mirror of
https://github.com/sm64pc/sm64ex.git
synced 2025-01-23 08:02:01 -05:00
Merge pull request #160 from sm64pc/master
Update gfx_sdl2.c and add fix to TARGET_WEB
This commit is contained in:
commit
166d1b3a73
6 changed files with 133 additions and 100 deletions
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@ -29,8 +29,7 @@
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#include "course_table.h"
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#include "thread6.h"
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#include "../../include/libc/stdlib.h"
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#include "../pc/configfile.h"
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#define CONFIG_FILE "sm64config.txt"
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#include "../pc/pc_main.h"
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#include "pc/cliopts.h"
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@ -1020,36 +1019,27 @@ s32 play_mode_normal(void) {
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s32 play_mode_paused(void) {
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if (gPauseScreenMode == 0) {
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set_menu_mode(RENDER_PAUSE_SCREEN);
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} else if (gPauseScreenMode == 1) {
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} else if (gPauseScreenMode == 1) {
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raise_background_noise(1);
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gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
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set_play_mode(PLAY_MODE_NORMAL);
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}
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} else if (gPauseScreenMode == 2) {
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// Exit level
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else if (gPauseScreenMode == 2) {
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if (gDebugLevelSelect) {
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fade_into_special_warp(-9, 1);
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}
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else {
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initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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gSavedCourseNum = COURSE_NONE;
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}
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} // end of gPauseScreenMode == 2 for "EXIT COURSE" option
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if (gPauseScreenMode == 3) { // We should only be getting "int 3" to here
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initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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if (gDebugLevelSelect) {
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fade_into_special_warp(-9, 1);
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} else {
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initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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gSavedCourseNum = COURSE_NONE;
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}
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} else if (gPauseScreenMode == 3) {
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// We should only be getting "int 3" to here
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initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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game_exit();
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}
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//configfile_save(CONFIG_FILE);
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exit(0); // Appears to automatically save config on exit!
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}
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gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
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// }
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gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN;
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return 0;
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}
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@ -29,8 +29,7 @@
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#include "dialog_ids.h"
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#include "thread6.h"
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#include "../../include/libc/stdlib.h"
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#include "../pc/configfile.h"
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#define CONFIG_FILE "sm64config.txt"
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#include "../pc/pc_main.h"
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// TODO: put this elsewhere
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enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_SAVE_EXIT_GAME, SAVE_OPT_CONTINUE_DONT_SAVE };
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@ -263,17 +262,11 @@ void handle_save_menu(struct MarioState *m) {
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if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
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fade_into_special_warp(-2, 0); // reset game
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} else if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) {
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//initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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game_exit();
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}
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if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) {
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//configfile_save(CONFIG_FILE); //Redundant, save_file implies save_config? Save config file before fully exiting
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//initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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//fade_into_special_warp(-2, 0); // do the reset game thing
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exit(0); // exit after saving game
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}
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}
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// not quitting
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@ -16,6 +16,7 @@
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#include "game/game_init.h"
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#include "game/ingame_menu.h"
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#include "game/options_menu.h"
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#include "pc/pc_main.h"
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#include "pc/cliopts.h"
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#include "pc/configfile.h"
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#include "pc/controller/controller_api.h"
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@ -161,7 +162,7 @@ struct SubMenu {
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/* button action functions */
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static void optmenu_act_exit(UNUSED struct Option *self, s32 arg) {
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if (!arg) exit(0); // only exit on A press and not directions
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if (!arg) game_exit(); // only exit on A press and not directions
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}
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/* submenu option lists */
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@ -24,17 +24,26 @@
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#include "gfx_window_manager_api.h"
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#include "gfx_screen_config.h"
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#include "../pc_main.h"
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#include "../configfile.h"
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#include "../cliopts.h"
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#include "src/pc/controller/controller_keyboard.h"
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// TODO: figure out if this shit even works
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#ifdef VERSION_EU
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# define FRAMERATE 25
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#else
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# define FRAMERATE 30
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#endif
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static SDL_Window *wnd;
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static SDL_GLContext ctx = NULL;
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static int inverted_scancode_table[512];
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static bool cur_fullscreen;
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static uint32_t cur_width, cur_height;
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static bool window_fullscreen;
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static bool window_vsync;
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static int window_width, window_height;
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const SDL_Scancode windows_scancode_table[] =
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{
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@ -88,7 +97,7 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
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};
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static void gfx_sdl_set_fullscreen(bool fullscreen) {
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if (fullscreen == cur_fullscreen) return;
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if (fullscreen == window_fullscreen) return;
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if (fullscreen) {
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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@ -96,15 +105,34 @@ static void gfx_sdl_set_fullscreen(bool fullscreen) {
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} else {
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SDL_SetWindowFullscreen(wnd, 0);
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SDL_ShowCursor(SDL_ENABLE);
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// reset back to small window just in case
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window_width = DESIRED_SCREEN_WIDTH;
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window_height = DESIRED_SCREEN_HEIGHT;
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SDL_SetWindowSize(wnd, window_width, window_height);
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}
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cur_fullscreen = fullscreen;
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window_fullscreen = fullscreen;
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}
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static bool test_vsync(void) {
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// Even if SDL_GL_SetSwapInterval succeeds, it doesn't mean that VSync actually works.
