Files
funnygame/external/steamworks/steamworksexample/gameenginesdl.cpp
2025-07-13 15:47:42 +03:00

1472 lines
50 KiB
C++

//========= Copyright 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose: Main class for the game engine -- win32 implementation
//
// $NoKeywords: $
//=============================================================================
#include "stdafx.h"
#include <map>
#include <queue>
#include <sys/time.h>
#include <unistd.h>
#include <GL/glew.h>
#include "gameenginesdl.h"
#include "steam/isteamdualsense.h"
CGameEngineGL *g_engine; // dxabstract will use this.. it is set by the engine constructor
IGameEngine *CreateGameEngineSDL( )
{
static CGameEngineGL* s_pGameEngine = NULL;
if (!s_pGameEngine)
{
s_pGameEngine = new CGameEngineGL( );
}
return s_pGameEngine;
}
void OutputDebugString( const char *pchMsg )
{
fprintf( stderr, "%s", pchMsg );
}
struct Packet_t
{
uint32 unSize;
void *pData;
};
class CVoiceContext
{
public:
CVoiceContext()
{
alGenBuffers( ARRAYSIZE(m_buffers), m_buffers );
alGenSources( 1, &m_nSource );
alSourcei( m_nSource, AL_LOOPING, AL_FALSE );
for (int i = 0; i < ARRAYSIZE(m_buffers); i++ )
alSourcei( m_nSource, AL_BUFFER, m_buffers[i] );
m_nNextFreeBuffer = 0;
}
virtual ~CVoiceContext()
{
//
}
ALuint m_buffers[4];
ALuint m_nSource;
size_t m_nNextFreeBuffer;
std::queue<Packet_t> m_pending;
};
/* Quick utility function for texture creation */
static int
power_of_two(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor for game engine instance
//-----------------------------------------------------------------------------
CGameEngineGL::CGameEngineGL( )
{
g_engine = this;
m_bEngineReadyForUse = false;
m_bShuttingDown = false;
m_window = NULL;
m_context = NULL;
m_nWindowWidth = 0;
m_nWindowHeight = 0;
m_ulPreviousGameTickCount = 0;
m_ulGameTickCount = 0;
m_unVoiceChannelCount = 0;
m_hTextureWhite = 0;
m_nNextFontHandle = 1;
m_nNextTextureHandle = 1;
m_hLastTexture = 0;
m_rgflPointsData = new GLfloat[ 3*POINT_BUFFER_TOTAL_SIZE ];
m_rgflPointsColorData = new GLubyte[ 4*POINT_BUFFER_TOTAL_SIZE ];
m_dwPointsToFlush = 0;
m_rgflLinesData = new GLfloat[ 6*LINE_BUFFER_TOTAL_SIZE ];
m_rgflLinesColorData = new GLubyte[ 8*LINE_BUFFER_TOTAL_SIZE ];
m_dwLinesToFlush = 0;
m_rgflQuadsData = new GLfloat [ 12*QUAD_BUFFER_TOTAL_SIZE ];
m_rgflQuadsColorData = new GLubyte[ 16*QUAD_BUFFER_TOTAL_SIZE ];
m_rgflQuadsTextureData = new GLfloat[ 8*QUAD_BUFFER_TOTAL_SIZE ];
m_dwQuadsToFlush = 0;
// clear the action handles
for ( int i = 0; i <eControllerDigitalAction_NumActions; i++ )
{
m_ControllerDigitalActionHandles[i] = 0;
m_ControllerDigitalActionOrigins[i] = k_EInputActionOrigin_None;
}
for ( int i = 0; i <eControllerAnalogAction_NumActions; i++ )
{
m_ControllerAnalogActionHandles[i] = 0;
m_ControllerAnalogActionOrigins[i] = k_EInputActionOrigin_None;
}
for ( int i = 0; i <eControllerActionSet_NumSets; i++ )
{
m_ControllerActionSetHandles[i] = 0;
}
m_ActiveControllerHandle = 0;
TTF_Init();
if( !BInitializeGraphics() )
{
OutputDebugString( "!! Initializing graphics failed\n" );
return;
}
if ( !BInitializeAudio() )
{
OutputDebugString( "!! Initializing audio failed\n" );
return;
}
m_bEngineReadyForUse = true;
}
//-----------------------------------------------------------------------------
// Purpose: Shutdown the game engine
//-----------------------------------------------------------------------------
void CGameEngineGL::Shutdown()
{
// Flag that we are shutting down so the frame loop will stop running
m_bShuttingDown = true;
if ( m_context ) {
SDL_GL_DeleteContext( m_context );
}
if ( m_window ) {
SDL_DestroyWindow( m_window );
}
if ( m_rgflPointsData )
{
delete[] m_rgflPointsData;
m_rgflPointsData = NULL;
}
if ( m_rgflPointsColorData )
{
delete[] m_rgflPointsColorData;
m_rgflPointsColorData = NULL;
}
if ( m_rgflLinesData )
{
delete[] m_rgflLinesData;
m_rgflLinesData = NULL;
}
if ( m_rgflLinesColorData )
{
delete[] m_rgflLinesColorData;
m_rgflLinesColorData = NULL;
}
if ( m_rgflQuadsData )
{
delete[] m_rgflQuadsData;
m_rgflQuadsData = NULL;
}
if ( m_rgflQuadsColorData )
{
delete[] m_rgflQuadsColorData;
m_rgflQuadsColorData = NULL;
}
if ( m_rgflQuadsTextureData )
{
delete[] m_rgflQuadsTextureData;
m_rgflQuadsTextureData = NULL;
}
std::map<HGAMEFONT, TTF_Font *>::const_iterator i;
for (i = m_MapGameFonts.begin(); i != m_MapGameFonts.end(); ++i)
