feat(input): Implement SDL3 input and window management - #2639
feat(input): Implement SDL3 input and window management#2639githubawn wants to merge 39 commits into
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| Filename | Overview |
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| Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp | Core of the SDL3 input backend — implements SDL3Mouse, SDL3Keyboard, and SDL3InputManager with a ring-buffer event queue, gamepad support, and virtual event injection; has minor style issues in closeGamepad() (if-bodies on same line) and a redundant left-stick axis read, but all previously flagged functional bugs appear fixed. |
| Core/GameEngineDevice/Include/SDL3Device/GameClient/SDL3Input.h | Header for SDL3 input classes; previously flagged scancode truncation and missing m_SDLWindow member are now fixed; dead-code field m_IsCaptured is the only remaining issue. |
| Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Cursor.cpp | ANI cursor loader using SDL3_image; previous direction-count bounds issue is fixed with the loop guard; now uses SDL3's native SDL_CreateAnimatedCursor instead of a hand-rolled frame array. |
| Core/GameEngineDevice/Source/SDL3Device/Common/SDL3GameEngine.cpp | SDL3 game-engine lifecycle: window/input-manager setup, minimized-loop with throttle and LAN keep-alive, and UTF-8 text input forwarding; headless path now correctly falls through to GameEngine::init(). |
| Core/Main/SDL3Main.cpp | SDL3 entry point: SDL_Init, window creation, splash-screen blit, and game main loop; SDL_Init failure correctly returns early; headless path skips SDL entirely. |
| Core/Main/AppMain.cpp | New shared application lifecycle helper (initBeforeWindow, initAfterWindow, run, shutdown) refactored out of both WinMain files; centralises critical-section setup, version management, and instance-mutex logic. |
| Core/GameEngine/Source/GameClient/MessageStream/LookAtXlat.cpp | Extended with controller-aware scrolling: setControllerInputActive() stops screen-edge scroll when the stick is active, getControllerScrollScale() slows key-scroll relative to zoom; setScrolling/stopScrolling null-guards for all global pointers now added; previously flagged side-effect regressions are resolved. |
| Generals/Code/Main/WinMain.cpp | Refactored to delegate lifecycle calls to AppMain; removes duplicate startup code; no functional regressions visible. |
| GeneralsMD/Code/Main/WinMain.cpp | Same AppMain refactor as the Generals WinMain; stub SDL3 surface variable added under RTS_SDL3_ENABLE guard for future splash support. |
Sequence Diagram
sequenceDiagram
participant OS as OS / Hardware
participant SDL3 as SDL3 Event Pump
participant IM as SDL3InputManager
participant KB as SDL3Keyboard
participant MS as SDL3Mouse
participant GP as Gamepad subsystem
participant GE as SDL3GameEngine
participant LX as LookAtTranslator
participant GC as GameClient
OS->>SDL3: Raw input (keyboard/mouse/gamepad)
GE->>IM: update() [each frame via pollSDL3Events]
IM->>SDL3: SDL_PollEvent loop
SDL3-->>IM: SDL_Event
IM->>IM: Route: key → addKeyboardSDLEvent mouse → addMouseSDLEvent
IM->>GP: processGamepadInput()
GP->>GP: Read axes and buttons
GP->>IM: virtualPulseKey() / virtualPulseMouse()
GP->>LX: setControllerInputActive(bool)
LX->>LX: Suppress edge-scroll, scale key-scroll
GC->>KB: getKey() [keyboard poll]
KB->>IM: getNextKeyboardEvent()
IM-->>KB: SDL_KeyboardEvent
KB-->>GC: KeyboardIO
GC->>MS: getMouseEvent() [mouse poll]
MS->>IM: getNextMouseEvent()
IM-->>MS: SDL_MouseEvent
MS->>MS: translateEvent then scaleMouseCoordinates
MS-->>GC: MouseIO (scaled coords)
Reviews (37): Last reviewed commit: "greptile feedback" | Re-trigger Greptile
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| Bool DecodeNextUtf8Codepoint(const char* text, size_t length, size_t& offset, UnsignedInt& outCodepoint) |
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Do we need this, maybe better placed in UnicodeString? Or some other helper if it's generic stuff
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Good point.
I looked at #2045 and #2528 which are working on UTF-8 infrastructure.
If one of those lands first, forwardTextInputEvent could use the bulk Utf8_To_Utf16Le conversion and iterate the resulting wchar_t string directly, making this function unnecessary.
Happy to refactor once there's a clear winner between those two. For now it's self-contained here.
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xezon
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This needs polishing. Not yet reviewed extensively until the obvious style issues are fixed.
