2012-07-14 10:40:21 +02:00
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/*
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2019-08-03 19:43:48 +02:00
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* This software is licensed under the terms of the MIT License.
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2017-02-11 04:52:08 +01:00
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* See COPYING for further information.
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2012-07-14 10:40:21 +02:00
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* ---
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2024-05-16 23:30:41 +02:00
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* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
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2012-07-14 10:40:21 +02:00
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*/
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2017-02-11 04:52:08 +01:00
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2012-07-14 10:40:21 +02:00
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#include "stageselect.h"
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2024-05-17 04:41:28 +02:00
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2017-02-12 04:43:52 +01:00
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#include "common.h"
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2024-05-17 04:41:28 +02:00
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#include "menu.h"
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#include "options.h"
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2019-03-11 00:21:43 +01:00
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#include "video.h"
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2020-05-16 22:41:54 +02:00
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#include "stageinfo.h"
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2012-07-14 10:40:21 +02:00
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2019-01-24 21:21:08 +01:00
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static void draw_stage_menu(MenuData *m) {
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2017-02-24 22:58:27 +01:00
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draw_options_menu_bg(m);
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draw_menu_title(m, "Select Stage");
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2022-02-16 04:09:30 +01:00
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draw_menu_list(m, 100, 100, NULL, SCREEN_H, NULL);
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2017-02-24 22:58:27 +01:00
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}
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Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
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MenuData* create_stage_menu(void) {
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2012-07-14 10:40:21 +02:00
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char title[STGMENU_MAX_TITLE_LENGTH];
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2017-02-10 11:39:42 +01:00
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Difficulty lastdiff = D_Any;
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2024-06-14 22:25:30 +02:00
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uint16_t lastgroup = 0;
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2017-02-11 04:52:08 +01:00
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|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
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MenuData *m = alloc_menu();
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2017-02-24 22:58:27 +01:00
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m->draw = draw_stage_menu;
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2017-12-26 12:07:40 +01:00
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m->logic = animate_menu_list;
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2017-02-16 17:19:52 +01:00
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m->flags = MF_Abortable;
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2019-04-20 18:06:27 +02:00
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m->transition = TransFadeBlack;
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2017-02-11 04:52:08 +01:00
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2020-05-16 22:41:54 +02:00
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int n = stageinfo_get_num_stages();
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for(int i = 0; i < n; ++i) {
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StageInfo *stg = stageinfo_get_by_index(i);
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2020-04-05 04:51:00 +02:00
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Difficulty diff = stg->difficulty;
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2024-06-14 22:25:30 +02:00
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uint16_t group = stg->id & ~0xff;
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2020-04-05 04:51:00 +02:00
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2024-06-14 22:25:30 +02:00
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if(i && (lastgroup != group || diff < lastdiff)) {
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2017-02-10 11:39:42 +01:00
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add_menu_separator(m);
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}
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2020-04-05 04:51:00 +02:00
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snprintf(title, STGMENU_MAX_TITLE_LENGTH, "%s: %s", stg->title, stg->subtitle);
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add_menu_entry(m, title, start_game, stg);
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2017-02-10 11:39:42 +01:00
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2020-04-05 04:51:00 +02:00
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lastdiff = diff;
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2024-06-14 22:25:30 +02:00
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lastgroup = group;
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2020-05-16 22:41:54 +02:00
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}
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2017-02-11 04:52:08 +01:00
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2017-02-19 03:12:44 +01:00
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add_menu_separator(m);
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Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
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add_menu_entry(m, "Back", menu_action_close, NULL);
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return m;
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2012-07-14 10:40:21 +02:00
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}
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