For convenience, add a very lightweight SDL wrapper to the EightBit library.

Signed-off-by: Adrian Conlon <Adrian.conlon@gmail.com>
This commit is contained in:
Adrian Conlon 2019-09-28 14:29:44 +01:00
parent ee3ecc682d
commit 4afe6b6378
9 changed files with 628 additions and 2 deletions

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@ -1,7 +1,7 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.27130.2010
# Visual Studio Version 16
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MinimumVisualStudioVersion = 10.0.40219.1
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@ -35,6 +35,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "unittest_MC6809", "MC6809\u
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@ -171,6 +173,14 @@ Global
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87
Gaming/inc/Game.h Normal file
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#pragma once
#include <cstdint>
#include <map>
#include <memory>
#include <stdexcept>
#include <string>
#include <SDL.h>
#include <Device.h>
#include "GameController.h"
class Configuration;
namespace Gaming {
class Game : public EightBit::Device {
public:
static void throwSDLException(std::string failure) {
throw std::runtime_error(failure + ::SDL_GetError());
}
static void verifySDLCall(int returned, std::string failure) {
if (returned < 0)
throwSDLException(failure);
}
Game();
virtual ~Game();
virtual void runLoop();
virtual void raisePOWER() override;
protected:
virtual int fps() const = 0;
virtual bool useVsync() const = 0;
virtual int displayWidth() const { return rasterWidth(); }
virtual int displayHeight() const { return rasterHeight(); }
virtual int displayScale() const = 0;
virtual int rasterWidth() const = 0;
virtual int rasterHeight() const = 0;
virtual std::string title() const = 0;
virtual void runFrame() = 0;
void addJoystick(SDL_Event& e);
void removeJoystick(SDL_Event& e);
virtual void updateTexture();
virtual void copyTexture();
virtual void displayTexture();
virtual const uint32_t* pixels() const = 0;
std::shared_ptr<SDL_PixelFormat> m_pixelFormat;
private:
std::shared_ptr<SDL_Window> m_window;
std::shared_ptr<SDL_Renderer> m_renderer;
std::shared_ptr<SDL_Texture> m_bitmapTexture;
Uint32 m_pixelType = SDL_PIXELFORMAT_ARGB8888;
bool m_vsync = false;
Uint32 m_startTicks = 0;
Uint32 m_frames = 0;
std::map<int, std::shared_ptr<GameController>> m_gameControllers;
std::map<SDL_JoystickID, int> m_mappedControllers;
void configureBackground() const;
void createBitmapTexture();
virtual void handleKeyDown(SDL_Keycode key) {}
virtual void handleKeyUp(SDL_Keycode key) {}
virtual void handleJoyButtonDown(SDL_JoyButtonEvent event) {}
virtual void handleJoyButtonUp(SDL_JoyButtonEvent event) {}
int chooseControllerIndex(int who) const;
std::shared_ptr<GameController> chooseController(int who) const;
};
}

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#pragma once
#include <SDL.h>
namespace Gaming {
class GameController final {
public:
GameController(int index);
virtual ~GameController();
void startRumble() noexcept;
void stopRumble() noexcept;
static auto buildJoystickId(SDL_GameController* controller) noexcept {
auto joystick = ::SDL_GameControllerGetJoystick(controller);
return ::SDL_JoystickInstanceID(joystick);
}
auto getJoystickId() const noexcept {
return buildJoystickId(m_gameController);
}
private:
int m_index;
SDL_GameController* m_gameController = nullptr;
void open();
void close() noexcept;
SDL_Haptic* m_hapticController = nullptr;
bool m_hapticRumbleSupported = false;
void openHapticController();
void closeHapticController() noexcept;
};
}

