |= SDL_APPACTIVE;
reset_all_keys();
gamma_swap(GAMMA_RESTORE_ORIGINAL);
if(fullscreen)
video_leave_game_mode();
}
active_change_state(type, changed_app_state);
return 0;
}
Uint8 SDL_GetAppState()
{
return app_state;
}
//----------------------------------------------------------------------------
// keyboard
// note: keysym.unicode is only returned for SDL_KEYDOWN, and is otherwise 0.
static void queue_key_event(uint type, uint sdlk, WCHAR unicode_char)
{
SDL_Event ev;
ev.type = type;
ev.key.keysym.sym = (SDLKey)sdlk;
ev.key.keysym.unicode = (u16)unicode_char;
queue_event(ev);
}
static Uint8 keys[SDLK_LAST];
// winuser.h promises VK_0 and VK_A etc. match ASCII value.
#define VK_0 '0'
#define VK_A 'A'
static void init_vkmap(SDLKey (&VK_keymap)[256])
{
int i;
// Map the VK keysyms
for ( i=0; i<sizeof(VK_keymap)/sizeof(VK_keymap[0]); ++i )
VK_keymap[i] = SDLK_UNKNOWN;
VK_keymap[VK_BACK] = SDLK_BACKSPACE;
VK_keymap[VK_TAB] = SDLK_TAB;
VK_keymap[VK_CLEAR] = SDLK_CLEAR;
VK_keymap[VK_RETURN] = SDLK_RETURN;
VK_keymap[VK_PAUSE] = SDLK_PAUSE;
VK_keymap[VK_ESCAPE] = SDLK_ESCAPE;
VK_keymap[VK_SPACE] = SDLK_SPACE;
VK_keymap[VK_OEM_7] = SDLK_QUOTE;
VK_keymap[VK_OEM_COMMA] = SDLK_COMMA;
VK_keymap[VK_OEM_MINUS] = SDLK_MINUS;
VK_keymap[VK_OEM_PERIOD] = SDLK_PERIOD;
VK_keymap[VK_OEM_2] = SDLK_SLASH;
for(i = 0; i < 10; i++)
VK_keymap[VK_0+i] = (SDLKey)(SDLK_0+i);
VK_keymap[VK_OEM_1] = SDLK_SEMICOLON;
VK_keymap[VK_OEM_PLUS] = SDLK_EQUALS;
VK_keymap[VK_OEM_4] = SDLK_LEFTBRACKET;
VK_keymap[VK_OEM_5] = SDLK_BACKSLASH;
VK_keymap[VK_OEM_6] = SDLK_RIGHTBRACKET;
VK_keymap[VK_OEM_3] = SDLK_BACKQUOTE;
VK_keymap[VK_OEM_8] = SDLK_BACKQUOTE;
for(i = 0; i < 26; i++)
VK_keymap[VK_A+i] = (SDLKey)(SDLK_a+i);
VK_keymap[VK_DELETE] = SDLK_DELETE;
for(i = 0; i < 10; i++)
VK_keymap[VK_NUMPAD0+i] = (SDLKey)(SDLK_KP0+i);
VK_keymap[VK_DECIMAL] = SDLK_KP_PERIOD;
VK_keymap[VK_DIVIDE] = SDLK_KP_DIVIDE;
VK_keymap[VK_MULTIPLY] = SDLK_KP_MULTIPLY;
VK_keymap[VK_SUBTRACT] = SDLK_KP_MINUS;
VK_keymap[VK_ADD] = SDLK_KP_PLUS;
VK_keymap[VK_UP] = SDLK_UP;
VK_keymap[VK_DOWN] = SDLK_DOWN;
VK_keymap[VK_RIGHT] = SDLK_RIGHT;
VK_keymap[VK_LEFT] = SDLK_LEFT;
VK_keymap[VK_INSERT] = SDLK_INSERT;
VK_keymap[VK_HOME] = SDLK_HOME;
VK_keymap[VK_END] = SDLK_END;
VK_keymap[VK_PRIOR] = SDLK_PAGEUP;
VK_keymap[VK_NEXT] = SDLK_PAGEDOWN;
for(i = 0; i < 12; i++)
VK_keymap[VK_F1+i] = (SDLKey)(SDLK_F1+i);
VK_keymap[VK_NUMLOCK] = SDLK_NUMLOCK;
VK_keymap[VK_CAPITAL] = SDLK_CAPSLOCK;
VK_keymap[VK_SCROLL] = SDLK_SCROLLOCK;
VK_keymap[VK_RSHIFT] = SDLK_RSHIFT;
VK_keymap[VK_LSHIFT] = SDLK_LSHIFT;
VK_keymap[VK_SHIFT] = SDLK_LSHIFT; // XXX: Not quite
VK_keymap[VK_RCONTROL] = SDLK_RCTRL;
