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|
;;; Chickadee Game Toolkit
;;; Copyright © 2018, 2021 David Thompson <davet@gnu.org>
;;; Copyright © 2020 Peter Elliott <pelliott@ualberta.ca>
;;;
;;; 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
;;; <http://www.gnu.org/licenses/>.
;;; 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?
warp-mouse
set-show-cursor!
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 (set-show-cursor! show?)
(sdl2:set-show-cursor! show?))
(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 <window>
(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 (warp-mouse x y)
(sdl2:warp-mouse x y (unwrap-window (current-window))))
(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)))
(define (on-error stack key args)
(error stack key args)
;; Flush all input events that have occurred while in the error
;; state.
(while (poll-event) #t))
(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))
;; Enable seamless cube maps.
(gl-enable (version-3-2 texture-cube-map-seamless))
(sdl2:load-game-controller-mappings!
(scope-datadir "gamecontrollerdb.txt"))
(run-game* #:init load
#:update update-sdl
#:render render-sdl-opengl
#:error (and error on-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))))))
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