taisei/src/credits.c

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/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
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* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2019, Andrei Alexeyev <akari@alienslab.net>.
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*/
#include "taisei.h"
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#include "credits.h"
#include "global.h"
#include "stages/stage6.h"
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#include "video.h"
#include "resource/model.h"
#include "renderer/api.h"
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typedef struct CreditsEntry {
char **data;
int lines;
int time;
} CreditsEntry;
static struct {
CreditsEntry *entries;
int ecount;
float panelalpha;
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int end;
bool skipable;
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
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CallChain cc;
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} credits;
#define CREDITS_ENTRY_FADEIN 200.0
#define CREDITS_ENTRY_FADEOUT 100.0
#define CREDITS_YUKKURI_SCALE 0.5
#define CREDITS_FADEOUT 240
#define ENTRY_TIME 350
static void credits_add(char *data, int time);
static void credits_fill(void) {
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// In case the shortened URLs break,
// Tuck V's YouTube: https://www.youtube.com/channel/UCaw73cuHLnFCSpjOtt_9pyg
// Lalasa's YouTube: https://www.youtube.com/channel/UCc6ePuGLYnKTkdDqxP3OB4Q
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// InsideI's bandcamp: https://vnutriya.bandcamp.com/
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credits_add("Taisei Project\nbrought to you by…", 200);
credits_add((
"laochailan\n"
"Lukas Weber\n"
"laochailan@web.de\n\n"
"Programming, game design,"
"\ngraphics"
), ENTRY_TIME);
credits_add((
"Akari\n"
"Andrei Alexeyev\n"
"akari@alienslab.net\n\n"
"Programming, game design"
), ENTRY_TIME);
credits_add((
"Tuck V\n"
"Discord: @Tuck#1679\n"
"YouTube: https://is.gd/exafez\n\n"
"Original soundtrack"
), ENTRY_TIME);
credits_add((
"Lalasa\n"
"Ola Kruzel\n"
"okruzel@comcast.net\n"
"YouTube: https://is.gd/ohihef\n\n"
"Writing, playtesting"
), ENTRY_TIME);
credits_add((
"lachs0r\n"
"Martin Herkt\n"
"lachs0r@hong-mailing.de\n\n"
"Hosting, packaging, editing,\n"
"spiritual guidance"
), ENTRY_TIME);
credits_add((
"makise-homura\n"
"Igor Molchanov\n"
"akemi_homura@kurisa.ch\n\n"
"Code contributions\n"
"Elbrus compatible™"
), ENTRY_TIME);
credits_add((
"aiju\n"
"Julius Schmidt\n"
"http://aiju.de/\n\n"
"I don't remember\n"
"what this guy did"
), ENTRY_TIME);
credits_add("Special Thanks", ENTRY_TIME);
credits_add((
"ZUN\n"
"for Tōhō Project\n"
"http://www16.big.or.jp/~zun/"
), ENTRY_TIME);
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credits_add((
"InsideI\n"
"Mikhail Novik\n"
"Bandcamp: https://is.gd/owojix\n\n"
"Various sound effects"
), ENTRY_TIME);
credits_add((
"Free Software\n"
"Simple DirectMedia Layer\n"
"https://libsdl.org/\n\n"
"zlib\n"
"https://zlib.net/\n\n"
"libpng\n"
"http://www.libpng.org/\n\n"
"Ogg Vorbis\n"
"https://xiph.org/vorbis/"
), 350);
credits_add((
"\n"
"libzip\n"
"https://libzip.org/\n\n"
"Meson build system\n"
"http://mesonbuild.com/\n\n"
"M cross environment\n"
"http://mxe.cc/\n\n"
"and many other projects"
), 350);
credits_add((
"Mochizuki Ado\n"
"for a nice yukkuri image"
), ENTRY_TIME);
credits_add((
"…and You!\n"
"for playing"
), ENTRY_TIME);
credits_add((
"Visit Us\n"
"https://taisei-project.org/\n\n"
"And join our IRC channel\n"
"#taisei-project at irc.freenode.net\n\n"
"Or our Discord server\n"
"https://discord.gg/JEHCMzW"
), ENTRY_TIME);
// yukkureimu
credits_add("*\nAnd don't forget to take it easy!", 200);
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}
static void credits_add(char *data, int time) {
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CreditsEntry *e;
char *c, buf[256];
int l = 0, i = 0;
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credits.entries = realloc(credits.entries, (++credits.ecount) * sizeof(CreditsEntry));
e = &(credits.entries[credits.ecount-1]);
e->time = time;
e->lines = 1;
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for(c = data; *c; ++c)
if(*c == '\n') e->lines++;
e->data = malloc(e->lines * sizeof(char*));
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for(c = data; *c; ++c) {
if(*c == '\n') {
buf[i] = 0;
e->data[l] = malloc(strlen(buf) + 1);
strcpy(e->data[l], buf);
i = 0;
++l;
} else {
buf[i++] = *c;
}
}
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buf[i] = 0;
e->data[l] = malloc(strlen(buf) + 1);
strcpy(e->data[l], buf);
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credits.end += time + CREDITS_ENTRY_FADEOUT;
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}
