#include "window.hpp" #include "asset.hpp" #include "app/Scene.hpp" #include "keyboard.hpp" #include "gamepad.hpp" #include "event.hpp" #include "app.hpp" #include "patch.hpp" #include "settings.hpp" #include #include #include #if defined ARCH_MAC // For CGAssociateMouseAndMouseCursorPosition #include #endif #include namespace rack { void Font::loadFile(const std::string &filename, NVGcontext *vg) { handle = nvgCreateFont(vg, filename.c_str(), filename.c_str()); if (handle >= 0) { INFO("Loaded font %s", filename.c_str()); } else { WARN("Failed to load font %s", filename.c_str()); } } Font::~Font() { // There is no NanoVG deleteFont() function yet, so do nothing } std::shared_ptr Font::load(const std::string &filename) { return APP->window->loadFont(filename); } void Image::loadFile(const std::string &filename, NVGcontext *vg) { handle = nvgCreateImage(vg, filename.c_str(), NVG_IMAGE_REPEATX | NVG_IMAGE_REPEATY); if (handle > 0) { INFO("Loaded image %s", filename.c_str()); } else { WARN("Failed to load image %s", filename.c_str()); } } Image::~Image() { // TODO What if handle is invalid? if (handle >= 0) nvgDeleteImage(vg, handle); } std::shared_ptr Image::load(const std::string &filename) { return APP->window->loadImage(filename); } void Svg::loadFile(const std::string &filename) { handle = nsvgParseFromFile(filename.c_str(), "px", app::SVG_DPI); if (handle) { INFO("Loaded SVG %s", filename.c_str()); } else { WARN("Failed to load SVG %s", filename.c_str()); } } Svg::~Svg() { if (handle) nsvgDelete(handle); } std::shared_ptr Svg::load(const std::string &filename) { return APP->window->loadSvg(filename); } struct Window::Internal { std::string lastWindowTitle; int lastWindowX = 0; int lastWindowY = 0; int lastWindowWidth = 0; int lastWindowHeight = 0; }; static void windowSizeCallback(GLFWwindow *win, int width, int height) { // Do nothing. Window size is reset each frame anyway. } static void mouseButtonCallback(GLFWwindow *win, int button, int action, int mods) { Window *window = (Window*) glfwGetWindowUserPointer(win); #if defined ARCH_MAC // Remap Ctrl-left click to right click on Mac if (button == GLFW_MOUSE_BUTTON_LEFT && (mods & GLFW_MOD_CONTROL)) { button = GLFW_MOUSE_BUTTON_RIGHT; mods &= ~GLFW_MOD_CONTROL; } #endif APP->event->handleButton(window->mousePos, button, action, mods); } static void cursorPosCallback(GLFWwindow *win, double xpos, double ypos) { Window *window = (Window*) glfwGetWindowUserPointer(win); math::Vec mousePos = math::Vec(xpos, ypos).div(window->pixelRatio / window->windowRatio).round(); math::Vec mouseDelta = mousePos.minus(window->mousePos); int cursorMode = glfwGetInputMode(win, GLFW_CURSOR); (void) cursorMode; #if defined ARCH_MAC // Workaround for Mac. We can't use GLFW_CURSOR_DISABLED because it's buggy, so implement it on our own. // This is not an ideal implementation. For example, if the user drags off the screen, the new mouse position will be clamped. if (cursorMode == GLFW_CURSOR_HIDDEN) { // CGSetLocalEventsSuppressionInterval(0.0); glfwSetCursorPos(win, window->mousePos.x, window->mousePos.y); CGAssociateMouseAndMouseCursorPosition(true); mousePos = window->mousePos; } // Because sometimes the cursor turns into an arrow when its position is on the boundary of the window glfwSetCursor(win, NULL); #endif window->mousePos = mousePos; APP->event->handleHover(mousePos, mouseDelta); } static void cursorEnterCallback(GLFWwindow *win, int entered) { if (!entered) { APP->event->handleLeave(); } } static void scrollCallback(GLFWwindow *win, double x, double y) { Window *window = (Window*) glfwGetWindowUserPointer(win); math::Vec scrollDelta = math::Vec(x, y); scrollDelta = scrollDelta.mult(50.0); APP->event->handleScroll(window->mousePos, scrollDelta); } static void charCallback(GLFWwindow *win, unsigned int codepoint) { Window *window = (Window*) glfwGetWindowUserPointer(win); APP->event->handleText(window->mousePos, codepoint); } static void keyCallback(GLFWwindow *win, int key, int scancode, int action, int mods) { Window *window = (Window*) glfwGetWindowUserPointer(win); if (APP->event->handleKey(window->mousePos, key, scancode, action, mods)) return; // Keyboard MIDI driver if ((mods & RACK_MOD_MASK) == 0) { if (action == GLFW_PRESS) { keyboard::press(key); } else if (action == GLFW_RELEASE) { keyboard::release(key); } } } static void dropCallback(GLFWwindow *win, int count, const char **paths) { Window *window = (Window*) glfwGetWindowUserPointer(win); std::vector pathsVec; for (int i = 0; i < count; i++) { pathsVec.push_back(paths[i]); } APP->event->handleDrop(window->mousePos, pathsVec); } static void errorCallback(int error, const char *description) { WARN("GLFW error %d: %s", error, description); } Window::Window() { internal = new Internal; int err; // Set window hints #if defined NANOVG_GL2 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); #elif defined NANOVG_GL3 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #endif glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE); glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); #if defined ARCH_MAC glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); #endif // Create window win = glfwCreateWindow(800, 600, "", NULL, NULL); if (!win) { osdialog_message(OSDIALOG_ERROR, OSDIALOG_OK, "Could not open GLFW window. Does your graphics card support OpenGL 2.0 or greater? If so, make sure you have the latest graphics drivers installed."); exit(1); } float contentScale; glfwGetWindowContentScale(win, &contentScale, NULL); INFO("Window content scale: %f", contentScale); glfwSetWindowSizeLimits(win, 800, 600, GLFW_DONT_CARE, GLFW_DONT_CARE); if (settings::windowSize.isZero()) { glfwMaximizeWindow(win); } else { glfwSetWindowPos(win, settings::windowPos.x, settings::windowPos.y); glfwSetWindowSize(win, settings::windowSize.x, settings::windowSize.y); } glfwShowWindow(win); glfwSetWindowUserPointer(win, this); glfwSetInputMode(win, GLFW_LOCK_KEY_MODS, 1); glfwMakeContextCurrent(win); // Enable v-sync glfwSwapInterval(settings::frameRateSync ? 1 : 0); // Set window callbacks glfwSetWindowSizeCallback(win, windowSizeCallback); glfwSetMouseButtonCallback(win, mouseButtonCallback); // Call this ourselves, but on every frame instead of only when the mouse moves // glfwSetCursorPosCallback(win, cursorPosCallback); glfwSetCursorEnterCallback(win, cursorEnterCallback); glfwSetScrollCallback(win, scrollCallback); glfwSetCharCallback(win, charCallback); glfwSetKeyCallback(win, keyCallback); glfwSetDropCallback(win, dropCallback); // Set up GLEW glewExperimental = GL_TRUE; err = glewInit(); if (err != GLEW_OK) { osdialog_message(OSDIALOG_ERROR, OSDIALOG_OK, "Could not initialize GLEW. Does your graphics card support OpenGL 2.0 or greater? If so, make sure you have the latest graphics drivers installed."); exit(1); } const GLubyte *renderer = glGetString(GL_RENDERER); const GLubyte *version = glGetString(GL_VERSION); INFO("Renderer: %s", renderer); INFO("OpenGL: %s", version); // GLEW generates GL error because it calls glGetString(GL_EXTENSIONS), we'll consume it here. glGetError(); // Set up NanoVG int nvgFlags = NVG_ANTIALIAS; #if defined NANOVG_GL2 vg = nvgCreateGL2(nvgFlags); #elif defined NANOVG_GL3 vg = nvgCreateGL3(nvgFlags); #elif defined NANOVG_GLES2 vg = nvgCreateGLES2(nvgFlags); #endif if (!vg) { osdialog_message(OSDIALOG_ERROR, OSDIALOG_OK, "Could not initialize NanoVG. Does your graphics card support OpenGL 2.0 or greater? If so, make sure you have the latest graphics drivers installed."); exit(1); } } Window::~Window() { if (glfwGetWindowAttrib(win, GLFW_MAXIMIZED)) { settings::windowSize = math::Vec(); settings::windowPos = math::Vec(); } else { int winWidth, winHeight; glfwGetWindowSize(win, &winWidth, &winHeight); int winX, winY; glfwGetWindowPos(win, &winX, &winY); settings::windowSize = math::Vec(winWidth, winHeight); settings::windowPos = math::Vec(winX, winY); } #if defined NANOVG_GL2 nvgDeleteGL2(vg); #elif defined NANOVG_GL3 nvgDeleteGL3(vg); #elif defined NANOVG_GLES2 nvgDeleteGLES2(vg); #endif glfwDestroyWindow(win); delete internal; } void Window::run() { uiFont = APP->window->loadFont(asset::system("res/fonts/DejaVuSans.ttf")); frame = 0; while(!glfwWindowShouldClose(win)) { frameTimeStart = glfwGetTime(); // Make event handlers and step() have a clean nanovg context nvgReset(vg); bndSetFont(uiFont->handle); // Poll events glfwPollEvents(); // In case glfwPollEvents() set another OpenGL context glfwMakeContextCurrent(win); // Call cursorPosCallback every frame, not just when the mouse moves { double xpos, ypos; glfwGetCursorPos(win, &xpos, &ypos); cursorPosCallback(win, xpos, ypos); } gamepad::step(); // Set window title std::string windowTitle; windowTitle = app::APP_NAME; windowTitle += " v"; windowTitle += app::APP_VERSION; if (!APP->patch->path.empty()) { windowTitle += " - "; if (!APP->history->isSaved()) windowTitle += "*"; windowTitle += string::filename(APP->patch->path); } if (windowTitle != internal->lastWindowTitle) { glfwSetWindowTitle(win, windowTitle.c_str()); internal->lastWindowTitle = windowTitle; } // Get desired scaling