mkxp-sunshine/src/eventthread.cpp

726 lines
16 KiB
C++

/*
** eventthread.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp 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 2 of the License, or
** (at your option) any later version.
**
** mkxp 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. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include "eventthread.h"
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_joystick.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_log.h>
#include <SDL3/SDL_messagebox.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_timer.h>
#include <SDL3/SDL_thread.h>
#include <SDL3/SDL_touch.h>
#include <SDL3/SDL_rect.h>
#include "sharedstate.h"
#include "graphics.h"
#include "al-util.h"
#include "debugwriter.h"
#include "oneshot.h"
#include <SDL3/SDL_stdinc.h>
#include <cstdio>
#include <map>
#include <iostream>
typedef void (ALC_APIENTRY *LPALCDEVICEPAUSESOFT) (ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCDEVICERESUMESOFT) (ALCdevice *device);
#define AL_DEVICE_PAUSE_FUN \
AL_FUN(DevicePause, LPALCDEVICEPAUSESOFT) \
AL_FUN(DeviceResume, LPALCDEVICERESUMESOFT)
struct ALCFunctions{
#define AL_FUN(name, type) type name;
AL_DEVICE_PAUSE_FUN
#undef AL_FUN
} static alc;
static void initALCFunctions(ALCdevice *alcDev){
if (!strstr(alcGetString(alcDev, ALC_EXTENSIONS), "ALC_SOFT_pause_device"))
return;
Debug() << "ALC_SOFT_pause_device present";
#define AL_FUN(name, type) alc. name = (type) alcGetProcAddress(alcDev, "alc" #name "SOFT");
AL_DEVICE_PAUSE_FUN;
#undef AL_FUN
}
#define HAVE_ALC_DEVICE_PAUSE alc.DevicePause
uint8_t EventThread::keyStates[];
EventThread::ControllerState EventThread::gcState;
EventThread::JoyState EventThread::joyState;
EventThread::MouseState EventThread::mouseState;
EventThread::TouchState EventThread::touchState;
/* User event codes */
enum{
REQUEST_SETFULLSCREEN = 0,
REQUEST_WINRESIZE,
REQUEST_MESSAGEBOX,
REQUEST_SETCURSORVISIBLE,
UPDATE_FPS,
UPDATE_SCREEN_RECT,
EVENT_COUNT
};
static uint32_t usrIdStart;
SDL_Gamepad* gc = nullptr;
bool EventThread::allocUserEvents(){
usrIdStart = SDL_RegisterEvents(EVENT_COUNT);
// SDL_RegisterEvents() now returns 0 if it couldn't allocate any user events.
if (usrIdStart == (uint32_t) 0)
return false;
return true;
}
EventThread::EventThread()
: fullscreen(false),
showCursor(true)
{}
void EventThread::process(RGSSThreadData &rtData){
SDL_Event event;
SDL_Window *win = rtData.window;
UnidirMessage<Vec2i> &windowSizeMsg = rtData.windowSizeMsg;
initALCFunctions(rtData.alcDev);
// XXX this function breaks input focus on OSX
#ifndef __APPLE__
SDL_SetEventFilter(eventFilter, (void*)&rtData);
#endif
fullscreen = rtData.config.fullscreen;
fps.lastFrame = SDL_GetPerformanceCounter();
fps.displayCounter = 0;
fps.acc = 0;
fps.accDiv = 0;
if (rtData.config.printFPS)
fps.sendUpdates.set();
bool displayingFPS = false;
bool cursorInWindow = false;
/* Will be updated eventually */
SDL_Rect gameScreen = { 0, 0, 0, 0 };
/* SDL doesn't send an initial FOCUS_GAINED event */
bool windowFocused = true;
