Merge pull request #160 from sm64pc/master

Update gfx_sdl2.c and add fix to TARGET_WEB
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fgsfds 2020-05-17 20:20:20 +03:00 committed by GitHub
commit 166d1b3a73
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 133 additions and 100 deletions

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@ -29,8 +29,7 @@
#include "course_table.h"
#include "thread6.h"
#include "../../include/libc/stdlib.h"
#include "../pc/configfile.h"
#define CONFIG_FILE "sm64config.txt"
#include "../pc/pc_main.h"
#include "pc/cliopts.h"
@ -1020,36 +1019,27 @@ s32 play_mode_normal(void) {
s32 play_mode_paused(void) {
if (gPauseScreenMode == 0) {
set_menu_mode(RENDER_PAUSE_SCREEN);
} else if (gPauseScreenMode == 1) {
} else if (gPauseScreenMode == 1) {
raise_background_noise(1);
gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
set_play_mode(PLAY_MODE_NORMAL);
}
} else if (gPauseScreenMode == 2) {
// Exit level
else if (gPauseScreenMode == 2) {
if (gDebugLevelSelect) {
fade_into_special_warp(-9, 1);
}
else {
initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
gSavedCourseNum = COURSE_NONE;
}
} // end of gPauseScreenMode == 2 for "EXIT COURSE" option
if (gPauseScreenMode == 3) { // We should only be getting "int 3" to here
initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
if (gDebugLevelSelect) {
fade_into_special_warp(-9, 1);
} else {
initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
gSavedCourseNum = COURSE_NONE;
}
} else if (gPauseScreenMode == 3) {
// We should only be getting "int 3" to here
initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
game_exit();
}
//configfile_save(CONFIG_FILE);
exit(0); // Appears to automatically save config on exit!
}
gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
// }
gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
return 0;
}

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@ -29,8 +29,7 @@
#include "dialog_ids.h"
#include "thread6.h"
#include "../../include/libc/stdlib.h"
#include "../pc/configfile.h"
#define CONFIG_FILE "sm64config.txt"
#include "../pc/pc_main.h"
// TODO: put this elsewhere
enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_SAVE_EXIT_GAME, SAVE_OPT_CONTINUE_DONT_SAVE };
@ -263,17 +262,11 @@ void handle_save_menu(struct MarioState *m) {
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
fade_into_special_warp(-2, 0); // reset game
} else if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) {
//initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
game_exit();
}
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) {
//configfile_save(CONFIG_FILE); //Redundant, save_file implies save_config? Save config file before fully exiting
//initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
fade_into_special_warp(0, 0);
//fade_into_special_warp(-2, 0); // do the reset game thing
exit(0); // exit after saving game
}
}
// not quitting

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@ -16,6 +16,7 @@
#include "game/game_init.h"
#include "game/ingame_menu.h"
#include "game/options_menu.h"
#include "pc/pc_main.h"
#include "pc/cliopts.h"
#include "pc/configfile.h"
#include "pc/controller/controller_api.h"
@ -161,7 +162,7 @@ struct SubMenu {
/* button action functions */
static void optmenu_act_exit(UNUSED struct Option *self, s32 arg) {
if (!arg) exit(0); // only exit on A press and not directions
if (!arg) game_exit(); // only exit on A press and not directions
}
/* submenu option lists */

