-- | Text frontend based on SDL2. module Game.LambdaHack.Client.UI.Frontend.Sdl ( startup, frontendName #ifdef EXPOSE_INTERNAL -- * Internal operations , FontAtlas, FrontendSession(..), startupFun, shutdown, forceShutdown , display, drawFrame, printScreen, modTranslate, keyTranslate, colorToRGBA #endif ) where import Prelude () import Game.LambdaHack.Common.Prelude hiding (Alt) import Control.Concurrent import qualified Data.Char as Char import qualified Data.EnumMap.Strict as EM import Data.IORef import qualified Data.Text as T import Data.Time.Clock.POSIX import Data.Time.LocalTime import qualified Data.Vector.Unboxed as U import Data.Word (Word32, Word8) import Foreign.C.String (withCString) import Foreign.C.Types (CInt) import Foreign.Ptr (nullPtr) import Foreign.Storable (peek) import System.Directory import System.Exit (exitSuccess) import System.FilePath import qualified SDL import qualified SDL.Font as TTF import SDL.Input.Keyboard.Codes import qualified SDL.Internal.Types import qualified SDL.Raw.Basic as SDL (logSetAllPriority) import qualified SDL.Raw.Enum import qualified SDL.Raw.Types import qualified SDL.Raw.Video import qualified SDL.Vect as Vect import Game.LambdaHack.Client.ClientOptions import Game.LambdaHack.Client.UI.Frame import Game.LambdaHack.Client.UI.Frontend.Common import qualified Game.LambdaHack.Client.UI.Key as K import qualified Game.LambdaHack.Common.Color as Color import Game.LambdaHack.Common.File import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Point import qualified Game.LambdaHack.Common.PointArray as PointArray type FontAtlas = EM.EnumMap Color.AttrCharW32 SDL.Texture -- | Session data maintained by the frontend. data FrontendSession = FrontendSession { swindow :: SDL.Window , srenderer :: SDL.Renderer , sfont :: TTF.Font , satlas :: IORef FontAtlas , stexture :: IORef SDL.Texture , spreviousFrame :: IORef SingleFrame , sforcedShutdown :: IORef Bool , scontinueSdlLoop :: IORef Bool , sframeQueue :: MVar SingleFrame , sframeDrawn :: MVar () } -- | The name of the frontend. frontendName :: String frontendName = "sdl" -- | Set up and start the main loop providing input and output. -- -- Apparently some SDL backends are not thread-safe -- (; -- "this should only be run in the thread that initialized the video subsystem, -- and for extra safety, you should consider only doing those things -- on the main thread in any case") -- so we stick to a single bound thread (but not to the main thread; -- enough is enough and at least in the case of OpenGL all bound threads -- are supposed to be as good as the main thread). startup :: ClientOptions -> IO RawFrontend startup soptions = startupBound $ startupFun soptions startupFun :: ClientOptions -> MVar RawFrontend -> IO () startupFun soptions@ClientOptions{..