bool terminate = false;
std::map<int, SDL_Gamepad*> gamepads;
int count = 0;
int jId = 0;
SDL_JoystickID *ids = SDL_GetGamepads(&count);
for(int i = 0; i < count; i++) {
SDL_Gamepad* gamepd = SDL_OpenGamepad(ids[i]);
if (gc == nullptr) {
gc = gamepd;
jId = ids[i];
}
printf("Gamepad connected: %s", SDL_GetGamepadName(gc));
if (i > 0) {
SDL_CloseGamepad(gamepd);
}
}
char buffer[128];
char pendingTitle[128];
bool resetting = false;
int winW, winH;
int i;
int id;
std::map<int, SDL_Gamepad*>::iterator gcit;
SDL_GetWindowSize(win, &winW, &winH); // SDL_GL_GetDrawableSize(win, &winW, &winH);
while (true) {
if (!SDL_WaitEvent(&event)) {
Debug() << "[EventThread::process] EventThread: Event error";
break;
}
switch (event.type){
case SDL_EVENT_MOUSE_BUTTON_DOWN :
case SDL_EVENT_MOUSE_BUTTON_UP :
case SDL_EVENT_MOUSE_MOTION :
if (event.button.which == SDL_TOUCH_MOUSEID)
continue;
break;
case SDL_EVENT_FINGER_DOWN :
case SDL_EVENT_FINGER_UP :
case SDL_EVENT_FINGER_MOTION :
if (event.tfinger.fingerID >= MAX_FINGERS)
continue;
break;
}
//Window events
switch (event.window.type){
//SDL_WINDOWEVENT_SIZE_CHANGED - handle the SDL_EVENT_WINDOW_RESIZED and SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED events instead
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED :
winW = event.window.data1;
winH = event.window.data2;
//SDL_GL_GetDrawableSize(win, &winW, &winH);
windowSizeMsg.post(Vec2i(winW, winH));
resetInputStates();
break;
case SDL_EVENT_WINDOW_MOUSE_ENTER :
cursorInWindow = true;
mouseState.inWindow = true;
updateCursorState(cursorInWindow && windowFocused, gameScreen);
break;
case SDL_EVENT_WINDOW_MOUSE_LEAVE :
cursorInWindow = false;
mouseState.inWindow = false;
updateCursorState(cursorInWindow && windowFocused, gameScreen);
break;
case SDL_EVENT_WINDOW_CLOSE_REQUESTED :
if (rtData.allowExit) {
terminate = true;
} else {
rtData.triedExit.set();
}
break;
case SDL_EVENT_WINDOW_FOCUS_GAINED :
windowFocused = true;
updateCursorState(cursorInWindow && windowFocused, gameScreen);
break;
case SDL_EVENT_WINDOW_FOCUS_LOST :
windowFocused = false;
updateCursorState(cursorInWindow && windowFocused, gameScreen);
resetInputStates();
break;
#ifdef __APPLE__
case SDL_EVENT_WINDOW_MOVED:
if (shState != NULL && event.window.data1 && event.window.data2)
shState->oneshot().setWindowPos(event.window.data1, event.window.data2);
break;
#endif
}
/* Now process the rest */
switch (event.type){
case SDL_EVENT_QUIT :
if (rtData.allowExit) {
terminate = true;
Debug() << "[EventThread::process] EventThread termination requested";
} else {
rtData.triedExit.set();
}
break;
case SDL_EVENT_TEXT_INPUT:
if (rtData.inputText.length() < (size_t)(rtData.inputTextLimit)) rtData.inputText += event.text.text;
break;
case SDL_EVENT_KEY_DOWN :
if (event.key.scancode == SDL_SCANCODE_F2){
if (!displayingFPS){
fps.immInitFlag.set();
fps.sendUpdates.set();
displayingFPS = true;
}else{
displayingFPS = false;
if (!rtData.config.printFPS)
fps.sendUpdates.clear();
if (fullscreen){
/* Prevent fullscreen flicker */
SDL_strlcpy(pendingTitle, rtData.config.windowTitle.c_str(), sizeof(pendingTitle));
