Files
KytyPS5/src/graphics/presentation/window/window.cpp
T
nmzik f68c77d785 SDL3 update (#787)
* Update to SDL3

* Add XTest development dependency for SDL3

* Preserve native entry points with SDL3

* Document SDL3 XTest dependency
2026-09-23 17:22:15 +04:00

962 lines
29 KiB
C++

#include "graphics/presentation/window.h"
#include <SDL3/SDL.h>
#include "common/assert.h"
#include "common/common.h"
#include "common/emulatorConfig.h"
#include "common/file.h"
#include "common/logging/log.h"
#include "common/profiler.h"
#include "common/systemInfo.h"
#include "common/threads.h"
#include "common/timer.h"
#include "common/stringUtils.h"
#include "graphics/host_gpu/graphicContext.h"
#include "graphics/host_gpu/renderer/render.h"
#include "graphics/host_gpu/renderer/renderContext.h"
#include "graphics/host_gpu/vulkanCommon.h"
#include "graphics/presentation/renderDoc.h"
#include "graphics/presentation/systemOverlay.h"
#include "graphics/presentation/window/hostInput.h"
#include "graphics/presentation/window/windowInternal.h"
#include "kytyGitVersion.h"
#include "libs/controller.h"
#include "loader/systemContent.h"
#include <cstdlib>
#include <fmt/format.h>
#include <memory>
#include <string>
#include <vector>
#include <vulkan/vk_platform.h>
#include <filesystem>
#define STB_IMAGE_IMPLEMENTATION
#define STBI_NO_SIMD
#include "stb_image.h"
// IWYU pragma: no_include <intrin.h>
#define KYTY_DBG_INPUT
namespace Libs::Graphics {
struct EventKeyboard {
bool down;
bool up;
bool pressed;
bool released;
bool repeat;
int scan_code;
int key_code;
uint16_t mod;
double timestamp_seconds;
};
static uint32_t ControllerButtonToPadButton(int button) {
switch (button) {
case SDL_GAMEPAD_BUTTON_SOUTH: return Controller::PAD_BUTTON_CROSS;
case SDL_GAMEPAD_BUTTON_EAST: return Controller::PAD_BUTTON_CIRCLE;
case SDL_GAMEPAD_BUTTON_WEST: return Controller::PAD_BUTTON_SQUARE;
case SDL_GAMEPAD_BUTTON_NORTH: return Controller::PAD_BUTTON_TRIANGLE;
case SDL_GAMEPAD_BUTTON_START: return Controller::PAD_BUTTON_OPTIONS;
case SDL_GAMEPAD_BUTTON_LEFT_STICK: return Controller::PAD_BUTTON_L3;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK: return Controller::PAD_BUTTON_R3;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: return Controller::PAD_BUTTON_L1;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: return Controller::PAD_BUTTON_R1;
case SDL_GAMEPAD_BUTTON_DPAD_UP: return Controller::PAD_BUTTON_UP;
case SDL_GAMEPAD_BUTTON_DPAD_DOWN: return Controller::PAD_BUTTON_DOWN;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT: return Controller::PAD_BUTTON_LEFT;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: return Controller::PAD_BUTTON_RIGHT;
case SDL_GAMEPAD_BUTTON_TOUCHPAD: return Controller::PAD_BUTTON_TOUCH_PAD;
default: return 0;
}
}
static Controller::Axis ControllerAxisFromSdl(int axis_id) {
switch (axis_id) {
case SDL_GAMEPAD_AXIS_LEFTX: return Controller::Axis::LeftX;
case SDL_GAMEPAD_AXIS_LEFTY: return Controller::Axis::LeftY;
case SDL_GAMEPAD_AXIS_RIGHTX: return Controller::Axis::RightX;
case SDL_GAMEPAD_AXIS_RIGHTY: return Controller::Axis::RightY;
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER: return Controller::Axis::TriggerLeft;
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER: return Controller::Axis::TriggerRight;
default: return Controller::Axis::AxisMax;
}
}
