taisei/src/global.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) 2011-2024, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "global.h"
#include "util/env.h"
#include "gamepad.h"
Global global;
void init_global(CLIAction *cli) {
memset(&global, 0, sizeof(global));
rng_init(&global.rand_game, time(0));
rng_init(&global.rand_visual, time(0));
rng_make_active(&global.rand_visual);
global.frameskip = cli->frameskip;
if(cli->type == CLI_VerifyReplay) {
global.is_headless = true;
global.is_replay_verification = true;
global.frameskip = 1;
} else if(global.frameskip) {
log_warn("FPS limiter disabled. Gotta go fast! (frameskip = %i)", global.frameskip);
}
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global.is_kiosk_mode = env_get("TAISEI_KIOSK", false);
if(global.is_kiosk_mode) {
SDL_SetHintWithPriority(SDL_HINT_NO_SIGNAL_HANDLERS, 0, SDL_HINT_DEFAULT);
}
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fpscounter_reset(&global.fps.logic);
fpscounter_reset(&global.fps.render);
fpscounter_reset(&global.fps.busy);
}
// Inputdevice-agnostic method of checking whether a game control is pressed.
// ALWAYS use this instead of SDL_GetKeyState if you need it.
// XXX: Move this somewhere?
bool gamekeypressed(KeyIndex key) {
return SDL_GetKeyboardState(NULL)[config_get_int(KEYIDX_TO_CFGIDX(key))] || gamepad_game_key_pressed(key);
}
static SDL_atomic_t quitting;
static bool taisei_is_quit_forbidden(void) {
return global.is_kiosk_mode && env_get("TAISEI_KIOSK_PREVENT_QUIT", true);
}
bool taisei_is_quit_hidden(void) {
#ifdef __EMSCRIPTEN__
return true;
#else
return taisei_is_quit_forbidden();
#endif
}
void taisei_quit(void) {
if(taisei_is_quit_forbidden()) {
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log_info("Running in kiosk mode; exit request ignored");
return;
}
if(SDL_AtomicCAS(&quitting, 0, 1)) {
log_info("Exit requested");
}
}
bool taisei_quit_requested(void) {
return SDL_AtomicGet(&quitting);
}
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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void taisei_commit_persistent_data(void) {
config_save();
progress_save();
vfs_sync(VFS_SYNC_STORE, NO_CALLCHAIN);
}