break;
}
SDL_SetWindowTitle(win, rtData.config.windowTitle.c_str());
}
break;
}
if (event.key.scancode == SDL_SCANCODE_F12){
if (!rtData.config.debugMode)
break;
if (resetting)
break;
resetting = true;
rtData.rqResetFinish.clear();
rtData.rqReset.set();
break;
}
if (rtData.acceptingTextInput) {
if (event.key.key == SDLK_BACKSPACE && rtData.inputText.length() > 0)
rtData.inputText.pop_back();
else if (event.key.key == SDLK_RETURN)
rtData.acceptingTextInput.clear();
break;
}
keyStates[event.key.scancode] = true;
break;
case SDL_EVENT_KEY_UP :
if (event.key.scancode == SDL_SCANCODE_F12){
if (!rtData.config.debugMode)
break;
resetting = false;
rtData.rqResetFinish.set();
break;
}
keyStates[event.key.scancode] = false;
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
gcState.buttons[event.gbutton.button] = true;
break;
case SDL_EVENT_GAMEPAD_BUTTON_UP:
gcState.buttons[event.gbutton.button] = false;
break;
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
gcState.axes[event.gaxis.axis] = event.gaxis.value;
break;
case SDL_EVENT_GAMEPAD_ADDED:
gc = SDL_OpenGamepad(event.gdevice.which);
id = SDL_GetJoystickID(SDL_GetGamepadJoystick(gc));
gamepads[id] = gc;
break;
case SDL_EVENT_GAMEPAD_REMOVED:
gcit = gamepads.find(event.gdevice.which);
SDL_CloseGamepad(gcit->second);
gamepads.erase(gcit);
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN :
mouseState.buttons[event.button.button] = true;
break;
case SDL_EVENT_MOUSE_BUTTON_UP :
mouseState.buttons[event.button.button] = false;
break;
case SDL_EVENT_MOUSE_MOTION :
mouseState.x = event.motion.x;
mouseState.y = event.motion.y;
updateCursorState(cursorInWindow, gameScreen);
break;
// more mouse support for sunshine :3c
case SDL_EVENT_MOUSE_WHEEL:
{
if (event.window.windowID != SDL_GetWindowID(rtData.window))
break;
mouseState.wheelFlipped = event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED;
mouseState.wheelX += event.wheel.x;
mouseState.wheelY += event.wheel.y;
}
break;
case SDL_EVENT_FINGER_DOWN :
i = event.tfinger.fingerID;
touchState.fingers[i].down = true;
/* falls through */
case SDL_EVENT_FINGER_MOTION :
i = event.tfinger.fingerID;
touchState.fingers[i].x = event.tfinger.x * winW;
touchState.fingers[i].y = event.tfinger.y * winH;
break;
case SDL_EVENT_FINGER_UP :
i = event.tfinger.fingerID;
SDL_memset(&touchState.fingers[i], 0, sizeof(touchState.fingers[0]));
break;
default :
/* Handle user events */
switch(event.type - usrIdStart)
{
case REQUEST_SETFULLSCREEN :
setFullscreen(win, static_cast<bool>(event.user.code));
break;
case REQUEST_WINRESIZE :
SDL_SetWindowSize(win, event.window.data1, event.window.data2);
break;
case REQUEST_MESSAGEBOX :
SDL_ShowSimpleMessageBox(event.user.code, rtData.config.windowTitle.c_str(), (const char*) event.user.data1, win);
SDL_free(event.user.data1);
msgBoxDone.set();
break;
case REQUEST_SETCURSORVISIBLE :
showCursor = event.user.code;
updateCursorState(cursorInWindow, gameScreen);
break;
case UPDATE_FPS :
if (!fps.sendUpdates)
break;
