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feat(input): Implement SDL3 input and window management - #2639

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TheSuperHackers:mainfrom
githubawn:feature/sdl3-input-backport
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feat(input): Implement SDL3 input and window management#2639
githubawn wants to merge 36 commits into
TheSuperHackers:mainfrom
githubawn:feature/sdl3-input-backport

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@githubawn

@githubawn githubawn commented Apr 20, 2026

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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.

Input Action
Left Stick Virtual mouse cursor
Right Stick Camera pan (arrow keys)
LT (hold) Currently unmapped
RT (hold) Force Attack (LCTRL)
LB Select All (Q)
RB Queue Orders (LSHIFT)
A Left click
AA Guard mode
B Right click
X Attack Move (A)
Y Stop (S)
D-Pad Control groups 1–4
Start Menu (ESC)
Back Last radar event (SPACE)
L3 Next idle worker
R3 Snap to command center

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.

@githubawn
githubawn force-pushed the feature/sdl3-input-backport branch from a785545 to 7cc0861 Compare April 20, 2026 15:00
@greptile-apps

greptile-apps Bot commented Apr 20, 2026

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Greptile Summary

This PR introduces an SDL3 windowing and input backend.

  • Adds SDL3 keyboard, mouse, animated-cursor, gamepad, text-input, and event-management implementations.
  • Integrates SDL3 startup, window lifecycle, focus handling, and engine initialization.
  • Adds SDL3 dependency resolution and build configuration for supported targets.
  • Updates camera scrolling and display-coordinate handling for controller input.

Confidence Score: 4/5

The PR is not yet safe to merge because an oversized cursor direction count can corrupt memory during SDL3 cursor initialization.

SDL3CursorManager iterates the uncapped configured direction count while indexing a resource array whose direction dimension is fixed at MAX_2D_CURSOR_DIRECTIONS.

Files Needing Attention: Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Cursor.cpp

Important Files Changed

Filename Overview
Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Implements SDL3 mouse, keyboard, gamepad, coordinate scaling, focus synchronization, and buffered event translation; the previously reported input issues are addressed.
Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Cursor.cpp Implements SDL3 animated cursor loading, but configured direction counts can index beyond the fixed resource array.
Core/GameEngineDevice/Source/SDL3Device/Common/SDL3GameEngine.cpp Integrates SDL event polling and text input while preserving unconditional base-engine subsystem initialization.
Core/Main/SDL3Main.cpp Adds SDL initialization, window creation, splash rendering, and clean startup-failure exits.
Core/GameEngine/Source/GameClient/MessageStream/LookAtXlat.cpp Adds controller-aware camera scrolling behavior and zoom-dependent scroll scaling.
vcpkg.json Adds pinned SDL3 and SDL3_image dependencies.
vcpkg-lock.json Resolves SDL3 and SDL3_image at versions matching the manifest overrides.

Sequence Diagram

sequenceDiagram
    participant OS
    participant SDLMain as SDL3Main
    participant Engine as SDL3GameEngine
    participant Input as SDL3InputManager
    participant Devices as Mouse/Keyboard
    participant Stream as MessageStream
    OS->>SDLMain: Start application
    SDLMain->>SDLMain: Initialize SDL and create window
    SDLMain->>Engine: Create and initialize engine
    Engine->>Input: Create input manager
    loop Each update
        Engine->>Input: Poll SDL events
        Input->>Devices: Buffer mouse and keyboard events
        Devices->>Stream: Emit raw game messages
    end
Loading
Prompt To Fix All With AI
### Issue 1
Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Cursor.cpp:69
**Cursor direction count exceeds bounds**

When a cursor defines more than `MAX_2D_CURSOR_DIRECTIONS` directions, this loop indexes beyond the fixed second dimension of `m_cursorResources`, causing memory corruption or a crash during cursor initialization.

```suggestion
		for (Int direction = 0; direction < mouse->m_cursorInfo[cursor].numDirections && direction < MAX_2D_CURSOR_DIRECTIONS; direction++)
```

---

For each issue above, determine whether it is valid and should be fixed. If so, fix it directly.

Reviews (34): Last reviewed commit: "fix(sdl3): backport SDL3 input, focus, a..." | Re-trigger Greptile

Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp
Comment thread cmake/sdl3.cmake Outdated
Comment thread cmake/sdl3.cmake
Comment thread GeneralsMD/Code/Main/WinMain.cpp Outdated
Comment thread cmake/config-build.cmake Outdated
Comment thread cmake/config-build.cmake Outdated

namespace {

Bool DecodeNextUtf8Codepoint(const char* text, size_t length, size_t& offset, UnsignedInt& outCodepoint)

@stephanmeesters stephanmeesters Apr 20, 2026

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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.