} rfMVar = do SDL.initialize [SDL.InitVideo, SDL.InitEvents] -- lowest: pattern SDL_LOG_PRIORITY_VERBOSE = (1) :: LogPriority -- our default: pattern SDL_LOG_PRIORITY_ERROR = (5) :: LogPriority SDL.logSetAllPriority $ toEnum $ fromMaybe 5 slogPriority let title = fromJust stitle fontFileName = T.unpack (fromJust sdlFontFile) fontFile | isRelative fontFileName = fromJust sfontDir fontFileName | otherwise = fontFileName fontFileExists <- doesFileExist fontFile unless fontFileExists $ fail $ "Font file does not exist: " ++ fontFile let fontSize = fromJust sfontSize TTF.initialize sfont <- TTF.load fontFile fontSize let isFonFile = "fon" `isSuffixOf` T.unpack (fromJust sdlFontFile) sdlSizeAdd = fromJust $ if isFonFile then sdlFonSizeAdd else sdlTtfSizeAdd boxSize <- (+ sdlSizeAdd) <$> TTF.height sfont let xsize = fst normalLevelBound + 1 ysize = snd normalLevelBound + 4 screenV2 = SDL.V2 (toEnum $ xsize * boxSize) (toEnum $ ysize * boxSize) windowConfig = SDL.defaultWindow {SDL.windowInitialSize = screenV2} rendererConfig = SDL.RendererConfig { rendererType = if sbenchmark then SDL.AcceleratedRenderer else SDL.AcceleratedVSyncRenderer , rendererTargetTexture = True } swindow <- SDL.createWindow title windowConfig srenderer <- SDL.createRenderer swindow (-1) rendererConfig let initTexture = do texture <- SDL.createTexture srenderer SDL.ARGB8888 SDL.TextureAccessTarget screenV2 SDL.rendererRenderTarget srenderer SDL.$= Just texture SDL.rendererDrawBlendMode srenderer SDL.$= SDL.BlendNone SDL.rendererDrawColor srenderer SDL.$= colorToRGBA Color.Black SDL.clear srenderer -- clear the texture SDL.rendererRenderTarget srenderer SDL.$= Nothing SDL.copy srenderer texture Nothing Nothing -- clear the backbuffer return texture texture <- initTexture satlas <- newIORef EM.empty stexture <- newIORef texture spreviousFrame <- newIORef blankSingleFrame sforcedShutdown <- newIORef False scontinueSdlLoop <- newIORef True sframeQueue <- newEmptyMVar sframeDrawn <- newEmptyMVar let sess = FrontendSession{..} rfWithoutPrintScreen <- createRawFrontend (display sess) (shutdown sess) let rf = rfWithoutPrintScreen {fprintScreen = printScreen sess} putMVar rfMVar rf let pointTranslate :: forall i. (Enum i) => Vect.Point Vect.V2 i -> Point pointTranslate (SDL.P (SDL.V2 x y)) = Point (fromEnum x `div` boxSize) (fromEnum y `div` boxSize) redraw = do -- Textures may be trashed and even invalid, especially on Windows. atlas <- readIORef satlas writeIORef satlas EM.empty oldTexture <- readIORef stexture newTexture <- initTexture mapM_ SDL.destroyTexture $ EM.elems atlas SDL.destroyTexture oldTexture writeIORef stexture newTexture prevFrame <- readIORef spreviousFrame writeIORef spreviousFrame blankSingleFrame -- to overwrite each char drawFrame soptions sess prevFrame loopSDL :: IO () loopSDL = do me <- SDL.pollEvent -- events take precedence over frames case me of Nothing -> do mfr <- tryTakeMVar sframeQueue case mfr of Just fr -> do -- Don't present an unchanged backbuffer. -- This doesn't improve FPS; probably equal frames happen -- very rarely, if at all, which is actually very good. prevFrame <- readIORef spreviousFrame unless (prevFrame == fr) $ do -- Some SDL2 (OpenGL) backends are very thread-unsafe, -- so we need to ensure we draw on the same (bound) OS thread -- that initialized SDL, hence we have to poll frames. drawFrame soptions sess fr -- We can't print screen in @display@ due to thread-unsafety. when sprintEachScreen $ printScreen sess putMVar sframeDrawn () -- signal that drawing ended Nothing -> threadDelay $ if sbenchmark then 150 else 15000 -- 60 polls per second, so keyboard snappy enough; -- max 6000 FPS when benchmarking Just e -> handleEvent e continueSdlLoop <- readIORef scontinueSdlLoop if continueSdlLoop then