VK_keymap[VK_LCONTROL] = SDLK_LCTRL;
VK_keymap[VK_CONTROL] = SDLK_LCTRL; // XXX: Not quite
VK_keymap[VK_RMENU] = SDLK_RALT;
VK_keymap[VK_LMENU] = SDLK_LALT;
VK_keymap[VK_MENU] = SDLK_LALT; // XXX: Not quite
VK_keymap[VK_RWIN] = SDLK_RSUPER;
VK_keymap[VK_LWIN] = SDLK_LSUPER;
VK_keymap[VK_HELP] = SDLK_HELP;
#ifdef VK_PRINT
VK_keymap[VK_PRINT] = SDLK_PRINT;
#endif
VK_keymap[VK_SNAPSHOT] = SDLK_PRINT;
VK_keymap[VK_CANCEL] = SDLK_BREAK;
VK_keymap[VK_APPS] = SDLK_MENU;
}
inline SDLKey vkmap(int vk)
{
static SDLKey VK_SDLKMap[256]; // VK_SDLKMap[vk] == SDLK
ONCE( init_vkmap(VK_SDLKMap); );
if(!(0 <= vk && vk < 256))
{
debug_warn("vkmap: invalid vk");
return SDLK_UNKNOWN;
}
return VK_SDLKMap[vk];
}
static void reset_all_keys()
{
SDL_Event spoofed_up_event;
spoofed_up_event.type = SDL_KEYUP;
spoofed_up_event.key.keysym.unicode = 0;
for(int i = 0; i < ARRAY_SIZE(keys); i++)
if(keys[i])
{
spoofed_up_event.key.keysym.sym = (SDLKey)i;
queue_event(spoofed_up_event);
}
}
static LRESULT OnKey(HWND UNUSED(hWnd), UINT vk, BOOL fDown, int UNUSED(cRepeat), UINT flags)
{
// TODO Mappings for left/right modifier keys
// TODO Modifier statekeeping
const uint sdlk = vkmap(vk);
if(sdlk != SDLK_UNKNOWN)
keys[sdlk] = (Uint8)fDown;
if(!fDown)
queue_key_event(SDL_KEYUP, sdlk, 0);
else
{
// note: flags is HIWORD(lParam) from WM_KEYDOWN, which includes
// scancode. ToUnicode also uses its bit 15 to determine if the
// key is currently pressed.
const UINT scancode = flags;
u8 key_states[256];
GetKeyboardState(key_states);
WCHAR wchars[8];
int output_count = ToUnicode(vk, scancode, key_states, wchars, ARRAY_SIZE(wchars), 0);
// translation succeeded; queue each produced character
if(output_count > 0)
{
for(int i = 0; i < output_count; i++)
queue_key_event(SDL_KEYDOWN, sdlk, wchars[i]);
}
// dead-char; do nothing
else if(output_count == -1)
{
}
// translation failed; just generate a regular (non-unicode) event
else if(output_count == 0)
queue_key_event(SDL_KEYDOWN, sdlk, 0);
else
UNREACHABLE;
}
return 0;
}
Uint8* SDL_GetKeyState(int* num_keys)
{
if(num_keys)
*num_keys = SDLK_LAST;
return keys;
}
// always on (we don't care about the extra overhead)
int SDL_EnableUNICODE(int UNUSED(enable))
{
return 1;
}
//----------------------------------------------------------------------------
// mouse
// background: there are several types of coordinates.
// - screen coords are relative to the primary desktop and may therefore be
// negative on multi-monitor systems (e.g. if secondary monitor is left of
// primary). they are prefixed with screen_*.
// - "client" coords are simply relative to the parent window's origin and
// can also be negative (e.g. in the window's NC area).