{
TTF_CloseFont( i->second );
}
m_MapGameFonts.clear();
TTF_Quit();
m_MapStrings.clear();
m_MapTextures.clear();
m_dwLinesToFlush = 0;
m_dwPointsToFlush = 0;
m_dwQuadsToFlush = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Initialize voice/audio interfaces
//-----------------------------------------------------------------------------
bool CGameEngineGL::BInitializeAudio()
{
m_palDevice = alcOpenDevice(NULL);
if ( m_palDevice )
{
m_palContext = alcCreateContext( m_palDevice, NULL );
alcMakeContextCurrent( m_palContext );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the GL rendering interfaces and default state
//-----------------------------------------------------------------------------
#define D3DADAPTER_DEFAULT 0
bool CGameEngineGL::BInitializeGraphics()
{
int nWindowWidth, nWindowHeight;
nWindowWidth = m_nWindowWidth = 1024;
nWindowHeight = m_nWindowHeight = 768;
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
#if defined(USE_SDL2)
int windowX = SDL_WINDOWPOS_CENTERED;
int windowY = SDL_WINDOWPOS_CENTERED;
m_window = SDL_CreateWindow( "SteamworksExample",
windowX,
windowY,
nWindowWidth,
nWindowHeight,
SDL_WINDOW_OPENGL );
#else
m_window = SDL_CreateWindow( "SteamworksExample",
nWindowWidth,
nWindowHeight,
SDL_WINDOW_OPENGL );
#endif
if ( !m_window ) {
OutputDebugString( "Couldn't create SDL window: " );
OutputDebugString( SDL_GetError() );
OutputDebugString( "\n" );
return false;
}
m_context = SDL_GL_CreateContext( m_window );
if ( !m_context ) {
OutputDebugString( "Couldn't create OpenGL context: " );
OutputDebugString( SDL_GetError() );
OutputDebugString( "\n" );
return false;
}
GLenum err = glewInit();
if( err != GLEW_OK )
{
fprintf(stderr, "glewInit failed with %s\n", glewGetErrorString( err ) );
return false;
}
SDL_GL_SetSwapInterval( 1 );
// Clear any errors
glGetError();
glClearDepth( 1.0f );
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glDisable( GL_CULL_FACE );
glDisable( GL_ALPHA_TEST );
glDisable( GL_STENCIL_TEST );
glDisable( GL_SCISSOR_TEST );
glDisable( GL_LIGHTING );
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
glDepthMask( GL_FALSE );
// We always need these two
glEnableClientState( GL_COLOR_ARRAY );
glEnableClientState( GL_VERTEX_ARRAY );
// This we'll enable as needed
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef( 0, 0, 0 );
glMatrixMode( GL_TEXTURE );
glLoadIdentity();
glTranslatef( 0, 0, 0 );
glDepthRange( 0.0f, 1.0f );
AdjustViewport();
return true;
}
void CGameEngineGL::AdjustViewport()
{
SDL_GetWindowSize( m_window, &m_nWindowWidth, &m_nWindowHeight );
glBindFramebuffer(GL_FRAMEBUFFER, 0 );
// Perspective
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( 0, m_nWindowWidth, m_nWindowHeight, 0, -1.0f, 1.0f );
glTranslatef( 0, 0, 0 );
// View port has changed as well
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef( 0, 0, 0 );
glViewport( 0, 0, m_nWindowWidth, m_nWindowHeight );
glScissor( 0, 0, m_nWindowWidth, m_nWindowHeight );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
glFlush();
}
//-----------------------------------------------------------------------------
// Purpose: Updates current tick count for the game engine
//-----------------------------------------------------------------------------
void CGameEngineGL::UpdateGameTickCount()
{
m_ulPreviousGameTickCount = m_ulGameTickCount;
#if defined(USE_SDL2)
m_ulGameTickCount = SDL_GetTicks64();
#else
m_ulGameTickCount = SDL_GetTicks();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Tell the game engine to sleep for a bit if needed to limit frame rate. You must keep
// calling this repeatedly until it returns false. If it returns true it's slept a little, but more
// time may be needed.
//-----------------------------------------------------------------------------
bool CGameEngineGL::BSleepForFrameRateLimit( uint32 ulMaxFrameRate )
{
// Frame rate limiting
float flDesiredFrameMilliseconds = 1000.0f/ulMaxFrameRate;
#if defined(USE_SDL2)
uint64 ulGameTickCount = SDL_GetTicks64();
#else
uint64 ulGameTickCount = SDL_GetTicks();
#endif
float flMillisecondsElapsed = (float)(ulGameTickCount - m_ulGameTickCount);
if ( flMillisecondsElapsed < flDesiredFrameMilliseconds )
{
// If enough time is left sleep, otherwise just keep spinning so we don't go over the limit...