static bool ControllerAxisIsTrigger(int axis_id) {
return axis_id == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
axis_id == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;
}
static int ControllerAxisValueFromSdl(int axis_id, int axis_value) {
return ControllerAxisIsTrigger(axis_id)
? Controller::controller_get_axis(0, SDL_JOYSTICK_AXIS_MAX, axis_value)
: Controller::controller_get_axis(SDL_JOYSTICK_AXIS_MIN, SDL_JOYSTICK_AXIS_MAX,
axis_value);
}
struct EventMouse {
bool down;
bool up;
bool left;
bool middle;
bool right;
bool x1;
bool x2;
bool touch;
bool pressed;
bool released;
int num_of_clicks;
bool wheel;
int x;
int y;
bool motion;
int motion_x;
int motion_y;
double timestamp_seconds;
};
struct EventFinger {
bool down;
bool up;
bool motion;
int touch_id;
int finger_id;
float x;
float y;
float dx;
float dy;
float pressure;
double timestamp_seconds;
};
struct EventController {
int id;
int button;
int axis_id;
int axis_value;
bool down;
bool up;
bool added;
bool removed;
bool remapped;
bool axis;
bool pressed;
bool released;
double timestamp_seconds;
};
namespace {
std::unique_ptr<WindowContext> g_window;
} // namespace
constexpr const char* KYTY_SDL_WINDOW_CAPTION = "Game";
static void SetPause(WindowLoopState& game, bool flag) {
LOGF("Pause: %s\n", flag ? "true" : "false");
game.paused.store(flag, std::memory_order_release);
}
static void GameEventQuit(WindowLoopState& game) {
LOGF("Event: quit\n");
game.need_exit = true;
}
static void GameEventTerminate(WindowLoopState& game) {
LOGF("Event: terminate\n");
game.need_exit = true;
}
static void ToggleDesktopFullscreen() {
if (g_window == nullptr || g_window->window == nullptr) {
return;
}
const auto flags = static_cast<uint32_t>(SDL_GetWindowFlags(g_window->window));
const bool fullscreen = (flags & SDL_WINDOW_FULLSCREEN) != 0u;
if (!SDL_SetWindowFullscreen(g_window->window, !fullscreen)) {
LOGF("Toggle fullscreen failed: %s\n", SDL_GetError());
}
}
static void GameEventKeyboard(const EventKeyboard& key) {
static SDL_Keycode fullscreen_key = SDLK_UNKNOWN;
#ifdef KYTY_DBG_INPUT
LOGF("Key: time = %.04f, %s%s, %s%s, %s, scan = %d, key = %d, mod = %04" PRIx16 "\n",
key.timestamp_seconds, (key.down ? "down" : ""), (key.up ? "up" : ""),
(key.pressed ? "pressed" : ""), (key.released ? "released" : ""),
(key.repeat ? "repeat" : ""), key.scan_code, key.key_code, key.mod);
#endif
#if KYTY_PLATFORM == KYTY_PLATFORM_WINDOWS || KYTY_PLATFORM == KYTY_PLATFORM_LINUX
if (key.down) {
switch (key.key_code) {
case SDLK_F1:
if (!key.repeat) {
RenderDocRequestCapture();
}
break;
case SDLK_F11:
if (!key.repeat) {
ToggleDesktopFullscreen();
}
break;
case SDLK_RETURN:
case SDLK_KP_ENTER:
if (!key.repeat && (key.mod & SDL_KMOD_ALT) != 0) {
ToggleDesktopFullscreen();
fullscreen_key = key.key_code;
}
break;
default: break;
}
}
#endif
const bool fullscreen_key_event =
fullscreen_key != SDLK_UNKNOWN && key.key_code == fullscreen_key;
if (fullscreen_key_event && key.up) {
fullscreen_key = SDLK_UNKNOWN;
}
if ((key.down || key.up) && !key.repeat && !fullscreen_key_event) {
HostInputKey(key.key_code, key.down);
}
}
static void GameEventMouse([[maybe_unused]] const EventMouse& mb) {
#ifdef KYTY_DBG_INPUT
if (mb.wheel) {
LOGF("Mouse wheel: time = %.04f, %s[%d, %d]\n", mb.timestamp_seconds,
(mb.touch ? "touch, " : ""), mb.x, mb.y);
} else if (mb.motion) {
