Files
love-luigi/luigi/backend/ffisdl.lua
2015-12-16 19:51:16 -05:00

428 lines
12 KiB
Lua

local ROOT = (...):gsub('[^.]*.[^.]*$', '')
local Hooker = require(ROOT .. 'hooker')
local ffi = require 'ffi'
local sdl = require((...) .. '.sdl')
local Image = require((...) .. '.image')
local Font = require((...) .. '.font')
local Keyboard = require((...) .. '.keyboard')
local Text = require((...) .. '.text')
local IntOut = ffi.typeof 'int[1]'
local stack = {}
-- create window and renderer
sdl.setHint(sdl.HINT_VIDEO_ALLOW_SCREENSAVER, '1')
local window = sdl.createWindow('', 0, 0, 800, 600,
sdl.WINDOW_SHOWN + sdl.WINDOW_RESIZABLE)
if window == nil then
error(ffi.string(sdl.getError()))
end
ffi.gc(window, sdl.destroyWindow)
local renderer = sdl.createRenderer(window, -1,
sdl.RENDERER_ACCELERATED + sdl.RENDERER_PRESENTVSYNC)
if renderer == nil then
error(ffi.string(sdl.getError()))
end
ffi.gc(renderer, sdl.destroyRenderer)
sdl.setRenderDrawBlendMode(renderer, sdl.BLENDMODE_BLEND)
local Backend = {}
Backend.sdl = sdl
local callback = {
draw = function () end,
resize = function () end,
mousepressed = function () end,
mousereleased = function () end,
mousemoved = function () end,
keypressed = function () end,
keyreleased = function () end,
textinput = function () end,
wheelmoved = function () end,
}
Backend.run = function ()
local event = sdl.Event()
while true do
sdl.pumpEvents()
while sdl.pollEvent(event) ~= 0 do
if event.type == sdl.QUIT then
return
elseif event.type == sdl.WINDOWEVENT
and event.window.event == sdl.WINDOWEVENT_RESIZED then
local window = event.window
callback.resize(window.data1, window.data2)
elseif event.type == sdl.MOUSEBUTTONDOWN then
local button = event.button
callback.mousepressed(button.x, button.y, button.button)
elseif event.type == sdl.MOUSEBUTTONUP then
local button = event.button
callback.mousereleased(button.x, button.y, button.button)
elseif event.type == sdl.MOUSEMOTION then
local motion = event.motion
callback.mousemoved(motion.x, motion.y)
elseif event.type == sdl.KEYDOWN then
local key = Keyboard.stringByKeycode[event.key.keysym.sym]
callback.keypressed(key, event.key['repeat'])
elseif event.type == sdl.KEYUP then
local key = Keyboard.stringByKeycode[event.key.keysym.sym]
callback.keyreleased(key, event.key['repeat'])
elseif event.type == sdl.TEXTINPUT then
callback.textinput(ffi.string(event.text.text))
elseif event.type == sdl.MOUSEWHEEL then
local wheel = event.wheel
callback.wheelmoved(wheel.x, wheel.y)
end
end
sdl.renderSetClipRect(renderer, nil)
sdl.setRenderDrawColor(renderer, 0, 0, 0, 255)
sdl.renderClear(renderer)
callback.draw()
sdl.renderPresent(renderer)
sdl.delay(1)
end
end
Backend.Cursor = function (image, x, y)
return sdl.createColorCursor(image.sdlSurface, x, y)
end
Backend.Font = Font
Backend.Image = function (path)
return Image(renderer, path)
end
Backend.Text = function (...)
return Text(renderer, ...)
end
Backend.Quad = function (x, y, w, h)
return { x, y, w, h }
end
Backend.SpriteBatch = require((...) .. '.spritebatch')
Backend.draw = function (drawable, x, y, sx, sy)
if drawable.draw then
return drawable:draw(x, y, sx, sy)
end
if drawable.sdlTexture == nil
or drawable.sdlRenderer == nil
or drawable.getWidth == nil
or drawable.getHeight == nil
then return
end
local w = drawable:getWidth() * (sx or 1)
local h = drawable:getHeight() * (sy or 1)
-- HACK. Somehow drawing something first prevents renderCopy from
-- incorrectly scaling up in some cases (after rendering slices).