if ( flDesiredFrameMilliseconds - flMillisecondsElapsed > 3.0f )
{
usleep( 5000 );
}
else
{
// Just return right away so we busy loop, don't want to sleep too long and go over
}
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the background color to clear to
//-----------------------------------------------------------------------------
void CGameEngineGL::SetBackgroundColor( short a, short r, short g, short b )
{
glClearColor( (float)r/255.0f, (float)g/255.0f, (float)b/255.0f, (float)a/255.0f );
}
//-----------------------------------------------------------------------------
// Purpose: Start a new frame
//-----------------------------------------------------------------------------
bool CGameEngineGL::StartFrame()
{
AdjustViewport();
// Pump system callbacks
MessagePump();
// Poll Steam Input devices
PollSteamInput();
// We may now be shutting down, check and don't start a frame then
if ( BShuttingDown() )
return false;
#if 0 // for debug
static unsigned char counter;
counter++;
glClearColor( (float)counter/255.0f, (float)counter/255.0f, (float)counter/255.0f, (float)1.0f );
#endif
// Clear the screen for the new frame
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: End the current frame
//-----------------------------------------------------------------------------
void CGameEngineGL::EndFrame()
{
if ( BShuttingDown() )
return;
// Flush point buffer
BFlushPointBuffer();
// Flush line buffer
BFlushLineBuffer();
// Flush quad buffer
BFlushQuadBuffer();
// Swap buffers now that everything is flushed
SDL_GL_SwapWindow( m_window );
RunAudio();
}
//-----------------------------------------------------------------------------
// Purpose: Draw a line, the engine internally manages a vertex buffer for batching these
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawLine( float xPos0, float yPos0, DWORD dwColor0, float xPos1, float yPos1, DWORD dwColor1 )
{
if ( m_bShuttingDown )
return false;
// Check if we are out of room and need to flush the buffer
if ( m_dwLinesToFlush == LINE_BUFFER_TOTAL_SIZE )
{
BFlushLineBuffer();
}
DWORD dwOffset = m_dwLinesToFlush*6;
m_rgflLinesData[dwOffset] = xPos0;
m_rgflLinesData[dwOffset+1] = yPos0;
m_rgflLinesData[dwOffset+2] = 1.0;
m_rgflLinesData[dwOffset+3] = xPos1;
m_rgflLinesData[dwOffset+4] = yPos1;
m_rgflLinesData[dwOffset+5] = 1.0;
dwOffset = m_dwLinesToFlush*8;
m_rgflLinesColorData[dwOffset] = COLOR_RED( dwColor0 );
m_rgflLinesColorData[dwOffset+1] = COLOR_GREEN( dwColor0 );
m_rgflLinesColorData[dwOffset+2] = COLOR_BLUE( dwColor0 );
m_rgflLinesColorData[dwOffset+3] = COLOR_ALPHA( dwColor0 );
m_rgflLinesColorData[dwOffset+4] = COLOR_RED( dwColor1 );
m_rgflLinesColorData[dwOffset+5] = COLOR_GREEN( dwColor1 );
m_rgflLinesColorData[dwOffset+6] = COLOR_BLUE( dwColor1 );
m_rgflLinesColorData[dwOffset+7] = COLOR_ALPHA( dwColor1 );
++m_dwLinesToFlush;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Flush batched lines to the screen
//-----------------------------------------------------------------------------
bool CGameEngineGL::BFlushLineBuffer()
{
if ( !m_rgflLinesColorData || !m_rgflLinesData || m_bShuttingDown )
return false;
if ( m_dwLinesToFlush )
{
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflLinesColorData );
glVertexPointer( 3, GL_FLOAT, 0, m_rgflLinesData );
glDrawArrays( GL_LINES, 0, m_dwLinesToFlush*2 );
m_dwLinesToFlush = 0;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Draw a point, the engine internally manages a vertex buffer for batching these
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawPoint( float xPos, float yPos, DWORD dwColor )
{
if ( m_bShuttingDown )
return false;
// Check if we are out of room and need to flush the buffer
if ( m_dwPointsToFlush == POINT_BUFFER_TOTAL_SIZE )
{
BFlushPointBuffer();
}
DWORD dwOffset = m_dwPointsToFlush*3;
m_rgflPointsData[dwOffset] = xPos;
m_rgflPointsData[dwOffset+1] = yPos;
m_rgflPointsData[dwOffset+2] = 1.0;
dwOffset = m_dwPointsToFlush*4;
m_rgflPointsColorData[dwOffset] = COLOR_RED( dwColor );
m_rgflPointsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
m_rgflPointsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
m_rgflPointsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
++m_dwPointsToFlush;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Flush batched points to the screen
//-----------------------------------------------------------------------------
bool CGameEngineGL::BFlushPointBuffer()
{
if ( !m_rgflPointsColorData || !m_rgflPointsData || m_bShuttingDown )
return false;
if ( m_dwPointsToFlush )
{
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflPointsColorData );
glVertexPointer( 3, GL_FLOAT, 0, m_rgflPointsData );
glDrawArrays( GL_POINTS, 0, m_dwPointsToFlush );
m_dwPointsToFlush = 0;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Draw a filled quad
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawFilledRect( float xPos0, float yPos0, float xPos1, float yPos1, DWORD dwColor )
{
if ( !m_hTextureWhite )
{
byte *pRGBAData = new byte[ 1 * 1 * 4 ];
memset( pRGBAData, 255, 1*1*4 );
m_hTextureWhite = HCreateTexture( pRGBAData, 1, 1 );
delete[] pRGBAData;
}
return BDrawTexturedRect( xPos0, yPos0, xPos1, yPos1, 0.0f, 0.0f, 1.0f, 1.0f, dwColor, m_hTextureWhite );
}
//-----------------------------------------------------------------------------
// Purpose: Draw a textured rect
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawTexturedRect( float xPos0, float yPos0, float xPos1, float yPos1, float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture )
{
if ( m_bShuttingDown )
return false;
// Find the texture
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
iter = m_MapTextures.find( hTexture );
if ( iter == m_MapTextures.end() )
{
OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
return false;
}
// Check if we are out of room and need to flush the buffer, or if our texture is changing
// then we also need to flush the buffer.
