libsuperderpy/src/internal.c

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/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
* Also, ponies.
*/
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#include "internal.h"
#include "3rdparty/valgrind.h"
#include "libsuperderpy.h"
#include <allegro5/allegro_ttf.h>
#include <dlfcn.h>
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#include <math.h>
#include <stdio.h>
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SYMBOL_INTERNAL void SimpleCompositor(struct Game* game, struct Gamestate* gamestates) {
struct Gamestate* tmp = gamestates;
al_clear_to_color(al_map_rgb(0, 0, 0));
while (tmp) {
if ((tmp->loaded) && (tmp->started)) {
al_draw_bitmap(tmp->fb, 0, 0, 0);
}
tmp = tmp->next;
}
}
SYMBOL_INTERNAL void DrawGamestates(struct Game* game) {
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if (!game->handlers.compositor) {
ClearScreen(game);
}
struct Gamestate* tmp = game->_priv.gamestates;
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if (game->handlers.predraw) {
game->handlers.predraw(game);
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}
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while (tmp) {
if ((tmp->loaded) && (tmp->started)) {
game->_priv.current_gamestate = tmp;
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SetFramebufferAsTarget(game);
if (game->handlers.compositor) { // don't clear when uncomposited
al_clear_to_color(al_map_rgb(0, 0, 0)); // even if everything is going to be redrawn, it optimizes tiled rendering
}
tmp->api->Gamestate_Draw(game, tmp->data);
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// TODO: save and restore more state for careless gamestating
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}
tmp = tmp->next;
}
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if (game->handlers.compositor) {
ALLEGRO_TRANSFORM t;
al_set_target_backbuffer(game->display);
ClearScreen(game);
al_identity_transform(&t);
/* double factor = (sin(al_get_time()) / 2.0 + 1.0) * 2;
al_translate_transform(&t, -game->_priv.clip_rect.w / factor, -game->_priv.clip_rect.h / factor);
al_scale_transform(&t, factor, factor);
al_translate_transform(&t, game->_priv.clip_rect.w / factor, game->_priv.clip_rect.h / factor);*/
al_translate_transform(&t, game->_priv.clip_rect.x, game->_priv.clip_rect.y);
al_use_transform(&t);
game->handlers.compositor(game, game->_priv.gamestates);
}
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if (game->handlers.postdraw) {
game->handlers.postdraw(game);
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}
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}
SYMBOL_INTERNAL void LogicGamestates(struct Game* game, double delta) {
struct Gamestate* tmp = game->_priv.gamestates;
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if (game->handlers.prelogic) {
game->handlers.prelogic(game, delta);
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}
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while (tmp) {
if ((tmp->loaded) && (tmp->started) && (!tmp->paused)) {
game->_priv.current_gamestate = tmp;
tmp->api->Gamestate_Logic(game, tmp->data, delta);
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}
tmp = tmp->next;
}
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if (game->handlers.postlogic) {
game->handlers.postlogic(game, delta);
}
}
SYMBOL_INTERNAL void TickGamestates(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if ((tmp->loaded) && (tmp->started) && (!tmp->paused)) {
game->_priv.current_gamestate = tmp;
if (tmp->api->Gamestate_Tick) {
tmp->api->Gamestate_Tick(game, tmp->data);
}
}
tmp = tmp->next;
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}
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}
SYMBOL_INTERNAL void ReloadGamestates(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
ReloadShaders(game, true);
while (tmp) {
if (tmp->loaded) {
game->_priv.current_gamestate = tmp;
if (tmp->api->Gamestate_Reload) {
tmp->api->Gamestate_Reload(game, tmp->data);
}
}
tmp = tmp->next;
}
}
SYMBOL_INTERNAL void EventGamestates(struct Game* game, ALLEGRO_EVENT* ev) {
struct Gamestate* tmp = game->_priv.gamestates;