@githubawn
githubawn force-pushed the feature/sdl3-input-backport branch from e365605 to 627ef23 Compare April 20, 2026 18:24
@githubawn githubawn changed the title feat(input): Implement SDL3 input backend feat(input): Implement SDL3 input and window management Apr 20, 2026
@githubawn
githubawn force-pushed the feature/sdl3-input-backport branch from eb9908a to 534e694 Compare April 21, 2026 01:17
Comment thread GeneralsMD/Code/Main/WinMain.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3GameEngine.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Cursor.cpp
@DevGeniusCode DevGeniusCode added this to the Linux support milestone Apr 29, 2026
@xezon xezon added Gen Relates to Generals ZH Relates to Zero Hour Platform Work towards platform support, such as Linux, MacOS Input labels May 12, 2026

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This needs polishing. Not yet reviewed extensively until the obvious style issues are fixed.

Comment thread vcpkg-lock.json
Comment thread CMakeLists.txt Outdated
Comment thread GeneralsMD/Code/Main/WinMain.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/Common/SDL3GameEngine.cpp Outdated

namespace {

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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Once #2528 lands I will migrate this.

Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread cmake/config-build.cmake Outdated
Comment thread cmake/config-build.cmake Outdated
@xezon

xezon commented May 12, 2026

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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.

@githubawn

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I have looked at all existing forks and attributed where possible.

Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp
@bobtista

bobtista commented Jun 3, 2026

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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.

@bobtista

bobtista commented Jun 3, 2026

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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?

Comment thread vcpkg-lock.json

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Will we have a SDL3Main or not?

Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
@githubawn

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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.

@xezon

xezon commented Jun 24, 2026

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I don't think splitting the input handling into isolated SDL3Keyboard and SDL3Mouse subclasses is the right way.

But this is how you currently have set this up. What is the plan here?

@githubawn
githubawn force-pushed the feature/sdl3-input-backport branch from 5da34d4 to 78f7e15 Compare July 23, 2026 07:26
Comment thread Generals/Code/Main/CMakeLists.txt
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
@bobtista

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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

Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
- 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>
@githubawn
githubawn force-pushed the feature/sdl3-input-backport branch from ca6aa95 to 38bc8f6 Compare July 23, 2026 17:53
githubawn and others added 3 commits July 23, 2026 20:30
- 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
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Input.cpp Outdated
Comment thread Core/Main/SDL3Main.cpp Outdated
Comment thread Core/GameEngineDevice/Source/SDL3Device/Common/SDL3GameEngine.cpp Outdated
@bobtista

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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.

@githubawn
githubawn force-pushed the feature/sdl3-input-backport branch from 0acb86c to 3bd8573 Compare July 25, 2026 16:05
@githubawn
githubawn marked this pull request as ready for review July 30, 2026 21:49

for (Int cursor = Mouse::FIRST_CURSOR; cursor < Mouse::NUM_MOUSE_CURSORS; cursor++)
{
for (Int direction = 0; direction < mouse->m_cursorInfo[cursor].numDirections; direction++)

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P1 Cursor direction count exceeds bounds

When a cursor defines more than MAX_2D_CURSOR_DIRECTIONS directions, this loop indexes beyond the fixed second dimension of m_cursorResources, causing memory corruption or a crash during cursor initialization.

Suggested change
for (Int direction = 0; direction < mouse->m_cursorInfo[cursor].numDirections; direction++)
for (Int direction = 0; direction < mouse->m_cursorInfo[cursor].numDirections && direction < MAX_2D_CURSOR_DIRECTIONS; direction++)

Knowledge Base Used: GameClient Rendering, GUI, and Input

Prompt To Fix With AI
This is a comment left during a code review.
Path: Core/GameEngineDevice/Source/SDL3Device/GameClient/SDL3Cursor.cpp
Line: 69

Comment:
**Cursor direction count exceeds bounds**

When a cursor defines more than `MAX_2D_CURSOR_DIRECTIONS` directions, this loop indexes beyond the fixed second dimension of `m_cursorResources`, causing memory corruption or a crash during cursor initialization.

```suggestion
		for (Int direction = 0; direction < mouse->m_cursorInfo[cursor].numDirections && direction < MAX_2D_CURSOR_DIRECTIONS; direction++)
```

**Knowledge Base Used:** [GameClient Rendering, GUI, and Input](https://app.greptile.com/thesuperhackers/-/custom-context/knowledge-base/thesuperhackers/generalsgamecode/-/docs/gameclient-rendering.md)

---

For each issue above, determine whether it is valid and should be fixed. If so, fix it directly.

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