LOGF("Mouse motion: time = %.04f, %s%s%s%s%s%s, [%d, %d], (%d, %d)\n", mb.timestamp_seconds,
(mb.left ? "left" : ""), (mb.middle ? "middle" : ""), (mb.right ? "right" : ""),
(mb.x1 ? "x1" : ""), (mb.x2 ? "x2" : ""), (mb.touch ? "_touch" : ""), mb.x, mb.y,
mb.motion_x, mb.motion_y);
} else {
LOGF("Mouse click: time = %.04f, %d, %s%s%s%s%s%s, %s%s, %s%s, [%d, %d]\n",
mb.timestamp_seconds, mb.num_of_clicks, (mb.left ? "left" : ""),
(mb.middle ? "middle" : ""), (mb.right ? "right" : ""), (mb.x1 ? "x1" : ""),
(mb.x2 ? "x2" : ""), (mb.touch ? "_touch" : ""), (mb.down ? "down" : ""),
(mb.up ? "up" : ""), (mb.pressed ? "pressed" : ""), (mb.released ? "released" : ""),
mb.x, mb.y);
}
#endif
if (mb.down || mb.up) {
uint8_t mouse_button = 0;
if (mb.left) {
mouse_button = SDL_BUTTON_LEFT;
} else if (mb.middle) {
mouse_button = SDL_BUTTON_MIDDLE;
} else if (mb.right) {
mouse_button = SDL_BUTTON_RIGHT;
} else if (mb.x1) {
mouse_button = SDL_BUTTON_X1;
} else if (mb.x2) {
mouse_button = SDL_BUTTON_X2;
}
HostInputMouseButton(mouse_button, mb.down);
}
}
static void GameEventFinger([[maybe_unused]] const EventFinger& f) {
#ifdef KYTY_DBG_INPUT
if (f.motion) {
LOGF("Finger motion: time = %.04f, %d, %d, (x,y) = [%f, %f], (dx,dy) = [%f, %f], pressure "
"= %f\n",
f.timestamp_seconds, f.touch_id, f.finger_id, f.x, f.y, f.dx, f.dy, f.pressure);
} else {
LOGF("Finger press: time = %.04f, %d, %d, %s%s, (x,y) = [%f, %f], (dx,dy) = [%f, %f], "
"pressure = %f\n",
f.timestamp_seconds, f.touch_id, f.finger_id, (f.down ? "down" : ""),
(f.up ? "up" : ""), f.x, f.y, f.dx, f.dy, f.pressure);
}
#endif
}
static void GameEventController([[maybe_unused]] const EventController& f) {
EXIT_NOT_IMPLEMENTED(f.remapped);
#ifdef KYTY_DBG_INPUT
if (f.added || f.removed) {
LOGF("Controller %s: %d, time = %.04f\n", (f.added ? "added" : "removed"), f.id,
f.timestamp_seconds);
} else if (f.axis) {
LOGF("Controller axis: %d, axis = %d, value = %d, time = %.04f\n", f.id, f.axis_id,
f.axis_value, f.timestamp_seconds);
} else {
LOGF("Controller button: "
"%d, %s%s, %s%s, button = %d, time = %.04f\n",
f.id, (f.down ? "down" : ""), (f.up ? "up" : ""), (f.pressed ? "pressed" : ""),
(f.released ? "released" : ""), f.button, f.timestamp_seconds);
}
#endif
if (f.added) {
auto* pad = SDL_OpenGamepad(f.id);
EXIT_NOT_IMPLEMENTED(pad == nullptr);
int id = SDL_GetJoystickID(SDL_GetGamepadJoystick(pad));
Controller::Connect(id);
}
if (f.removed) {
Controller::Disconnect(f.id);
SDL_CloseGamepad(SDL_GetGamepadFromID(f.id));
}
if (f.down || f.up) {
const auto button = ControllerButtonToPadButton(f.button);
if (button != 0) {
Controller::SetButton(f.id, button, f.down);
}
}
if (f.axis) {
const auto axis = ControllerAxisFromSdl(f.axis_id);
if (axis != Controller::Axis::AxisMax) {
Controller::SetAxis(f.id, axis,
ControllerAxisValueFromSdl(f.axis_id, f.axis_value));
}
}
}
static void GameEventLowMemory() {
LOGF("Event: low_memory\n");
}
static void GameEventWillEnterBackground(WindowLoopState& game) {
LOGF("Event: will_enter_background\n");
SetPause(game, true);
}
static void GameEventDidEnterBackground() {
LOGF("Event: did_enter_background\n");
}
static void GameEventWillEnterForeground() {
LOGF("Event: will_enter_foreground\n");
}
static void GameEventDidEnterForeground(WindowLoopState& game) {
LOGF("Event: did_enter_foreground\n");
SetPause(game, false);
}