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while (tmp) {
if ((tmp->loaded) && (tmp->started) && (!tmp->paused)) {
game->_priv.current_gamestate = tmp;
tmp->api->Gamestate_ProcessEvent(game, tmp->data, ev);
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}
tmp = tmp->next;
}
}
SYMBOL_INTERNAL void FreezeGamestates(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if (tmp->started && !tmp->paused) {
tmp->frozen = true;
PauseGamestate(game, tmp->name);
}
tmp = tmp->next;
}
}
SYMBOL_INTERNAL void UnfreezeGamestates(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if (tmp->frozen) {
ResumeGamestate(game, tmp->name);
tmp->frozen = false;
}
tmp = tmp->next;
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}
}
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SYMBOL_INTERNAL void ResizeGamestates(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
al_destroy_bitmap(tmp->fb);
if (game->handlers.compositor) {
tmp->fb = CreateNotPreservedBitmap(game->_priv.clip_rect.w, game->_priv.clip_rect.h);
} else {
tmp->fb = al_create_sub_bitmap(al_get_backbuffer(game->display), game->_priv.clip_rect.x, game->_priv.clip_rect.y, game->_priv.clip_rect.w, game->_priv.clip_rect.h);
}
tmp = tmp->next;
}
}
SYMBOL_INTERNAL void DrawConsole(struct Game* game) {
double game_time = al_get_time();
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if (game->_priv.showconsole) {
al_set_target_backbuffer(game->display);
ALLEGRO_TRANSFORM trans;
al_identity_transform(&trans);
al_use_transform(&trans);
al_hold_bitmap_drawing(true);
int size = sizeof(game->_priv.console) / sizeof(game->_priv.console[0]);
for (int i = 0; i < size; i++) {
al_draw_filled_rectangle(game->_priv.clip_rect.x, game->_priv.clip_rect.y, game->_priv.clip_rect.x + game->_priv.clip_rect.w, game->_priv.clip_rect.y + al_get_font_line_height(game->_priv.font_console) * (size - i), al_map_rgba(0, 0, 0, 80));
}
int cur = game->_priv.console_pos + size;
for (int i = 0; i < size; i++) {
if (cur >= size) {
cur -= size;
}
al_draw_text(game->_priv.font_console, al_map_rgb(255, 255, 255), game->_priv.clip_rect.x + (int)(game->viewport.width * 0.005), game->_priv.clip_rect.y + al_get_font_line_height(game->_priv.font_console) * i, ALLEGRO_ALIGN_LEFT, game->_priv.console[cur]);
cur++;
}
char sfps[16] = {0};
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snprintf(sfps, 6, "%.0f", game->_priv.fps_count.fps);
DrawTextWithShadow(game->_priv.font_console, al_map_rgb(255, 255, 255), game->_priv.clip_rect.x + game->_priv.clip_rect.w, game->_priv.clip_rect.y, ALLEGRO_ALIGN_RIGHT, sfps);
snprintf(sfps, 16, "%.2f ms", 1000 * (game_time - game->_priv.fps_count.time));
DrawTextWithShadow(game->_priv.font_console, al_map_rgb(255, 255, 255), game->_priv.clip_rect.x + game->_priv.clip_rect.w, game->_priv.clip_rect.y + al_get_font_line_height(game->_priv.font_console), ALLEGRO_ALIGN_RIGHT, sfps);
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DrawTimelines(game);
al_hold_bitmap_drawing(false);
al_use_transform(&game->projection);
}
if (game_time - game->_priv.fps_count.old_time >= 1.0) {
game->_priv.fps_count.fps = game->_priv.fps_count.frames_done / (game_time - game->_priv.fps_count.old_time);
game->_priv.fps_count.frames_done = 0;
game->_priv.fps_count.old_time = game_time;
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}
game->_priv.fps_count.time = game_time;
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game->_priv.fps_count.frames_done++;
}
SYMBOL_INTERNAL void Console_Load(struct Game* game) {
game->_priv.font_console = al_load_ttf_font(GetDataFilePath(game, "fonts/DejaVuSansMono.ttf"), game->_priv.clip_rect.h * 0.025, 0);
if (game->_priv.clip_rect.h * 0.025 >= 16) {
game->_priv.font_bsod = al_load_ttf_font(GetDataFilePath(game, "fonts/PerfectDOSVGA437.ttf"), 16 * ((game->_priv.clip_rect.h > 1080) ? 2 : 1), 0);
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} else {
game->_priv.font_bsod = al_load_ttf_font(GetDataFilePath(game, "fonts/DejaVuSansMono.ttf"), game->_priv.clip_rect.h * 0.025, 0);
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}
}
SYMBOL_INTERNAL void Console_Unload(struct Game* game) {