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@ -24,17 +24,26 @@
#include "gfx_window_manager_api.h"
#include "gfx_screen_config.h"
#include "../pc_main.h"
#include "../configfile.h"
#include "../cliopts.h"
#include "src/pc/controller/controller_keyboard.h"
// TODO: figure out if this shit even works
#ifdef VERSION_EU
# define FRAMERATE 25
#else
# define FRAMERATE 30
#endif
static SDL_Window *wnd;
static SDL_GLContext ctx = NULL;
static int inverted_scancode_table[512];
static bool cur_fullscreen;
static uint32_t cur_width, cur_height;
static bool window_fullscreen;
static bool window_vsync;
static int window_width, window_height;
const SDL_Scancode windows_scancode_table[] =
{
@ -88,7 +97,7 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
};
static void gfx_sdl_set_fullscreen(bool fullscreen) {
if (fullscreen == cur_fullscreen) return;
if (fullscreen == window_fullscreen) return;
if (fullscreen) {
SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
@ -96,15 +105,34 @@ static void gfx_sdl_set_fullscreen(bool fullscreen) {
} else {
SDL_SetWindowFullscreen(wnd, 0);
SDL_ShowCursor(SDL_ENABLE);
// reset back to small window just in case
window_width = DESIRED_SCREEN_WIDTH;
window_height = DESIRED_SCREEN_HEIGHT;
SDL_SetWindowSize(wnd, window_width, window_height);
}
cur_fullscreen = fullscreen;
window_fullscreen = fullscreen;
}
static bool test_vsync(void) {
// Even if SDL_GL_SetSwapInterval succeeds, it doesn't mean that VSync actually works.
// A 60 Hz monitor should have a swap interval of 16.67 milliseconds.
// If it takes less than 12 milliseconds, assume that VSync is not working.
// SDL_GetTicks() probably does not offer enough precision for this kind of shit.
Uint32 start, end;
// do an extra swap, sometimes the first one takes longer (maybe creates buffers?)
SDL_GL_SwapWindow(wnd);
SDL_GL_SwapWindow(wnd);
start = SDL_GetTicks();
SDL_GL_SwapWindow(wnd);
end = SDL_GetTicks();
return (end - start >= 12);
}
static void gfx_sdl_init(void) {
Uint32 window_flags = 0;
u8 Fullscreen;
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
@ -119,49 +147,48 @@ static void gfx_sdl_init(void) {
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
if (gCLIOpts.FullScreen)
configFullscreen = true;
Fullscreen = configFullscreen;
if (gCLIOpts.FullScreen == 1)
Fullscreen = true;
else if (gCLIOpts.FullScreen == 2)
Fullscreen = false;
if (Fullscreen) {
window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
SDL_DisplayMode sdl_displaymode;
SDL_GetCurrentDisplayMode(0, &sdl_displaymode);
const char* window_title =
const char* window_title =
#ifndef USE_GLES
"Super Mario 64 PC port (OpenGL)";
#else
"Super Mario 64 PC port (OpenGL_ES2)";
#endif
Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
window_fullscreen = configFullscreen;
if (configFullscreen) {
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
sdl_displaymode.w, sdl_displaymode.h, window_flags);
window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
SDL_ShowCursor(SDL_DISABLE);
} else {
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
SDL_ShowCursor(SDL_ENABLE);
}
SDL_GL_CreateContext(wnd);
SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
ctx = SDL_GL_CreateContext(wnd);
SDL_GL_SetSwapInterval(2);
// in case FULLSCREEN_DESKTOP set our size to god knows what
SDL_GetWindowSize(wnd, &window_width, &window_height);
window_vsync = test_vsync();
if (!window_vsync)
printf("Warning: VSync is not enabled or not working. Falling back to timer for synchronization\n");
for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
inverted_scancode_table[windows_scancode_table[i]] = i;
}
for (size_t i = 0; i < sizeof(scancode_rmapping_extended) / sizeof(scancode_rmapping_extended[0]); i++) {
inverted_scancode_table[scancode_rmapping_extended[i][0]] = inverted_scancode_table[scancode_rmapping_extended[i][1]] + 0x100;
}
for (size_t i = 0; i < sizeof(scancode_rmapping_nonextended) / sizeof(scancode_rmapping_nonextended[0]); i++) {
inverted_scancode_table[scancode_rmapping_nonextended[i][0]] = inverted_scancode_table[scancode_rmapping_nonextended[i][1]];
inverted_scancode_table[scancode_rmapping_nonextended[i][1]] += 0x100;
@ -169,20 +196,13 @@ static void gfx_sdl_init(void) {
}
static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) {
int t;
while (1) {
t = SDL_GetTicks();
while (1)
run_one_game_iter();
t = SDL_GetTicks() - t;
if (t < 1000 / 30) {
SDL_Delay ((1000 / 30) - t);
}
}
}
static void gfx_sdl_get_dimensions(uint32_t *width, uint32_t *height) {
SDL_GetWindowSize(wnd, width, height);
*width = window_width;
*height = window_height;
}
static int translate_scancode(int scancode) {
@ -221,12 +241,19 @@ static void gfx_sdl_handle_events(void) {
gfx_sdl_onkeyup(event.key.keysym.scancode);
break;
#endif
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
window_width = event.window.data1;
window_height = event.window.data2;
}
break;
case SDL_QUIT:
exit(0);
game_exit();
break;
}
}
// just check if the fullscreen value has changed and toggle fullscreen if it has
if (configFullscreen != cur_fullscreen)
if (configFullscreen != window_fullscreen)
gfx_sdl_set_fullscreen(configFullscreen);
}
@ -234,7 +261,21 @@ static bool gfx_sdl_start_frame(void) {
return true;
}
static void sync_framerate_with_timer(void) {
// Number of milliseconds a frame should take (30 fps)
const Uint32 FRAME_TIME = 1000 / FRAMERATE;
static Uint32 last_time;
Uint32 elapsed = SDL_GetTicks() - last_time;
if (elapsed < FRAME_TIME)
SDL_Delay(FRAME_TIME - elapsed);
last_time = SDL_GetTicks();
}
static void gfx_sdl_swap_buffers_begin(void) {
if (!window_vsync)
sync_framerate_with_timer();
SDL_GL_SwapWindow(wnd);
}