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| Bool DecodeNextUtf8Codepoint(const char* text, size_t length, size_t& offset, UnsignedInt& outCodepoint) |
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This function looks out of place. Bobtista was also working on Utf8 decoding in another change. It would be good to have this as a utility somewhere accessible engine wide, and not specific to this file.
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Perhaps also check Fighter19's fork for SDL related implementations. As far as I am aware he has it all done. |
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I have looked at all existing forks and attributed where possible. |
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How about changing display-mode? eg getDisplayModeCount() / getDisplayModeDescription() using SDL_GetFullscreenDisplayModes + desktop mode + resolution filtering. EDIT: Also account for mouse position which can sometimes not match clicks to cursor position. |
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Is it better to use SDL3InputManager (+ SDL3CursorManager) or to split out SDL3Keyboard + SDL3Mouse that subclass the engine's existing Keyboard/Mouse base classes? |
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I've started cleaning up the style and structural issues in the latest commits. Regarding SDL3Main: The main benefit of the current approach is that we keep the game's native Win32 WinMain entry point and startup sequence intact. To get rid of the #ifdef blocks in WinMain while minimizing duplication, I can move the window initialization out into SDL3Window. Regarding splitting out subclasses: I don't think splitting the input handling into isolated SDL3Keyboard and SDL3Mouse subclasses is the right way. It runs contrary to how SDL3 tries to be a unified way; it relies on a single event pump where all keyboard, mouse, and gamepad signals flow together. |
But this is how you currently have set this up. What is the plan here? |
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There's a lot of SDL stuff in my stack that you could use here, and I'd extract this into a separate SDL3Gamepad translator vs adopt its central input manager. See if Gippity can take a stab at taking the best of both |
- Fix symbol collisions for g_strFile, g_csfFile, gAppPrefix, and TheWin32Mouse in WinMain - Call AppMain::initBeforeWindow() in WinMain prior to accessing splash screen and TheGlobalData - Use timeGetTime() for key down timestamping in SDL3Input to match Keyboard::checkKeyRepeat() - Release active synthetic inputs and reset state on gamepad close in SDL3InputManager - Read live CapsLock toggle state from SDL via SDL_GetModState() in getCapsState() Co-authored-by: Bobby Battista <bobtista@gmail.com>
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- Add radial deadzone removal, smoothstep response curve, and velocity acceleration for analog sticks - Retire precision mode in favor of continuous stick acceleration (LT is currently unmapped) - Add getControllerScrollScale() to scale camera panning when zoomed close to ground - Suppress mouse edge scrolling automatically while gamepad input is active - Expose getMinHeightAboveGround and getMaxHeightAboveGround on View Co-authored-by: stm <14291421+stephanmeesters@users.noreply.github.com>
- Replace SDL_GetWindowSizeInPixels with SDL_GetWindowSize in scaleMouseCoordinates - Fixes HiDPI/Retina coordinate space mismatch where mouse & gamepad motion events delivered in logical points were scaled by physical pixel dimensions Co-authored-by: Bobby Battista <bobtista@gmail.com>
- Fix camera panning and scroll state handling for gamepads - Fix double-click detection for gamepad button pulses to trigger Guard mode orders
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It's improved a lot. I left more comments - also, there are thousands of lines changed in MainMenuUtils.cpp, CHATAPI.cpp, and both OptionsMenu.cpp that are just line ending stuff, could remove that and let a formatting pass deal with it later. My stack has working implementations of several of the inline items (close → MSG_META_DEMO_INSTANT_QUIT routing, focus → setIsActive + keyboard reset, Return → GWM_IME_CHAR commit, cursor position sync, deferred resize) if you want to lift from them. |
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Co-authored-by: Bobby Battista <bobtista@gmail.com>
SDL3 Input Backend
This PR implements an SDL3-based input and windowing backend as a modern alternative to DirectInput and Win32 window creation. By utilizing SDL3, we bypass DirectInput emulation layers on modern systems, providing a lower-latency pipeline for Windows 11 and Wine/Linux users.
Input handling
Unified event manager that centralizes keyboard, mouse, and gamepad events into a thread-safe buffer
Gamepad Support (v0.1)
This is an initial baseline implementation focused on providing functional out-of-the-box playability. Feedback is encouraged regarding the ergonomics and logic of these default mappings.
Scope Note: This implementation provides a hardcoded default layout to establish core functionality. Advanced features, such as input remapping, radial menus, adjustable deadzones, are currently out of scope for this PR and may be addressed in future iterations.
The foundation of this backend was built using the SDL3 input work from the generalsX fork by fbraz3.
todo:
properly attribute all forks that have inspired this.