if (game->_priv.font_console) {
al_destroy_font(game->_priv.font_console);
}
}
SYMBOL_INTERNAL void* GamestateLoadingThread(void* arg) {
struct GamestateLoadingThreadData* data = arg;
data->game->_priv.loading.inProgress = true;
al_set_new_bitmap_flags(data->bitmap_flags);
data->gamestate->data = data->gamestate->api->Gamestate_Load(data->game, &GamestateProgress);
if (data->game->_priv.loading.progress != data->gamestate->progressCount) {
PrintConsole(data->game, "[%s] WARNING: Gamestate_ProgressCount does not match the number of progress invokations (%d)!", data->gamestate->name, data->game->_priv.loading.progress);
if (data->game->config.debug) {
PrintConsole(data->game, "(sleeping for 3 seconds...)");
data->game->_priv.showconsole = true;
al_rest(3.0);
}
}
data->bitmap_flags = al_get_new_bitmap_flags();
data->game->_priv.loading.inProgress = false;
return NULL;
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}
SYMBOL_INTERNAL void* ScreenshotThread(void* arg) {
struct ScreenshotThreadData* data = arg;
ALLEGRO_PATH* path = al_get_standard_path(ALLEGRO_USER_DOCUMENTS_PATH);
char filename[255];
snprintf(filename, 255, "%s_%ju_%ju.png", data->game->name, (uintmax_t)time(NULL), (uintmax_t)clock());
al_set_path_filename(path, filename);
al_save_bitmap(al_path_cstr(path, ALLEGRO_NATIVE_PATH_SEP), data->bitmap);
PrintConsole(data->game, "Screenshot stored in %s", al_path_cstr(path, ALLEGRO_NATIVE_PATH_SEP));
al_destroy_path(path);
al_destroy_bitmap(data->bitmap);
free(data);
return NULL;
}
SYMBOL_INTERNAL void CalculateProgress(struct Game* game) {
struct Gamestate* tmp = game->_priv.loading.current;
float progress = ((game->_priv.loading.progress / (float)(tmp->progressCount + 1)) / (float)game->_priv.loading.toLoad) + (game->_priv.loading.loaded / (float)game->_priv.loading.toLoad);
if (game->config.debug) {
PrintConsole(game, "[%s] Progress: %d%% (%d/%d)", tmp->name, (int)(progress * 100), game->_priv.loading.progress, tmp->progressCount + 1);
}
game->loading_progress = progress;
}
SYMBOL_INTERNAL void GamestateProgress(struct Game* game) {
game->_priv.loading.progress++;
CalculateProgress(game);
#ifndef LIBSUPERDERPY_SINGLE_THREAD
// TODO: debounce thread synchronization to reduce overhead
al_lock_mutex(game->_priv.texture_sync_mutex);
game->_priv.texture_sync = true;
while (game->_priv.texture_sync) {
al_wait_cond(game->_priv.texture_sync_cond, game->_priv.texture_sync_mutex);
}
al_unlock_mutex(game->_priv.texture_sync_mutex);
#else
al_convert_memory_bitmaps();
DrawGamestates(game);
double delta = al_get_time() - game->_priv.loading.time;
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if (game->_priv.loading.current->showLoading) {
game->_priv.loading.gamestate->api->Gamestate_Logic(game, game->_priv.loading.gamestate->data, delta);
game->_priv.loading.gamestate->api->Gamestate_Draw(game, game->_priv.loading.gamestate->data);
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}
game->_priv.loading.time += delta;
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DrawConsole(game);
al_flip_display();
#endif
}
SYMBOL_INTERNAL bool OpenGamestate(struct Game* game, struct Gamestate* gamestate) {
PrintConsole(game, "Opening gamestate \"%s\"...", gamestate->name);
char libname[1024];
snprintf(libname, 1024, "libsuperderpy-%s-%s" LIBRARY_EXTENSION, game->name, gamestate->name);
gamestate->handle = dlopen(AddGarbage(game, GetLibraryPath(game, libname)), RTLD_NOW);
if (!gamestate->handle) {
FatalError(game, false, "Error while opening gamestate \"%s\": %s", gamestate->name, dlerror()); // TODO: move out
return false;
}
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if (game->handlers.compositor) {
gamestate->fb = CreateNotPreservedBitmap(game->_priv.clip_rect.w, game->_priv.clip_rect.h);
} else {
gamestate->fb = al_create_sub_bitmap(al_get_backbuffer(game->display), game->_priv.clip_rect.x, game->_priv.clip_rect.y, game->_priv.clip_rect.w, game->_priv.clip_rect.h);
}
return true;
}
SYMBOL_INTERNAL bool LinkGamestate(struct Game* game, struct Gamestate* gamestate) {
gamestate->api = calloc(1, sizeof(struct Gamestate_API));
#define GS_ERROR \