loopSDL else do TTF.free sfont TTF.quit SDL.destroyRenderer srenderer SDL.destroyWindow swindow SDL.quit forcedShutdown <- readIORef sforcedShutdown when forcedShutdown exitSuccess -- not in the main thread, so no exit yet, see "Main" handleEvent e = case SDL.eventPayload e of SDL.KeyboardEvent keyboardEvent | SDL.keyboardEventKeyMotion keyboardEvent == SDL.Pressed -> do let sym = SDL.keyboardEventKeysym keyboardEvent ksm = SDL.keysymModifier sym shiftPressed = SDL.keyModifierLeftShift ksm || SDL.keyModifierRightShift ksm key = keyTranslate shiftPressed $ SDL.keysymKeycode sym modifier = modTranslate ksm p <- SDL.getAbsoluteMouseLocation when (key == K.Esc) $ resetChanKey (fchanKey rf) saveKMP rf modifier key (pointTranslate p) SDL.MouseButtonEvent mouseButtonEvent | SDL.mouseButtonEventMotion mouseButtonEvent == SDL.Released -> do md <- modTranslate <$> SDL.getModState let key = case SDL.mouseButtonEventButton mouseButtonEvent of SDL.ButtonLeft -> K.LeftButtonRelease SDL.ButtonMiddle -> K.MiddleButtonRelease SDL.ButtonRight -> K.RightButtonRelease _ -> K.LeftButtonRelease -- any other is spare left modifier = if md == K.Shift then K.NoModifier else md p = SDL.mouseButtonEventPos mouseButtonEvent saveKMP rf modifier key (pointTranslate p) SDL.MouseWheelEvent mouseWheelEvent -> do md <- modTranslate <$> SDL.getModState let SDL.V2 _ y = SDL.mouseWheelEventPos mouseWheelEvent mkey = case (compare y 0, SDL.mouseWheelEventDirection mouseWheelEvent) of (EQ, _) -> Nothing (LT, SDL.ScrollNormal) -> Just K.WheelSouth (GT, SDL.ScrollNormal) -> Just K.WheelNorth (LT, SDL.ScrollFlipped) -> Just K.WheelNorth (GT, SDL.ScrollFlipped) -> Just K.WheelSouth modifier = if md == K.Shift then K.NoModifier else md p <- SDL.getAbsoluteMouseLocation maybe (return ()) (\key -> saveKMP rf modifier key (pointTranslate p)) mkey SDL.WindowClosedEvent{} -> forceShutdown sess SDL.QuitEvent -> forceShutdown sess SDL.WindowRestoredEvent{} -> redraw SDL.WindowExposedEvent{} -> redraw -- needed on Windows -- Probably not needed, because textures nor their content not lost: -- SDL.WindowShownEvent{} -> redraw _ -> return () loopSDL shutdown :: FrontendSession -> IO () shutdown FrontendSession{..} = writeIORef scontinueSdlLoop False forceShutdown :: FrontendSession -> IO () forceShutdown sess@FrontendSession{..} = do writeIORef sforcedShutdown True shutdown sess -- | Add a frame to be drawn. display :: FrontendSession -- ^ frontend session data -> SingleFrame -- ^ the screen frame to draw -> IO () display FrontendSession{..} curFrame = do continueSdlLoop <- readIORef scontinueSdlLoop if continueSdlLoop then do putMVar sframeQueue curFrame -- Wait until the frame is drawn. takeMVar sframeDrawn else do forcedShutdown <- readIORef sforcedShutdown when forcedShutdown $ -- When there's a forced shutdown, ignore displaying one frame -- and don't occupy the CPU creating new ones and moving on with the game -- (possibly also saving the new game state, surprising the player), -- but delay the server and client thread(s) for a long time -- and let the SDL-init thread clean up and exit via @exitSuccess@ -- to avoid exiting via "thread blocked". threadDelay 50000 drawFrame :: ClientOptions -> FrontendSession -- ^ frontend session data -> SingleFrame -- ^ the screen frame to draw -> IO () drawFrame ClientOptions{..