void WindowContext::Resize(uint32_t new_width, uint32_t new_height) {
EXIT_IF(new_width == 0 || new_height == 0);
Common::LockGuard lock(mutex);
graphic_ctx.screen_width = new_width;
graphic_ctx.screen_height = new_height;
}
void WindowContext::ProcessWindowEvent(const SDL_WindowEvent& event) {
const auto& window_event = event;
switch (window_event.type) {
case SDL_EVENT_WINDOW_SHOWN:
LOGF("Window %" PRIu32 " shown\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_HIDDEN:
LOGF("Window %" PRIu32 " hidden\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_EXPOSED:
LOGF("Window %" PRIu32 " exposed\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_MOVED:
LOGF("Window %" PRIu32 " moved to %" PRId32 ",%" PRId32 "\n", window_event.windowID,
window_event.data1, window_event.data2);
break;
case SDL_EVENT_WINDOW_RESIZED:
LOGF("Window %" PRIu32 " resized to %" PRId32 "x%" PRId32 "\n", window_event.windowID,
window_event.data1, window_event.data2);
break;
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
LOGF("Window %" PRIu32 " size changed to %" PRId32 "x%" PRId32 "\n",
window_event.windowID, window_event.data1, window_event.data2);
Resize(window_event.data1, window_event.data2);
break;
case SDL_EVENT_WINDOW_MINIMIZED:
LOGF("Window %" PRIu32 " minimized\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_MAXIMIZED:
LOGF("Window %" PRIu32 " maximized\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_RESTORED:
LOGF("Window %" PRIu32 " restored\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_MOUSE_ENTER:
LOGF("Mouse entered window %" PRIu32 "\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
LOGF("Mouse left window %" PRIu32 "\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_FOCUS_GAINED:
LOGF("Window %" PRIu32 " gained keyboard focus\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_FOCUS_LOST:
LOGF("Window %" PRIu32 " lost keyboard focus\n", window_event.windowID);
break;
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
LOGF("Window %" PRIu32 " closed\n", window_event.windowID);
break;
default:
LOGF("Window %" PRIu32 " got unknown event %" PRIu32 "\n", window_event.windowID,
static_cast<uint32_t>(window_event.type));
break;
}
}
void WindowContext::ProcessDisplayEvent(const SDL_DisplayEvent& display) {
switch (display.type) {
case SDL_EVENT_DISPLAY_ORIENTATION: {
LOGF("Display %" PRIu32 " changed orientation to %d - ", display.displayID,
static_cast<int>(display.data1));
switch (display.data1) {
case SDL_ORIENTATION_UNKNOWN: LOGF("UNKNOWN\n"); break;
case SDL_ORIENTATION_LANDSCAPE: LOGF("LANDSCAPE\n"); break;
case SDL_ORIENTATION_LANDSCAPE_FLIPPED: LOGF("LANDSCAPE_FLIPPED\n"); break;
case SDL_ORIENTATION_PORTRAIT: LOGF("PORTRAIT\n"); break;
case SDL_ORIENTATION_PORTRAIT_FLIPPED: LOGF("PORTRAIT_FLIPPED\n"); break;
default: LOGF("???\n");
}
break;
}
default:
LOGF("Display %" PRIu32 " got unknown event 0x%" PRIx32 "\n", display.displayID,
static_cast<uint32_t>(display.type));
break;
}
}
void WindowContext::ProcessEvent(double time_s) {
auto& game = loop;
auto* event = &game.event;
if ((event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) &&
event->key.key == SDLK_F7) {
if (event->type == SDL_EVENT_KEY_DOWN && event->key.repeat == 0) {
HostInputToggleMouseToJoystick();
}
return;
}
if (ProcessSystemOverlayInput(*event)) {
return;
}
