Commit graph

81 commits

Author SHA1 Message Date
Andrei Alexeyev
fda8556a39
src: deprecate strdup(), use mem_strdup() explicitly
This fixes a nasty bug that manifests on windows when building without
precompiled headers. util/stringops.h used to silently replace strdup
with a macro that's compatible with mem_free(). This header would
typically be included everywhere due to PCH, but without it the strdup
from libc would sometimes be in scope. On most platforms mem_free() is
equivalent to free(), but not on windows, because we have to use
_aligned_free() there. Attempting to mem_free() the result of a libc
strdup() would segfault in such a configuration.

Avoid the footgun by banning strdup() entirely. Maybe redefining libc
names isn't such a great idea, who knew?
2024-09-10 14:31:55 +02:00
Andrei Alexeyev
8b37d1cbf2
src: the great #include massacre of 2024 2024-05-17 14:11:48 +02:00
Andrei Alexeyev
be7905d6a3
src: run upkeep 2024-05-17 04:58:47 +02:00
Andrei Alexeyev
858398f556
watchdog: return to main menu and reset config after inactivity in kiosk mode 2024-05-04 20:07:12 +02:00
Andrei Alexeyev
c15934f666
dynarray: get rid of memset and add optional initializer arg to dynarray_append 2023-09-28 17:43:14 +02:00
Andrei Alexeyev
bd361067df
headers: isolate endings, remove stage.h inc. from plrmodes.h, fix resulting mess 2023-07-30 06:16:17 +02:00
Andrei Alexeyev
f5d70f8398
menu: add MF_NoDemo MenuFlag
Disables the demoplayer while the menu is active
2023-06-08 01:45:48 +02:00
Andrei Alexeyev
0c73a2d9a9
menu: fix use-after-free due to unhandled transition cancel 2023-04-12 06:58:55 +02:00
Andrei Alexeyev
27a1a6fc7a
transition: use the callchain system for callbacks 2023-04-07 16:08:49 +02:00
Andrei Alexeyev
886ba290a9
util/callchain: split from eventloop 2023-04-07 16:08:49 +02:00
Andrei Alexeyev
77dc94bb71
menu,renderer,vfs: fix -Wcast-function-type-strict on clang 16 2023-03-22 22:38:52 +01:00
Andrei Alexeyev
b6978178b1
memory: use custom memory allocation wrappers
Introduces wrappers around memory allocation functions in `memory.h`
that should be used instead of the standard C ones.

These never return NULL and, with the exception of `mem_realloc()`,
zero-initialize the allocated memory like `calloc()` does.

All allocations made with the memory.h API must be deallocated with
`mem_free()`. Although standard `free()` will work on some platforms,
it's not portable (currently it won't work on Windows). Likewise,
`mem_free()` must not be used to free foreign allocations.

The standard C allocation functions are now diagnosed as deprecated.
They are, however, available with the `libc_` prefix in case interfacing
with foreign APIs is required. So far they are only used to implement
`memory.h`.