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@ -18,6 +18,7 @@
#include "audio/audio_sdl.h"
#include "audio/audio_null.h"
#include "pc_main.h"
#include "cliopts.h"
#include "configfile.h"
#include "controller/controller_api.h"
@ -46,13 +47,11 @@ void dispatch_audio_sptask(struct SPTask *spTask) {
void set_vblank_handler(s32 index, struct VblankHandler *handler, OSMesgQueue *queue, OSMesg *msg) {
}
static uint8_t inited = 0;
static bool inited = false;
#include "game/display.h" // for gGlobalTimer
void send_display_list(struct SPTask *spTask) {
if (!inited) {
return;
}
if (!inited) return;
gfx_run((Gfx *)spTask->task.t.data_ptr);
}
@ -92,11 +91,19 @@ void audio_shutdown(void) {
}
}
void game_shutdown(void) {
void game_deinit(void) {
configfile_save(gCLIOpts.ConfigFile);;
controller_shutdown();
audio_shutdown();
gfx_shutdown();
inited = false;
}
void game_exit(void) {
game_deinit();
#ifndef TARGET_WEB
exit(0);
#endif
}
#ifdef TARGET_WEB
@ -128,7 +135,8 @@ static void on_anim_frame(double time) {
}
}
request_anim_frame(on_anim_frame);
if (inited) // only continue if the init flag is still set
request_anim_frame(on_anim_frame);
}
#endif
@ -138,12 +146,7 @@ void main_func(void) {
gEffectsMemoryPool = mem_pool_init(0x4000, MEMORY_POOL_LEFT);
configfile_load(gCLIOpts.ConfigFile);
atexit(game_shutdown);
#ifdef TARGET_WEB
emscripten_set_main_loop(em_main_loop, 0, 0);
request_anim_frame(on_anim_frame);
#endif
wm_api = &gfx_sdl;
rendering_api = &gfx_opengl_api;
gfx_init(wm_api, rendering_api);
@ -159,16 +162,14 @@ void main_func(void) {
sound_init();
thread5_game_loop(NULL);
inited = true;
#ifdef TARGET_WEB
/*for (int i = 0; i < atoi(argv[1]); i++) {
game_loop_one_iteration();
}*/
inited = 1;
emscripten_set_main_loop(em_main_loop, 0, 0);
request_anim_frame(on_anim_frame);
#else
inited = 1;
while (1) {
wm_api->main_loop(produce_one_frame);
}
wm_api->main_loop(produce_one_frame);
#endif
}

7
src/pc/pc_main.h Normal file
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@ -0,0 +1,7 @@
#ifndef _PC_MAIN_H
#define _PC_MAIN_H
void game_deinit(void);
void game_exit(void);
#endif // _PC_MAIN_H