if (event->type >= SDL_EVENT_WINDOW_FIRST && event->type <= SDL_EVENT_WINDOW_LAST) {
ProcessWindowEvent(event->window);
return;
}
if (event->type >= SDL_EVENT_DISPLAY_FIRST && event->type <= SDL_EVENT_DISPLAY_LAST) {
ProcessDisplayEvent(event->display);
return;
}
switch (event->type) {
case SDL_EVENT_QUIT: GameEventQuit(game); break;
case SDL_EVENT_TERMINATING: GameEventTerminate(game); break;
case SDL_EVENT_LOW_MEMORY: GameEventLowMemory(); break;
case SDL_EVENT_WILL_ENTER_BACKGROUND: GameEventWillEnterBackground(game); break;
case SDL_EVENT_DID_ENTER_BACKGROUND: GameEventDidEnterBackground(); break;
case SDL_EVENT_WILL_ENTER_FOREGROUND: GameEventWillEnterForeground(); break;
case SDL_EVENT_DID_ENTER_FOREGROUND: GameEventDidEnterForeground(game); break;
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP: {
EventKeyboard key {};
key.down = (event->type == SDL_EVENT_KEY_DOWN);
key.up = (event->type == SDL_EVENT_KEY_UP);
key.pressed = event->key.down;
key.released = !event->key.down;
key.repeat = (event->key.repeat != 0u);
key.scan_code = event->key.scancode;
key.key_code = event->key.key;
key.mod = event->key.mod;
key.timestamp_seconds = time_s;
GameEventKeyboard(key);
break;
}
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP: {
EventMouse mb {};
mb.down = (event->button.type == SDL_EVENT_MOUSE_BUTTON_DOWN);
mb.up = (event->button.type == SDL_EVENT_MOUSE_BUTTON_UP);
mb.left = (event->button.button == SDL_BUTTON_LEFT);
mb.middle = (event->button.button == SDL_BUTTON_MIDDLE);
mb.right = (event->button.button == SDL_BUTTON_RIGHT);
mb.x1 = (event->button.button == SDL_BUTTON_X1);
mb.x2 = (event->button.button == SDL_BUTTON_X2);
mb.touch = (event->button.which == SDL_TOUCH_MOUSEID);
mb.pressed = event->button.down;
mb.released = !event->button.down;
mb.num_of_clicks = event->button.clicks;
mb.wheel = false;
mb.x = event->button.x;
mb.y = event->button.y;
mb.motion = false;
mb.motion_x = 0;
mb.motion_y = 0;
mb.timestamp_seconds = time_s;
GameEventMouse(mb);
break;
}
case SDL_EVENT_MOUSE_WHEEL: {
EventMouse mb {};
mb.down = false;
mb.up = false;
mb.left = false;
mb.middle = false;
mb.right = false;
mb.x1 = false;
mb.x2 = false;
mb.touch = (event->wheel.which == SDL_TOUCH_MOUSEID);
mb.pressed = false;
mb.released = false;
mb.num_of_clicks = 0;
mb.wheel = true;
mb.x = event->wheel.x;
mb.y = event->wheel.y;
mb.motion = false;
mb.motion_x = 0;
mb.motion_y = 0;
mb.timestamp_seconds = time_s;
GameEventMouse(mb);
break;
}
case SDL_EVENT_MOUSE_MOTION: {
EventMouse mb {};
mb.down = false;
mb.up = false;
mb.left = ((event->motion.state & SDL_BUTTON_LMASK) != 0u);
mb.middle = ((event->motion.state & SDL_BUTTON_MMASK) != 0u);
mb.right = ((event->motion.state & SDL_BUTTON_RMASK) != 0u);
mb.x1 = ((event->motion.state & SDL_BUTTON_X1MASK) != 0u);
mb.x2 = ((event->motion.state & SDL_BUTTON_X2MASK) != 0u);
mb.touch = (event->motion.which == SDL_TOUCH_MOUSEID);
mb.pressed = false;
mb.released = false;
mb.num_of_clicks = 0;
mb.wheel = false;
mb.x = event->motion.x;
mb.y = event->motion.y;
mb.motion = true;
mb.motion_x = event->motion.xrel;
mb.motion_y = event->motion.yrel;
mb.timestamp_seconds = time_s;
GameEventMouse(mb);
break;
}
case SDL_EVENT_FINGER_MOTION:
case SDL_EVENT_FINGER_DOWN:
case SDL_EVENT_FINGER_UP: {
EventFinger f {};
f.down = (event->tfinger.type == SDL_EVENT_FINGER_DOWN);
f.up = (event->tfinger.type == SDL_EVENT_FINGER_UP);
