#include #include #include #include #include #include #include #include namespace boo { class DolphinSmashAdapterCallback : public IDolphinSmashAdapterCallback { void controllerConnected(unsigned idx, EDolphinControllerType) { printf("CONTROLLER %u CONNECTED\n", idx); } void controllerDisconnected(unsigned idx, EDolphinControllerType) { printf("CONTROLLER %u DISCONNECTED\n", idx); } void controllerUpdate(unsigned idx, EDolphinControllerType, const DolphinControllerState& state) { printf("CONTROLLER %u UPDATE %d %d\n", idx, state.m_leftStick[0], state.m_leftStick[1]); printf(" %d %d\n", state.m_rightStick[0], state.m_rightStick[1]); } }; class DualshockPadCallback : public IDualshockPadCallback { void controllerDisconnected() { printf("CONTROLLER DISCONNECTED\n"); } void controllerUpdate(const DualshockPadState& state) { static time_t timeTotal; static time_t lastTime = 0; timeTotal = time(NULL); time_t timeDif = timeTotal - lastTime; /* if (timeDif >= .15) { uint8_t led = ctrl->getLED(); led *= 2; if (led > 0x10) led = 2; ctrl->setRawLED(led); lastTime = timeTotal; } */ if (state.m_psButtonState) { if (timeDif >= 1) // wait 30 seconds before issuing another rumble event { ctrl->startRumble(DS3_MOTOR_LEFT); ctrl->startRumble(DS3_MOTOR_RIGHT, 100); lastTime = timeTotal; } } /* else ctrl->stopRumble(DS3_MOTOR_RIGHT | DS3_MOTOR_LEFT);*/ printf("CONTROLLER UPDATE %d %d\n", state.m_leftStick[0], state.m_leftStick[1]); printf(" %d %d\n", state.m_rightStick[0], state.m_rightStick[1]); printf(" %f %f %f\n", state.accPitch, state.accYaw, state.gyroZ); } }; class TestDeviceFinder : public DeviceFinder { DolphinSmashAdapter* smashAdapter = NULL; DualshockPad* ds3 = nullptr; DolphinSmashAdapterCallback m_cb; DualshockPadCallback m_ds3CB; public: TestDeviceFinder() : DeviceFinder({typeid(DolphinSmashAdapter)}) {} void deviceConnected(DeviceToken& tok) { smashAdapter = dynamic_cast(tok.openAndGetDevice()); if (smashAdapter) { smashAdapter->setCallback(&m_cb); smashAdapter->startRumble(0); return; } ds3 = dynamic_cast(tok.openAndGetDevice()); if (ds3) { ds3->setCallback(&m_ds3CB); ds3->setLED(DS3_LED_1); } } void deviceDisconnected(DeviceToken&, DeviceBase* device) { if (smashAdapter == device) { delete smashAdapter; smashAdapter = NULL; } if (ds3 == device) { delete ds3; ds3 = nullptr; } } }; struct CTestWindowCallback : IWindowCallback { void resized(const SWindowRect& rect) { fprintf(stderr, "Resized %d, %d (%d, %d)\n", rect.size[0], rect.size[1], rect.location[0], rect.location[1]); } void mouseDown(const SWindowCoord& coord, EMouseButton button, EModifierKey mods) { fprintf(stderr, "Mouse Down %d (%f,%f)\n", button, coord.norm[0], coord.norm[1]); } void mouseUp(const SWindowCoord& coord, EMouseButton button, EModifierKey mods) { fprintf(stderr, "Mouse Up %d (%f,%f)\n", button, coord.norm[0], coord.norm[1]); } void mouseMove(const SWindowCoord& coord) { fprintf(stderr, "Mouse Move (%f,%f)\n", coord.norm[0], coord.norm[1]); } void scroll(const SWindowCoord& coord, const SScrollDelta& scroll) { fprintf(stderr, "Mouse Scroll (%f,%f) (%f,%f)\n", coord.norm[0], coord.norm[1], scroll.delta[0], scroll.delta[1]); } void touchDown(const STouchCoord& coord, uintptr_t tid) { //fprintf(stderr, "Touch Down %16lX (%f,%f)\n", tid, coord.coord[0], coord.coord[1]); } void touchUp(const STouchCoord& coord, uintptr_t tid) { //fprintf(stderr, "Touch Up %16lX (%f,%f)\n", tid, coord.coord[0], coord.coord[1]); } void touchMove(const STouchCoord& coord, uintptr_t tid) { //fprintf(stderr, "Touch Move %16lX (%f,%f)\n", tid, coord.coord[0], coord.coord[1]); } void charKeyDown(unsigned long charCode, EModifierKey mods, bool isRepeat) { } void charKeyUp(unsigned long charCode, EModifierKey mods) { } void specialKeyDown(ESpecialKey key, EModifierKey mods, bool isRepeat) { } void specialKeyUp(ESpecialKey