Commit graph

194 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
7548e4892d
gamepad: direction snapping; more flexible configuration options
- The free/restricted axis distinction is gone; the joystick always
  operates in "free" mode.
- Added direction snapping functionality to help aid exact movement in
  cardinal and/or diagonal directions. The snapping angle can be
  adjusted from 0% (disabled) to 100% (similar to the old "restricted"
  mode). The snapping angle can also be biased towards cardinals or
  diagonals.
- When the maximum zone is less than or equals dead zone, moving
  the character will always move at maximum speed (as in the old
  "restricted" mode).
- Most of these settings are now visualized in the options menu and can
  be tested there.
2024-05-27 19:23:59 +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
fa5c0696e3
menu/options: add an option to reload the last saved config 2024-05-03 04:20:45 +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
b57445900f
gamepad: overhaul analog stick handling
* Use correctly scaled radial deadzones instead of naive per-axis
  deadzones
* Option to adjust the "maximum zone" (upper deadzone)
* Option to remap square input into circular. Unfortunately there's no
  nice way to detect which type the controller reports. We assume
  circular by default.
* A more sensible sensitivity setting
* Use a larger minimum deadzone when emulating key presses (e.g. in
  menus)
* Adjusted key repeat to be less aggressive
2023-07-12 00:13:19 +02:00
Andrei Alexeyev
a104c10691
menu/options: make it possible to exit text input with gamepad 2023-06-23 11:09:17 +02:00
Andrei Alexeyev
f90c460af1
menu/options: very scuffed "reset to default" option 2023-06-23 10:58:28 +02:00
Andrei Alexeyev
91528ae8f4
menu/options: don't instantly disable gamepad when option is switched off 2023-06-20 01:13:50 +02:00
Andrei Alexeyev
eeb99858ca
video: make video_get_mode() safer 2023-06-20 01:13:50 +02:00
Andrei Alexeyev
8bff89e1c1
player,config: add option to auto-activate surge at 6 power (on by default) 2023-06-19 23:39:11 +02:00
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
85b2f3205f
menu/options: use draw_menu_list()
This fixes controls menu overflowing the screen in dev builds.
2022-02-16 05:10:21 +02:00
Andrei Alexeyev
351f91a573
stage: add replay-based quicksave/quickload functionality
Disabled in story mode on non-developer builds
2022-01-09 14:11:26 +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
89ecc0c55e
Establish more-or-less consistent resource getter functions
Deprecate old ad-hoc stuff like get_sprite, r_texture_get, etc.
2020-06-09 04:33:22 +03:00
Andrei Alexeyev
b3ce65d5ac
Improve high-DPI handling (#213)
SDL_WINDOW_ALLOW_HIGHDPI is now used. On platforms where SDL supports
this flag, the window size units are interpreted as abstract scaled
points rather than raw pixels, and may not match the underlying
framebuffer resolution if the display scaling factor is not 1. The
scaling factor and the effective framebuffer resolution are now
displayed in the options menu to reflect this fact.

In addition, the hidden "fullscreen_desktop_mode" setting has been
removed and the behavior is now always as if the value was "1" (the
default). Exclusive fullscreen with modesetting is not very useful,
and does not work well on some platforms (X11 in particular). That code
is not worth maintaining together with the frankly ridiculous complexity
of dancing around with the DPI scaling shenanigans of various operating
systems.

On platforms that do not support SDL_WINDOW_ALLOW_HIGHDPI, the window
size is assumed to correspond to raw pixels, and an effort is made to
disable the operating system's DPI upscaling mechanism, when possible.

This commit also fixes the Windows manifest, broken by
dc57f78d89 thanks to microshaft's amazing
documentation.

