;;; Chickadee Game Toolkit ;;; Copyright © 2018, 2021 David Thompson ;;; Copyright © 2020 Peter Elliott ;;; ;;; Chickadee is free software: you can redistribute it and/or modify ;;; it under the terms of the GNU General Public License as published ;;; by the Free Software Foundation, either version 3 of the License, ;;; or (at your option) any later version. ;;; ;;; Chickadee is distributed in the hope that it will be useful, but ;;; WITHOUT ANY WARRANTY; without even the implied warranty of ;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ;;; General Public License for more details. ;;; ;;; You should have received a copy of the GNU General Public License ;;; along with this program. If not, see ;;; . ;;; Commentary: ;; ;; Simple SDL + OpenGL game loop implementation. ;; ;;; Code: (define-module (chickadee) #:use-module (chickadee audio) #:use-module (chickadee config) #:use-module (chickadee game-loop) #:use-module (chickadee math matrix) #:use-module (chickadee graphics color) #:use-module (chickadee graphics engine) #:use-module (chickadee graphics gl) #:use-module (chickadee graphics viewport) #:use-module (chickadee utils) #:use-module (gl) #:use-module (gl enums) #:use-module (ice-9 atomic) #:use-module (ice-9 match) #:use-module (sdl2) #:use-module (sdl2 events) #:use-module ((sdl2 input game-controller) #:prefix sdl2:) #:use-module (sdl2 input joystick) #:use-module ((sdl2 input keyboard) #:prefix sdl2:) #:use-module ((sdl2 input mouse) #:prefix sdl2:) #:use-module (sdl2 input text) #:use-module ((sdl2 video) #:prefix sdl2:) #:use-module (srfi srfi-9) #:export (current-window window? window-width window-height window-x window-y window-title hide-window! show-window! maximize-window! minimize-window! raise-window! restore-window! set-window-border! set-window-title! set-window-size! set-window-position! set-window-fullscreen! elapsed-time controller-button-pressed? controller-button-released? controller-axis controller-name key-pressed? key-released? mouse-x mouse-y mouse-button-pressed? mouse-button-released? run-game) #:re-export (abort-game)) (define %time-freq (exact->inexact (sdl-performance-frequency))) (define (elapsed-time) "Return the current value of the system timer in seconds." (/ (sdl-performance-counter) %time-freq)) (define (key-pressed? key) "Return #t if KEY is currently being pressed." (sdl2:key-pressed? key)) (define (key-released? key) "Return #t if KEY is not currently being pressed." (sdl2:key-released? key)) (define (mouse-x) "Return the current X coordinate of the mouse cursor." (sdl2:mouse-x)) (define (mouse-y) "Return the current Y coordinate of the mouse cursor." (sdl2:mouse-y)) (define (mouse-button-pressed? button) "Return #t if BUTTON is currently being pressed." (sdl2:mouse-button-pressed? button)) (define (mouse-button-released? button) "Return #t if BUTTON is not currently being pressed." (sdl2:mouse-button-released? button)) (define *controllers* (make-hash-table)) (define (lookup-controller joystick-id) (hashv-ref *controllers* joystick-id)) (define (add-controller joystick-index) (let ((controller (sdl2:open-game-controller joystick-index))) (hashv-set! *controllers* (joystick-instance-id (sdl2:game-controller-joystick controller)) controller) controller)) (define (remove-controller joystick-id) (hashv-remove! *controllers* joystick-id)) (define (controller-button-pressed? controller button) "Return #t if BUTTON is currently being pressed on CONTROLLER." (sdl2:game-controller-button-pressed? controller button)) (define (controller-button-released? controller button) "Return #t if BUTTON is not currently being pressed on CONTROLLER." (not (controller-button-pressed? controller button))) (define (controller-axis controller axis) "Return a floating point value in the range [-1, 1] corresponding to how much AXIS is being pushed on CONTROLLER. 0 is returned if AXIS is not being pushed at all." (/ (sdl2:game-controller-axis controller axis) 32768.0)) (define controller-name ;; Memoize to avoid repeated allocation of strings via ;; pointer->string. (memoize (lambda (controller) (sdl2:game-controller-name controller)))) (define-record-type (wrap-window sdl-window gl-context) window? (sdl-window unwrap-window) (gl-context window-gl-context)) (define* (make-window #:key (title "Chickadee") fullscreen? resizable? (width 640) (height 480) (multisample? #t)) ;; Hint that we want OpenGL 3.2 Core profile. Doesn't mean we'll ;; get it, though! (sdl2:set-gl-attribute! 