} FrontendSession{..} curFrame = do let isFonFile = "fon" `isSuffixOf` T.unpack (fromJust sdlFontFile) sdlSizeAdd = fromJust $ if isFonFile then sdlFonSizeAdd else sdlTtfSizeAdd boxSize <- (+ sdlSizeAdd) <$> TTF.height sfont let xsize = fst normalLevelBound + 1 vp :: Int -> Int -> Vect.Point Vect.V2 CInt vp x y = Vect.P $ Vect.V2 (toEnum x) (toEnum y) drawHighlight x y color = do SDL.rendererDrawColor srenderer SDL.$= colorToRGBA color let rect = SDL.Rectangle (vp (x * boxSize) (y * boxSize)) (Vect.V2 (toEnum boxSize) (toEnum boxSize)) SDL.drawRect srenderer $ Just rect SDL.rendererDrawColor srenderer SDL.$= colorToRGBA Color.Black -- reset back to black setChar :: Int -> Word32 -> Word32 -> IO () setChar i w wPrev = unless (w == wPrev) $ do atlas <- readIORef satlas let (y, x) = i `divMod` xsize acRaw = Color.AttrCharW32 w Color.AttrChar{acAttr=Color.Attr{..}, acChar=acCharRaw} = Color.attrCharFromW32 acRaw normalizeAc color = (Color.attrChar2ToW32 fg acCharRaw, Just color) (ac, mlineColor) = case bg of Color.HighlightNone -> (acRaw, Nothing) Color.HighlightRed -> normalizeAc Color.Red Color.HighlightBlue -> normalizeAc Color.Blue Color.HighlightYellow -> normalizeAc Color.BrYellow Color.HighlightGrey -> normalizeAc Color.BrBlack Color.HighlightWhite -> normalizeAc Color.White Color.HighlightMagenta -> normalizeAc Color.BrMagenta -- textTexture <- case EM.lookup ac atlas of Nothing -> do -- Make all visible floors bold (no bold fold variant for 16x16x, -- so only the dot can be bold). let acChar = if fg <= Color.BrBlack && Char.ord acCharRaw == 183 -- 0xb7 && scolorIsBold == Just True -- only dot but enough then Char.chr $ if isFonFile then 7 -- hack else 8901 -- 0x22c5 else acCharRaw textSurface <- TTF.shadedGlyph sfont (colorToRGBA fg) (colorToRGBA Color.Black) acChar textTexture <- SDL.createTextureFromSurface srenderer textSurface SDL.freeSurface textSurface writeIORef satlas $ EM.insert ac textTexture atlas -- not @acRaw@ return textTexture Just textTexture -> return textTexture ti <- SDL.queryTexture textTexture let box = SDL.Rectangle (vp (x * boxSize) (y * boxSize)) (Vect.V2 (toEnum boxSize) (toEnum boxSize)) width = min boxSize $ fromEnum $ SDL.textureWidth ti height = min boxSize $ fromEnum $ SDL.textureHeight ti xsrc = max 0 (fromEnum (SDL.textureWidth ti) - width) `div` 2 ysrc = max 0 (fromEnum (SDL.textureHeight ti) - height) `div` 2 srcR = SDL.Rectangle (vp xsrc ysrc) (Vect.V2 (toEnum width) (toEnum height)) xtgt = (boxSize - width) `divUp` 2 ytgt = (boxSize - height) `div` 2 tgtR = SDL.Rectangle (vp (x * boxSize + xtgt) (y * boxSize + ytgt)) (Vect.V2 (toEnum width) (toEnum height)) SDL.fillRect srenderer $ Just box SDL.copy srenderer textTexture (Just srcR) (Just tgtR) maybe (return ()) (drawHighlight x y) mlineColor texture <- readIORef stexture prevFrame <- readIORef spreviousFrame writeIORef spreviousFrame curFrame SDL.rendererRenderTarget srenderer SDL.$= Just texture SDL.rendererDrawColor srenderer SDL.$= colorToRGBA Color.Black U.izipWithM_ setChar (PointArray.avector $ singleFrame curFrame) (PointArray.avector $ singleFrame prevFrame) SDL.rendererRenderTarget srenderer SDL.