Closes #211
2020-04-16 19:25:54 +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
Alice D
77246397c3
Video resolution improvements/high-DPI quirks (#204) 2020-03-30 00:03:38 +03:00
Andrei Alexeyev
80b1026d08
Don't redefine standard complex macro; use a new cmplx typedef
This also introduces `float32`, `float64`, and `real` typedefs to be
used in place of `float` and `double` later. `real` is for game code and
other places where we don't particularly care about the precision and
format of the underlying type, and is currently defined to `double`.
`float32` and `float64` should replace `float` and `double` respectively
2019-11-22 05:38:48 +02:00
Andrei Alexeyev
9d3bf87559
Refactor matrix stack API to get rid of matrix mode (#177)
This replaces the r_mat_foo functions with specialized r_mat_{mv,tex,proj}_foo counterparts that operate explicitly on the modelview, texture, and projection matrix stacks respectively.
2019-10-12 15:02:15 +03:00
Andrei Alexeyev
28ba4dc955
Make video struct private
Also display actual window size in settings when no known mode is
selected
2019-09-11 18:42:13 +03:00
Andrei Alexeyev
b0140d742e
options: fix first entry having focus when it's disabled 2019-09-07 05:30:46 +03:00
Andrei Alexeyev
5a23fb95fc
make upkeep script preserve existing copyrights 2019-08-03 20:44:22 +03:00
Samuel P
469d6e2f48 Switch homebrew port (#173)
* Initial port

* Switch specific video modes

* Handle clean exit

* Hide option to disable gamepads, force it enabled

* Match buttons layout with Switch controllers

* Hide player name setting (to avoid getting stuck)

* Switch specific VFS setup instead of env bootstrap

* Clean up, get rid of warnings and a few ifdefs

* Add Switch specific build script and assets

* Make vfs setup mount packages

* Re-enable packaging on Switch

* Transpile shaders to es and install them

* Add applet warning and shader deps to README

* Remove script; instead using meson build scripts

* Strict prototypes

* Build script compat with project minimum meson ver

Refactor of pack.py exclude option

* Uniformise header inclusion on arch_switch.c

* Allow input for any dev; hide the option on Switch

* Silence unsused function warnings
2019-08-02 21:38:33 +03:00
Andrei Alexeyev
3055901998
update my email 2019-07-03 21:00:56 +03:00
Andrei Alexeyev
f66c071c32
minor clarifications in the controls menus 2019-04-26 23:40:16 +03:00
laochailan
c4252c434a
kick out abstract_blue (and raise the warmly waiting text) 2019-04-25 18:22:30 +02:00
Andrei Alexeyev
72d638e168
some WIP bikeshedding and fixes 2019-04-22 03:07:14 +03:00
laochailan
23a3c2f206 next iteration, better charselect 2019-04-21 10:37:50 +02:00
laochailan
8c4811f8bd cool new black hole menus 2019-04-20 18:06:27 +02:00
Andrei Alexeyev
b3a0128be6
gamepad: support hotplug, any-device option 2019-04-19 14:28:32 +03:00
Andrei Alexeyev
58b964baba
add display option for multi-monitor systems 2019-04-18 22:56:16 +03:00
Andrei Alexeyev
488ff43f85
add optional floating scoring text 2019-04-07 01:55:13 +03:00
Andrei Alexeyev
3ee8ec3c42
options: finer volume step 2019-03-15 23:03:06 +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
abe4ddf260
refactor audio (module system like that of renderer) 2019-03-05 21:43:01 +02:00
Andrei Alexeyev
8fc5abb78a
The Powersurge game mechanic and scoring system (#159) 2019-02-22 01:56:03 +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
69079f245a
dubious timing optimizations; try to sleep between frames; skip at constant speed 2019-01-09 05:25:10 +02:00
Andrei Alexeyev
49d0d54a2e
Lots of disorganized (mostly) visual overhaul (#156)
* WIP some projectile effects

* fix segfault

* Laser smoothing and glow via post-processing blur magic

TODO: make it optional

* fix memory corruption

* fix memory corruption for realsies now

* fix color_get_hsl for out-of-range colors

* some more bullet flare tweaks

* some lame clear effect workarounds

* spawn bullet flares after frame 0; looks better and fixes some problems

* New baryon explosion; fix petal_explosion; leanify everything

* Add missing bullet flare sprite, rebuild main atlas

* improve batching efficiency with bullet spawn flares

* forgot git add

* Group projectiles/particles by shader where possible

* Another take on baryon explosion; make fg framebuffers 16bit

* WIP some settings for toasters

* remove stupid debug log

* microoptimization that probably does nothing anyway

* somewhat more intuitive quality settings

* Whitelist more particles (MarisaB is on hold)

* Whitelist (and fix) some more stage6 particles (mostly ToE)