if ( m_dwQuadsToFlush == QUAD_BUFFER_TOTAL_SIZE || m_hLastTexture != hTexture )
{
BFlushQuadBuffer();
}
// Bind the new texture
glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );
DWORD dwOffset = m_dwQuadsToFlush*12;
m_rgflQuadsData[dwOffset] = xPos0;
m_rgflQuadsData[dwOffset+1] = yPos0;
m_rgflQuadsData[dwOffset+2] = 1.0;
m_rgflQuadsData[dwOffset+3] = xPos1;
m_rgflQuadsData[dwOffset+4] = yPos0;
m_rgflQuadsData[dwOffset+5] = 1.0;
m_rgflQuadsData[dwOffset+6] = xPos1;
m_rgflQuadsData[dwOffset+7] = yPos1;
m_rgflQuadsData[dwOffset+8] = 1.0;
m_rgflQuadsData[dwOffset+9] = xPos0;
m_rgflQuadsData[dwOffset+10] = yPos1;
m_rgflQuadsData[dwOffset+11] = 1.0;
dwOffset = m_dwQuadsToFlush*16;
m_rgflQuadsColorData[dwOffset] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+4] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+5] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+6] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+7] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+8] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+9] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+10] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+11] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+12] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+13] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+14] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+15] = COLOR_ALPHA( dwColor );
dwOffset = m_dwQuadsToFlush*8;
m_rgflQuadsTextureData[dwOffset] = u0;
m_rgflQuadsTextureData[dwOffset+1] = v0;
m_rgflQuadsTextureData[dwOffset+2] = u1;
m_rgflQuadsTextureData[dwOffset+3] = v0;
m_rgflQuadsTextureData[dwOffset+4] = u1;
m_rgflQuadsTextureData[dwOffset+5] = v1;
m_rgflQuadsTextureData[dwOffset+6] = u0;
m_rgflQuadsTextureData[dwOffset+7] = v1;
++m_dwQuadsToFlush;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Draw a textured quad
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawTexturedQuad( float xPos0, float yPos0, float xPos1, float yPos1, float xPos2, float yPos2, float xPos3, float yPos3,
float u0, float v0, float u1, float v1, DWORD dwColor, HGAMETEXTURE hTexture )
{
if ( m_bShuttingDown )
return false;
// Find the texture
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
iter = m_MapTextures.find( hTexture );
if ( iter == m_MapTextures.end() )
{
OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
return false;
}
// Check if we are out of room and need to flush the buffer, or if our texture is changing
// then we also need to flush the buffer.
if ( m_dwQuadsToFlush == QUAD_BUFFER_TOTAL_SIZE || m_hLastTexture != hTexture )
{
BFlushQuadBuffer();
}
// Bind the new texture
glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );
DWORD dwOffset = m_dwQuadsToFlush*12;
m_rgflQuadsData[dwOffset] = xPos0;
m_rgflQuadsData[dwOffset+1] = yPos0;
m_rgflQuadsData[dwOffset+2] = 1.0;
m_rgflQuadsData[dwOffset+3] = xPos1;
m_rgflQuadsData[dwOffset+4] = yPos1;
m_rgflQuadsData[dwOffset+5] = 1.0;
m_rgflQuadsData[dwOffset+6] = xPos2;
m_rgflQuadsData[dwOffset+7] = yPos2;
m_rgflQuadsData[dwOffset+8] = 1.0;
m_rgflQuadsData[dwOffset+9] = xPos3;
m_rgflQuadsData[dwOffset+10] = yPos3;
m_rgflQuadsData[dwOffset+11] = 1.0;
dwOffset = m_dwQuadsToFlush*16;
m_rgflQuadsColorData[dwOffset] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+1] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+2] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+3] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+4] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+5] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+6] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+7] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+8] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+9] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+10] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+11] = COLOR_ALPHA( dwColor );
m_rgflQuadsColorData[dwOffset+12] = COLOR_RED( dwColor );
m_rgflQuadsColorData[dwOffset+13] = COLOR_GREEN( dwColor );
m_rgflQuadsColorData[dwOffset+14] = COLOR_BLUE( dwColor );
m_rgflQuadsColorData[dwOffset+15] = COLOR_ALPHA( dwColor );
dwOffset = m_dwQuadsToFlush*8;
m_rgflQuadsTextureData[dwOffset] = u0;
m_rgflQuadsTextureData[dwOffset+1] = v0;
m_rgflQuadsTextureData[dwOffset+2] = u1;
m_rgflQuadsTextureData[dwOffset+3] = v0;
m_rgflQuadsTextureData[dwOffset+4] = u1;
m_rgflQuadsTextureData[dwOffset+5] = v1;
m_rgflQuadsTextureData[dwOffset+6] = u0;
m_rgflQuadsTextureData[dwOffset+7] = v1;
++m_dwQuadsToFlush;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Flush buffered quads
//-----------------------------------------------------------------------------
bool CGameEngineGL::BFlushQuadBuffer()
{
if ( !m_rgflPointsColorData || !m_rgflPointsData || m_bShuttingDown )
return false;
if ( m_dwQuadsToFlush )
{
glEnable( GL_TEXTURE_2D );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, m_rgflQuadsColorData );
glVertexPointer( 3, GL_FLOAT, 0, m_rgflQuadsData );
glTexCoordPointer( 2, GL_FLOAT, 0, m_rgflQuadsTextureData );
glDrawArrays( GL_QUADS, 0, m_dwQuadsToFlush*4 );
glDisable( GL_TEXTURE_2D );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
m_dwQuadsToFlush = 0;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Creates a new texture
//-----------------------------------------------------------------------------
HGAMETEXTURE CGameEngineGL::HCreateTexture( byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat )
{
if ( m_bShuttingDown )
return 0;
TextureData_t TexData;
TexData.m_uWidth = uWidth;
TexData.m_uHeight = uHeight;
TexData.m_uTextureID = 0;
glEnable( GL_TEXTURE_2D );
glGenTextures( 1, &TexData.m_uTextureID );
glBindTexture( GL_TEXTURE_2D, TexData.m_uTextureID );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0 );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0 );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
// build our texture mipmaps
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, uWidth, uHeight, 0, eTextureFormat == eTextureFormat_RGBA ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, (void *)pRGBAData );
glDisable( GL_TEXTURE_2D );
int nHandle = m_nNextTextureHandle;
++m_nNextTextureHandle;
m_MapTextures[nHandle] = TexData;
return nHandle;
}
//-----------------------------------------------------------------------------
// Purpose: update an exiting textue
//-----------------------------------------------------------------------------
bool CGameEngineGL::UpdateTexture( HGAMETEXTURE texture, byte *pRGBAData, uint32 uWidth, uint32 uHeight, ETEXTUREFORMAT eTextureFormat )
{
if ( m_bShuttingDown )
return false;
std::map<HGAMETEXTURE, TextureData_t>::iterator iter;
iter = m_MapTextures.find( texture );
if ( iter == m_MapTextures.end() )
{
OutputDebugString( "BDrawTexturedQuad called with invalid hTexture value\n" );
return false;
}
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, iter->second.m_uTextureID );
// build our texture mipmaps
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, uWidth, uHeight, 0, eTextureFormat == eTextureFormat_RGBA ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, (void *)pRGBAData );
glDisable( GL_TEXTURE_2D );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Creates a new font
//-----------------------------------------------------------------------------
HGAMEFONT CGameEngineGL::HCreateFont( int nHeight, int nFontWeight, bool bItalic, const char * pchFont )
{
// For this sample we include a single font
pchFont = "DejaVuSans.ttf";
TTF_Font *font = TTF_OpenFont( pchFont, nHeight );
if ( !font )
{
OutputDebugString( "Couldn't create font: " );
OutputDebugString( pchFont );
OutputDebugString( "\n" );
return 0;
}
HGAMEFONT hFont = m_nNextFontHandle;
++m_nNextFontHandle;
int nStyle = TTF_STYLE_NORMAL;
if ( nFontWeight & FW_BOLD )
{
nStyle |= TTF_STYLE_BOLD;
}
if ( bItalic )
{
nStyle |= TTF_STYLE_ITALIC;
}
TTF_SetFontStyle( font, nStyle );
m_MapGameFonts[ hFont ] = font;
return hFont;
}
//-----------------------------------------------------------------------------
// Purpose: Draws text to the screen inside the given rectangular region, using the given font
//-----------------------------------------------------------------------------
bool CGameEngineGL::BDrawString( HGAMEFONT hFont, RECT rect, DWORD dwColor, DWORD dwFormat, const char *pchText )
{
if ( !hFont )
{
OutputDebugString( "Someone is calling BDrawString with a null font handle\n" );
return false;
}
if ( !pchText || !*pchText )
{
return true;
}
// Very simple cache of complete strings as whole textures.
// There are much better ways of doing efficient text rendering.
// If nothing else we should expire the strings not being used.
HGAMETEXTURE hTexture;
char szFontPrefix[32];
sprintf( szFontPrefix, "%d:", hFont );
std::map< std::string, HGAMETEXTURE >::iterator iter;
iter = m_MapStrings.find( std::string(szFontPrefix) + std::string(pchText) );
if ( iter == m_MapStrings.end() )
{
static SDL_Color white = { 0xff, 0xff, 0xff, 0xff };
// Calculate the text block size
SDL_Surface *surface = TTF_RenderUTF8_Blended( m_MapGameFonts[ hFont ], pchText, white );
if ( !surface )
{
OutputDebugString( "Out of memory\n" );
return false;
}
uint32 uWidth = power_of_two( surface->w );
uint32 uHeight = power_of_two( surface->h );
byte *pRGBAData = (byte *)malloc( uWidth*uHeight*4 );
if ( !pRGBAData )
{
OutputDebugString( "Out of memory\n" );
return false;
}
memset( pRGBAData, 0, uWidth*uHeight*4 );
byte *src = (byte*)surface->pixels;
byte *dst = pRGBAData;
memset(dst, 0xff, uWidth*4);
for ( uint32 row = 0; row < surface->h; ++row )
{
memcpy( dst, src, surface->w * 4 );
src += surface->pitch;
dst += uWidth * 4;
}
hTexture = HCreateTexture( pRGBAData, uWidth, uHeight );
free( pRGBAData );
// Record the actual text width and height
m_MapTextures[ hTexture ].m_uWidth = surface->w;
m_MapTextures[ hTexture ].m_uHeight = surface->h;
#if defined(USE_SDL2)
SDL_FreeSurface( surface );
#else
SDL_DestroySurface( surface );
#endif
m_MapStrings[ std::string(szFontPrefix) + std::string(pchText) ] = hTexture;
}
else
{
hTexture = iter->second;
}
int nWidth = m_MapTextures[ hTexture ].m_uWidth;
int nHeight = m_MapTextures[ hTexture ].m_uHeight;
float u = (float)nWidth / power_of_two(nWidth);
float v = (float)nHeight / power_of_two(nHeight);
// Get text position
int nLeft = rect.left, nTop = rect.top;
if ( dwFormat & TEXTPOS_TOP )
{
nTop = rect.top;
}
else if ( dwFormat & TEXTPOS_VCENTER )
{
nTop = rect.top + ((rect.bottom - rect.top) - nHeight) / 2;
}
else if ( dwFormat & TEXTPOS_BOTTOM )
{
nTop = rect.bottom - nHeight;
}
if ( dwFormat & TEXTPOS_LEFT )
{
nLeft = rect.left;
}
else if ( dwFormat & TEXTPOS_CENTER )
{
nLeft = rect.left + ((rect.right - rect.left) - nWidth) / 2;
}
else if ( dwFormat & TEXTPOS_RIGHT )
{
nLeft = rect.right - nWidth;
}
//dprintf(2, "Drawing text '%s' at %d,%d %dx%d {%ld,%ld %ld,%ld}\n", pchText, nLeft, nTop, nWidth, nHeight, rect.left, rect.top, rect.right, rect.bottom);