FatalError(game, false, "Error on resolving gamestate's %s symbol: %s", gamestate->name, dlerror()); /* TODO: move out */ \
free(gamestate->api); \
return false;
if (!(gamestate->api->Gamestate_Draw = dlsym(gamestate->handle, "Gamestate_Draw"))) { GS_ERROR; }
if (!(gamestate->api->Gamestate_Logic = dlsym(gamestate->handle, "Gamestate_Logic"))) { GS_ERROR; }
if (!(gamestate->api->Gamestate_Load = dlsym(gamestate->handle, "Gamestate_Load"))) { GS_ERROR; }
if (!(gamestate->api->Gamestate_Unload = dlsym(gamestate->handle, "Gamestate_Unload"))) { GS_ERROR; }
if (!(gamestate->api->Gamestate_Start = dlsym(gamestate->handle, "Gamestate_Start"))) { GS_ERROR; }
if (!(gamestate->api->Gamestate_Stop = dlsym(gamestate->handle, "Gamestate_Stop"))) { GS_ERROR; }
if (!(gamestate->api->Gamestate_ProcessEvent = dlsym(gamestate->handle, "Gamestate_ProcessEvent"))) { GS_ERROR; }
// optional
gamestate->api->Gamestate_Tick = dlsym(gamestate->handle, "Gamestate_Tick");
gamestate->api->Gamestate_PostLoad = dlsym(gamestate->handle, "Gamestate_PostLoad");
gamestate->api->Gamestate_Pause = dlsym(gamestate->handle, "Gamestate_Pause");
gamestate->api->Gamestate_Resume = dlsym(gamestate->handle, "Gamestate_Resume");
gamestate->api->Gamestate_Reload = dlsym(gamestate->handle, "Gamestate_Reload");
gamestate->api->Gamestate_ProgressCount = dlsym(gamestate->handle, "Gamestate_ProgressCount");
if (gamestate->api->Gamestate_ProgressCount) {
gamestate->progressCount = *gamestate->api->Gamestate_ProgressCount;
}
#undef GS_ERROR
return true;
}
SYMBOL_INTERNAL struct Gamestate* AllocateGamestate(struct Game* game, const char* name) {
struct Gamestate* tmp = malloc(sizeof(struct Gamestate));
tmp->name = strdup(name);
tmp->handle = NULL;
tmp->loaded = false;
tmp->paused = false;
tmp->frozen = false;
tmp->started = false;
tmp->pending_load = false;
tmp->pending_start = false;
tmp->pending_stop = false;
tmp->pending_unload = false;
tmp->next = NULL;
tmp->api = NULL;
tmp->fromlib = true;
tmp->progressCount = 0;
return tmp;
}
SYMBOL_INTERNAL void CloseGamestate(struct Game* game, struct Gamestate* gamestate) {
if (gamestate->handle && !RUNNING_ON_VALGRIND) {
#ifndef LEAK_SANITIZER
PrintConsole(game, "Closing gamestate \"%s\"...", gamestate->name);
dlclose(gamestate->handle);
#endif
}
free(gamestate->name);
if (gamestate->api) {
free(gamestate->api);
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}
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al_destroy_bitmap(gamestate->fb);
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}
SYMBOL_INTERNAL struct List* AddToList(struct List* list, void* data) {
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if (!list) {
list = malloc(sizeof(struct List));
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list->data = data;
list->next = NULL;
} else {
struct List* elem = malloc(sizeof(struct List));
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elem->next = list;
elem->data = data;
list = elem;
}
return list;
}
static bool Identity(struct List* elem, void* data) {
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return elem->data == data;
}
SYMBOL_INTERNAL struct List* FindInList(struct List* list, void* data, bool (*identity)(struct List* elem, void* data)) {
struct List* tmp = list;
if (!identity) {
identity = Identity;
}
while (tmp) {
if (identity(tmp, data)) {
return tmp;
}
tmp = tmp->next;
}
return NULL;
}
SYMBOL_INTERNAL void* RemoveFromList(struct List** list, void* data, bool (*identity)(struct List* elem, void* data)) {
struct List *prev = NULL, *tmp = *list, *start;
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void* d = NULL;
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if (!identity) {
identity = Identity;
}
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while (tmp) {
if (identity(tmp, data)) {
if (prev) {
prev->next = tmp->next;
d = tmp->data;
free(tmp);
return d;
}
start = tmp->next;
d = tmp->data;
free(tmp);
*list = start;
return d;
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}
prev = tmp;
tmp = tmp->next;
}
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return NULL;
}
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// TODO: maybe make external?