* Add a spell name background

* Experimental radial healthbar for bosses

* healthbar tweaks

* thiccer healthbars in response to feedback

* remove healthbar survival timer; just fade out on survivals

* Add linear healthbars option; WIP other boss HUD tweaks

* Use the proper spell card name format

* New font and some random garbage to go along with it

* Generate static font outlines for use in text shaders

* Use outlines in overlay text shader

* Complete boss HUD/healthbar fading logic

* fix boss timer limit

* stage5 bombs explosion effect

* split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE;

introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two
values OR'd together)

simplify vampiric vapor bullet spawning effect

* Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters)

* lower particle density in v.vapor in minimal mode

* graze effect tweaks

* fix text shortening, tweak replay menu layout

* stupid debug spam

* revisit grazing effects again

* dumb debug spam again

* improve boss attack timer

* overlay effect for boss deaths (similar to the player one)

* spice up spellcard declaration (HUD)

* don't spawn boss death overlay if fleed

* modify Exo2 font to use tabular figures

* adjust replay menu for the font change

* draw timer & power with standard font (phasing out the numbers font)

* WIP new HUD; random fixes/tweaks

* hud: move difficulty indicator

* hud: move debug stuff around

* preloads, mostly

* fix youmuA batching conflict

* shitty workaround for the shitty screenshake shit

* remove extraspell lag by stopping to draw stagebg sooner

which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells!

* new stain particle

*  i disabled background rendering…

* "batch" marisa_b masterspark draws

* remove these once a new atlas is generated

* make toe quick again

* hopefully fix all occurences of changed stain and ScaleFade behavior

* tweaking reimu_a and toe boson launch effects

* make lhc fast again

* softer involnerability effect

* fix stage 1 snow on the water bug (and improve performance)

translated the time to the future a bit because it only seemed to be an issue for small time values

* remove unnecessary spawnflare from toe

* tone down extra spell start effect

* experimental ReimuB gap shader optimization

* fix python3 shebangs

* generate simple blur shaders w/ hardcoded kernels

* New loading screen

* lasers: fix incorrect draw hook registration

* add webp support for atlas generator

* Use ImageMagick for atlas composition (adds 16-bit support)

* Atlas maintenance

* make the vampiric vapor bullets less prone to invisibility

* Revert a few particles to the quadratic fade curve

* experimental baryon effect

* improve baryon sprites

* disable the baryon effect on minimal postprocessing setting
2019-01-05 00:59:39 +02:00
holycleugh
10046ff9c7 Add option and keybinding to toggle audio mute. (#147) 2018-09-15 18:48:03 +03:00
Andrei Alexeyev
56f066ca3e
Add optional FXAA for the 3D views; fix nasty rendering bug 2018-08-17 01:32:58 +03:00
Andrei Alexeyev
b2bf476836
fix player name input bug 2018-07-24 19:30:05 +03:00
Andrei Alexeyev
8490576810
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.
2018-07-23 20:07:59 +03:00
Andrei Alexeyev
322edd0dce
Text rendering rewrite and optimizations; some refactoring (#129)
* wip font rendering stuff; hashtable monstrosity is temporary

* various text rendering fixes/improvements

* HashTables™ 3.0

* Add some comments to aid navigating the hashtable macro maze

* overhaul text rendering API; add default and example shaders

* text: implement text_render for spellcard effect; misc fixes

* README: update dependencies

Bye SDL_ttf, hello freetype2.

* text_draw: fix resolution/scale-dependent bugs

* make text_draw fallback to the current shader, fix hud and stagetext

* repair the bgm loading

* fix spell practice mode

* fix walloftext

forgot one site of text_draw earlier

* fix wrapped text rendering

* fix and simplify the hud text shader

* dynamic glyph cache

* implement font size change on window resize/quality setting change/etc.

* rename text shaders for consistency

* preloads for fonts and text shaders

* make the stagetext shader look somewhat better

* text_render: attempt to normalize height

* small improvement for stagetext
2018-06-30 00:36:51 +03:00
Andrei Alexeyev
004ef04384
debug: add key to toggle display of real collision boundaries 2018-05-08 16:03:12 +03:00
Andrei Alexeyev
59cf8f6300
Rendering system rewrite, tons of refactoring, optimizations, and other cool stuff (#116) 2018-04-12 17:08:48 +03:00