f.motion = (event->tfinger.type == SDL_EVENT_FINGER_MOTION);
f.finger_id = static_cast<int>(event->tfinger.fingerID);
f.touch_id = static_cast<int>(event->tfinger.touchID);
f.x = event->tfinger.x;
f.y = event->tfinger.y;
f.dx = event->tfinger.dx;
f.dy = event->tfinger.dy;
f.pressure = event->tfinger.pressure;
f.timestamp_seconds = time_s;
GameEventFinger(f);
break;
}
case SDL_EVENT_GAMEPAD_AXIS_MOTION: {
EventController c {};
c.id = event->gaxis.which;
c.button = SDL_GAMEPAD_BUTTON_INVALID;
c.axis_id = event->gaxis.axis;
c.axis_value = event->gaxis.value;
c.down = false;
c.up = false;
c.added = false;
c.removed = false;
c.remapped = false;
c.axis = true;
c.pressed = false;
c.released = false;
c.timestamp_seconds = time_s;
GameEventController(c);
break;
}
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP: {
EventController c {};
c.id = event->gbutton.which;
c.button = event->gbutton.button;
c.axis_id = SDL_GAMEPAD_AXIS_INVALID;
c.axis_value = 0;
c.down = event->gbutton.down;
c.up = !event->gbutton.down;
c.added = false;
c.removed = false;
c.remapped = false;
c.axis = false;
c.pressed = event->gbutton.down;
c.released = !event->gbutton.down;
c.timestamp_seconds = time_s;
GameEventController(c);
break;
}
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
if (event->gtouchpad.touchpad == 0) {
Controller::SetTouchPad(event->gtouchpad.which, event->gtouchpad.finger,
event->gtouchpad.type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP,
event->gtouchpad.x, event->gtouchpad.y);
}
break;
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: {
const auto& sensor = event->gsensor;
if (sensor.sensor == SDL_SENSOR_ACCEL || sensor.sensor == SDL_SENSOR_GYRO) {
Controller::SetSensor(sensor.which,
sensor.sensor == SDL_SENSOR_ACCEL ? Controller::Sensor::Accel
: Controller::Sensor::Gyro,
sensor.data,
sensor.sensor_timestamp != 0
? sensor.sensor_timestamp / 1000
: sensor.timestamp / 1000);
}
break;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
case SDL_EVENT_GAMEPAD_REMAPPED: {
EventController c {};
c.id = event->gdevice.which;
c.button = SDL_GAMEPAD_BUTTON_INVALID;
c.axis_id = SDL_GAMEPAD_AXIS_INVALID;
c.axis_value = 0;
c.down = false;
c.up = false;
c.added = (event->gdevice.type == SDL_EVENT_GAMEPAD_ADDED);
c.removed = (event->gdevice.type == SDL_EVENT_GAMEPAD_REMOVED);
c.remapped = (event->gdevice.type == SDL_EVENT_GAMEPAD_REMAPPED);
c.axis = false;
c.pressed = false;
c.released = false;
c.timestamp_seconds = time_s;
GameEventController(c);
break;
}
}
}
void WindowContext::Run() {
Common::Timer timer;
timer.Start();
loop.event = {};
loop.need_exit = false;
loop.paused.store(false, std::memory_order_release);
while (!loop.need_exit) {
if (loop.paused.load(std::memory_order_acquire)) {
if (!timer.IsPaused()) {
timer.Pause();
}
} else if (timer.IsPaused()) {
timer.Resume();
}
if (!HostInputWaitEvent(&loop.event)) {
continue;
}
ProcessEvent(timer.GetTimeS());
}
}
static void WindowCreate(WindowContext& context) {
EXIT_IF(context.window != nullptr);
EXIT_IF(context.graphic_ctx.screen_width == 0);
EXIT_IF(context.graphic_ctx.screen_height == 0);
int width = static_cast<int>(context.graphic_ctx.screen_width);
int height = static_cast<int>(context.graphic_ctx.screen_height);
#if KYTY_PLATFORM == KYTY_PLATFORM_LINUX
// RenderDoc can hide Wayland Vulkan surface support; prefer X11 for captures.