float pixelRatio; glfwGetWindowContentScale(win, &pixelRatio, NULL); pixelRatio = std::floor(pixelRatio + 0.25); if (pixelRatio != this->pixelRatio) { APP->event->handleZoom(); this->pixelRatio = pixelRatio; } // Get framebuffer/window ratio int fbWidth, fbHeight; glfwGetFramebufferSize(win, &fbWidth, &fbHeight); int winWidth, winHeight; glfwGetWindowSize(win, &winWidth, &winHeight); windowRatio = (float)fbWidth / winWidth; // DEBUG("%f %f %d %d", pixelRatio, windowRatio, fbWidth, winWidth); // Resize scene APP->scene->box.size = math::Vec(fbWidth, fbHeight).div(pixelRatio); // Step scene APP->scene->step(); // Render scene bool visible = glfwGetWindowAttrib(win, GLFW_VISIBLE) && !glfwGetWindowAttrib(win, GLFW_ICONIFIED); if (visible) { // Update and render nvgBeginFrame(vg, fbWidth, fbHeight, pixelRatio); nvgScale(vg, pixelRatio, pixelRatio); // Draw scene widget::Widget::DrawArgs args; args.vg = vg; args.clipBox = APP->scene->box.zeroPos(); APP->scene->draw(args); glViewport(0, 0, fbWidth, fbHeight); glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); nvgEndFrame(vg); glfwSwapBuffers(win); } // Limit frame rate double frameTimeEnd = glfwGetTime(); if (settings::frameRateLimit > 0.0) { double frameDuration = frameTimeEnd - frameTimeStart; double waitDuration = 1.0 / settings::frameRateLimit - frameDuration; if (waitDuration > 0.0) { std::this_thread::sleep_for(std::chrono::duration(waitDuration)); } } // Compute actual frame rate frameTimeEnd = glfwGetTime(); // DEBUG("%g fps", 1 / (endTime - startTime)); frame++; } } void Window::close() { glfwSetWindowShouldClose(win, GLFW_TRUE); } void Window::cursorLock() { if (settings::allowCursorLock) { #if defined ARCH_MAC glfwSetInputMode(win, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); #else glfwSetInputMode(win, GLFW_CURSOR, GLFW_CURSOR_DISABLED); #endif } } void Window::cursorUnlock() { if (settings::allowCursorLock) { glfwSetInputMode(win, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } } int Window::getMods() { int mods = 0; if (glfwGetKey(win, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS || glfwGetKey(win, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS) mods |= GLFW_MOD_SHIFT; if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS || glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS) mods |= GLFW_MOD_CONTROL; if (glfwGetKey(win, GLFW_KEY_LEFT_ALT) == GLFW_PRESS || glfwGetKey(win, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS) mods |= GLFW_MOD_ALT; if (glfwGetKey(win, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS || glfwGetKey(win, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS) mods |= GLFW_MOD_SUPER; return mods; } void Window::setFullScreen(bool fullScreen) { if (!fullScreen) { glfwSetWindowMonitor(win, NULL, internal->lastWindowX, internal->lastWindowY, internal->lastWindowWidth, internal->lastWindowHeight, GLFW_DONT_CARE); } else { glfwGetWindowPos(win, &internal->lastWindowX, &internal->lastWindowY); glfwGetWindowSize(win, &internal->lastWindowWidth, &internal->lastWindowHeight); GLFWmonitor *monitor = glfwGetPrimaryMonitor(); const GLFWvidmode* mode = glfwGetVideoMode(monitor); glfwSetWindowMonitor(win, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); } } bool Window::isFullScreen() { GLFWmonitor *monitor = glfwGetWindowMonitor(win); return monitor != NULL; } bool Window::isFrameOverdue() { if (settings::frameRateLimit == 0.0) return false; double frameDuration = glfwGetTime() - frameTimeStart; return frameDuration > 1.0 / settings::frameRateLimit; } std::shared_ptr Window::loadFont(const std::string &filename) { auto sp = fontCache[filename].lock(); if (!sp) { fontCache[filename] = sp = std::make_shared(); sp->loadFile(filename, vg); } return sp; } std::shared_ptr Window::loadImage(const std::string &filename) { auto sp = imageCache[filename].lock(); if (!sp) { imageCache[filename] = sp = std::make_shared(); sp->loadFile(filename, vg); } return sp; } std::shared_ptr Window::loadSvg(const std::string &filename) { auto sp = svgCache[filename].lock(); if (!sp) { svgCache[filename] = sp = std::make_shared(); sp->loadFile(filename); } return sp; } void windowInit() { int err; // Set up GLFW #if defined ARCH_MAC glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_TRUE); glfwInitHint(GLFW_COCOA_MENUBAR, GLFW_TRUE); #endif glfwSetErrorCallback(errorCallback); err = glfwInit(); if (err != GLFW_TRUE) { osdialog_message(OSDIALOG_ERROR, OSDIALOG_OK, "Could not initialize GLFW."); exit(1); } } void windowDestroy() { glfwTerminate(); } } // namespace rack