return BDrawTexturedRect( nLeft, nTop, nLeft + nWidth, nTop + nHeight, 0.0f, 0.0f, u, v, dwColor, hTexture );
}
void CGameEngineGL::UpdateKey( uint32_t vkKey, int nDown )
{
if ( nDown )
m_SetKeysDown.insert( vkKey );
else
m_SetKeysDown.erase( vkKey );
}
//-----------------------------------------------------------------------------
// Purpose: Message pump for OS messages
//-----------------------------------------------------------------------------
void CGameEngineGL::MessagePump()
{
#if defined(USE_SDL2)
#define SDL_EVENT_KEY_DOWN SDL_KEYDOWN
#define SDL_EVENT_KEY_UP SDL_KEYUP
#define SDL_EVENT_QUIT SDL_QUIT
#endif
SDL_Event event;
do
{
if ( SDL_PollEvent(&event) <= 0 )
break;
if ( event.type == SDL_EVENT_KEY_DOWN || event.type == SDL_EVENT_KEY_UP )
{
DWORD dwVK = 0;
switch (event.key.keysym.sym)
{
case SDLK_BACKSPACE: dwVK = VK_BACK; break;
case SDLK_TAB: dwVK = VK_TAB; break;
case SDLK_RETURN: dwVK = VK_RETURN; break;
case SDLK_LSHIFT: dwVK = VK_SHIFT; break;
case SDLK_RSHIFT: dwVK = VK_SHIFT; break;
case SDLK_LCTRL: dwVK = VK_CONTROL; break;
case SDLK_RCTRL: dwVK = VK_CONTROL; break;
case SDLK_ESCAPE: dwVK = VK_ESCAPE; break;
case SDLK_SPACE: dwVK = VK_SPACE; break;
case SDLK_LEFT: dwVK = VK_LEFT; break;
case SDLK_UP: dwVK = VK_UP; break;
case SDLK_RIGHT: dwVK = VK_RIGHT; break;
case SDLK_DOWN: dwVK = VK_DOWN; break;
case SDLK_SELECT: dwVK = VK_SELECT; break;
case SDLK_F5: dwVK = VK_F5; break;
default:
{
if ( event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z )
{
dwVK = 'A' + event.key.keysym.sym - SDLK_a;
}
}
break;
}
if (dwVK)
{
if ( event.type == SDL_EVENT_KEY_DOWN )
{
m_SetKeysDown.insert( dwVK );
}
else
{
m_SetKeysDown.erase( dwVK );
}
}
}
else if ( event.type == SDL_EVENT_QUIT )
{
CreateGameEngineSDL( )->Shutdown();
}
} while ( !BShuttingDown() );
}
//-----------------------------------------------------------------------------
// Purpose: Find out if a key is currently down
//-----------------------------------------------------------------------------
bool CGameEngineGL::BIsKeyDown( DWORD dwVK )
{
std::set<DWORD>::iterator iter;
iter = m_SetKeysDown.find( dwVK );
if ( iter != m_SetKeysDown.end() )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Get a down key value
//-----------------------------------------------------------------------------
bool CGameEngineGL::BGetFirstKeyDown( DWORD *pdwVK )
{
std::set<DWORD>::iterator iter;
iter = m_SetKeysDown.begin();
if ( iter != m_SetKeysDown.end() )
{
*pdwVK = *iter;
m_SetKeysDown.erase( iter );
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
HGAMEVOICECHANNEL CGameEngineGL::HCreateVoiceChannel()
{
m_unVoiceChannelCount++;
CVoiceContext* pVoiceContext = new CVoiceContext;
m_MapVoiceChannel[m_unVoiceChannelCount] = pVoiceContext;
return m_unVoiceChannelCount;
}
void CGameEngineGL::RunAudio()
{
std::map<HGAMEVOICECHANNEL, CVoiceContext* >::iterator iter;
for( iter = m_MapVoiceChannel.begin(); iter!=m_MapVoiceChannel.end(); ++iter)
{
CVoiceContext* pVoice = iter->second;
const int nBufferCount = ARRAYSIZE( pVoice->m_buffers );
ALint nQueued, nProcessed;
alGetSourcei( pVoice->m_nSource, AL_BUFFERS_QUEUED, &nQueued );
alGetSourcei( pVoice->m_nSource, AL_BUFFERS_PROCESSED, &nProcessed );
if ( ( nQueued == nBufferCount ) && ( nProcessed == 0 ) )
{ // No room at the inn
continue;
}
ALuint nBufferID;
for ( int i = 0; i < nProcessed; i++ )
alSourceUnqueueBuffers( pVoice->m_nSource, 1, &nBufferID );
int nMaxToQueue = nBufferCount - nQueued + nProcessed;
bool bQueued = false;
while ( nMaxToQueue && !pVoice->m_pending.empty() )
{
Packet_t &packet = pVoice->m_pending.front();
nBufferID = pVoice->m_buffers[ pVoice->m_nNextFreeBuffer ];
alBufferData( nBufferID, AL_FORMAT_MONO16, packet.pData, packet.unSize, VOICE_OUTPUT_SAMPLE_RATE_IDEAL );
pVoice->m_nNextFreeBuffer = (pVoice->m_nNextFreeBuffer + 1 ) % nBufferCount;
alSourceQueueBuffers( pVoice->m_nSource, 1, &nBufferID);
nMaxToQueue--;
free( packet.pData );
pVoice->m_pending.pop();
bQueued = true;
}
if ( bQueued && ( (nQueued-nProcessed) == 0 ) )
{
alSourcePlay( pVoice->m_nSource );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameEngineGL::DestroyVoiceChannel( HGAMEVOICECHANNEL hChannel )
{
std::map<HGAMEVOICECHANNEL, CVoiceContext* >::iterator iter;
iter = m_MapVoiceChannel.find( hChannel );
if ( iter != m_MapVoiceChannel.end() )
{
CVoiceContext* pVoiceContext = iter->second;
// free outstanding voice packets
while( !pVoiceContext->m_pending.empty() )
{
free( pVoiceContext->m_pending.front().pData );
pVoiceContext->m_pending.pop();
}
delete pVoiceContext;
m_MapVoiceChannel.erase( iter );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CGameEngineGL::AddVoiceData( HGAMEVOICECHANNEL hChannel, const uint8 *pVoiceData, uint32 uLength )
{
std::map<HGAMEVOICECHANNEL, CVoiceContext* >::iterator iter;
iter = m_MapVoiceChannel.find( hChannel );
if ( iter == m_MapVoiceChannel.end() )
return false; // channel not found
CVoiceContext* pVoiceContext = iter->second;
Packet_t packet;
packet.pData = malloc ( uLength );
memcpy( packet.pData, pVoiceData, uLength );
packet.unSize = uLength;
pVoiceContext->m_pending.push( packet );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if there is an active Steam Controller
//-----------------------------------------------------------------------------
bool CGameEngineGL::BIsSteamInputDeviceActive( )
{
