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The-Powder-Toy/src/PowderToyFontEditor.cpp
2023-01-27 09:26:38 +01:00

496 lines
13 KiB
C++

#include "Config.h"
#include <ctime>
#include <climits>
#ifdef WIN
#include <direct.h>
#endif
#include <iostream>
#if defined(LIN)
# include "icon_exe.png.h"
#endif
#include <stdexcept>
#ifndef WIN
#include <unistd.h>
#endif
#ifdef MACOSX
# include "common/macosx.h"
#endif
#include <SDL.h>
#include "Format.h"
#include "Misc.h"
#include "graphics/Graphics.h"
#include "client/SaveInfo.h"
#include "client/GameSave.h"
#include "client/SaveFile.h"
#include "gui/game/GameController.h"
#include "gui/game/GameView.h"
#include "gui/font/FontEditor.h"
#include "gui/dialogues/ErrorMessage.h"
#include "gui/dialogues/ConfirmPrompt.h"
#include "gui/Style.h"
#include "gui/interface/Engine.h"
int desktopWidth = 1280, desktopHeight = 1024;
SDL_Window * sdl_window;
SDL_Renderer * sdl_renderer;
SDL_Texture * sdl_texture;
int scale = 1;
bool fullscreen = false;
bool altFullscreen = false;
bool forceIntegerScaling = true;
bool resizable = false;
void StartTextInput()
{
SDL_StartTextInput();
}
void StopTextInput()
{
SDL_StopTextInput();
}
void SetTextInputRect(int x, int y, int w, int h)
{
SDL_Rect rect;
rect.x = x;
rect.y = y;
rect.w = w;
rect.h = h;
SDL_SetTextInputRect(&rect);
}
void ClipboardPush(ByteString text)
{
SDL_SetClipboardText(text.c_str());
}
ByteString ClipboardPull()
{
return ByteString(SDL_GetClipboardText());
}
int GetModifiers()
{
return SDL_GetModState();
}
void CalculateMousePosition(int *x, int *y)
{
int globalMx, globalMy;
SDL_GetGlobalMouseState(&globalMx, &globalMy);
int windowX, windowY;
SDL_GetWindowPosition(sdl_window, &windowX, &windowY);
if (x)
*x = (globalMx - windowX) / scale;
if (y)
*y = (globalMy - windowY) / scale;
}
void blit(pixel * vid)
{
SDL_UpdateTexture(sdl_texture, NULL, vid, WINDOWW * sizeof (Uint32));
// need to clear the renderer if there are black edges (fullscreen, or resizable window)
if (fullscreen || resizable)
SDL_RenderClear(sdl_renderer);
SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL);
SDL_RenderPresent(sdl_renderer);
}
void RecreateWindow();
int SDLOpen()
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
fprintf(stderr, "Initializing SDL: %s\n", SDL_GetError());
return 1;
}
RecreateWindow();
int displayIndex = SDL_GetWindowDisplayIndex(sdl_window);
if (displayIndex >= 0)
{
SDL_Rect rect;
if (!SDL_GetDisplayUsableBounds(displayIndex, &rect))
{
desktopWidth = rect.w;
desktopHeight = rect.h;
}
}
#ifdef LIN
std::vector<pixel> imageData;
int imgw, imgh;
if (PngDataToPixels(imageData, imgw, imgh, reinterpret_cast<const char *>(icon_exe_png), icon_exe_png_size, false))
{
SDL_Surface *icon = SDL_CreateRGBSurfaceFrom(&imageData[0], imgw, imgh, 32, imgw * sizeof(pixel), 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
SDL_SetWindowIcon(sdl_window, icon);
SDL_FreeSurface(icon);
}
#endif
return 0;
}
void SDLSetScreen(int scale_, bool resizable_, bool fullscreen_, bool altFullscreen_, bool forceIntegerScaling_)
{
// bool changingScale = scale != scale_;
bool changingFullscreen = fullscreen_ != fullscreen || (altFullscreen_ != altFullscreen && fullscreen);
bool changingResizable = resizable != resizable_;
scale = scale_;
fullscreen = fullscreen_;
altFullscreen = altFullscreen_;
resizable = resizable_;
forceIntegerScaling = forceIntegerScaling_;
// Recreate the window when toggling fullscreen, due to occasional issues