SDL_snprintf(buffer, sizeof(buffer), "%s - %d FPS", rtData.config.windowTitle.c_str(), event.user.code);
/* Updating the window title in fullscreen
* mode seems to cause flickering */
if (fullscreen){
SDL_strlcpy(pendingTitle, buffer, sizeof(pendingTitle));
break;
}
SDL_SetWindowTitle(win, buffer);
break;
case UPDATE_SCREEN_RECT :
gameScreen.x = event.user.windowID;
gameScreen.y = event.user.code;
gameScreen.w = reinterpret_cast<intptr_t>(event.user.data1);
gameScreen.h = reinterpret_cast<intptr_t>(event.user.data2);
updateCursorState(cursorInWindow, gameScreen);
break;
}
}
if (terminate)
break;
}
/* Just in case */
rtData.syncPoint.resumeThreads();
for (gcit = gamepads.begin(); gcit != gamepads.end(); ++gcit)
SDL_CloseGamepad(gcit->second);
}
bool EventThread::eventFilter(void *data, SDL_Event *event){
RGSSThreadData &rtData = *static_cast<RGSSThreadData*>(data);
switch (event->type){
case SDL_EVENT_WILL_ENTER_BACKGROUND :
Debug() << "SDL_EVENT_WILL_ENTER_BACKGROUND";
if (HAVE_ALC_DEVICE_PAUSE)
alc.DevicePause(rtData.alcDev);
rtData.syncPoint.haltThreads();
return 0;
case SDL_EVENT_DID_ENTER_BACKGROUND :
Debug() << "SDL_EVENT_DID_ENTER_BACKGROUND";
return 0;
case SDL_EVENT_WILL_ENTER_FOREGROUND :
Debug() << "SDL_EVENT_WILL_ENTER_FOREGROUND";
return 0;
case SDL_EVENT_DID_ENTER_FOREGROUND :
Debug() << "SDL_EVENT_DID_ENTER_FOREGROUND";
if (HAVE_ALC_DEVICE_PAUSE)
alc.DeviceResume(rtData.alcDev);
rtData.syncPoint.resumeThreads();
return 0;
case SDL_EVENT_TERMINATING :
Debug() << "SDL_EVENT_TERMINATING";
return 0;
case SDL_EVENT_LOW_MEMORY :
Debug() << "SDL_EVENT_LOW_MEMORY";
return 0;
/* Workaround for Windows pausing on drag */
default:
if (event->window.type == SDL_EVENT_WINDOW_MOVED){
if (shState != NULL){
shState->oneshot().setWindowPos(event->window.data1, event->window.data2);
shState->graphics().update(false);
}
return 0;
}
return 1;
}
return 1;
}
void EventThread::cleanup(){
SDL_Event event;
while (SDL_PollEvent(&event))
if ((event.type - usrIdStart) == REQUEST_MESSAGEBOX)
SDL_free(event.user.data1);
}
void EventThread::resetInputStates(){
SDL_memset(&keyStates, 0, sizeof(keyStates));
SDL_memset(&gcState, 0, sizeof(gcState));
SDL_memset(&joyState, 0, sizeof(joyState));
SDL_memset(&mouseState.buttons, 0, sizeof(mouseState.buttons));
SDL_memset(&touchState, 0, sizeof(touchState));
}
void EventThread::setFullscreen(SDL_Window *win, bool mode){
SDL_SetWindowFullscreen(win, mode);
fullscreen = mode;
}
void EventThread::updateCursorState(bool inWindow, const SDL_Rect &screen){
SDL_Point pos = { mouseState.x, mouseState.y };
bool inScreen = inWindow && SDL_PointInRect(&pos, &screen);
if (inScreen)
SDL_ShowCursor();
else
SDL_HideCursor();
}
void EventThread::requestTerminate(){
SDL_Event event;
event.type = SDL_EVENT_QUIT;
SDL_PushEvent(&event);
}
void EventThread::requestFullscreenMode(bool mode){
if (mode == fullscreen)
return;
SDL_Event event;
event.type = usrIdStart + REQUEST_SETFULLSCREEN;
event.user.code = static_cast<Sint32>(mode);
SDL_PushEvent(&event);
}
void EventThread::requestWindowResize(int width, int height){
SDL_Event event;