// these are prefixed with client_*.
// - "idealized" client coords are what the app sees. these are from
// 0..window dimensions-1. they are derived from client coords that
// pass the is_in_window() test. unfortunately, these carry different
// types: we treat them exclusively as uint, while SDL API provides for
// passing them around as int and packages them into Uint16 in events.
static void queue_mouse_event(uint x, uint y)
{
SDL_Event ev;
ev.type = SDL_MOUSEMOTION;
debug_assert((x|y) <= USHRT_MAX);
ev.motion.x = (Uint16)x;
ev.motion.y = (Uint16)y;
queue_event(ev);
}
static void queue_button_event(uint button, uint state, uint x, uint y)
{
SDL_Event ev;
ev.type = (state == SDL_PRESSED)? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP;
ev.button.button = (u8)button;
ev.button.state = (u8)state;
debug_assert((x|y) <= USHRT_MAX);
ev.button.x = (Uint16)x;
ev.button.y = (Uint16)y;
queue_event(ev);
}
static uint mouse_x, mouse_y;
// generate a mouse move message and update our notion of the mouse position.
// x, y are client pixel coordinates.
// notes:
// - does not actually move the OS cursor;
// - called from mouse_update and SDL_WarpMouse.
static void mouse_moved(uint x, uint y)
{
// nothing to do if it hasn't changed since last time
if(mouse_x == x && mouse_y == y)
return;
mouse_x = x;
mouse_y = y;
queue_mouse_event(x, y);
}
// convert from screen to client coords.
static void screen_to_client(int screen_x, int screen_y, int& client_x, int& client_y)
{
POINT pt;
pt.x = (LONG) screen_x;
pt.y = (LONG) screen_y;
// this can fail for unknown reasons even if hWnd is still
// valid and !is_shutdown. don't WARN_IF_FALSE.
if(!ScreenToClient(hWnd, &pt))
pt.x = pt.y = 0;
client_x = (int)pt.x;
client_y = (int)pt.y;
}
// are the given coords in our window?
// parameters are client coords as returned by screen_to_client.
// postcondition: it is safe to cast coords to uint and treat them
// as idealized client coords.
static bool is_in_window(int client_x, int client_y)
{
RECT client_rect;
WARN_IF_FALSE(GetClientRect(hWnd, &client_rect));
POINT pt;
pt.x = (LONG)client_x;
pt.y = (LONG)client_y;
if(!PtInRect(&client_rect, pt) || WindowFromPoint(pt) != hWnd)
return false;
debug_assert(client_x >= 0 && client_y >= 0);
return true;
}
static void mouse_update()
{
// window not created yet or already shut down. no sense reporting
// mouse position, and bail now to avoid ScreenToClient failing.
if(hWnd == INVALID_HANDLE_VALUE)
return;
// don't use DirectInput, because we want to respect the user's mouse
// sensitivity settings. Windows messages are laggy, so query current
// position directly.
POINT screen_pt;
WARN_IF_FALSE(GetCursorPos(&screen_pt));
int client_x, client_y;
screen_to_client(screen_pt.x, screen_pt.y, client_x, client_y);
if(is_in_window(client_x, client_y))
{
const uint x = (uint)client_x, y = (uint)client_y;
active_change_state(GAIN, SDL_APPMOUSEFOCUS);
mouse_moved(x, y);
}
// moved outside of window
else
active_change_state(LOSE, SDL_APPMOUSEFOCUS);
}
static uint mouse_buttons;
// (we define a new function signature since the windowsx.h message crackers
// don't provide for passing uMsg)
static LRESULT OnMouseButton(HWND UNUSED(hWnd), UINT uMsg, int screen_x, int screen_y, UINT UNUSED(flags))
{
uint button;
uint state;
switch(uMsg)
{
case WM_LBUTTONDOWN:
button = SDL_BUTTON_LEFT;
state = SDL_PRESSED;
break;
case WM_LBUTTONUP:
button = SDL_BUTTON_LEFT;
state = SDL_RELEASED;
break;
case WM_RBUTTONDOWN:
button = SDL_BUTTON_RIGHT;
state = SDL_PRESSED;
break;
case WM_RBUTTONUP:
button = SDL_BUTTON_RIGHT;
state = SDL_RELEASED;
break;
case WM_MBUTTONDOWN:
button = SDL_BUTTON_MIDDLE;
state = SDL_PRESSED;
break;
case WM_MBUTTONUP:
button = SDL_BUTTON_MIDDLE;
state = SDL_RELEASED;
break;
NODEFAULT;
}
// mouse capture
static int outstanding_press_events;
if(state == SDL_PRESSED)
{
// grab mouse to ensure we get up events
if(++outstanding_press_events > 0)
SetCapture(hWnd);
}
else
{
// release after all up events received
if(--outstanding_press_events <= 0)
{
ReleaseCapture();
outstanding_press_events = 0;
}
}
// update button bitfield
if(state == SDL_PRESSED)
mouse_buttons |= SDL_BUTTON(button);
else
mouse_buttons &= ~SDL_BUTTON(button);
int client_x, client_y;
screen_to_client(screen_x, screen_y, client_x, client_y);
// we may get click events from the NC area or window border where
// the coords are negative. unfortunately is_in_window can return
// false due to its window-on-top check, so we better not
// ignore messages based on that. it is safest to clamp coords to
// what the app can handle.