key, EModifierKey mods) { } void modKeyDown(EModifierKey mod, bool isRepeat) { } void modKeyUp(EModifierKey mod) { } }; struct TestApplicationCallback : IApplicationCallback { IWindow* mainWindow; boo::TestDeviceFinder devFinder; CTestWindowCallback windowCallback; bool running = true; const IShaderDataBinding* m_binding = nullptr; std::mutex m_mt; std::condition_variable m_cv; static void LoaderProc(TestApplicationCallback* self) { GLES3DataFactory* factory = dynamic_cast(self->mainWindow->getLoadContextDataFactory()); /* Make Tri-strip VBO */ struct Vert { float pos[3]; float uv[2]; }; static const Vert quad[4] = { {{0.5,0.5},{1.0,1.0}}, {{-0.5,0.5},{0.0,1.0}}, {{0.5,-0.5},{1.0,0.0}}, {{-0.5,-0.5},{0.0,0.0}} }; IGraphicsBuffer* vbo = factory->newStaticBuffer(BufferUseVertex, quad, sizeof(quad), 4); /* Make vertex format */ VertexElementDescriptor descs[2] = { {vbo, nullptr, VertexSemanticPosition}, {vbo, nullptr, VertexSemanticUV} }; IVertexFormat* vfmt = factory->newVertexFormat(2, descs); /* Make ramp texture */ using Pixel = uint8_t[4]; static Pixel tex[256][256]; for (int i=0 ; i<256 ; ++i) for (int j=0 ; j<256 ; ++j) { tex[i][j][0] = i; tex[i][j][1] = j; tex[i][j][2] = 0; tex[i][j][3] = 0xff; } ITexture* texture = factory->newStaticTexture(256, 256, 1, TextureFormatRGBA8, tex, 256*256*4); /* Make shader pipeline */ static const char* VS = "#version 330\n" "layout(location=0) in vec3 in_pos;\n" "layout(location=1) in vec2 in_uv;\n" "out vec2 out_uv;\n" "void main()\n" "{\n" " gl_Position = vec4(in_pos, 1.0);\n" " out_uv = in_uv;\n" "}\n"; static const char* FS = "#version 330\n" "precision highp float;\n" "uniform sampler2D smplr;\n" "layout(location=0) out vec4 out_frag;\n" "in vec2 out_uv;\n" "void main()\n" "{\n" " out_frag = texture(smplr, out_uv);\n" "}\n"; static const char* TexNames[] = {"smplr"}; IShaderPipeline* pipeline = factory->newShaderPipeline(VS, FS, 1, TexNames, BlendFactorOne, BlendFactorZero, true, true, false); /* Make shader data binding */ self->m_binding = factory->newShaderDataBinding(pipeline, vfmt, vbo, nullptr, 0, nullptr, 1, &texture); /* Commit objects */ IGraphicsData* data = factory->commit(); /* Wait for exit */ while (self->running) { { std::unique_lock lk(self->m_mt); self->m_cv.wait(lk); if (!self->running) break; } } } int appMain(IApplication* app) { mainWindow = app->newWindow(_S("YAY!")); mainWindow->setCallback(&windowCallback); mainWindow->showWindow(); //mainWindow->setFullscreen(true); devFinder.startScanning(); IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue(); std::thread loaderThread(LoaderProc, this); size_t frameIdx = 0; size_t lastCheck = 0; while (running) { mainWindow->waitForRetrace(); float rgba[] = {sinf(frameIdx / 60.0), cosf(frameIdx / 60.0), 0.0, 1.0}; gfxQ->setClearColor(rgba); gfxQ->clearTarget(); if (m_binding) { gfxQ->setDrawPrimitive(PrimitiveTriStrips); gfxQ->setShaderDataBinding(m_binding); gfxQ->draw(0, 4); } gfxQ->present(); gfxQ->execute(); //fprintf(stderr, "%zu\n", frameIdx); ++frameIdx; if ((frameIdx - lastCheck) > 100) { lastCheck = frameIdx; //mainWindow->setFullscreen(!mainWindow->isFullscreen()); } } m_cv.notify_one(); loaderThread.join(); return 0; } void appQuitting(IApplication*) { running = false; } void appFilesOpen(IApplication*, const std::vector& paths) { fprintf(stderr, "OPENING: "); for (const SystemString& path : paths) { #if _WIN32 fwprintf(stderr, L"%s ", path.c_str()); #else fprintf(stderr, "%s ", path.c_str()); #endif } fprintf(stderr, "\n"); } }; } #ifdef _WIN32 int wmain(int argc, const wchar_t** argv) #else int main(int argc, const char** argv) #endif { LogVisor::RegisterConsoleLogger(); boo::TestApplicationCallback appCb; int ret = ApplicationRun(boo::IApplication::PLAT_AUTO, appCb, _S("rwk"), _S("RWK"), argc, argv); printf("IM DYING!!\n"); return ret; }