mirror of
https://github.com/JetSetIlly/Gopher2600.git
synced 2024-06-02 20:18:20 -04:00
a621b4fd04
broken in 7e1f1f when the playmode overlay was changed to a full size window fix required improvement to the detection of whether the mouse was hovering over a window (eg. prefs window, etc.)
470 lines
14 KiB
Go
470 lines
14 KiB
Go
// This file is part of Gopher2600.
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//
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// Gopher2600 is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Gopher2600 is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Gopher2600. If not, see <https://www.gnu.org/licenses/>.
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package sdlimgui
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import (
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"time"
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"github.com/jetsetilly/gopher2600/hardware/riot/ports/plugging"
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"github.com/jetsetilly/gopher2600/logger"
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"github.com/jetsetilly/gopher2600/userinput"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/veandco/go-sdl2/sdl"
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)
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// var last time.Time
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// Service implements GuiCreator interface.
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func (img *SdlImgui) Service() {
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var err error
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// handle font reset procedure
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if img.resetFonts >= 1 {
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if img.resetFonts == 1 {
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err = img.fonts.initialise(img.plt, img.rnd, img.prefs)
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if err != nil {
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panic(err)
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}
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img.wm.hasInitialised = false
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}
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img.resetFonts--
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}
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// phantom input system must be reset before anything else is processed
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img.phantomInput = phantomInputNone
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// poll for sdl event or timeout
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img.polling.pumpedEvents[0] = img.polling.wait()
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// whether mouse button down event have been polled. if it has and we poll
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// an up event in the same PollEvent() loop below, then we need to
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// "trickle" the up and down events over two frames. see commentary for
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// trickleMouseButton type
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var leftMouseDownPolled bool
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var rightMouseDownPolled bool
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// we only want to send one mouse event to the emulation per frame. anything
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// more is wasteful and expensive
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var mouseMotion bool
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var mouseMotionX float64
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var mouseMotionY float64
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// some events we want to service even if an event channel has not been
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// set. very few "modes" will not set a channel but we should be mindful of
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// those events that we handle entirely within this GUI implementation
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//
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// for those events that do require an event channel to be defined we wrap
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// them in select block and log the dropped event in the default case
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if img.polling.pumpedEvents[0] != nil {
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// user input from debugger
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input := img.dbg.UserInput()
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// events are pumped once per frame
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sdl.PumpEvents()
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// the number of additionalEvents is always one on the first iteration
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// of the peeping loop
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additionalEvents := 1
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peeping := true
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for peeping {
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peepCt, err := sdl.PeepEvents(img.polling.pumpedEvents[additionalEvents:], sdl.GETEVENT, sdl.FIRSTEVENT, sdl.LASTEVENT)
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if err != nil {
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logger.Log("sdlimgui", err.Error())
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}
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// adjust the peepCt by the number of additionalEvents in the queue
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peepCt += additionalEvents
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// pump more events after procesing if the pumpedEvents queue is full
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peeping = peepCt == len(img.polling.pumpedEvents)
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for i := 0; i < peepCt; i++ {
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switch ev := img.polling.pumpedEvents[i].(type) {
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case *sdl.QuitEvent:
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img.quit()
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// case *sdl.WindowEvent handled by event filter (see comment in serviceWindowEvent()
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case *sdl.TextInputEvent:
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if !img.modalActive() || !img.isCaptured() {
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imgui.CurrentIO().AddInputCharacters(string(ev.Text[:]))
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// text input events are perfect for indicating the
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// addition of a phantom rune. backspaces are handled in
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// the serviceKeyboard() function
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img.phantomInput = phantomInputRune
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img.phantomInputRune = rune(ev.Text[0])
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}
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case *sdl.KeyboardEvent:
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img.smartCursorVisibility(true)
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img.serviceKeyboard(ev)
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case *sdl.MouseMotionEvent:
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img.smartCursorVisibility(false)
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if img.isCaptured() {
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mouseMotion = true
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// use the most recent value sent by the mouse. accumulating the
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// relative values over the course of the frame is not suitable
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// for paddle operation
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mouseMotionX = float64(ev.XRel)
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mouseMotionY = float64(ev.YRel)
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}
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case *sdl.MouseButtonEvent:
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img.smartCursorVisibility(false)
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// the button event to send
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var button userinput.MouseButton
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switch ev.Button {
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case sdl.BUTTON_LEFT:
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button = userinput.MouseButtonLeft
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switch ev.Type {
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case sdl.MOUSEBUTTONDOWN:
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leftMouseDownPolled = true
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case sdl.MOUSEBUTTONUP:
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if leftMouseDownPolled {
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img.plt.trickleMouseButtonLeft = trickleMouseDown
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}
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}
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case sdl.BUTTON_MIDDLE:
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if img.isCaptured() {
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img.setCapture(false)
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}
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case sdl.BUTTON_RIGHT:
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button = userinput.MouseButtonRight
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switch ev.Type {
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case sdl.MOUSEBUTTONDOWN:
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rightMouseDownPolled = true
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case sdl.MOUSEBUTTONUP:
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if rightMouseDownPolled {
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img.plt.trickleMouseButtonRight = trickleMouseDown
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}
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// handling of mouse capture/release is done outside of the outside of trickle
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// mouse polling this means that capturing the mouse requires a physical click
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// on the macintosh touchpad. I think this is okay but if it's not, the
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// following code will need to be called during trickle resolution (probably
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// just a function pointer)
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if img.isCaptured() {
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if !img.isPlaymode() {
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img.setCapturedRunning(false)
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} else {
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img.setCapture(false)
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}
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} else if img.isPlaymode() {
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// set mouse capture if mouse is not over a window
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if !img.wm.playmodeWindowHover {
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img.setCapture(true)
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}
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}
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}
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}
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if img.isCaptured() {
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select {
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case input <- userinput.EventMouseButton{
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Button: button,
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Down: ev.Type == sdl.MOUSEBUTTONDOWN}:
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default:
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if ev.Type == sdl.MOUSEBUTTONDOWN {
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logger.Log("sdlimgui", "dropped mouse down event")
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} else {
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logger.Log("sdlimgui", "dropped mouse up event")
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}
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}
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}
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// trigger service wake in time for next Service() iteration.
