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;;;; wheelwork.lisp
(in-package #:wheelwork)
(defvar *application* nil
"current application")
(defgeneric add-unit (unit))
(defmethod add-unit ((unit unit))
"Adds a unit to the display."
(vector-push-extend unit (application-scene *application*) (1+ (length (application-scene *application*))))
(setf (unit-in-scene-p unit) t))
(defgeneric drop-unit (unit))
(defmethod drop-unit ((unit unit))
"A removes a unit from the display."
(setf (unit-in-scene-p unit) nil)
(setf (application-scene *application*)
(delete unit (application-scene *application*))))
(defun drop-unit-if (predicate)
"Removes all units from scene that satisfy the predicate."
(setf (application-scene *application*)
(delete-if predicate (application-scene *application*))))
(defun start (app &key (x :centered) (y :centered))
(sdl2:with-init (:everything)
(sdl2:gl-set-attr :context-major-version 3)
(sdl2:gl-set-attr :context-minor-version 3)
(sdl2:gl-set-attr :context-profile-mask
sdl2-ffi:+sdl-gl-context-profile-core+)
(sdl2:gl-set-attr :doublebuffer 1)
(sdl2:with-window (window
:flags '(:shown :opengl)
:title (application-title app)
:w (application-width app)
:h (application-height app)
:x x :y y)
(setf (application-window app) window)
(sdl2:with-gl-context (ctx window)
(sdl2:gl-make-current window ctx)
(gl:viewport 0 0 (application-width app) (application-height app))
;(gl:enable :depth-test)
(gl:enable :scissor-test)
(let ((*application* app))
(unwind-protect
(progn
(boot app)
(eventloop app)
(shutdown app))
(cleanup app)))))))
(defun stop ()
(sdl2:push-event :quit))
(defun refocus-on (target &optional (app *application*))
"Sets focus of application to TARGET. This works whether or not
TARGET is FOCUSABLEP"
(setf (application-focus app) target))
(defun get-focus (&optional (app *application*))
(or (application-focus app) app))
(defun get-handlers-for (unit event-type)
"EVENT-TYPE must be one of the slot value names for WHEELWORK::LISTENER."
(when-let (listener (listener unit))
(slot-value listener event-type)))
(defun eventloop-keydown (app sdl-keysym)
(let ((target (get-focus app)))
(when-let (handlers (get-handlers-for target 'keydown))
(dolist (handler handlers)
(apply handler
target
(sdl2:scancode sdl-keysym)
(sdl2:mod-keywords (sdl2:mod-value sdl-keysym)))))))
(defun eventloop-keyup (app sdl-keysym)
(let ((target (get-focus app)))
(when-let (handlers (get-handlers-for target 'keyup))
(dolist (handler handlers)
(apply handler
target
(sdl2:scancode sdl-keysym)
(sdl2:mod-keywords (sdl2:mod-value sdl-keysym)))))))
(defun region-contains-point-p (region x y)
(with-slots (left right bottom top) region
(and (<= left x right)
(<= bottom y top))))
(defun unit-contains-point-p (unit x y)
(path-encloses-point-p (get-rect unit) x y))
(defun mouse-event-targets (app x y &optional bubblep)
"Returns a list of one or more objects found under the x y
position. The list always contains the app itself as the last element."
(nconc (if bubblep
(all-units-under app x y)
(unit-under app x y))
(list app)))
(defun unit-visibly-contains-p (unit x y)
(and (unit-visiblep unit)
(region-contains-point-p (unit-region unit) x y)
(unit-contains-point-p unit x y)))
(defun unit-under (app x y)
"Finds the visible unit that contains the point x y, returns it as a
single elemtn list, or nil if none found"
(with-slots (scene) app
(loop
for idx from (1- (length scene)) downto 0
for u = (elt scene idx)
when (unit-visibly-contains-p u x y)
return (list u))))
(defun all-units-under (app x y)
"Finds all units under the point x y"
(with-slots (scene) app
(loop
for idx from (1- (length scene)) downto 0
for u = (elt scene idx)
when (unit-visibly-contains-p u x y)
collect u)))
(defvar *event-still-bubbling-p* nil
"Controls whether an event is bubbling")
(defun stop-bubbling ()
(setf *event-still-bubbling-p* nil))
(defun screen-to-world (x y &optional (app *application*))
"Scales the screen point - the literal pixel position relative to
the top corner of the application window - to reflect the
application's scaling factor"
(declare (optimize (speed 3) (saftey 0)))
(with-slots (height scale) app
(list (/ x scale) (/ (- height y) scale))))
(defun eventloop-mousebuttondown (app wx wy clicks button)
"Searches for a handler to handle applies it if found.