event.type = usrIdStart + REQUEST_WINRESIZE;
event.window.data1 = width;
event.window.data2 = height;
SDL_PushEvent(&event);
}
void EventThread::requestShowCursor(bool mode){
SDL_Event event;
event.type = usrIdStart + REQUEST_SETCURSORVISIBLE;
event.user.code = mode;
SDL_PushEvent(&event);
}
void EventThread::showMessageBox(const char *body, int flags){
msgBoxDone.clear();
SDL_Event event;
event.user.code = flags;
event.user.data1 = strdup(body);
event.type = usrIdStart + REQUEST_MESSAGEBOX;
SDL_PushEvent(&event);
/* Keep repainting screen while box is open */
shState->graphics().repaintWait(msgBoxDone);
/* Prevent endless loops */
resetInputStates();
}
bool EventThread::getFullscreen() const{
return fullscreen;
}
bool EventThread::getShowCursor() const{
return showCursor;
}
void EventThread::notifyFrame(){
if (!fps.sendUpdates)
return;
uint64_t current = SDL_GetPerformanceCounter();
uint64_t diff = current - fps.lastFrame;
fps.lastFrame = current;
if (fps.immInitFlag){
fps.immInitFlag.clear();
fps.immFiniFlag.set();
return;
}
static uint64_t freq = SDL_GetPerformanceFrequency();
double currFPS = (double) freq / diff;
fps.acc += currFPS;
++fps.accDiv;
fps.displayCounter += diff;
if (fps.displayCounter < freq && !fps.immFiniFlag)
return;
fps.displayCounter = 0;
fps.immFiniFlag.clear();
int32_t avgFPS = fps.acc / fps.accDiv;
fps.acc = fps.accDiv = 0;
SDL_Event event;
event.user.code = avgFPS;
event.user.type = usrIdStart + UPDATE_FPS;
SDL_PushEvent(&event);
}
void EventThread::notifyGameScreenChange(const SDL_Rect &screen){
/* We have to get a bit hacky here to fit the rectangle
* data into the user event struct */
SDL_Event event;
event.type = usrIdStart + UPDATE_SCREEN_RECT;
event.user.windowID = screen.x;
event.user.code = screen.y;
event.user.data1 = reinterpret_cast<void*>(screen.w);
event.user.data2 = reinterpret_cast<void*>(screen.h);
SDL_PushEvent(&event);
}
void SyncPoint::haltThreads(){
if (mainSync.locked)
return;
/* Lock the reply sync first to avoid races */
reply.lock();
/* Lock main sync and sleep until RGSS thread
* reports back */
mainSync.lock();
reply.waitForUnlock();
/* Now that the RGSS thread is asleep, we can
* safely put the other threads to sleep as well
* without causing deadlocks */
secondSync.lock();
}
void SyncPoint::resumeThreads(){
if (!mainSync.locked)
return;
mainSync.unlock(false);
secondSync.unlock(true);
}
bool SyncPoint::mainSyncLocked(){
return mainSync.locked;
}
void SyncPoint::waitMainSync(){
reply.unlock(false);
mainSync.waitForUnlock();
}
void SyncPoint::passSecondarySync(){
if (!secondSync.locked)
return;
secondSync.waitForUnlock();
}
SyncPoint::Util::Util(){
mut = SDL_CreateMutex();
cond = SDL_CreateCondition();
}
SyncPoint::Util::~Util(){
SDL_DestroyCondition(cond);
SDL_DestroyMutex(mut);
}
void SyncPoint::Util::lock(){
locked.set();
}
void SyncPoint::Util::unlock(bool multi){
locked.clear();
if (multi)
SDL_BroadcastCondition(cond);
else
SDL_SignalCondition(cond);
}
void SyncPoint::Util::waitForUnlock(){
SDL_LockMutex(mut);
while (locked)
SDL_WaitCondition(cond, mut);
SDL_UnlockMutex(mut);
}