uint x = MAX(client_x, 0), y = MAX(client_y, 0);
queue_button_event(button, state, x, y);
return 0;
}
static LRESULT OnMouseWheel(HWND UNUSED(hWnd), int screen_x, int screen_y, int zDelta, UINT UNUSED(fwKeys))
{
int client_x, client_y;
screen_to_client(screen_x, screen_y, client_x, client_y);
// unfortunately we get mouse wheel messages even if mouse is outside
// our window.
// to prevent the app from seeing invalid coords, we ignore such messages.
if(is_in_window(client_x, client_y))
{
const uint x = (uint)client_x, y = (uint)client_y;
uint button = (zDelta < 0)? SDL_BUTTON_WHEELDOWN : SDL_BUTTON_WHEELUP;
// SDL says this sends a down message followed by up.
queue_button_event(button, SDL_PRESSED , x, y);
queue_button_event(button, SDL_RELEASED, x, y);
}
return 0; // handled
}
Uint8 SDL_GetMouseState(int* x, int* y)
{
if(x)
*x = (int)mouse_x;
if(y)
*y = (int)mouse_y;
return (Uint8)mouse_buttons;
}
inline void SDL_WarpMouse(int x, int y)
{
// SDL interface provides for int, but the values should be
// idealized client coords (>= 0)
debug_assert(x >= 0 && y >= 0);
mouse_moved((uint)x, (uint)y);
POINT screen_pt;
screen_pt.x = x;
screen_pt.y = y;
WARN_IF_FALSE(ClientToScreen(hWnd, &screen_pt));
WARN_IF_FALSE(SetCursorPos(screen_pt.x, screen_pt.y));
}
int SDL_ShowCursor(int toggle)
{
static int cursor_visible = SDL_ENABLE;
if(toggle != SDL_QUERY)
{
// only call Windows ShowCursor if changing the visibility -
// it maintains a counter.
if(cursor_visible != toggle)
{
ShowCursor(toggle);
cursor_visible = toggle;
}
}
return cursor_visible;
}
//----------------------------------------------------------------------------
static LRESULT CALLBACK wndproc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if(is_shutdown)
return DefWindowProc(hWnd, uMsg, wParam, lParam);
switch(uMsg)
{
case WM_PAINT:
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
return 0;
case WM_ERASEBKGND:
// this indicates we allegedly erased the background;
// PAINTSTRUCT.fErase is then FALSE.