SYMBOL_INTERNAL void* AddGarbage(struct Game* game, void* data) {
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game->_priv.garbage = AddToList(game->_priv.garbage, data);
return data;
}
SYMBOL_INTERNAL void ClearGarbage(struct Game* game) {
struct List* tmp;
while (game->_priv.garbage) {
free(game->_priv.garbage->data);
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tmp = game->_priv.garbage->next;
free(game->_priv.garbage);
game->_priv.garbage = tmp;
}
}
SYMBOL_INTERNAL void AddTimeline(struct Game* game, struct Timeline* timeline) {
game->_priv.timelines = AddToList(game->_priv.timelines, timeline);
}
SYMBOL_INTERNAL void RemoveTimeline(struct Game* game, struct Timeline* timeline) {
struct List* tmp = game->_priv.timelines;
if (tmp->data == timeline) {
struct List* next = tmp->next;
free(tmp);
game->_priv.timelines = next;
return;
}
while (tmp->next) {
if (tmp->next->data == timeline) {
struct List* next = tmp->next->next;
free(tmp->next);
tmp->next = next;
return;
}
tmp = tmp->next;
}
}
SYMBOL_INTERNAL void ClearScreen(struct Game* game) {
al_set_target_backbuffer(game->display);
al_reset_clipping_rectangle();
al_clear_to_color(al_map_rgb(0, 0, 0));
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al_clear_depth_buffer(1.0);
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al_set_clipping_rectangle(game->_priv.clip_rect.x, game->_priv.clip_rect.y, game->_priv.clip_rect.w, game->_priv.clip_rect.h);
}
static void DrawQueue(struct Game* game, struct TM_Action* queue, int clipX, int clipY) {
int pos = clipX;
struct TM_Action* pom = queue;
while (pom != NULL) {
int width = al_get_text_width(game->_priv.font_console, pom->name);
al_draw_filled_rectangle(pos - (10 / 3200.0) * game->_priv.clip_rect.w, clipY, pos + width + (10 / 3200.0) * game->_priv.clip_rect.w, clipY + (60 / 1800.0) * game->_priv.clip_rect.h, pom->started ? al_map_rgba(255, 255, 255, 192) : al_map_rgba(0, 0, 0, 0));
al_draw_rectangle(pos - (10 / 3200.0) * game->_priv.clip_rect.w, clipY, pos + width + (10 / 3200.0) * game->_priv.clip_rect.w, clipY + (60 / 1800.0) * game->_priv.clip_rect.h, al_map_rgb(255, 255, 255), 2);
al_draw_text(game->_priv.font_console, pom->started ? al_map_rgb(0, 0, 0) : al_map_rgb(255, 255, 255), pos, clipY, ALLEGRO_ALIGN_LEFT, pom->name);
if (pom->delay) {
al_draw_textf(game->_priv.font_console, al_map_rgb(255, 255, 255), pos, clipY - (50 / 1800.0) * game->_priv.clip_rect.h, ALLEGRO_ALIGN_LEFT, "%d", (int)(pom->delay * 1000));
}
if (strncmp(pom->name, "TM_RunInBackground", 18) == 0) { // FIXME: this is crappy way to detect queued background actions
al_draw_textf(game->_priv.font_console, al_map_rgb(255, 255, 255), pos, clipY - (50 / 1800.0) * game->_priv.clip_rect.h, ALLEGRO_ALIGN_LEFT, "%s", (char*)pom->arguments->next->next->value);
}
pos += width + (20 / 3200.0) * game->_priv.clip_rect.w;
pom = pom->next;
}
}
static void DrawTimeline(struct Game* game, struct Timeline* timeline, int pos) {
