2010-10-12 10:55:23 +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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2011-03-05 13:44:21 +01:00
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* ---
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2019-01-23 21:10:43 +01:00
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* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
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2019-07-03 20:00:56 +02:00
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* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
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2010-10-12 10:55:23 +02:00
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*/
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2017-11-25 20:45:11 +01:00
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#include "taisei.h"
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2010-10-12 10:55:23 +02:00
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#include "global.h"
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Global global;
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2017-04-03 01:30:12 +02:00
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void init_global(CLIAction *cli) {
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2017-02-11 04:52:08 +01:00
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memset(&global, 0, sizeof(global));
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2017-02-05 21:16:50 +01:00
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2019-11-13 01:24:01 +01:00
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rng_init(&global.rand_game, time(0));
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rng_init(&global.rand_visual, time(0));
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rng_make_active(&global.rand_visual);
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2017-02-11 04:52:08 +01:00
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2017-04-03 01:30:12 +02:00
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global.frameskip = cli->frameskip;
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2017-02-05 19:25:18 +01:00
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2018-04-18 01:17:28 +02:00
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if(cli->type == CLI_VerifyReplay) {
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global.is_headless = true;
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global.is_replay_verification = true;
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global.frameskip = 1;
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} else if(global.frameskip) {
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2017-04-03 01:30:12 +02:00
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log_warn("FPS limiter disabled. Gotta go fast! (frameskip = %i)", global.frameskip);
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2017-02-05 19:25:18 +01:00
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}
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2017-12-26 12:07:40 +01:00
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fpscounter_reset(&global.fps.logic);
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fpscounter_reset(&global.fps.render);
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fpscounter_reset(&global.fps.busy);
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2011-04-25 19:40:21 +02:00
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}
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2017-09-29 21:03:49 +02:00
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// Inputdevice-agnostic method of checking whether a game control is pressed.
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// ALWAYS use this instead of SDL_GetKeyState if you need it.
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// XXX: Move this somewhere?
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bool gamekeypressed(KeyIndex key) {
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2017-12-30 16:38:35 +01:00
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return SDL_GetKeyboardState(NULL)[config_get_int(KEYIDX_TO_CFGIDX(key))] || gamepad_game_key_pressed(key);
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2017-09-29 21:03:49 +02:00
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}
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2018-05-19 04:01:16 +02:00
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static SDL_atomic_t quitting;
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void taisei_quit(void) {
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if(SDL_AtomicCAS(&quitting, 0, 1)) {
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log_info("Exit requested");
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}
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}
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bool taisei_quit_requested(void) {
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return SDL_AtomicGet(&quitting);
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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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void taisei_commit_persistent_data(void) {
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config_save();
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progress_save();
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vfs_sync(VFS_SYNC_STORE, NO_CALLCHAIN);
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}
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