-- For example http://stackoverflow.com/questions/28218906
sdl.renderDrawPoint(drawable.sdlRenderer, -1, -1)
-- Draw the image.
sdl.renderCopy(drawable.sdlRenderer, drawable.sdlTexture,
nil, sdl.Rect(x, y, w, h))
end
Backend.drawRectangle = function (mode, x, y, w, h)
if mode == 'fill' then
sdl.renderFillRect(renderer, sdl.Rect(x, y, w, h))
else
sdl.renderDrawRect(renderer, sdl.Rect(x, y, w, h))
end
end
local currentFont = Font()
local lastColor
-- print( text, x, y, r, sx, sy, ox, oy, kx, ky )
Backend.print = function (text, x, y)
if not text or text == '' then return end
local font = currentFont.sdlFont
local color = sdl.Color(lastColor or { 0, 0, 0, 255 })
local write = Font.SDL2_ttf.TTF_RenderUTF8_Blended
local surface = write(font, text, color)
ffi.gc(surface, sdl.freeSurface)
local texture = sdl.createTextureFromSurface(renderer, surface)
ffi.gc(texture, sdl.destroyTexture)
sdl.renderCopy(renderer, texture, nil, sdl.Rect(x, y, surface.w, surface.h))
end
Backend.printf = Backend.print
Backend.getClipboardText = function ()
return ffi.string(sdl.getClipboardText())
end
Backend.setClipboardText = sdl.setClipboardText
Backend.getMousePosition = function ()
local x, y = IntOut(), IntOut()
sdl.getMouseState(x, y)
return x[0], y[0]
end
local function SystemCursor (id)
local cursor = sdl.createSystemCursor(id)
ffi.gc(cursor, sdl.freeCursor)
return cursor
end
local systemCursors = {
arrow = SystemCursor(sdl.SYSTEM_CURSOR_ARROW),
ibeam = SystemCursor(sdl.SYSTEM_CURSOR_IBEAM),
wait = SystemCursor(sdl.SYSTEM_CURSOR_WAIT),
crosshair = SystemCursor(sdl.SYSTEM_CURSOR_CROSSHAIR),
waitarrow = SystemCursor(sdl.SYSTEM_CURSOR_WAITARROW),
sizenwse = SystemCursor(sdl.SYSTEM_CURSOR_SIZENWSE),
sizenesw = SystemCursor(sdl.SYSTEM_CURSOR_SIZENESW),
sizewe = SystemCursor(sdl.SYSTEM_CURSOR_SIZEWE),
sizens = SystemCursor(sdl.SYSTEM_CURSOR_SIZENS),
sizeall = SystemCursor(sdl.SYSTEM_CURSOR_SIZEALL),
no = SystemCursor(sdl.SYSTEM_CURSOR_NO),
hand = SystemCursor(sdl.SYSTEM_CURSOR_HAND),
}
Backend.getSystemCursor = function (name)
return systemCursors[name] or systemCursors.arrow
end
Backend.getWindowSize = function ()
local x, y = IntOut(), IntOut()
sdl.getWindowSize(window, x, y)
return x[0], y[0]
end
Backend.getTime = function ()
return sdl.getTicks() * 0.001
end
Backend.isKeyDown = function (...)
local state = sdl.getKeyboardState(nil)
for i = 1, select('#', ...) do
local name = select(i, ...)
local scan = Keyboard.scancodeByString[name]
if scan and state[scan] ~= 0 then
return true
end
end
return false
end
Backend.isMouseDown = function ()
end
Backend.quit = function ()
sdl.quit()
os.exit()
end
Backend.setColor = function (color)
lastColor = color
sdl.setRenderDrawColor(renderer,
color[1], color[2], color[3], color[4] or 255)
end
Backend.setCursor = function (cursor)
sdl.setCursor(cursor or Backend.getSystemCursor('arrow'))
end
Backend.setFont = function (font)
currentFont = font
end
local lastScissor
Backend.setScissor = function (x, y, w, h)
lastScissor = x and sdl.Rect(x, y, w, h)
sdl.renderSetClipRect(renderer, lastScissor)
end
Backend.getScissor = function ()
if lastScissor ~= nil then
return lastScissor.x, lastScissor.y, lastScissor.w, lastScissor.h
end
end
function Backend.hide (layout)
for _, item in ipairs(layout.hooks) do
Hooker.unhook(item)
end
layout.hooks = {}
end
local function hook (layout, key, method, hookLast)
layout.hooks[#layout.hooks + 1] = Hooker.hook(
callback, key, method, hookLast)
end
Backend.pop = function ()
local history = stack[#stack]
lastColor = history.color or { 0, 0, 0, 255 }
lastScissor = history.scissor
sdl.setRenderDrawColor(renderer,
lastColor[1], lastColor[2], lastColor[3], lastColor[4] or 255)
sdl.renderSetClipRect(renderer, lastScissor) -- Backend.setScissor(history.scissor)