if ( m_ActiveControllerHandle )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the steam controller actions
//-----------------------------------------------------------------------------
void CGameEngineGL::InitSteamInput( )
{
// Digital game actions
m_ControllerDigitalActionHandles[eControllerDigitalAction_TurnLeft] =SteamInput()->GetDigitalActionHandle( "turn_left" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_TurnRight] =SteamInput()->GetDigitalActionHandle( "turn_right" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_ForwardThrust] =SteamInput()->GetDigitalActionHandle( "forward_thrust" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_ReverseThrust] =SteamInput()->GetDigitalActionHandle( "backward_thrust" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_FireLasers] =SteamInput()->GetDigitalActionHandle( "fire_lasers" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_PauseMenu] =SteamInput()->GetDigitalActionHandle( "pause_menu" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuUp] =SteamInput()->GetDigitalActionHandle( "menu_up" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuDown] =SteamInput()->GetDigitalActionHandle( "menu_down" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuLeft] =SteamInput()->GetDigitalActionHandle( "menu_left" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuRight] =SteamInput()->GetDigitalActionHandle( "menu_right" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuSelect] =SteamInput()->GetDigitalActionHandle( "menu_select" );
m_ControllerDigitalActionHandles[eControllerDigitalAction_MenuCancel] =SteamInput()->GetDigitalActionHandle( "menu_cancel" );
// Analog game actions
m_ControllerAnalogActionHandles[eControllerAnalogAction_AnalogControls] =SteamInput()->GetAnalogActionHandle( "analog_controls" );
// Action set handles
m_ControllerActionSetHandles[eControllerActionSet_ShipControls] =SteamInput()->GetActionSetHandle( "ship_controls" );
m_ControllerActionSetHandles[eControllerActionSet_MenuControls] =SteamInput()->GetActionSetHandle( "menu_controls" );
}
//-----------------------------------------------------------------------------
// Purpose: Find an active Steam controller
//-----------------------------------------------------------------------------
void CGameEngineGL::FindActiveSteamInputDevice( )
{
// Use the first available steam controller for all interaction. We can call this each frame to handle
// a controller disconnecting and a different one reconnecting. Handles are guaranteed to be unique for
// a given controller, even across power cycles.
// See how many Steam Controllers are active.
ControllerHandle_t pHandles[STEAM_CONTROLLER_MAX_COUNT];
int nNumActive = SteamInput()->GetConnectedControllers( pHandles );
// If there's an active controller, and if we're not already using it, select the first one.
if ( nNumActive && (m_ActiveControllerHandle != pHandles[0]) )
{
m_ActiveControllerHandle = pHandles[0];
}
}
//--------------------------------------------------------------------------------------------------------------
// Purpose: For a given in-game action in a given action set, return a human-reaadable string to use as a prompt.
//--------------------------------------------------------------------------------------------------------------
const char *CGameEngineGL::GetTextStringForControllerOriginDigital( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERDIGITALACTION dwDigitalAction )
{
EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
int nNumOrigins =SteamInput()->GetDigitalActionOrigins( m_ActiveControllerHandle, m_ControllerActionSetHandles[dwActionSet], m_ControllerDigitalActionHandles[dwDigitalAction], origins );
if ( nNumOrigins )
{
// We should handle the case where this action is bound to multiple buttons, but
// here we just grab the first.
return SteamInput()->GetStringForActionOrigin( origins[0] );
}
return SteamInput()->GetStringForActionOrigin( k_EInputActionOrigin_None ); // Return "None"
}
//--------------------------------------------------------------------------------------------------------------
// Purpose: For a given in-game action in a given action set, return a human-reaadable string to use as a prompt.
//--------------------------------------------------------------------------------------------------------------
const char *CGameEngineGL::GetTextStringForControllerOriginAnalog( ECONTROLLERACTIONSET dwActionSet, ECONTROLLERANALOGACTION dwDigitalAction )
{
EInputActionOrigin origins[STEAM_CONTROLLER_MAX_ORIGINS];
int nNumOrigins =SteamInput()->GetAnalogActionOrigins( m_ActiveControllerHandle, m_ControllerActionSetHandles[dwActionSet], m_ControllerDigitalActionHandles[dwDigitalAction], origins );
if ( nNumOrigins )
{
// We should handle the case where this action is bound to multiple buttons, but
// here we just grab the first.
return SteamInput()->GetStringForActionOrigin( origins[0] );
}
return SteamInput()->GetStringForActionOrigin( k_EInputActionOrigin_None ); // Return "None"
}
//-----------------------------------------------------------------------------
// Purpose: Called each frame
//-----------------------------------------------------------------------------
void CGameEngineGL::PollSteamInput( )
{
// There's a bug where the action handles aren't non-zero until a config is done loading. Soon config
// information will be available immediately. Until then try to init as long as the handles are invalid.