Additionally, if the APPLICATION's REFOCUS-ON-MOUSEDOWN-P is T, try to
give focus to whatever was clicked."
(destructuring-bind (x y) (screen-to-world wx wy)
(let ((candidate-targets
(mouse-event-targets app x y (mouse-button-events-bubble-p app))))
;; refocus always occurs on the "top" focasable thing
(when (and (refocus-on-mousedown-p app)
(focusablep (first candidate-targets)))
(refocus-on (first candidate-targets)))
(let ((*event-still-bubbling-p*
(mouse-button-events-bubble-p app)))
(loop for target in candidate-targets
do
(dolist (handler (get-handlers-for target 'mousedown))
(funcall handler target x y clicks button wx wy))
while *event-still-bubbling-p*)))))
(defun eventloop-mousebuttonup (app wx wy clicks button)
(when (should-listen-for-p 'mouseup app)
(destructuring-bind (x y) (screen-to-world wx wy)
(let ((*event-still-bubbling-p*
(mouse-button-events-bubble-p app)))
(loop for target in (mouse-event-targets app x y (mouse-button-events-bubble-p app))
do
(dolist (handler (get-handlers-for target 'mouseup))
(funcall handler target x y clicks button wx wy))
while *event-still-bubbling-p*)))))
(defun eventloop-mousemotion (app wx wy wxrel wyrel state)
(when (should-listen-for-p 'mousemotion app)
(destructuring-bind (x y) (screen-to-world wx wy)
(let* ((scale (application-scale app))
(xrel (/ wxrel scale))
(yrel (* -1 (/ wyrel scale))))
(let ((*event-still-bubbling-p*
(mouse-motion-events-bubble-p app)))
(loop for target in (mouse-event-targets app x y (mouse-motion-events-bubble-p app))
do
(dolist (handler (get-handlers-for target 'mousemotion))
(funcall handler target x y xrel yrel state wx wy wxrel wyrel))
while *event-still-bubbling-p*))))))
(defun eventloop-mousewheel (app wx wy dir)
(when (should-listen-for-p 'mousewheel app)
(when-let* ((focus (get-focus app))
(handlers (get-handlers-for focus 'mousewheel)))
(dolist (handler handlers)
(funcall handler focus wx wy dir)))))
(defun eventloop (app)
(declare (optimize (speed 3) (safety 0)))
(sdl2:with-event-loop (:method :poll)
(:mousebuttondown
(:x x :y y :clicks clicks :button button)
(eventloop-mousebuttondown app x y clicks button))
(:mousemotion
(:x x :y y :xrel xrel :yrel yrel :state state)
(eventloop-mousemotion app x y xrel yrel state))
(:mousebuttonup
(:x x :y y :clicks clicks :button button)
(eventloop-mousebuttonup app x y clicks button))
(:keydown
(:keysym keysym)
(eventloop-keydown app keysym))
(:keyup
(:keysym keysym)
(eventloop-keyup app keysym))
(:mousewheel
(:x x :y y :direction dir)
(eventloop-mousewheel app x y dir))
(:idle () (render app))
(:quit () t)))
(defun asset-class-for (asset-id &optional (app *application*))
"Given an asset-id (see GET-ASSET), retrieve the symbol name of a
the class that will be used to instantiate the asset object. That
class should be a subclass of ASSET. Additional clases can be added
to the application's ASSET-CLASSIFIERS association list."
(second (assoc (pathname-type asset-id) (asset-classifiers app) :test #'string-equal)))
(defun get-asset (asset-id &key (app *application*) asset-args)
"ASSET-ID is a pathname namestring relative to the application's
ASSET-ROOT. GET-ASSET retrieves an already-available asset from the
application's ASSETS table, or, if not available, loads the asset from
disk.
ASSET-ARGS is a plist to pass to make-instance for the given resource.
"
(or (gethash asset-id (application-assets app))
(setf (gethash asset-id (application-assets app))
(ensure-loaded
(apply 'make-instance
(asset-class-for asset-id)
:path (uiop:merge-pathnames* asset-id (asset-root app))
asset-args)))))
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