'context-major-version 3) (sdl2:set-gl-attribute! 'context-major-version 2) (sdl2:set-gl-attribute! 'context-profile-mask 1) ; core profile (sdl2:set-gl-attribute! 'stencil-size 8) ; 8-bit stencil buffer (if multisample? (begin (sdl2:set-gl-attribute! 'multisample-buffers 1) (sdl2:set-gl-attribute! 'multisample-samples 4)) (begin (sdl2:set-gl-attribute! 'multisample-buffers 0) (sdl2:set-gl-attribute! 'multisample-samples 0))) (let* ((window (sdl2:make-window #:opengl? #t #:title title #:size (list width height) #:fullscreen? fullscreen? #:resizable? resizable?)) (gl-context (sdl2:make-gl-context window))) (wrap-window window gl-context))) (define current-window (make-parameter #f)) (define-syntax-rule (define-window-wrapper (name args ...) sdl-proc docstring) (define (name window args ...) docstring (sdl-proc (unwrap-window window) args ...))) (define-window-wrapper (window-title) sdl2:window-title "Return the title of WINDOW.") (define-window-wrapper (hide-window!) sdl2:hide-window! "Hide WINDOW.") (define-window-wrapper (show-window!) sdl2:show-window! "Show WINDOW.") (define-window-wrapper (maximize-window!) sdl2:maximize-window! "Maximize WINDOW.") (define-window-wrapper (minimize-window!) sdl2:minimize-window! "Minimize WINDOW.") (define-window-wrapper (raise-window!) sdl2:raise-window! "Make WINDOW visible over all other windows.") (define-window-wrapper (restore-window!) sdl2:restore-window! "Restore the size and position of a minimized or maximized WINDOW.") (define-window-wrapper (set-window-border! border?) sdl2:set-window-border! "Enable/disable the border around WINDOW. If BORDER? is #f, the border is disabled, otherwise it is enabled.") (define-window-wrapper (set-window-title! title) sdl2:set-window-title! "Set the title of WINDOW to TITLE.") (define-window-wrapper (set-window-fullscreen! fullscreen?) sdl2:set-window-fullscreen! "Enable or disable fullscreen mode for WINDOW. If FULLSCREEN? is #f, fullscreen mode is disabled, otherwise it is enabled.") (define (window-width window) "Return the width of WINDOW." (call-with-values (lambda () (sdl2:window-size (unwrap-window window))) (lambda (w h) w))) (define (window-height window) "Return the height of WINDOW." (call-with-values (lambda () (sdl2:window-size (unwrap-window window))) (lambda (w h) h))) (define (window-x window) "Return the X coordinate of the upper-left corner of WINDOW." (call-with-values (lambda () (sdl2:window-position (unwrap-window window))) (lambda (x y) x))) (define (window-y window) "Return the Y coordinate of the upper-left corner of WINDOW." (call-with-values (lambda () (sdl2:window-position (unwrap-window window))) (lambda (x y) y))) (define (set-window-size! window width height) "Change the dimensions of WINDOW to WIDTH x HEIGHT pixels." (sdl2:set-window-size! (unwrap-window window) width height)) (define (set-window-position! window x y) "Move the upper-left corner of WINDOW to pixel coordinates (X, Y)." (sdl2:set-window-position! (unwrap-window window) x y)) (define* (run-game #:key (window-title "Chickadee!") (window-width 640) (window-height 480) window-fullscreen? window-resizable? (update-hz 60) (load (const #t)) (update (const #t)) (draw (const #t)) (quit abort-game) (key-press (const #t)) (key-release (const #t)) (text-input (const #t)) (mouse-press (const #t)) (mouse-release (const #t)) (mouse-move (const #t)) (mouse-wheel (const #t)) (controller-add (const #t)) (controller-remove (const #t)) (controller-press (const #t)) (controller-release (const #t)) (controller-move (const #t)) error) (sdl-init) (start-text-input) (init-audio) ;; We assume here that if window creation fails it is because ;; multisampling is not supported and that we need to try again with ;; multisampling disabled. This is obviously hacky but it solves a ;; real world user issue and I'm not sure how to test for driver ;; features before opening the window. SDL's display mode ;; information doesn't seem to be enough. Help wanted! (let* ((window (or (false-if-exception (make-window #:title window-title #:width window-width #:height