static void credits_towerwall_draw(vec3 pos) {
r_shader("tower_wall");
r_uniform_sampler("tex", "stage6/towerwall");
r_uniform_float("lendiv", 2800.0 + 300.0 * sin(global.frames / 77.7));
r_mat_push();
r_mat_translate(pos[0], pos[1], pos[2]);
r_mat_scale(30,30,30);
r_draw_model("towerwall");
r_mat_pop();
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r_shader_standard();
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}
static void credits_init(void) {
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memset(&credits, 0, sizeof(credits));
init_stage3d(&stage_3d_context, 16);
add_model(&stage_3d_context, credits_towerwall_draw, stage6_towerwall_pos);
stage_3d_context.cx[0] = 0;
stage_3d_context.cx[1] = 600;
stage_3d_context.crot[0] = 0;
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global.frames = 0;
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credits_fill();
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credits.end += 500 + CREDITS_ENTRY_FADEOUT;
credits.skipable = progress_times_any_good_ending_achieved() > 0;
start_bgm("credits");
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}
static double entry_height(CreditsEntry *e, double *head, double *body) {
double total = *head = *body = 0;
if(!e->lines) {
return total;
}
if(e->lines > 0) {
if(*(e->data[0]) == '*') {
total += *head = r_texture_get_height(get_tex("yukkureimu"), 0) * CREDITS_YUKKURI_SCALE;
} else {
total += *head = font_get_lineskip(get_font("big"));
}
if(e->lines > 1) {
total += *body += (e->lines - 0.5) * font_get_lineskip(get_font("standard"));
}
}
return total;
}
static void credits_draw_entry(CreditsEntry *e) {
int time = global.frames - 400;
float fadein = 1, fadeout = 1;
for(CreditsEntry *o = credits.entries; o != e; ++o) {
time -= o->time + CREDITS_ENTRY_FADEOUT;
}
double h_total, h_head, h_body;
h_total = entry_height(e, &h_head, &h_body);
// random asspull approximation to make stuff not overlap too much
int ofs = (1 - pow(1 - h_total / SCREEN_H, 2)) * SCREEN_H * 0.095;
time -= ofs;
if(time < 0) {
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return;
}
ofs *= 2;
if(time <= CREDITS_ENTRY_FADEIN) {
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fadein = time / CREDITS_ENTRY_FADEIN;
}
if(time - e->time - CREDITS_ENTRY_FADEIN + ofs > 0) {
fadeout = max(0, 1 - (time - e->time - CREDITS_ENTRY_FADEIN + ofs) / CREDITS_ENTRY_FADEOUT);
}
if(!fadein || !fadeout) {
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return;
}
bool yukkuri = false;
Sprite *yukkuri_spr = NULL;
if(*e->data[0] == '*') {
yukkuri = true;
yukkuri_spr = get_sprite("yukkureimu");
}
r_mat_push();
if(fadein < 1) {
r_mat_translate(0, SCREEN_W * pow(1 - fadein, 2) * 0.5, 0);
} else if(fadeout < 1) {
r_mat_translate(0, SCREEN_W * pow(1 - fadeout, 2) * -0.5, 0);
}
// for debugging: draw a quad as tall as the entry is expected to be
/*
render_push();
render_color4(1, 0, 0, fadein * fadeout);
render_shader_standard_notex();
render_scale(300, h_total, 1);
render_draw_quad();
render_shader_standard();
render_pop();
*/
Premultiplied alpha (#133) * WIP premultiplied alpha * WIP color API rework (doesn't build yet; lots of things left to convert) * convert everything remaining to new Color api except stage*_event.c files * convert the stages to new Color api. builds & runs now; still many rendering errors * fix the bullet shader for premultiplied alpha * fix masterspark, graphs and stage 1 fog clouds * fix marisa_b and most of spellcards * Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD * fix a segfault in stage 6 undo accidental earlier change * fix text_hud.frag.glsl * fix scuttle bg and remaining stage3 BLEND_ADDs * fix marisa laser opacity * hacky fix for myon The old implementation relied on alpha being stored inside p->color. In premul alpha this doesn’t work and functions like color_set_opacity can’t solve this i think. So I tried messing around with it until it looked somewhat similar. * fix marisa_b stars * remove color_set_opacity i overlooked * more plrmode blending changes * fixup additive blending in stage 1 * various premultiplied alpha fixups for bosses and enemies * stage 2 premul alpha fixups * stage 4 premul alpha fixups * stage 5 premul alpha fixups * stage 6 premul alpha fixups * make lasers also use the PMA blend mode * remove PFLAG_DRAWADD and PFLAG_DRAWSUB * fix remaining PMA issues in menus * lame extraspell bg workaround * fix item alpha * make marisaA lasers look somewhat like in master * fix marisaA bomb background fadeout * fixup various r_color4 calls * fix myon * remove dead code * fix use of BLEND_ADD in player death effect * fix myon shot trails (broken on master as well) * fix myon shot fade-in * extend the sprite shaders custom parameter to a vec4 * fix youmuB stuff and make it look somewhat better. the code looks even worse though.