return 1;
// prevent selecting menu in fullscreen mode
case WM_NCHITTEST:
if(fullscreen)
return HTCLIENT;
break;
HANDLE_MSG(hWnd, WM_ACTIVATE, OnActivate);
case WM_DESTROY:
queue_quit_event();
break;
case WM_SYSCOMMAND:
switch(wParam)
{
// prevent moving, sizing, screensaver, and power-off in fullscreen mode
case SC_MOVE:
case SC_SIZE:
case SC_MAXIMIZE:
case SC_MONITORPOWER:
if(fullscreen)
return 1;
break;
// Alt+F4 or system menu doubleclick/exit
case SC_CLOSE:
queue_quit_event();
break;
}
break;
HANDLE_MSG(hWnd, WM_SYSKEYUP , OnKey);
HANDLE_MSG(hWnd, WM_KEYUP , OnKey);
HANDLE_MSG(hWnd, WM_SYSKEYDOWN, OnKey);
HANDLE_MSG(hWnd, WM_KEYDOWN , OnKey);
HANDLE_MSG(hWnd, WM_MOUSEWHEEL, OnMouseWheel);
// (can't use message crackers: they do not provide for passing uMsg)
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
return OnMouseButton(hWnd, uMsg, GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam), (UINT)wParam);
default:
// can't call DefWindowProc here: some messages
// are only conditionally 'grabbed' (e.g. NCHITTEST)
break;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
void SDL_PumpEvents(void)
{
// rationale: we would like to reduce CPU usage automatically if
// possible. blocking here until a message arrives would accomplish
// that, but might potentially freeze the app too long.
// instead, they should check active state and call SDL_Delay etc.
// if our window is minimized.
mouse_update(); // polled
MSG msg;
while(PeekMessageW(&msg, 0, 0, 0, PM_REMOVE))
{
DispatchMessageW(&msg);
}
}
int SDL_PollEvent(SDL_Event* ev)
{
SDL_PumpEvents();
if(dequeue_event(ev))
return 1;
return 0;
}
int SDL_PushEvent(SDL_Event* ev)
{
queue_event(*ev);
return 0;
}
//----------------------------------------------------------------------------
// keyboard hook (intercepts PrintScreen and system keys, e.g. Alt+Tab)
// note: the LowLevel hooks are global, but a DLL isn't actually required
// as stated in the docs. Windows apparently calls the handler in its original
// context. see http://www.gamedev.net/community/forums/topic.asp?topic_id=255399 .
static HHOOK hKeyboard_LL_Hook = (HHOOK)0;
static LRESULT CALLBACK keyboard_ll_hook(int nCode, WPARAM wParam, LPARAM lParam)
{
if(nCode == HC_ACTION)
{
PKBDLLHOOKSTRUCT p = (PKBDLLHOOKSTRUCT)lParam;
DWORD vk = p->vkCode;
// replace Windows PrintScreen handler
if(vk == VK_SNAPSHOT)
{
// disabled - we want the normal Windows printscreen handling to
// remain so as not to confuse artists.
#if 0
// check whether PrintScreen should be taking screenshots -- if
// not, allow the standard Windows clipboard to work
if(app_state & SDL_APPINPUTFOCUS)
{
// send to wndproc
UINT msg = (UINT)wParam;
PostMessage(hWnd, msg, vk, 0);
// specify hWnd to be safe.
// if window not yet created, it's INVALID_HANDLE_VALUE.
// don't pass it on to other handlers
return 1;
}
#endif
} // vk == VK_SNAPSHOT
}
// pass it on to other hook handlers
return CallNextHookEx(hKeyboard_LL_Hook, nCode, wParam, lParam);
}
static void enable_kbd_hook(bool enable)
{
if(enable)
{
debug_assert(hKeyboard_LL_Hook == 0);
hKeyboard_LL_Hook = SetWindowsHookEx(WH_KEYBOARD_LL, keyboard_ll_hook, hInst, 0);
debug_assert(hKeyboard_LL_Hook != 0);
}
else
{
debug_assert(hKeyboard_LL_Hook != 0);
UnhookWindowsHookEx(hKeyboard_LL_Hook);
hKeyboard_LL_Hook = 0;
}
}
//-----------------------------------------------------------------------------
// byte swapping
// implement only if the header hasn't mapped SDL_Swap* to intrinsics
#ifndef SDL_Swap16
u16 SDL_Swap16(const u16 x)
{
return (u16)(((x & 0xff) << 8) | (x >> 8));
}
#endif
#ifndef SDL_Swap32
u32 SDL_Swap32(const u32 x)
{
return (x << 24) |
(x >> 24) |
((x << 8) & 0x00ff0000) |
((x >> 8) & 0x0000ff00);
}
#endif
#ifndef SDL_Swap64
u64 SDL_Swap64(const u64 x)
{
const u32 lo = (u32)(x & 0xFFFFFFFF);
const u32 hi = (u32)(x >> 32);
u64 ret = SDL_Swap32(lo);
ret <<= 32;
// careful: must shift var of type u64, not u32
ret |= SDL_Swap32(hi);
return ret;
}
#endif
//-----------------------------------------------------------------------------
// multithread support
// semaphores
// note: implementing these in terms of pthread sem_t doesn't help;
// this wrapper is very close to the Win32 routines.