if (Config::RenderDocEnabled()) {
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "x11,wayland");
}
#endif
if (!SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
EXIT("%s\n", SDL_GetError());
}
LOGF("WindowCreate(): width = %d, height = %d\n", width, height);
uint32_t window_flags = WindowContext::InitialWindowFlags(Config::FullscreenEnabled());
#if defined(__APPLE__)
// SDL loads Vulkan while creating a Vulkan window, so select the bundled
// MoltenVK loader before calling SDL_CreateWindow. Keep an explicit user
// override, and fall back to SDL's normal loader search when no bundle is present.
if (std::getenv("SDL_VULKAN_LIBRARY") == nullptr) {
if (const char* base_path = SDL_GetBasePath(); base_path != nullptr) {
const std::string base_path_str = base_path;
std::string moltenvk_path = base_path_str + "libMoltenVK.dylib";
if (!Common::File::IsFileExisting(moltenvk_path)) {
moltenvk_path = base_path_str + "../Frameworks/libMoltenVK.dylib";
}
if (Common::File::IsFileExisting(moltenvk_path) &&
SDL_setenv_unsafe("SDL_VULKAN_LIBRARY", moltenvk_path.c_str(), 0) == 0) {
LOGF("Vulkan loader: %s\n", moltenvk_path.c_str());
}
}
}
// macOS 26 window chrome (CoreUI asset decode, SwiftUI titlebar) has been observed
// throwing NSExceptions under Rosetta during the first CATransaction commit. A
// borderless window skips that machinery entirely.
if (std::getenv("KYTY_BORDERLESS") != nullptr) {
window_flags |= static_cast<uint32_t>(SDL_WINDOW_BORDERLESS);
}
#endif
context.window = SDL_CreateWindow(KYTY_SDL_WINDOW_CAPTION, width, height, window_flags);
if (context.window == nullptr) {
EXIT("%s\n", SDL_GetError());
}
SDL_SetWindowPosition(context.window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_SetWindowResizable(context.window, false);
HostInputInit(context.window);
InitializeSystemOverlayInput(context.window);
context.UpdateIcon();
}
uint32_t WindowContext::InitialWindowFlags(bool fullscreen) noexcept {
auto flags = static_cast<uint32_t>(SDL_WINDOW_VULKAN);
if (fullscreen) {
flags |= static_cast<uint32_t>(SDL_WINDOW_FULLSCREEN);
}
return flags;
}
Presenter& WindowInit(uint32_t width, uint32_t height) {
EXIT_NOT_IMPLEMENTED(!Common::Thread::IsMainThread());
EXIT_IF(g_window != nullptr);
auto window = std::make_unique<WindowContext>();
window->graphic_ctx.screen_width = width;
window->graphic_ctx.screen_height = height;
WindowCreate(*window);
window->CreateVulkan();
auto& presenter = *window->presenter;
g_window = std::move(window);
return presenter;
}
void WindowRun() {
KYTY_PROFILER_THREAD("Thread_Window");
EXIT_IF(g_window == nullptr);
g_window->Run();
g_window->render_context->GetPipelineCache().Save();
}
void WindowShutdown() {
if (g_window != nullptr) {
HostInputShutdown();
Controller::EmergencyShutdown();
g_window.reset();
}
}
static int WindowIconRead(void* user, char* data, int size) {
auto* src = static_cast<Common::File*>(user);
uint32_t bytes_read = 0;
src->Read(data, static_cast<uint32_t>(size), &bytes_read);
return static_cast<int>(bytes_read);
}
static void WindowIconSkip(void* user, int n) {
auto* src = static_cast<Common::File*>(user);
const uint64_t position = src->Tell();
if (n >= 0) {
src->Seek(position + static_cast<uint64_t>(n));
} else {
const uint64_t distance = static_cast<uint64_t>(-static_cast<int64_t>(n));