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// A 60 Hz monitor should have a swap interval of 16.67 milliseconds.
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// If it takes less than 12 milliseconds, assume that VSync is not working.
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// SDL_GetTicks() probably does not offer enough precision for this kind of shit.
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Uint32 start, end;
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// do an extra swap, sometimes the first one takes longer (maybe creates buffers?)
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SDL_GL_SwapWindow(wnd);
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SDL_GL_SwapWindow(wnd);
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start = SDL_GetTicks();
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SDL_GL_SwapWindow(wnd);
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end = SDL_GetTicks();
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return (end - start >= 12);
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}
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static void gfx_sdl_init(void) {
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Uint32 window_flags = 0;
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u8 Fullscreen;
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SDL_Init(SDL_INIT_VIDEO);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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@ -119,20 +147,8 @@ static void gfx_sdl_init(void) {
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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Fullscreen = configFullscreen;
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if (gCLIOpts.FullScreen == 1)
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Fullscreen = true;
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else if (gCLIOpts.FullScreen == 2)
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Fullscreen = false;
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if (Fullscreen) {
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window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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SDL_DisplayMode sdl_displaymode;
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SDL_GetCurrentDisplayMode(0, &sdl_displaymode);
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if (gCLIOpts.FullScreen)
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configFullscreen = true;
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const char* window_title =
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#ifndef USE_GLES
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@ -141,18 +157,29 @@ static void gfx_sdl_init(void) {
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"Super Mario 64 PC port (OpenGL_ES2)";
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#endif
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Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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window_fullscreen = configFullscreen;
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if (configFullscreen) {
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wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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sdl_displaymode.w, sdl_displaymode.h, window_flags);
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window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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SDL_ShowCursor(SDL_DISABLE);
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} else {
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wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
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SDL_ShowCursor(SDL_ENABLE);
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}
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SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
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wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
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ctx = SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(2);
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// in case FULLSCREEN_DESKTOP set our size to god knows what
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SDL_GetWindowSize(wnd, &window_width, &window_height);
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window_vsync = test_vsync();
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if (!window_vsync)
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printf("Warning: VSync is not enabled or not working. Falling back to timer for synchronization\n");
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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inverted_scancode_table[windows_scancode_table[i]] = i;
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@ -169,20 +196,13 @@ static void gfx_sdl_init(void) {
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}
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static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) {
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int t;
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while (1) {
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t = SDL_GetTicks();
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while (1)
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run_one_game_iter();
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t = SDL_GetTicks() - t;
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if (t < 1000 / 30) {
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SDL_Delay ((1000 / 30) - t);
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}
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}
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}
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static void gfx_sdl_get_dimensions(uint32_t *width, uint32_t *height) {
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SDL_GetWindowSize(wnd, width, height);
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*width = window_width;
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*height = window_height;
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}
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static int translate_scancode(int scancode) {
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@ -221,12 +241,19 @@ static void gfx_sdl_handle_events(void) {
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gfx_sdl_onkeyup(event.key.keysym.scancode);
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break;
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#endif
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case SDL_WINDOWEVENT:
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if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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window_width = event.window.data1;
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window_height = event.window.data2;
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}
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break;
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case SDL_QUIT:
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exit(0);
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game_exit();
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break;
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}
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}
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// just check if the fullscreen value has changed and toggle fullscreen if it has
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if (configFullscreen != cur_fullscreen)
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if (configFullscreen != window_fullscreen)