union HANDLE_sem
{
HANDLE h;
SDL_sem* s;
};
SDL_sem* SDL_CreateSemaphore(int cnt)
{
HANDLE_sem u;
u.h = CreateSemaphore(0, cnt, 0x7fffffff, 0);
return u.s;
}
inline void SDL_DestroySemaphore(SDL_sem* sem)
{
HANDLE_sem u;
u.s = sem;
CloseHandle(u.h);
}
int SDL_SemPost(SDL_sem* sem)
{
HANDLE_sem u;
u.s = sem;
return ReleaseSemaphore(u.h, 1, 0);
}
int SDL_SemWait(SDL_sem* sem)
{
HANDLE_sem u;
u.s = sem;
return WaitForSingleObject(u.h, INFINITE);
}
// threads
// users don't need to allocate SDL_Thread variables, so type = void
// API returns SDL_Thread*, which is the HANDLE value itself.
//
// we go through hoops to avoid type cast warnings;
// a simple union { pthread_t; SDL_Thread* } yields "uninitialized"
// warnings in VC2005, so we coerce values directly.
cassert(sizeof(pthread_t) == sizeof(SDL_Thread*));
SDL_Thread* SDL_CreateThread(int (*func)(void*), void* param)
{
pthread_t thread = 0;
if(pthread_create(&thread, 0, (void* (*)(void*))func, param) < 0)
return 0;
return *(SDL_Thread**)&thread;
}
int SDL_KillThread(SDL_Thread* thread)
{
pthread_cancel(*(pthread_t*)&thread);
return 0;
}
//-----------------------------------------------------------------------------
// misc API
void SDL_WM_SetCaption(const char* title, const char* icon)
{
WARN_IF_FALSE(SetWindowText(hWnd, title));
// real SDL ignores this parameter, so we will follow suit.
UNUSED2(icon);
}
inline u32 SDL_GetTicks()
{
return GetTickCount();
}
inline void SDL_Delay(Uint32 ms)
{
Sleep(ms);
}
inline void* SDL_GL_GetProcAddress(const char* name)
{
return wglGetProcAddress(name);
}
//-----------------------------------------------------------------------------
// init/shutdown
static LibError wsdl_init()
{
hInst = GetModuleHandle(0);
// redirect stdout to file (otherwise it's simply ignored on Win32).
// notes:
// - use full path for safety (works even if someone does chdir)
// - SDL does this in its WinMain hook. we need to do this here
// (before main is called) instead of in SDL_Init to completely
// emulate SDL; bonus: we don't miss any output before SDL_Init.
char path[MAX_PATH];
snprintf(path, ARRAY_SIZE(path), "%s\\stdout.txt", win_exe_dir);
// ignore BoundsChecker warnings here. subsystem is set to "Windows"
// to avoid the OS opening a console on startup (ugly). that means
// stdout isn't associated with a lowio handle; _close ends up
// getting called with fd = -1. oh well, nothing we can do.
FILE* f = freopen(path, "wt", stdout);
if(!f)
debug_warn("stdout freopen failed");
#if CONFIG_PARANOIA
// disable buffering, so that no writes are lost even if the program
// crashes. only enabled in full debug mode because this is really slow!
setvbuf(stdout, 0, _IONBF, 0);
#endif
enable_kbd_hook(true);
return INFO::OK;
}
static LibError wsdl_shutdown()
{
is_shutdown = true;
// redirected to stdout.txt in SDL_Init;
// close to avoid BoundsChecker warning.
fclose(stdout);
gamma_swap(GAMMA_RESTORE_ORIGINAL);
video_shutdown();
enable_kbd_hook(false);
return INFO::OK;
}
// these are placebos. since some init needs to happen before main(),
// we take care of it all in the module init/shutdown hooks.
int SDL_Init(Uint32 UNUSED(flags))
{
return 0;
}
void SDL_Quit()
{
}