// Also recreate it when enabling resizable windows, to fix bugs on windows,
// see https://github.com/jacob1/The-Powder-Toy/issues/24
if (changingFullscreen || (changingResizable && resizable && !fullscreen))
{
RecreateWindow();
return;
}
if (changingResizable)
SDL_RestoreWindow(sdl_window);
SDL_SetWindowSize(sdl_window, WINDOWW * scale, WINDOWH * scale);
SDL_RenderSetIntegerScale(sdl_renderer, forceIntegerScaling && fullscreen ? SDL_TRUE : SDL_FALSE);
unsigned int flags = 0;
if (fullscreen)
flags = altFullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_FULLSCREEN_DESKTOP;
SDL_SetWindowFullscreen(sdl_window, flags);
if (fullscreen)
SDL_RaiseWindow(sdl_window);
SDL_SetWindowResizable(sdl_window, resizable ? SDL_TRUE : SDL_FALSE);
}
void RecreateWindow()
{
unsigned int flags = 0;
if (fullscreen)
flags = altFullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_FULLSCREEN_DESKTOP;
if (resizable && !fullscreen)
flags |= SDL_WINDOW_RESIZABLE;
if (sdl_texture)
SDL_DestroyTexture(sdl_texture);
if (sdl_renderer)
SDL_DestroyRenderer(sdl_renderer);
if (sdl_window)
{
SDL_DestroyWindow(sdl_window);
}
sdl_window = SDL_CreateWindow(APPNAME, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOWW * scale, WINDOWH * scale,
flags);
sdl_renderer = SDL_CreateRenderer(sdl_window, -1, 0);
SDL_RenderSetLogicalSize(sdl_renderer, WINDOWW, WINDOWH);
if (forceIntegerScaling && fullscreen)
SDL_RenderSetIntegerScale(sdl_renderer, SDL_TRUE);
sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WINDOWW, WINDOWH);
SDL_RaiseWindow(sdl_window);
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
//Uncomment this to enable resizing
//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
//SDL_SetWindowResizable(sdl_window, SDL_TRUE);
}
unsigned int GetTicks()
{
return SDL_GetTicks();
}
int elapsedTime = 0, currentTime = 0, lastTime = 0, currentFrame = 0;
unsigned int lastTick = 0;
unsigned int lastFpsUpdate = 0;
float fps = 0;
ui::Engine * engine = NULL;
bool showDoubleScreenDialog = false;
float currentWidth, currentHeight;
int mousex = 0, mousey = 0;
int mouseButton = 0;
bool mouseDown = false;
bool calculatedInitialMouse = false, delay = false;
bool hasMouseMoved = false;
void EventProcess(SDL_Event event)
{
switch (event.type)
{
case SDL_QUIT:
if (engine->GetFastQuit() || engine->CloseWindow())
engine->Exit();
break;
case SDL_KEYDOWN:
if (SDL_GetModState() & KMOD_GUI)
{
break;
}
if (!event.key.repeat && event.key.keysym.sym == 'q' && (event.key.keysym.mod&KMOD_CTRL))
engine->ConfirmExit();
else
engine->onKeyPress(event.key.keysym.sym, event.key.keysym.scancode, event.key.repeat, event.key.keysym.mod&KMOD_SHIFT, event.key.keysym.mod&KMOD_CTRL, event.key.keysym.mod&KMOD_ALT);
break;
case SDL_KEYUP:
if (SDL_GetModState() & KMOD_GUI)
{
break;
}
engine->onKeyRelease(event.key.keysym.sym, event.key.keysym.scancode, event.key.repeat, event.key.keysym.mod&KMOD_SHIFT, event.key.keysym.mod&KMOD_CTRL, event.key.keysym.mod&KMOD_ALT);
break;
case SDL_TEXTINPUT:
if (SDL_GetModState() & KMOD_GUI)
{
break;
}
engine->onTextInput(ByteString(event.text.text).FromUtf8());
break;
case SDL_TEXTEDITING:
if (SDL_GetModState() & KMOD_GUI)
{
break;
}
engine->onTextEditing(ByteString(event.edit.text).FromUtf8(), event.edit.start);
break;
case SDL_MOUSEWHEEL:
{
// int x = event.wheel.x;
int y = event.wheel.y;
if (event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED)
{
// x *= -1;
y *= -1;
}
engine->onMouseWheel(mousex, mousey, y); // TODO: pass x?