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gfx_sdl_set_fullscreen(configFullscreen);
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}
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@ -234,7 +261,21 @@ static bool gfx_sdl_start_frame(void) {
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return true;
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}
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static void sync_framerate_with_timer(void) {
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// Number of milliseconds a frame should take (30 fps)
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const Uint32 FRAME_TIME = 1000 / FRAMERATE;
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static Uint32 last_time;
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Uint32 elapsed = SDL_GetTicks() - last_time;
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if (elapsed < FRAME_TIME)
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SDL_Delay(FRAME_TIME - elapsed);
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last_time = SDL_GetTicks();
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}
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static void gfx_sdl_swap_buffers_begin(void) {
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if (!window_vsync)
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sync_framerate_with_timer();
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SDL_GL_SwapWindow(wnd);
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}
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@ -18,6 +18,7 @@
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#include "audio/audio_sdl.h"
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#include "audio/audio_null.h"
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#include "pc_main.h"
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#include "cliopts.h"
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#include "configfile.h"
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#include "controller/controller_api.h"
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@ -46,13 +47,11 @@ void dispatch_audio_sptask(struct SPTask *spTask) {
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void set_vblank_handler(s32 index, struct VblankHandler *handler, OSMesgQueue *queue, OSMesg *msg) {
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}
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static uint8_t inited = 0;
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static bool inited = false;
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#include "game/display.h" // for gGlobalTimer
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void send_display_list(struct SPTask *spTask) {
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if (!inited) {
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return;
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}
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if (!inited) return;
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gfx_run((Gfx *)spTask->task.t.data_ptr);
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}
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@ -92,11 +91,19 @@ void audio_shutdown(void) {
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}
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}
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void game_shutdown(void) {
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void game_deinit(void) {
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configfile_save(gCLIOpts.ConfigFile);;
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controller_shutdown();
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audio_shutdown();
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gfx_shutdown();
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inited = false;
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}
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void game_exit(void) {
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game_deinit();
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#ifndef TARGET_WEB
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exit(0);
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#endif
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}
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#ifdef TARGET_WEB
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@ -128,7 +135,8 @@ static void on_anim_frame(double time) {
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}
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}
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request_anim_frame(on_anim_frame);
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if (inited) // only continue if the init flag is still set
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request_anim_frame(on_anim_frame);
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}
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#endif
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@ -138,12 +146,7 @@ void main_func(void) {
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gEffectsMemoryPool = mem_pool_init(0x4000, MEMORY_POOL_LEFT);
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configfile_load(gCLIOpts.ConfigFile);
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atexit(game_shutdown);
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#ifdef TARGET_WEB
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emscripten_set_main_loop(em_main_loop, 0, 0);
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request_anim_frame(on_anim_frame);
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#endif
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wm_api = &gfx_sdl;
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rendering_api = &gfx_opengl_api;
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gfx_init(wm_api, rendering_api);
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@ -159,16 +162,14 @@ void main_func(void) {
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sound_init();
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thread5_game_loop(NULL);
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inited = true;
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#ifdef TARGET_WEB
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/*for (int i = 0; i < atoi(argv[1]); i++) {
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game_loop_one_iteration();
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}*/
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inited = 1;
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emscripten_set_main_loop(em_main_loop, 0, 0);
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request_anim_frame(on_anim_frame);
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#else
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inited = 1;
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while (1) {
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wm_api->main_loop(produce_one_frame);
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}
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wm_api->main_loop(produce_one_frame);
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#endif
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}
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7
src/pc/pc_main.h
Normal file
7
src/pc/pc_main.h
Normal file
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@ -0,0 +1,7 @@
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#ifndef _PC_MAIN_H
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#define _PC_MAIN_H
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void game_deinit(void);
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void game_exit(void);
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#endif // _PC_MAIN_H
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