182
Gaming/src/Game.cpp Normal file
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#include "pch.h"
#include "Game.h"
namespace Gaming {
Game::Game() {
verifySDLCall(::SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC), "Failed to initialise SDL: ");
}
Game::~Game() {
::SDL_Quit();
}
void Game::raisePOWER() {
Device::raisePOWER();
m_window.reset(::SDL_CreateWindow(
title().c_str(),
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
displayWidth() * displayScale(), displayHeight() * displayScale(),
SDL_WINDOW_SHOWN), ::SDL_DestroyWindow);
if (m_window == nullptr)
throwSDLException("Unable to create window: ");
::SDL_DisplayMode mode;
verifySDLCall(::SDL_GetWindowDisplayMode(m_window.get(), &mode), "Unable to obtain window information");
Uint32 rendererFlags = 0;
m_vsync = useVsync();
if (m_vsync) {
const auto required = fps();
if (required == mode.refresh_rate) {
rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
::SDL_Log("Attempting to use SDL_RENDERER_PRESENTVSYNC");
} else {
m_vsync = false;
::SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Display refresh rate is incompatible with required rate (%d)", required);
}
}
m_renderer.reset(::SDL_CreateRenderer(m_window.get(), -1, rendererFlags), ::SDL_DestroyRenderer);
if (m_renderer == nullptr)
throwSDLException("Unable to create renderer: ");
::SDL_RendererInfo info;
verifySDLCall(::SDL_GetRendererInfo(m_renderer.get(), &info), "Unable to obtain renderer information");
if (m_vsync) {
if ((info.flags & SDL_RENDERER_PRESENTVSYNC) == 0) {
::SDL_LogWarn(::SDL_LOG_CATEGORY_APPLICATION, "Renderer does not support VSYNC, reverting to timed delay loop.");
m_vsync = false;
}
}
m_pixelFormat.reset(::SDL_AllocFormat(m_pixelType), ::SDL_FreeFormat);
if (m_pixelFormat == nullptr)
throwSDLException("Unable to allocate pixel format: ");
configureBackground();
createBitmapTexture();
}
void Game::configureBackground() const {
verifySDLCall(::SDL_SetRenderDrawColor(m_renderer.get(), 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE), "Unable to set render draw colour");
}
void Game::createBitmapTexture() {
m_bitmapTexture.reset(::SDL_CreateTexture(m_renderer.get(), m_pixelType, SDL_TEXTUREACCESS_STREAMING, rasterWidth(), rasterHeight()), ::SDL_DestroyTexture);
if (m_bitmapTexture == nullptr)
throwSDLException("Unable to create bitmap texture");
}
void Game::runLoop() {
m_frames = 0UL;
m_startTicks = ::SDL_GetTicks();
while (powered()) {
::SDL_Event e;
while (::SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
lowerPOWER();
break;
case SDL_KEYDOWN:
handleKeyDown(e.key.keysym.sym);
break;
case SDL_KEYUP:
handleKeyUp(e.key.keysym.sym);
break;
case SDL_JOYBUTTONDOWN:
handleJoyButtonDown(e.jbutton);
break;
case SDL_JOYBUTTONUP:
handleJoyButtonUp(e.jbutton);
break;
case SDL_JOYDEVICEADDED:
addJoystick(e);
break;
case SDL_JOYDEVICEREMOVED:
removeJoystick(e);
break;
}
}
runFrame();
updateTexture();
copyTexture();
displayTexture();
++m_frames;
if (!m_vsync) {
const auto elapsedTicks = ::SDL_GetTicks() - m_startTicks;
const auto neededTicks = (m_frames / (float)fps()) * 1000.0;
const auto sleepNeeded = (int)(neededTicks - elapsedTicks);
if (sleepNeeded > 0) {
::SDL_Delay(sleepNeeded);
}
}
}
}
void Game::removeJoystick(SDL_Event& e) {
const auto which = e.jdevice.which;
const auto found = m_gameControllers.find(which);
SDL_assert(found != m_gameControllers.end());
auto controller = found->second;
const auto joystickId = controller->getJoystickId();
m_mappedControllers.erase(joystickId);
m_gameControllers.erase(which);
SDL_Log("Joystick device %d removed (%zd controllers)", which, m_gameControllers.size());
}
void Game::addJoystick(SDL_Event& e) {
const auto which = e.jdevice.which;
SDL_assert(m_gameControllers.find(which) == m_gameControllers.end());
auto controller = std::make_shared<GameController>(which);
const auto joystickId = controller->getJoystickId();
m_gameControllers[which] = controller;
SDL_assert(m_mappedControllers.find(joystickId) == m_mappedControllers.end());
m_mappedControllers[joystickId] = which;
SDL_Log("Joystick device %d added (%zd controllers)", which, m_gameControllers.size());
}
// -1 if no controllers, otherwise index
int Game::chooseControllerIndex(const int who) const {
const auto count = m_gameControllers.size();
if (count == 0)
return -1;
auto firstController = m_gameControllers.cbegin();
if (count == 1 || (who == 1))
return firstController->first;
auto secondController = (++firstController)->first;
return secondController;
}
std::shared_ptr<GameController> Game::chooseController(const int who) const {
const auto which = chooseControllerIndex(who);
if (which == -1)
return nullptr;
const auto found = m_gameControllers.find(which);
SDL_assert(found != m_gameControllers.cend());
return found->second;
}
void Game::updateTexture() {
verifySDLCall(::SDL_UpdateTexture(m_bitmapTexture.get(), nullptr, pixels(), displayWidth() * sizeof(Uint32)), "Unable to update texture: ");
}
void Game::copyTexture() {
verifySDLCall(
::SDL_RenderCopy(m_renderer.get(), m_bitmapTexture.get(), nullptr, nullptr),
"Unable to copy texture to renderer");
}
void Game::displayTexture() {
::SDL_RenderPresent(m_renderer.get());
}
}