break;
}
case SDL_MOUSEMOTION:
mousex = event.motion.x;
mousey = event.motion.y;
engine->onMouseMove(mousex, mousey);
hasMouseMoved = true;
break;
case SDL_DROPFILE:
engine->onFileDrop(event.drop.file);
SDL_free(event.drop.file);
break;
case SDL_MOUSEBUTTONDOWN:
// if mouse hasn't moved yet, sdl will send 0,0. We don't want that
if (hasMouseMoved)
{
mousex = event.motion.x;
mousey = event.motion.y;
}
mouseButton = event.button.button;
engine->onMouseClick(event.motion.x, event.motion.y, mouseButton);
mouseDown = true;
#if !defined(NDEBUG) && !defined(DEBUG)
SDL_CaptureMouse(SDL_TRUE);
#endif
break;
case SDL_MOUSEBUTTONUP:
// if mouse hasn't moved yet, sdl will send 0,0. We don't want that
if (hasMouseMoved)
{
mousex = event.motion.x;
mousey = event.motion.y;
}
mouseButton = event.button.button;
engine->onMouseUnclick(mousex, mousey, mouseButton);
mouseDown = false;
#if !defined(NDEBUG) && !defined(DEBUG)
SDL_CaptureMouse(SDL_FALSE);
#endif
break;
case SDL_WINDOWEVENT:
{
switch (event.window.event)
{
case SDL_WINDOWEVENT_SHOWN:
if (!calculatedInitialMouse)
{
//initial mouse coords, sdl won't tell us this if mouse hasn't moved
CalculateMousePosition(&mousex, &mousey);
engine->onMouseMove(mousex, mousey);
calculatedInitialMouse = true;
}
break;
// This event would be needed in certain glitchy cases of window resizing
// But for all currently tested cases, it isn't needed
/*case SDL_WINDOWEVENT_RESIZED:
{
float width = event.window.data1;
float height = event.window.data2;
currentWidth = width;
currentHeight = height;
// this "* scale" thing doesn't really work properly
// currently there is a bug where input doesn't scale properly after resizing, only when double scale mode is active
inputScaleH = (float)WINDOWW * scale / currentWidth;
inputScaleV = (float)WINDOWH * scale / currentHeight;
std::cout << "Changing input scale to " << inputScaleH << "x" << inputScaleV << std::endl;
break;
}*/
// This would send a mouse up event when focus is lost
// Not even sdl itself will know when the mouse was released if it happens in another window
// So it will ignore the next mouse down (after tpt is re-focused) and not send any events at all
// This is more unintuitive than pretending the mouse is still down when it's not, so this code is commented out
/*case SDL_WINDOWEVENT_FOCUS_LOST:
if (mouseDown)
{
mouseDown = false;
engine->onMouseUnclick(mousex, mousey, mouseButton);
}
break;*/
}
break;
}
}
}
void EngineProcess()
{
double frameTimeAvg = 0.0f, correctedFrameTimeAvg = 0.0f;
SDL_Event event;
while(engine->Running())
{
int frameStart = SDL_GetTicks();
if(engine->Broken()) { engine->UnBreak(); break; }
event.type = 0;
while (SDL_PollEvent(&event))
{
EventProcess(event);
event.type = 0; //Clear last event
}
if(engine->Broken()) { engine->UnBreak(); break; }
