2012-07-16 17:47:06 +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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2012-07-16 17:47:06 +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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2012-07-16 17:47:06 +02:00
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*/
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#include "savereplay.h"
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2024-05-17 04:41:28 +02:00
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#include "common.h"
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2019-04-22 14:29:44 +02:00
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#include "mainmenu.h"
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2024-05-17 04:41:28 +02:00
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#include "config.h"
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#include "difficulty.h"
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#include "events.h"
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2012-07-16 17:47:06 +02:00
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#include "plrmodes.h"
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2024-05-17 04:41:28 +02:00
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#include "progress.h"
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#include "replay/struct.h"
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2023-07-30 06:13:09 +02:00
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#include "util/graphics.h"
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2024-05-17 04:41:28 +02:00
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#include "video.h"
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2012-07-16 17:47:06 +02:00
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2021-05-30 03:26:21 +02:00
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attr_nonnull_all
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2018-01-06 22:17:30 +01:00
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static void do_save_replay(Replay *rpy) {
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2018-05-28 10:10:41 +02:00
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char strtime[FILENAME_TIMESTAMP_MIN_BUF_SIZE], *name;
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char prepr[16], drepr[16];
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2017-02-11 04:52:08 +01:00
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2022-01-09 12:56:52 +01:00
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assert(rpy->stages.num_elements > 0);
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ReplayStage *stg = dynarray_get_ptr(&rpy->stages, 0);
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2017-02-11 04:52:08 +01:00
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2018-05-28 10:10:41 +02:00
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filename_timestamp(strtime, sizeof(strtime), stg->init_time);
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2019-04-16 07:30:45 +02:00
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plrmode_repr(prepr, 16, plrmode_find(stg->plr_char, stg->plr_shot), true);
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2018-05-28 10:10:41 +02:00
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strlcpy(drepr, difficulty_name(stg->diff), 16);
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2012-08-07 15:49:29 +02:00
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drepr[0] += 'a' - 'A';
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2017-02-11 04:52:08 +01:00
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2022-01-09 12:56:52 +01:00
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if(rpy->stages.num_elements > 1) {
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2018-04-12 16:08:48 +02:00
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name = strfmt("taisei_%s_%s_%s", strtime, prepr, drepr);
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} else {
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2018-05-28 10:10:41 +02:00
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name = strfmt("taisei_%s_stg%X_%s_%s", strtime, stg->stage, prepr, drepr);
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2018-04-12 16:08:48 +02:00
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}
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2017-02-11 04:52:08 +01:00
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2021-05-30 03:26:21 +02:00
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if(rpy->playername) {
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replay_save(rpy, name);
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} else {
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rpy->playername = config_get_str(CONFIG_PLAYERNAME);
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replay_save(rpy, name);
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rpy->playername = NULL;
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}
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2023-01-09 04:19:31 +01:00
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mem_free(name);
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2012-07-16 17:47:06 +02:00
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}
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2018-01-06 22:17:30 +01:00
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static void save_rpy(MenuData *menu, void *a) {
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2021-05-30 03:26:21 +02:00
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do_save_replay(a);
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2018-01-06 22:17:30 +01:00
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}
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static void draw_saverpy_menu(MenuData *m) {
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2019-04-22 14:29:44 +02:00
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PlayerCharacter *pchar = plrchar_get(progress.game_settings.character);
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2019-04-25 18:22:30 +02:00
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draw_main_menu_bg(m, 0, 0, 0.05, pchar->menu_texture_name, "stage1/cirnobg");
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2019-04-22 14:29:44 +02:00
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colorfill(0, 0, 0, 0.5);
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2017-02-11 04:52:08 +01:00
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2017-02-12 04:43:52 +01:00
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draw_menu_selector(SCREEN_W/2 + 100 * m->drawdata[0] - 50, SCREEN_H/2, 163, 81, m->frames);
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2017-02-11 04:52:08 +01:00
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2019-10-12 14:02:15 +02:00
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r_mat_mv_push();
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r_mat_mv_translate(SCREEN_W/2, SCREEN_H/2 - 100, 0);
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2018-06-29 23:36:51 +02:00
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text_draw("Save Replay?", &(TextParams) {
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.font = "big",
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.align = ALIGN_CENTER,
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.shader = "text_default",
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2018-07-23 19:07:59 +02:00
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.color = RGBA(1, 1, 1, 1),
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2018-06-29 23:36:51 +02:00
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});
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2019-10-12 14:02:15 +02:00
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r_mat_mv_translate(0, 100, 0);