if ( m_ControllerDigitalActionHandles[eControllerDigitalAction_TurnLeft] == 0 )
{
InitSteamInput( );
return;
}
// Each frame check our active controller handle
FindActiveSteamInputDevice( );
}
//-----------------------------------------------------------------------------
// Purpose: Set the LED color on the controller, if supported by controller
//-----------------------------------------------------------------------------
void CGameEngineGL::SetControllerColor( uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags )
{
SteamInput()->SetLEDColor( m_ActiveControllerHandle, nColorR, nColorG, nColorB, nFlags );
}
//-----------------------------------------------------------------------------
// Purpose: Set the trigger effect on DualSense controllers
//-----------------------------------------------------------------------------
void CGameEngineGL::SetTriggerEffect( bool bEnabled )
{
ScePadTriggerEffectParam param;
memset( &param, 0, sizeof( param ) );
param.triggerMask = SCE_PAD_TRIGGER_EFFECT_TRIGGER_MASK_R2;
// Clear any existing effect
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].mode = SCE_PAD_TRIGGER_EFFECT_MODE_OFF;
SteamInput()->SetDualSenseTriggerEffect( m_ActiveControllerHandle, &param );
if ( bEnabled )
{
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].mode = SCE_PAD_TRIGGER_EFFECT_MODE_VIBRATION;
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].commandData.vibrationParam.position = 5;
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].commandData.vibrationParam.amplitude = 5;
param.command[ SCE_PAD_TRIGGER_EFFECT_PARAM_INDEX_FOR_R2 ].commandData.vibrationParam.frequency = 8;
SteamInput()->SetDualSenseTriggerEffect( m_ActiveControllerHandle, &param );
}
}
//-----------------------------------------------------------------------------
// Purpose: Trigger vibration on the controller, if supported by controller
//-----------------------------------------------------------------------------
void CGameEngineGL::TriggerControllerVibration( unsigned short nLeftSpeed, unsigned short nRightSpeed )
{
SteamInput()->TriggerVibration( m_ActiveControllerHandle, nLeftSpeed, nRightSpeed );
}
//-----------------------------------------------------------------------------
// Purpose: Trigger haptics on the controller, if supported by controller
//-----------------------------------------------------------------------------
void CGameEngineGL::TriggerControllerHaptics( ESteamControllerPad ePad, unsigned short usOnMicroSec, unsigned short usOffMicroSec, unsigned short usRepeat )
{
SteamInput()->Legacy_TriggerRepeatedHapticPulse( m_ActiveControllerHandle, ePad, usOnMicroSec, usOffMicroSec, usRepeat, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Find out if a controller event is currently active
//-----------------------------------------------------------------------------
bool CGameEngineGL::BIsControllerActionActive( ECONTROLLERDIGITALACTION dwAction )
{
ControllerDigitalActionData_t digitalData =SteamInput()->GetDigitalActionData( m_ActiveControllerHandle, m_ControllerDigitalActionHandles[dwAction] );
// Actions are only 'active' when they're assigned to a control in an action set, and that action set is active.
if ( digitalData.bActive )
return digitalData.bState;
return false;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Get the current x,y state of the analog action. Examples of an analog action are a virtual joystick on the trackpad or the real joystick.
//---------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::GetControllerAnalogAction( ECONTROLLERANALOGACTION dwAction, float *x, float *y )
{
ControllerAnalogActionData_t analogData =SteamInput()->GetAnalogActionData( m_ActiveControllerHandle, m_ControllerAnalogActionHandles[dwAction] );
// Actions are only 'active' when they're assigned to a control in an action set, and that action set is active.
if ( analogData.bActive )
{
*x = analogData.x;
*y = analogData.y;
}
else
{
*x = 0.0f;
*y = 0.0f;
}
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Put the controller into a specific action set. Action sets are collections of game-context actions ie "walking", "flying" or "menu"
//-----------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::SetSteamControllerActionSet( ECONTROLLERACTIONSET dwActionSet )
{
if ( m_ActiveControllerHandle == 0 )
return;
// This call is low-overhead and can be called repeatedly from game code that is active in a specific mode.
SteamController( )->ActivateActionSet( m_ActiveControllerHandle, m_ControllerActionSetHandles[dwActionSet] );
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Put the controller into a specific action set layer. Action sets layers apply modifications to an existing action set.
//-----------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::ActivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSetLayer )
{
if ( m_ActiveControllerHandle == 0 )
return;
// This call is low-overhead and can be called repeatedly from game code that is active in a specific mode.
SteamInput()->ActivateActionSetLayer( m_ActiveControllerHandle, m_ControllerActionSetHandles[ dwActionSetLayer ] );
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Deactivate an existing action set layer
//-----------------------------------------------------------------------------------------------------------------------------------------------------
void CGameEngineGL::DeactivateSteamControllerActionSetLayer( ECONTROLLERACTIONSET dwActionSetLayer )
{
if ( m_ActiveControllerHandle == 0 )
return;
// This call is low-overhead and can be called repeatedly from game code that is active in a specific mode.
SteamInput()->DeactivateActionSetLayer( m_ActiveControllerHandle, m_ControllerActionSetHandles[ dwActionSetLayer ] );
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------
// Purpose: Determine whether an action set layer is currently active
//-----------------------------------------------------------------------------------------------------------------------------------------------------
bool CGameEngineGL::BIsActionSetLayerActive( ECONTROLLERACTIONSET dwActionSetLayer )
{
if ( m_ActiveControllerHandle == 0 )
return false;
ControllerActionSetHandle_t pActionSetLayerHandles[ 32 ];
int nActiveLayerCount = SteamInput()->GetActiveActionSetLayers( m_ActiveControllerHandle, pActionSetLayerHandles );
for ( int i = 0; i < nActiveLayerCount; i++ )
{
if ( pActionSetLayerHandles[ i ] == m_ControllerActionSetHandles[ dwActionSetLayer ] )
return true;
}
return false;
}