engine->Tick();
engine->Draw();
if (scale != engine->Scale || fullscreen != engine->Fullscreen ||
altFullscreen != engine->GetAltFullscreen() ||
forceIntegerScaling != engine->GetForceIntegerScaling() || resizable != engine->GetResizable())
{
SDLSetScreen(engine->Scale, engine->GetResizable(), engine->Fullscreen, engine->GetAltFullscreen(),
engine->GetForceIntegerScaling());
}
blit(engine->g->vid);
int frameTime = SDL_GetTicks() - frameStart;
frameTimeAvg = frameTimeAvg * 0.8 + frameTime * 0.2;
float fpsLimit = ui::Engine::Ref().FpsLimit;
if(fpsLimit > 2)
{
double offset = 1000.0 / fpsLimit - frameTimeAvg;
if(offset > 0)
SDL_Delay(Uint32(offset + 0.5));
}
int correctedFrameTime = SDL_GetTicks() - frameStart;
correctedFrameTimeAvg = correctedFrameTimeAvg * 0.95 + correctedFrameTime * 0.05;
if (frameStart - lastFpsUpdate > 200)
{
engine->SetFps(1000.0 / correctedFrameTimeAvg);
lastFpsUpdate = frameStart;
}
if (frameStart - lastTick > 100)
{
lastTick = frameStart;
}
if (showDoubleScreenDialog)
{
showDoubleScreenDialog = false;
}
}
#ifdef DEBUG
std::cout << "Breaking out of EngineProcess" << std::endl;
#endif
}
int main(int argc, char * argv[])
{
currentWidth = WINDOWW;
currentHeight = WINDOWH;
scale = 1;
if (argc >= 3)
{
std::istringstream ss(argv[2]);
int buf;
if (ss >> buf)
{
scale = buf;
}
}
resizable = false;
fullscreen = false;
altFullscreen = false;
forceIntegerScaling = true;
// TODO: maybe bind the maximum allowed scale to screen size somehow
if(scale < 1 || scale > 10)
scale = 1;
SDLOpen();
StopTextInput();
ui::Engine::Ref().g = new Graphics();
ui::Engine::Ref().Scale = scale;
ui::Engine::Ref().SetResizable(resizable);
ui::Engine::Ref().Fullscreen = fullscreen;
ui::Engine::Ref().SetAltFullscreen(altFullscreen);
ui::Engine::Ref().SetForceIntegerScaling(forceIntegerScaling);
engine = &ui::Engine::Ref();
engine->SetMaxSize(desktopWidth, desktopHeight);
engine->Begin(WINDOWW, WINDOWH);
engine->SetFastQuit(true);
GameController * gameController = NULL;
if (argc >= 2)
{
engine->ShowWindow(new FontEditor(argv[1]));
}
else
{
std::cerr << "path to font.cpp not supplied" << std::endl;
exit(1);
}
EngineProcess();
ui::Engine::Ref().CloseWindow();
delete gameController;
delete ui::Engine::Ref().g;
if (SDL_GetWindowFlags(sdl_window) & SDL_WINDOW_OPENGL)
{
// * nvidia-460 egl registers callbacks with x11 that end up being called
// after egl is unloaded unless we grab it here and release it after
// sdl closes the display. this is an nvidia driver weirdness but
// technically an sdl bug. glfw has this fixed:
// https://github.com/glfw/glfw/commit/9e6c0c747be838d1f3dc38c2924a47a42416c081
SDL_GL_LoadLibrary(NULL);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_GL_UnloadLibrary();
}
SDL_Quit();
return 0;
}