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2017-02-11 04:52:08 +01:00
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2020-04-05 04:51:00 +02:00
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dynarray_foreach(&m->entries, int i, MenuEntry *e, {
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2018-07-23 19:07:59 +02:00
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assert(e->name != NULL);
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2012-08-07 05:28:41 +02:00
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float a = e->drawdata * 0.1;
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2018-07-23 19:07:59 +02:00
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Color clr;
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2017-02-11 04:52:08 +01:00
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2018-01-18 17:40:42 +01:00
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if(e->action == NULL) {
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2018-07-23 19:07:59 +02:00
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clr = *RGBA_MUL_ALPHA(0.5, 0.5, 0.5, 0.5);
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2018-01-18 17:40:42 +01:00
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} else {
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2012-08-07 05:28:41 +02:00
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float ia = 1-a;
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2018-07-23 19:07:59 +02:00
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clr = *RGBA_MUL_ALPHA(0.9 + ia * 0.1, 0.6 + ia * 0.4, 0.2 + ia * 0.8, 0.7 + 0.3 * a);
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2012-08-07 05:28:41 +02:00
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}
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2017-02-11 04:52:08 +01:00
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2018-07-23 19:07:59 +02:00
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text_draw(e->name, &(TextParams) {
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.font = "big",
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.align = ALIGN_CENTER,
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.pos = { -50 + 100 * i, 0 },
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.shader = "text_default",
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.color = &clr,
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});
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2020-04-05 04:51:00 +02:00
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});
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2017-02-11 04:52:08 +01:00
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2019-10-12 14:02:15 +02:00
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r_mat_mv_pop();
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2012-08-07 05:28:41 +02:00
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}
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2018-01-06 22:17:30 +01:00
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static bool savepry_input_handler(SDL_Event *event, void *arg) {
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2017-10-01 00:09:07 +02:00
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if(event->type == MAKE_TAISEI_EVENT(TE_MENU_CURSOR_LEFT)) {
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event->type = MAKE_TAISEI_EVENT(TE_MENU_CURSOR_UP);
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} else if(event->type == MAKE_TAISEI_EVENT(TE_MENU_CURSOR_RIGHT)) {
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event->type = MAKE_TAISEI_EVENT(TE_MENU_CURSOR_DOWN);
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2017-09-29 21:03:49 +02:00
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}
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return false;
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2012-08-13 17:50:28 +02:00
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}
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2018-01-06 22:17:30 +01:00
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static void saverpy_menu_input(MenuData *menu) {
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2017-09-29 21:03:49 +02:00
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events_poll((EventHandler[]){
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{ .proc = savepry_input_handler, .arg = menu },
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{ .proc = menu_input_handler, .arg = menu },
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{NULL}
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}, EFLAG_MENU);
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2012-08-12 17:28:43 +02:00
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}
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2018-01-18 17:40:42 +01:00
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static void update_saverpy_menu(MenuData *m) {
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m->drawdata[0] += (m->cursor - m->drawdata[0])/10.0;
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2020-04-05 04:51:00 +02:00
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dynarray_foreach(&m->entries, int i, MenuEntry *e, {
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e->drawdata += 0.2 * (10 * (i == m->cursor) - e->drawdata);
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});
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2018-01-18 17:40:42 +01:00
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}
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2023-06-08 01:46:39 +02:00
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static MenuData *create_saverpy_menu(Replay *rpy) {
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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->input = saverpy_menu_input;
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m->draw = draw_saverpy_menu;
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2018-01-18 17:40:42 +01:00
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m->logic = update_saverpy_menu;
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2023-06-08 01:46:39 +02:00
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m->flags = MF_Transient | MF_NoDemo;
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2017-02-24 22:58:27 +01:00
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2021-05-30 03:26:21 +02:00
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add_menu_entry(m, "Yes", save_rpy, rpy);
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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, "No", menu_action_close, NULL);
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return m;
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2012-07-16 17:47:06 +02:00
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}
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2018-01-06 22:17:30 +01:00
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2021-05-30 03:26:21 +02:00
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void ask_save_replay(Replay *rpy, CallChain next) {
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2018-01-06 22:17:30 +01:00
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switch(config_get_int(CONFIG_SAVE_RPY)) {
|
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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|
case 1:
|
2021-05-30 03:26:21 +02:00
|
|
|
do_save_replay(rpy);
|
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
|
|
|
// fallthrough
|
|
|
|
case 0:
|
|
|
|
run_call_chain(&next, NULL);
|
2018-01-06 22:17:30 +01:00
|
|
|
break;
|
|
|
|
|
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
|
|
|
case 2:
|
2021-05-30 03:26:21 +02:00
|
|
|
enter_menu(create_saverpy_menu(rpy), next);
|
2018-01-06 22:17:30 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|