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#include "pch.h"
#include "GameController.h"
#include "Game.h"
namespace Gaming {
GameController::GameController(int index)
: m_index(index) {
open();
}
GameController::~GameController() {
close();
}
void GameController::open() {
SDL_assert(::SDL_NumJoysticks() > 0);
if (::SDL_IsGameController(m_index)) {
m_gameController = ::SDL_GameControllerOpen(m_index);
if (m_gameController == nullptr) {
Game::throwSDLException("Unable to open game controller: ");
}
openHapticController();
auto name = ::SDL_GameControllerName(m_gameController);
::SDL_Log("Game controller name: %s", name);
}
else {
::SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Joystick is not a game controller!!");
}
}
void GameController::openHapticController() {
m_hapticController = ::SDL_HapticOpen(m_index);
if (m_hapticController == nullptr) {
Game::throwSDLException("Unable to open haptic controller: ");
}
Game::verifySDLCall(::SDL_HapticRumbleInit(m_hapticController), "Unable to initialise haptic controller: ");
m_hapticRumbleSupported = ::SDL_HapticRumbleSupported(m_hapticController) != SDL_FALSE;
}
void GameController::closeHapticController() noexcept {
if (m_hapticController != nullptr) {
::SDL_HapticClose(m_hapticController);
m_hapticController = nullptr;
}
m_hapticRumbleSupported = false;
}
void GameController::close() noexcept {
if (m_gameController != nullptr) {
::SDL_GameControllerClose(m_gameController);
m_gameController = nullptr;
}
closeHapticController();
}
void GameController::startRumble() noexcept {
if (m_hapticRumbleSupported) {
if (::SDL_HapticRumblePlay(m_hapticController, 1.0, 1000) < 0) {
::SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unable to start haptic rumble: %s", ::SDL_GetError());
}
}
}
void GameController::stopRumble() noexcept {
if (m_hapticRumbleSupported) {
if (::SDL_HapticRumbleStop(m_hapticController) < 0) {
::SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unable to stop haptic rumble: %s", ::SDL_GetError());
}
}
}
}

178
Gaming/src/Gaming.vcxproj Normal file
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5
Gaming/src/pch.cpp Normal file
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// pch.cpp: source file corresponding to the pre-compiled header
#include "pch.h"
// When you are using pre-compiled headers, this source file is necessary for compilation to succeed.

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Gaming/src/pch.h Normal file
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// pch.h: This is a precompiled header file.
// Files listed below are compiled only once, improving build performance for future builds.
// This also affects IntelliSense performance, including code completion and many code browsing features.
// However, files listed here are ALL re-compiled if any one of them is updated between builds.
// Do not add files here that you will be updating frequently as this negates the performance advantage.
#ifndef PCH_H
#define PCH_H
#include <cstdint>
#include <map>
#include <memory>
#include <stdexcept>
#include <string>
#include <SDL.h>
#include <Device.h>
#endif //PCH_H