EXIT_IF(distance > position);
src->Seek(position - distance);
}
}
static int WindowIconEof(void* user) {
auto* src = static_cast<Common::File*>(user);
return src->IsEOF() ? 1 : 0;
}
struct WindowIcon {
SDL_Surface* surface = nullptr;
void* pixels = nullptr;
~WindowIcon() {
SDL_DestroySurface(surface);
stbi_image_free(pixels);
}
};
static void WindowLoadPngIcon(const std::filesystem::path& path, WindowIcon* icon) {
Common::File f;
if (!f.Open(path, Common::File::Mode::Read)) {
EXIT("Can't open icon file %s\n", Common::PathToString(path).c_str());
}
int width = 0;
int height = 0;
stbi_io_callbacks cb {};
cb.read = WindowIconRead;
cb.skip = WindowIconSkip;
cb.eof = WindowIconEof;
icon->pixels = stbi_load_from_callbacks(&cb, &f, &width, &height, nullptr, 4);
f.Close();
EXIT_IF(icon->pixels == nullptr);
icon->surface = SDL_CreateSurfaceFrom(width, height, SDL_PIXELFORMAT_RGBA32, icon->pixels,
width * 4);
EXIT_NOT_IMPLEMENTED(icon->surface == nullptr);
}
void WindowContext::UpdateIcon() {
static WindowIcon icon;
static bool icon_loaded = false;
if (!icon_loaded) {
std::filesystem::path icon_path;
if (Loader::SystemContentGetIconPath(&icon_path)) {
WindowLoadPngIcon(icon_path, &icon);
}
icon_loaded = true;
}
if (icon.surface != nullptr) {
SDL_SetWindowIcon(window, icon.surface);
}
}
void WindowContext::UpdateTitle() {
static char title[128];
static char title_id[12];
static char app_ver[12];
static bool has_title = Loader::SystemContentParamSfoGetString("TITLE", title, sizeof(title));
static bool has_title_id =
Loader::SystemContentParamSfoGetString("TITLE_ID", title_id, sizeof(title_id));
static bool has_app_ver =
Loader::SystemContentParamSfoGetString("APP_VER", app_ver, sizeof(app_ver));
static const std::string processor_name = Common::GetSystemInfo().ProcessorName;
static uint64_t fps_start = Common::Timer::QueryPerformanceCounter();
static uint64_t frame_num = 0;
static uint64_t fps_frames = 0;
static double current_fps = 0.0;
#if KYTY_BUILD == KYTY_BUILD_DEBUG
static constexpr auto build_type = "Debug";
#elif KYTY_BUILD == KYTY_BUILD_RELEASE
static constexpr auto build_type = "Release";
#else
static constexpr auto build_type = "Unknown";
#endif
const auto now = Common::Timer::QueryPerformanceCounter();
const auto frequency = Common::Timer::QueryPerformanceFrequency();
frame_num++;
fps_frames++;
if (now - fps_start >= frequency) {
current_fps = static_cast<double>(fps_frames) * static_cast<double>(frequency) /
static_cast<double>(now - fps_start);
fps_start = now;
fps_frames = 0;
}
const auto* device_name = graphic_ctx.GetPhysicalDeviceProperties().deviceName.data();
auto text = fmt::format(
"[{} | {}] {}{}{}{}{}{}[{}] [{}], frame: {}, fps: {:.0f}", KYTY_BUILD_LABEL, build_type,
(has_title ? title : ""), (has_title ? ", " : ""), (has_title_id ? title_id : ""),
(has_title_id ? ", " : ""), (has_app_ver ? app_ver : ""), (has_app_ver ? " " : ""),
device_name, processor_name, frame_num, current_fps);
struct TitleUpdate {
SDL_Window* window;
std::string* text;
} update {window, &text};
EXIT_IF(!SDL_RunOnMainThread(
[](void* data) {
auto& title = *static_cast<TitleUpdate*>(data);
SDL_SetWindowTitle(title.window, title.text->c_str());
},
&update, true));
}
} // namespace Libs::Graphics