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r_color(RGBA_MUL_ALPHA(1, 1, 1, fadein * fadeout));
r_mat_translate(0, h_body * -0.5, 0);
for(int i = 0; i < e->lines; ++i) {
if(yukkuri && !i) {
r_mat_push();
r_mat_scale(CREDITS_YUKKURI_SCALE, CREDITS_YUKKURI_SCALE, 1.0);
draw_sprite_p(0, 10 * sin(global.frames / 10.0) * fadeout * fadein, yukkuri_spr);
r_mat_pop();
r_mat_translate(0, yukkuri_spr->h * CREDITS_YUKKURI_SCALE * 0.5, 0);
} else {
Font *font = get_font(i ? "standard" : "big");
r_shader("text_default");
text_draw(e->data[i], &(TextParams) {
.align = ALIGN_CENTER,
.font_ptr = font,
});
r_shader_standard();
r_mat_translate(0, font_get_lineskip(font), 0);
}
}
r_mat_pop();
r_color4(1, 1, 1, 1);
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}
static void credits_draw(void) {
r_clear(CLEAR_ALL, RGBA(0, 0, 0, 1), 1);
colorfill(1, 1, 1, 1); // don't use r_clear for this, it screws up letterboxing
r_mat_push();
r_mat_translate(-SCREEN_W/2, 0, 0);
r_enable(RCAP_DEPTH_TEST);
set_perspective_viewport(&stage_3d_context, 100, 9000, 0, 0, SCREEN_W, SCREEN_H);
draw_stage3d(&stage_3d_context, 10000);
r_mat_pop();
set_ortho(SCREEN_W, SCREEN_H);
r_mat_push();
r_color4(0, 0, 0, credits.panelalpha * 0.7);
r_mat_translate(SCREEN_W/4*3, SCREEN_H/2, 0);
r_mat_scale(300, SCREEN_H, 1);
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r_shader_standard_notex();
r_draw_quad();
r_color4(1, 1, 1, 1);
r_mat_pop();
r_mat_push();
r_mat_translate(SCREEN_W/4*3, SCREEN_H/2, 0);
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r_shader_standard();
for(int i = 0; i < credits.ecount; ++i) {
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credits_draw_entry(&(credits.entries[i]));
}
r_mat_pop();
draw_transition();
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}
static void credits_finish(void *arg) {
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credits.end = 0;
set_transition(TransLoader, 0, FADE_TIME*10);
}
static void credits_process(void) {
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TIMER(&global.frames);
stage_3d_context.cx[2] = 200 - global.frames * 50;
stage_3d_context.cx[1] = 500 + 100 * psin(global.frames / 100.0) * psin(global.frames / 200.0 + M_PI);
stage_3d_context.cx[0] = 25 * sin(global.frames / 75.7) * cos(global.frames / 99.3);
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FROM_TO(200, 300, 1)
credits.panelalpha += 0.01;
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if(global.frames >= credits.end - CREDITS_ENTRY_FADEOUT) {
credits.panelalpha -= 1 / 120.0;
}
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if(global.frames == credits.end) {
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set_transition_callback(TransFadeWhite, CREDITS_FADEOUT, CREDITS_FADEOUT, credits_finish, NULL);
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}
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}
static void credits_free(void) {
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int i, j;
for(i = 0; i < credits.ecount; ++i) {
CreditsEntry *e = &(credits.entries[i]);
for(j = 0; j < e->lines; ++j)
free(e->data[j]);
free(e->data);
}
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free(credits.entries);
}
void credits_preload(void) {
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preload_resource(RES_BGM, "credits", RESF_OPTIONAL);
preload_resource(RES_SHADER_PROGRAM, "tower_wall", RESF_DEFAULT);
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preload_resource(RES_SPRITE, "yukkureimu", RESF_DEFAULT);
preload_resources(RES_TEXTURE, RESF_DEFAULT,
"stage6/towerwall",
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"loading", // for transition
NULL);
}
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
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static LogicFrameAction credits_logic_frame(void *arg) {
update_transition();
events_poll(NULL, 0);
credits_process();
global.frames++;
if(credits.end == 0) {
return LFRAME_STOP;
} else if(credits.skipable && gamekeypressed(KEY_SKIP)) {
return LFRAME_SKIP;
} else {
return LFRAME_WAIT;
}
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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
static RenderFrameAction credits_render_frame(void *arg) {
2017-12-26 12:07:40 +01:00
credits_draw();
return RFRAME_SWAP;
}
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
static void credits_end_loop(void *ctx) {
credits_free();
2019-03-11 00:21:43 +01:00
progress_unlock_bgm("credits");
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
run_call_chain(&credits.cc, NULL);
}
void credits_enter(CallChain next) {
credits_preload();
2012-08-05 03:36:55 +02:00
credits_init();
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
credits.cc = next;
eventloop_enter(&credits, credits_logic_frame, credits_render_frame, credits_end_loop, FPS);
2012-08-05 03:36:55 +02:00
}