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// without this, the results of the mouse button will not be
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// seen until the timeout (in the next iteration) has elapsed.
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//
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// eg. closing a window: the window will be drawn on *this*
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// frame and *this* mouse button press will be acknowledged.
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// next frame the window will not be drawn. however, the *next*
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// frame will sleep until the time out - *this* mouse button
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// event has been consumed. setting alerted ensures there is no
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// delay in drawing the *next* frame
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img.polling.alerted = true
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case *sdl.MouseWheelEvent:
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// only respond to mouse wheel events if the window has
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// input focus. this is because without input focus
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// getKeyMod() will always return userinput.KeyModNone. it
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// is confusing if the mousewheel is working but no keyboard
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// modifiers are affecting it
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if img.plt.window.GetFlags()&sdl.WINDOW_INPUT_FOCUS == sdl.WINDOW_INPUT_FOCUS {
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var deltaX, deltaY float32
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if ev.X > 0 {
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deltaX++
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} else if ev.X < 0 {
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deltaX--
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}
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if ev.Y > 0 {
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deltaY++
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} else if ev.Y < 0 {
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deltaY--
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}
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// forward mouse wheel event to emulation only for playmode
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// or if the mouse is immediately over the TV image in the
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// debugger TV screen window
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if img.isPlaymode() || img.wm.dbgScr.mouseHover {
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select {
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case input <- userinput.EventMouseWheel{
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Delta: deltaY,
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Mod: getKeyMod(),
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}:
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default:
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logger.Log("sdlimgui", "dropped mouse wheel event")
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}
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} else {
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imgui.CurrentIO().AddMouseWheelDelta(-deltaX/4, deltaY/4)
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}
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}
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case *sdl.JoyButtonEvent:
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img.smartCursorVisibility(true)
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button := userinput.GamepadButtonNone
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switch ev.Button {
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case 0:
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button = userinput.GamepadButtonA
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case 1:
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button = userinput.GamepadButtonB
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case 4:
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button = userinput.GamepadButtonBumperLeft
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case 5:
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button = userinput.GamepadButtonBumperRight
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case 6:
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button = userinput.GamepadButtonBack
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case 7:
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button = userinput.GamepadButtonStart
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case 8:
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button = userinput.GamepadButtonGuide
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}
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if button != userinput.GamepadButtonNone {
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select {
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case input <- userinput.EventGamepadButton{
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ID: plugging.PortLeft,
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Button: button,
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Down: ev.State == 1,
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}:
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default:
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logger.Log("sdlimgui", "dropped gamepad button event")
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}
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}
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case *sdl.JoyHatEvent:
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img.smartCursorVisibility(true)
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dir := userinput.DPadNone
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switch ev.Value {
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case sdl.HAT_CENTERED:
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dir = userinput.DPadCentre
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case sdl.HAT_UP:
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dir = userinput.DPadUp
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case sdl.HAT_DOWN:
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dir = userinput.DPadDown
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case sdl.HAT_LEFT:
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dir = userinput.DPadLeft
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case sdl.HAT_RIGHT:
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dir = userinput.DPadRight
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case sdl.HAT_LEFTUP:
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dir = userinput.DPadLeftUp
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case sdl.HAT_LEFTDOWN:
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dir = userinput.DPadLeftDown
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case sdl.HAT_RIGHTUP:
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dir = userinput.DPadRightUp
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case sdl.HAT_RIGHTDOWN:
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dir = userinput.DPadRightDown
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}
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if dir != userinput.DPadNone {
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select {
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case input <- userinput.EventGamepadDPad{
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ID: plugging.PortLeft,
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Direction: dir,
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}:
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default:
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logger.Log("sdlimgui", "dropped gamepad dpad event")
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}
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}
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case *sdl.JoyAxisEvent:
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if img.plt.joysticks[ev.Which].isStelladaptor {
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joy := sdl.JoystickFromInstanceID(ev.Which)
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select {
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case input <- userinput.EventStelladaptor{
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ID: plugging.PortLeft,
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Horiz: joy.Axis(0),
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Vert: joy.Axis(1),
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}:
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default:
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logger.Log("sdlimgui", "dropped stelladaptor event")
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}
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} else {
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pad := sdl.GameControllerFromInstanceID(ev.Which)
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if pad.Axis(0) > userinput.ThumbstickDeadzone || pad.Axis(0) < -userinput.ThumbstickDeadzone ||
