173c8c3cc6
* Split replay.c into multiple files under replay/; improve logical separation of replay-related code. * Separate replay playback state from data. * Get rid of global static replay struct and avoid unnecessary replay copying. * Replay playback and recording are now independent and may occur simultaneously, although this functionality is not yet exposed. This enables replay "re-recording" while synthesizing new desync check events, possibly at a different rate from the original replay. * Rate of recorded desync check events can now be controlled with the TAISEI_REPLAY_DESYNC_CHECK_FREQUENCY environment variable. The default value is 300 as before. * Probably other stuff I forgot about.
60 lines
1.5 KiB
C
60 lines
1.5 KiB
C
/*
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* This software is licensed under the terms of the MIT License.
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
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*/
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#include "taisei.h"
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#include "global.h"
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Global global;
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void init_global(CLIAction *cli) {
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memset(&global, 0, sizeof(global));
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rng_init(&global.rand_game, time(0));
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rng_init(&global.rand_visual, time(0));
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rng_make_active(&global.rand_visual);
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global.frameskip = cli->frameskip;
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if(cli->type == CLI_VerifyReplay) {
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global.is_headless = true;
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global.is_replay_verification = true;
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global.frameskip = 1;
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} else if(global.frameskip) {
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log_warn("FPS limiter disabled. Gotta go fast! (frameskip = %i)", global.frameskip);
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}
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fpscounter_reset(&global.fps.logic);
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fpscounter_reset(&global.fps.render);
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fpscounter_reset(&global.fps.busy);
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}
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// Inputdevice-agnostic method of checking whether a game control is pressed.
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// ALWAYS use this instead of SDL_GetKeyState if you need it.
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// XXX: Move this somewhere?
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bool gamekeypressed(KeyIndex key) {
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return SDL_GetKeyboardState(NULL)[config_get_int(KEYIDX_TO_CFGIDX(key))] || gamepad_game_key_pressed(key);
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}
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static SDL_atomic_t quitting;
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void taisei_quit(void) {
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if(SDL_AtomicCAS(&quitting, 0, 1)) {
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log_info("Exit requested");
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}
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}
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bool taisei_quit_requested(void) {
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return SDL_AtomicGet(&quitting);
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}
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void taisei_commit_persistent_data(void) {
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config_save();
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progress_save();
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vfs_sync(VFS_SYNC_STORE, NO_CALLCHAIN);
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}
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