stack[#stack] = nil
end
Backend.push = function ()
stack[#stack + 1] = {
color = lastColor,
scissor = lastScissor,
}
end
local isMouseDown = function ()
return sdl.getMouseState(nil, nil) > 0
end
function Backend.show (layout)
local input = layout.input
hook(layout, 'draw', function ()
input:handleDisplay(layout)
end, true)
hook(layout, 'resize', function (width, height)
return input:handleReshape(layout, width, height)
end)
hook(layout, 'mousepressed', function (x, y, button)
return input:handlePressStart(layout, button, x, y)
end)
hook(layout, 'mousereleased', function (x, y, button)
return input:handlePressEnd(layout, button, x, y)
end)
hook(layout, 'mousemoved', function (x, y, dx, dy)
if isMouseDown() then
return input:handlePressedMove(layout, x, y)
else
return input:handleMove(layout, x, y)
end
end)
hook(layout, 'keypressed', function (key, isRepeat)
return input:handleKeyPress(layout, key, Backend.getMousePosition())
end)
hook(layout, 'keyreleased', function (key)
return input:handleKeyRelease(layout, key, Backend.getMousePosition())
end)
hook(layout, 'textinput', function (text)
return input:handleTextInput(layout, text, Backend.getMousePosition())
end)
hook(layout, 'wheelmoved', function (x, y)
return input:handleWheelMove(layout, x, y)
end)
end
function Backend.setWindowMaximized (maximized)
return maximized and sdl.maximizeWindow(window) or sdl.restoreWindow(window)
end
function Backend.setWindowMinimized (minimized)
return minimized and sdl.minimizeWindow(window) or sdl.restoreWindow(window)
end
function Backend.setWindowBorderless (borderless)
return sdl.setWindowBordered(window, not borderless)
end
function Backend.setWindowFullscreen (fullscreen)
return sdl.setWindowFullscreen(window, not not fullscreen)
end
function Backend.setWindowGrab (grab)
return sdl.setWindowGrab(window, not not grab)
end
local SDL2_image = ffi.load 'SDL2_image'
function Backend.setWindowIcon (icon)
-- XXX: is it safe to free this?
local surface = ffi.gc(SDL2_image.IMG_Load(icon), sdl.freeSurface)
if surface == nil then
error(ffi.string(sdl.getError()))
end
sdl.setWindowIcon(window, surface)
end
function Backend.setWindowMaxwidth (maxwidth)
local w, h = IntOut(), IntOut()
sdl.getWindowMaximumSize(window, w, h)
sdl.setWindowMaximumSize(window, maxwidth, h[0] ~= nil and h[0] or math.huge)
end
function Backend.setWindowMaxheight (maxheight)
local w, h = IntOut(), IntOut()
sdl.getWindowMaximumSize(window, w, h)
sdl.setWindowMaximumSize(window, w[0] ~= nil and w[0] or math.huge, maxheight)
end
function Backend.setWindowMinwidth (minwidth)
local w, h = IntOut(), IntOut()
sdl.getWindowMinimumSize(window, w, h)
sdl.setWindowMinimumSize(window, minwidth, h[0] ~= nil and h[0] or 0)
end
function Backend.setWindowMinheight (minheight)
local w, h = IntOut(), IntOut()
sdl.getWindowMinimumSize(window, w, h)
sdl.setWindowMinimumSize(window, w[0] ~= nil and w[0] or 0, minheight)
end
function Backend.setWindowTop (top)
local x, y = IntOut(), IntOut()
sdl.getWindowPosition(window, x, y)
sdl.setWindowPosition(window, x[0] ~= nil and x[0] or 0, top)
end
function Backend.setWindowLeft (left)
local x, y = IntOut(), IntOut()
sdl.getWindowPosition(window, x, y)
sdl.setWindowPosition(window, left, y[0] ~= nil and y[0] or 0)
end
function Backend.setWindowWidth (width)
local w, h = IntOut(), IntOut()
sdl.getWindowSize(window, w, h)
sdl.setWindowSize(window, width, h[0] ~= nil and h[0] or 600)
end
function Backend.setWindowHeight (height)
local w, h = IntOut(), IntOut()
sdl.getWindowSize(window, w, h)
sdl.setWindowSize(window, w[0] ~= nil and w[0] or 800, height)
end
function Backend.setWindowTitle (title)
sdl.setWindowTitle(window, title)
end
return Backend