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pad.Axis(1) > userinput.ThumbstickDeadzone || pad.Axis(1) < -userinput.ThumbstickDeadzone ||
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pad.Axis(3) > userinput.ThumbstickDeadzone || pad.Axis(3) < -userinput.ThumbstickDeadzone ||
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pad.Axis(4) > userinput.ThumbstickDeadzone || pad.Axis(4) < -userinput.ThumbstickDeadzone {
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img.smartCursorVisibility(true)
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}
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switch ev.Axis {
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case 0:
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fallthrough
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case 1:
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select {
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case input <- userinput.EventGamepadThumbstick{
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ID: plugging.PortLeft,
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Thumbstick: userinput.GamepadThumbstickLeft,
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Horiz: pad.Axis(0),
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Vert: pad.Axis(1),
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}:
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default:
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logger.Log("sdlimgui", "dropped gamepad axis event")
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}
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case 3:
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fallthrough
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case 4:
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select {
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case input <- userinput.EventGamepadThumbstick{
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ID: plugging.PortLeft,
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Thumbstick: userinput.GamepadThumbstickRight,
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Horiz: pad.Axis(3),
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Vert: pad.Axis(4),
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}:
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default:
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logger.Log("sdlimgui", "dropped gamepad axis event")
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}
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default:
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}
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trigger := userinput.GamepadTriggerNone
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switch ev.Axis {
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case 2:
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trigger = userinput.GamepadTriggerLeft
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case 5:
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trigger = userinput.GamepadTriggerRight
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}
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if trigger != userinput.GamepadTriggerNone {
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select {
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case input <- userinput.EventGamepadTrigger{
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ID: plugging.PortLeft,
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Trigger: trigger,
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Amount: ev.Value,
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}:
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default:
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logger.Log("sdlimgui", "dropped gamepad axis event")
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}
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}
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}
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}
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}
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} // end of for peeping
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if mouseMotion {
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select {
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case input <- userinput.EventMouseMotion{
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X: int16(mouseMotionX), Y: int16(mouseMotionY),
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}:
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default:
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logger.Log("sdlimgui", "dropped mouse motion event")
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}
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}
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}
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img.renderFrame()
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}
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func (img *SdlImgui) renderFrame() {
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img.dbg.PushFunction(func() {
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img.cache.Update(img.dbg.VCS(), img.dbg.Rewind, img.dbg)
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})
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if !img.cache.Resolve() {
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return
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}
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// start of a new frame
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img.plt.newFrame()
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imgui.NewFrame()
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// draw all windows according to debug/playmode
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img.draw()
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// rendering
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imgui.Render() // This call only creates the draw data list. Actual rendering to framebuffer is done below.
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img.rnd.preRender()
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img.screen.render()
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img.rnd.render()
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img.plt.postRender()
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// process any functions that should only be done after rendering
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done := false
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for !done {
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select {
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case f := <-img.postRenderFunctions:
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f()
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default:
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done = true
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}
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}
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}
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// serviceWindowEvent implements the sdl.EventFilter interface
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//
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// we handle sdl.WindowEvent events in the event filter because there is a bug
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// in MacOS/OpenGL which means windows are not refreshed during a window
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// resize, only when the resize is finished. this results in poor visual
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// feedback
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//
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// bug described here with suggested fix:
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//
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// https://stackoverflow.com/questions/34967628/sdl2-window-turns-black-on-resize
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func (img *SdlImgui) serviceWindowEvent(ev sdl.Event, userdata interface{}) bool {
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switch ev := ev.(type) {
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case *sdl.WindowEvent:
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switch ev.Event {
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case sdl.WINDOWEVENT_FOCUS_GAINED:
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// the time when the window gained focus see windowFocusedTime
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// declaration for an explanation
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img.windowFocusedTime = time.Now()
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case sdl.WINDOWEVENT_SIZE_CHANGED:
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if img.polling.throttleResize() {
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img.screen.crit.section.Lock()
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img.playScr.setScaling()
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img.screen.crit.section.Unlock()
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img.renderFrame()
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}
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}
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return false
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}
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return true
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}
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