window-height #:fullscreen? window-fullscreen? #:resizable? window-resizable?)) (make-window #:title window-title #:width window-width #:height window-height #:fullscreen? window-fullscreen? #:resizable? window-resizable? #:multisample? #f))) (gfx (make-graphics-engine (window-gl-context window))) (default-viewport (make-atomic-box (make-viewport 0 0 window-width window-height))) (default-projection (make-atomic-box (orthographic-projection 0 window-width window-height 0 0 1)))) (define (invert-y y) ;; SDL's origin is the top-left, but our origin is the bottom ;; left so we need to invert Y coordinates that SDL gives us. (- window-height y)) (define (input-sdl) (define (process-event event) (cond ((quit-event? event) (quit)) ((keyboard-down-event? event) (key-press (keyboard-event-key event) (keyboard-event-modifiers event) (keyboard-event-repeat? event))) ((keyboard-up-event? event) (key-release (keyboard-event-key event) (keyboard-event-modifiers event))) ((text-input-event? event) (text-input (text-input-event-text event))) ((mouse-button-down-event? event) (mouse-press (mouse-button-event-button event) (mouse-button-event-clicks event) (mouse-button-event-x event) (invert-y (mouse-button-event-y event)))) ((mouse-button-up-event? event) (mouse-release (mouse-button-event-button event) (mouse-button-event-x event) (invert-y (mouse-button-event-y event)))) ((mouse-motion-event? event) (mouse-move (mouse-motion-event-x event) (invert-y (mouse-motion-event-y event)) (mouse-motion-event-x-rel event) (- (mouse-motion-event-y-rel event)) (mouse-motion-event-buttons event))) ((mouse-wheel-event? event) (mouse-wheel (mouse-wheel-event-x event) (mouse-wheel-event-y event))) ((and (controller-device-event? event) (eq? (controller-device-event-action event) 'added)) (controller-add (add-controller (controller-device-event-which event)))) ((and (controller-device-event? event) (eq? (controller-device-event-action event) 'removed)) (let ((controller (lookup-controller (controller-device-event-which event)))) (controller-remove controller) (remove-controller (controller-device-event-which event)) (sdl2:close-game-controller controller))) ((controller-button-down-event? event) (controller-press (lookup-controller (controller-button-event-which event)) (controller-button-event-button event))) ((controller-button-up-event? event) (controller-release (lookup-controller (controller-button-event-which event)) (controller-button-event-button event))) ((controller-axis-event? event) (controller-move (lookup-controller (controller-axis-event-which event)) (controller-axis-event-axis event) (/ (controller-axis-event-value event) 32768.0))) ((window-resized-event? event) (match (window-event-vector event) ((width height) (atomic-box-set! default-viewport (make-viewport 0 0 width height)) (atomic-box-set! default-projection (orthographic-projection 0 width height 0 0 1))))))) ;; Process all pending events. (let loop ((event (poll-event))) (when event (process-event event) (loop (poll-event))))) (define (update-sdl dt) (input-sdl) (update dt) ;; Update audio after updating game state so that any sounds ;; that were queued to play this frame start playing immediately. (update-audio) ;; Free any GPU resources that have been GC'd. (graphics-engine-reap! gfx)) (define (render-sdl-opengl alpha) (with-graphics-state! ((g:viewport (atomic-box-ref default-viewport))) (clear-viewport) (with-projection (atomic-box-ref default-projection) (draw alpha))) (sdl2:swap-gl-window (unwrap-window window))) (dynamic-wind (const #t) (lambda () (parameterize ((current-window window) (current-graphics-engine gfx)) ;; Attempt to activate vsync, if possible. Some systems do ;; not support setting the OpenGL swap interval. (catch #t (lambda () (sdl2:set-gl-swap-interval! 'vsync)) (lambda args (display "warning: could not enable vsync\n" (current-error-port)))) ;; Turn off multisampling by default. (gl-disable (version-1-3 multisample)) (load) (sdl2:load-game-controller-mappings! (scope-datadir "gamecontrollerdb.txt")) (run-game* #:update update-sdl #:render render-sdl-opengl #:error error #:time elapsed-time #:update-hz update-hz))) (lambda () (quit-audio) (sdl2:delete-gl-context! (window-gl-context window)) (sdl2:close-window! (unwrap-window window))))))