$= Nothing SDL.copy srenderer texture Nothing Nothing -- clear the backbuffer SDL.present srenderer -- It can't seem to cope with SDL_PIXELFORMAT_INDEX8, so we are stuck -- with huge bitmaps. printScreen :: FrontendSession -> IO () printScreen FrontendSession{..} = do dataDir <- appDataDir tryCreateDir dataDir tryCreateDir $ dataDir "screenshots" utcTime <- getCurrentTime timezone <- getTimeZone utcTime let unspace = map $ \c -> case c of -- prevent the need for backquoting ' ' -> '_' ':' -> '.' _ -> c dateText = unspace $ take 25 $ show $ utcToLocalTime timezone utcTime fileName = dataDir "screenshots" "prtscn" <> dateText <.> "bmp" SDL.Internal.Types.Renderer renderer = srenderer Vect.V2 sw sh <- SDL.get $ SDL.windowSize swindow ptrOut <- SDL.Raw.Video.createRGBSurface 0 sw sh 32 0 0 0 0 surfaceOut <- peek ptrOut void $ SDL.Raw.Video.renderReadPixels renderer nullPtr SDL.Raw.Enum.SDL_PIXELFORMAT_ARGB8888 (SDL.Raw.Types.surfacePixels surfaceOut) (sw * 4) withCString fileName $ \fileNameCString -> void $! SDL.Raw.Video.saveBMP ptrOut fileNameCString SDL.Raw.Video.freeSurface ptrOut -- | Translates modifiers to our own encoding, ignoring Shift. modTranslate :: SDL.KeyModifier -> K.Modifier modTranslate m = modifierTranslate (SDL.keyModifierLeftCtrl m || SDL.keyModifierRightCtrl m) False (SDL.keyModifierLeftAlt m || SDL.keyModifierRightAlt m || SDL.keyModifierAltGr m) False keyTranslate :: Bool -> SDL.Keycode -> K.Key keyTranslate shiftPressed n = case n of KeycodeEscape -> K.Esc KeycodeReturn -> K.Return KeycodeBackspace -> K.BackSpace KeycodeTab -> if shiftPressed then K.BackTab else K.Tab KeycodeSpace -> K.Space KeycodeExclaim -> K.Char '!' KeycodeQuoteDbl -> K.Char '"' KeycodeHash -> K.Char '#' KeycodePercent -> K.Char '%' KeycodeDollar -> K.Char '$' KeycodeAmpersand -> K.Char '&' KeycodeQuote -> if shiftPressed then K.Char '"' else K.Char '\'' KeycodeLeftParen -> K.Char '(' KeycodeRightParen -> K.Char ')' KeycodeAsterisk -> K.Char '*' KeycodePlus -> K.Char '+' KeycodeComma -> if shiftPressed then K.Char '<' else K.Char ',' KeycodeMinus -> if shiftPressed then K.Char '_' else K.Char '-' KeycodePeriod -> if shiftPressed then K.Char '>' else K.Char '.' KeycodeSlash -> if shiftPressed then K.Char '?' else K.Char '/' Keycode1 -> if shiftPressed then K.Char '!' else K.Char '1' Keycode2 -> if shiftPressed then K.Char '@' else K.Char '2' Keycode3 -> if shiftPressed then K.Char '#' else K.Char '3' Keycode4 -> if shiftPressed then K.Char '$' else K.Char '4' Keycode5 -> if shiftPressed then K.Char '%' else K.Char '5' Keycode6 -> if shiftPressed then K.Char '^' else K.Char '6' Keycode7 -> if shiftPressed then K.Char '&' else K.Char '7' Keycode8 -> if shiftPressed then K.Char '*' else K.Char '8' Keycode9 -> if shiftPressed then K.Char '(' else K.Char '9' Keycode0 -> if shiftPressed then K.Char ')' else K.Char '0' KeycodeColon -> K.Char ':' KeycodeSemicolon -> if shiftPressed then K.Char ':' else K.Char ';' KeycodeLess -> K.Char '<' KeycodeEquals -> if shiftPressed then K.Char '+' else K.Char '=' KeycodeGreater -> K.Char '>' KeycodeQuestion -> K.Char '?' KeycodeAt -> K.Char '@' KeycodeLeftBracket -> if shiftPressed then K.Char '{' else K.Char '[' KeycodeBackslash -> if shiftPressed then K.Char '|' else K.Char '\\' KeycodeRightBracket -> if shiftPressed then K.Char '}' else K.Char ']' KeycodeCaret -> K.Char '^' KeycodeUnderscore -> K.Char '_' KeycodeBackquote -> if shiftPressed then K.Char '~' else K.Char '`' KeycodeUp -> K.Up KeycodeDown -> K.Down KeycodeLeft -> K.Left KeycodeRight -> K.Right KeycodeHome -> K.Home KeycodeEnd -> K.End KeycodePageUp -> K.PgUp KeycodePageDown -> K.PgDn KeycodeInsert -> K.Insert KeycodeDelete -> K.Delete KeycodePrintScreen -> K.PrintScreen KeycodeKPDivide -> K.KP '/' KeycodeKPMultiply -> K.KP '*' KeycodeKPMinus -> K.Char '-' -- KP and normal are merged here KeycodeKPPlus -> K.Char '+' -- KP and normal are merged here KeycodeKPEnter -> K.Return KeycodeKPEquals -> K.Return -- in case of some funny layouts KeycodeKP1 -> if shiftPressed then K.KP '1' else K.End KeycodeKP2 -> if shiftPressed then K.KP '2' else K.Down KeycodeKP3 -> if shiftPressed then K.KP '3' else K.PgDn KeycodeKP4 -> if shiftPressed then K.KP '4' else K.Left KeycodeKP5 -> if shiftPressed then K.KP '5' else K.Begin KeycodeKP6 -> if shiftPressed then K.KP '6' else K.Right KeycodeKP7 -> if shiftPressed then K.KP '7' else K.Home KeycodeKP8 -> if shiftPressed then K.KP '8' else K.Up KeycodeKP9 -> if shiftPressed then K.KP '9' else K.PgUp KeycodeKP0 -> if shiftPressed then K.KP '0' else K.Insert KeycodeKPPeriod -> K.Char '.' -- dot and comma are merged here KeycodeKPComma -> K.Char '.' -- to sidestep national standards KeycodeF1 -> K.Fun 1 KeycodeF2 -> K.Fun 2 KeycodeF3 -> K.Fun 3 KeycodeF4 -> K.Fun 4 KeycodeF5 -> K.Fun 5 KeycodeF6 -> K.Fun 6 KeycodeF7 -> K.Fun 7 KeycodeF8 -> K.Fun 8 KeycodeF9 -> K.Fun 9 KeycodeF10 -> K.Fun 10 KeycodeF11 -> K.Fun 11 KeycodeF12 -> K.Fun 12 KeycodeLCtrl -> K.DeadKey KeycodeLShift -> K.DeadKey KeycodeLAlt -> K.DeadKey KeycodeLGUI -> K.DeadKey KeycodeRCtrl -> K.DeadKey KeycodeRShift -> K.DeadKey KeycodeRAlt -> K.DeadKey KeycodeRGUI -> K.DeadKey KeycodeMode -> K.DeadKey KeycodeNumLockClear -> K.DeadKey KeycodeUnknown -> K.Unknown "KeycodeUnknown" _ -> let i = fromEnum $ unwrapKeycode n in if | 97 <= i && i <= 122 && shiftPressed -> K.Char $ Char.chr $ i - 32 | 32 <= i && i <= 126 -> K.Char $ Char.chr i | otherwise -> K.Unknown $ show n sDL_ALPHA_OPAQUE :: Word8 sDL_ALPHA_OPAQUE = 255 -- This code is sadly duplicated from "Game.LambdaHack.Common.Color". colorToRGBA :: Color.Color -> SDL.V4 Word8 colorToRGBA Color.Black = SDL.V4 0 0 0 sDL_ALPHA_OPAQUE colorToRGBA Color.Red = SDL.V4 0xD5 0x00 0x00 sDL_ALPHA_OPAQUE colorToRGBA Color.Green = SDL.V4 0x00 0xAA 0x00 sDL_ALPHA_OPAQUE colorToRGBA Color.Brown = SDL.V4 0xCA 0x4A 0x00 sDL_ALPHA_OPAQUE colorToRGBA Color.Blue = SDL.V4 0x20 0x3A 0xF0 sDL_ALPHA_OPAQUE colorToRGBA Color.Magenta = SDL.V4 0xAA 0x00 0xAA sDL_ALPHA_OPAQUE colorToRGBA Color.Cyan = SDL.V4 0x00 0xAA 0xAA sDL_ALPHA_OPAQUE colorToRGBA Color.White = SDL.V4 0xC5 0xBC 0xB8 sDL_ALPHA_OPAQUE colorToRGBA Color.BrBlack = SDL.V4 0x6F 0x5F 0x5F sDL_ALPHA_OPAQUE colorToRGBA Color.BrRed = SDL.V4 0xFF 0x55 0x55 sDL_ALPHA_OPAQUE colorToRGBA Color.BrGreen = SDL.V4 0x75 0xFF 0x45 sDL_ALPHA_OPAQUE colorToRGBA Color.BrYellow = SDL.V4 0xFF 0xE8 0x55 sDL_ALPHA_OPAQUE colorToRGBA Color.BrBlue = SDL.V4 0x40 0x90 0xFF sDL_ALPHA_OPAQUE colorToRGBA Color.BrMagenta = SDL.V4 0xFF 0x77 0xFF sDL_ALPHA_OPAQUE colorToRGBA Color.BrCyan = SDL.V4 0x60 0xFF 0xF0 sDL_ALPHA_OPAQUE colorToRGBA Color.BrWhite = SDL.V4 0xFF 0xFF 0xFF sDL_ALPHA_OPAQUE