Perhaps the most important change is the introduction of the `ALLOC()`,
`ALLOC_ARRAY()`, and `ALLOC_FLEX()` macros. They take a type as a
parameter, and allocate enough memory with the correct alignment for
that type. That includes overaligned types as well. In most
circumstances you should prefer to use these macros. See the `memory.h`
header for some usage examples.
2023-01-18 13:23:22 +01:00
Andrei Alexeyev
66309fbcd0
menu: don't lock up if menu has no selectable items 2022-01-27 09:03:03 +02:00
Andrei Alexeyev
8480d41b7b
Audio rewrite (#236)
This replaces SDL_mixer with an internal streaming and mixing system,
relying only on basic SDL audio support. It's also a partial refactor of
the audio API, most notably BGM-related. The BGM metadata resource type
is gone, as well as the `.bgm` files. The metadata is now stored inside
the `.opus` files directly, using standard Opus tags.
2020-06-22 17:41:03 +03:00
Andrei Alexeyev
0cbc86c66e
Add generic type-safe facility for dynamic arrays (#207)
Replace most ad-hoc opencoded dynamic arrays across the codebase
2020-04-05 05:51:00 +03:00
Andrei Alexeyev
5a23fb95fc
make upkeep script preserve existing copyrights 2019-08-03 20:44:22 +03:00
Andrei Alexeyev
3055901998
update my email 2019-07-03 21:00:56 +03:00
laochailan
8c4811f8bd cool new black hole menus 2019-04-20 18:06:27 +02:00
Andrei Alexeyev
180f9e3856
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 21:32:32 +02:00
Andrei Alexeyev
fa802dbd94
Some refactoring
* Added (and fixed) a few useful warnings
    * Removed some dead code
    * Cleaned up the build system files a bit
    * Once again separated ZIP support from data packaging
    * Converted macOS cross-compilation options into cross-file properties
2019-01-24 22:24:43 +02:00
Andrei Alexeyev
4159ea1249
'upkeep' target for maintenance tasks; back to include guards; happy new year! 2019-01-23 22:10:43 +02:00
Andrei Alexeyev
e4e4937cc9
refuse to replay stages with invalid ids or plrmodes, display an error message 2018-05-08 11:21:01 +03:00
Andrei Alexeyev
fd06ad3026
fix some of the set_ortho/draw_fbo madness 2018-04-26 02:50:48 +03:00
Andrei Alexeyev
485c9a8ed6
Happy New Year! 2018-01-04 19:14:31 +02:00
Andrei Alexeyev
877f00ce78
fix ending crash 2017-12-28 04:30:56 +02:00
Andrei Alexeyev
03cfc05397
add restart/quit game shortcuts 2017-12-28 03:35:53 +02:00
Andrei Alexeyev
48b13cd83a
frameskip option for slow GPUs 2017-12-26 13:07:40 +02:00
Andrei Alexeyev
d66793a117
add option to swap buffers after waiting for next frame
also restructured loop_at_fps a bit. it now handles FPS counter updates
and buffer swaps.
2017-12-26 10:56:21 +02:00
Andrei Alexeyev
29acd5f58a meson: intel intrinsics, various improvements 2017-12-21 03:58:54 +01:00
Andrei Alexeyev
05478cd543
another desperate attempt at an accurate fps limiter 2017-10-04 08:07:04 +03:00
Andrei Alexeyev
ef67a16867
WIP event system rewrite. text input missing 2017-10-01 00:43:18 +03:00
laochailan
4eec55223a fps counter cleanup 2017-09-20 16:42:36 +02:00
Andrei "Akari" Alexeyev
7c9e54a71d
update copyright and credits 2017-09-12 04:28:15 +03:00
Andrei "Akari" Alexeyev
455039edb4 Implemented a custom assert() that uses the log system if possible
Bonus: no need to include assert.h
2017-03-15 11:21:39 +02:00
Andrei "Akari" Alexeyev
f2d385d147 Some stage-related refactoring 2017-02-26 14:17:48 +02:00
Andrei "Akari" Alexeyev
57053210dd Refactored and improved menus and transitions 2017-02-24 23:58:27 +02:00
Andrei "Akari" Alexeyev
149b62c37c Pass a pointer to the MenuData structure to MenuActions 2017-02-16 18:55:46 +02:00
Andrei "Akari" Alexeyev
f2485d5cb8 stupid menu bullshit 2017-02-12 05:45:19 +02:00
Andrei "Akari" Alexeyev
9a7a874783 Use the standard bool type instead of that stupid enum
Also removed all of the annoying trailing tabs/whitespaces
2017-02-11 05:56:47 +02:00
Andrei "Akari" Alexeyev
167e9e12f1 Initial migration to SDL2 (WIP) 2017-02-04 04:56:40 +02:00
makise-homura
815ae7b23b Added background music subsystem. 2017-01-24 16:40:57 +03:00
Andrew "Akari" Alexeyew
536b5b7f09 "Fixed" a stupid input workaround. It doesn't depend on keyboard anymore. 2012-08-17 21:58:23 +03:00
Andrew "Akari" Alexeyew
65e66a8e04 made it use draw_menu_selector 2012-08-16 20:57:56 +03:00
Andrew "Akari" Alexeyew
2ab2239b0e worked around a charselect menu bug: it wasn't possible to pick the shotmode. Needs a better fix, something must be broken in the menu internals. 2012-08-15 20:03:22 +03:00
Andrew "Akari" Alexeyew
96110e00f8 catch events during MS_FadeOut 2012-08-14 20:17:55 +03:00
Andrew "Akari" Alexeyew
4a8ef08639 Merge branch 'newmenu' into events
Conflicts:
	src/credits.c
2012-08-14 19:05:28 +03:00
laochailan
a7685eb6e1 integrated transitions 2012-08-14 17:56:53 +02:00
Andrew "Akari" Alexeyew
cf72d8dee3 event abstraction layer 2012-08-13 18:50:28 +03:00
laochailan
c4e0298922 blocked ingame menu, instantselect flag 2012-08-12 20:16:40 +02:00
laochailan
bee62a73fb fixed issues 2012-08-12 17:59:12 +02:00