gates_of_skeldal/platform/sdl/sdl_context.h
2025-01-30 10:46:58 +01:00

145 lines
3.9 KiB
C++

#pragma once
#include <memory>
#include <optional>
#include <SDL2/SDL.h>
#include <thread>
#include <vector>
#include <mouse.h>
#include <queue>
class SDLContext {
public:
SDLContext();
enum DisplayMode {
native_window,
double_window,
fullscreen
};
void init_screen(DisplayMode mode, const char *title);
void close_screen();
void present_rect(uint16_t *pixels, unsigned int pitch, unsigned int x, unsigned int y, unsigned int xs,unsigned ys);
void swap_render_buffers();
void swap_display_buffers();
void show_blend_transition(const SDL_Rect &wrkarea, const SDL_Rect &prev, const SDL_Rect &next, float phase);
void show_slide_transition(const SDL_Rect &visible_from, const SDL_Rect &visible_where,
const SDL_Rect &hidden_from, const SDL_Rect &hidden_where);
MS_EVENT getMsEvent() {
std::lock_guard _(_mx);
MS_EVENT out = ms_event;
ms_event.event = 0;
return out;
}
bool get_shift_key_state() const {
return _key_shift;
}
bool get_control_key_state() const {
return _key_control;
}
bool get_capslock_state() const {
return _key_capslock;
}
bool is_keyboard_ready() const;
std::uint16_t pop_keyboard_code() ;
protected:
struct SDL_Deleter {
void operator()(SDL_Window *);
void operator()(SDL_Renderer *);
void operator()(SDL_Surface *);
void operator()(SDL_Texture *);
};
struct BlendTransitionReq {
SDL_Rect wrkarea;
SDL_Rect prev;
SDL_Rect next;
float phase;
};
struct SlideTransitionReq {
SDL_Rect visible_from;
SDL_Rect visible_where;
SDL_Rect hidden_from;
SDL_Rect hidden_where;
};
enum class DisplayRequest {
update,
swap_render_buffers,
swap_visible_buffers,
blend_transition,
slide_transition
};
MS_EVENT ms_event;
mutable std::mutex _mx;
std::unique_ptr<SDL_Window, SDL_Deleter> _window;
std::unique_ptr<SDL_Renderer, SDL_Deleter> _renderer;
std::unique_ptr<SDL_Texture, SDL_Deleter> _texture;
std::unique_ptr<SDL_Texture, SDL_Deleter> _texture2;
std::unique_ptr<SDL_Texture, SDL_Deleter> _crt_effect;
SDL_Texture *_visible_texture;
SDL_Texture *_hidden_texture;
std::jthread _render_thread;
bool _quit_requested = false;
bool _fullscreen_mode = false;
bool _present = false;
std::atomic<bool> _key_control = false;
std::atomic<bool> _key_shift = false;
std::atomic<bool> _key_capslock = false;
std::vector<char> _display_update_queue;
using QueueIter = const char *;
std::queue<uint16_t> _keyboard_queue;
Uint32 _update_request_event;
void event_loop(std::stop_token stp);
void update_screen();
template<typename T>
requires(std::is_trivially_copy_constructible_v<T>)
void push_item(const T &item);
void push_item(const std::string_view &item);
void push_update_msg(const SDL_Rect &rc, const uint16_t *data, int pitch);
void push_swap_buffers();
template<typename T>
requires(std::is_trivially_copy_constructible_v<T>)
void pop_item(QueueIter &iter, T &item);
std::string_view pop_data(QueueIter &iter, std::size_t size);
SDL_Rect get_window_aspect_rect() const;
static SDL_Rect to_window_rect(const SDL_Rect &winrc, const SDL_Rect &source_rect) ;
static SDL_Point to_window_point(const SDL_Rect &win_rec, const SDL_Point &pt) ;
static SDL_Point to_source_point(const SDL_Rect &win_rec, const SDL_Point &win_pt) ;
static SDL_Rect transition_rect(const SDL_Rect &beg, const SDL_Rect &end, float phase);
static int transition_int(int beg, int end, float phase);
void generateCRTTexture(SDL_Renderer* renderer, SDL_Texture** texture, int width, int height);
void signal_push();
};