al_draw_filled_rectangle(game->_priv.clip_rect.x, game->_priv.clip_rect.y + game->_priv.clip_rect.h - (340 / 1800.0) * game->_priv.clip_rect.h * (pos + 1), game->_priv.clip_rect.x + game->_priv.clip_rect.w, game->_priv.clip_rect.y + game->_priv.clip_rect.h - (340 / 1800.0) * game->_priv.clip_rect.h * pos, al_map_rgba(0, 0, 0, 92));
al_draw_textf(game->_priv.font_console, al_map_rgb(255, 255, 255), game->_priv.clip_rect.x + game->_priv.clip_rect.w / 2.0, game->_priv.clip_rect.y + game->_priv.clip_rect.h - (340 / 1800.0) * game->_priv.clip_rect.h * (pos + 1) + (10 / 1800.0) * game->_priv.clip_rect.h, ALLEGRO_ALIGN_CENTER, "Timeline: %s", timeline->name);
DrawQueue(game, timeline->queue, game->_priv.clip_rect.x + (25 / 3200.0) * game->_priv.clip_rect.w, game->_priv.clip_rect.y + game->_priv.clip_rect.h - (220 / 1800.0) * game->_priv.clip_rect.h - (340 / 1800.0) * game->_priv.clip_rect.h * pos);
DrawQueue(game, timeline->background, game->_priv.clip_rect.x + (25 / 3200.0) * game->_priv.clip_rect.w, game->_priv.clip_rect.y + game->_priv.clip_rect.h - (100 / 1800.0) * game->_priv.clip_rect.h - (340 / 1800.0) * game->_priv.clip_rect.h * pos);
}
SYMBOL_INTERNAL void DrawTimelines(struct Game* game) {
if (!game->_priv.showtimeline) {
return;
}
struct List* tmp = game->_priv.timelines;
int i = 0;
while (tmp) {
DrawTimeline(game, tmp->data, i);
i++;
tmp = tmp->next;
}
}
SYMBOL_INTERNAL char* GetLibraryPath(struct Game* game, char* filename) {
char* result = NULL;
ALLEGRO_PATH* path = al_get_standard_path(ALLEGRO_EXENAME_PATH);
al_set_path_filename(path, filename);
if (al_filename_exists(al_path_cstr(path, ALLEGRO_NATIVE_PATH_SEP))) {
result = strdup(al_path_cstr(path, ALLEGRO_NATIVE_PATH_SEP));
} else {
al_append_path_component(path, "gamestates");
if (al_filename_exists(al_path_cstr(path, ALLEGRO_NATIVE_PATH_SEP))) {
result = strdup(al_path_cstr(path, ALLEGRO_NATIVE_PATH_SEP));
} else {
result = strdup(filename);
}
}
al_destroy_path(path);
return result;
}
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SYMBOL_INTERNAL void PauseExecution(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if (!tmp->paused && tmp->loaded && tmp->started && tmp->api->Gamestate_Pause) {
tmp->api->Gamestate_Pause(game, tmp->data);
}
tmp = tmp->next;
}
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game->_priv.paused = true;
PrintConsole(game, "DEBUG: game execution paused.");
}
SYMBOL_INTERNAL void ResumeExecution(struct Game* game) {
ReloadShaders(game, true);
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PrintConsole(game, "DEBUG: reloading the gamestates...");
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if (game->_priv.debug.livereload && tmp->fromlib) {
char* name = strdup(tmp->name);
CloseGamestate(game, tmp);
tmp->name = name;
if (OpenGamestate(game, tmp) && LinkGamestate(game, tmp) && tmp->loaded) {
if (tmp->api->Gamestate_Reload) {
tmp->api->Gamestate_Reload(game, tmp->data);
}
} else {
// live-reload failed
tmp->loaded = false;
}
}
if (!tmp->paused && tmp->loaded && tmp->started && tmp->api->Gamestate_Resume) {
tmp->api->Gamestate_Resume(game, tmp->data);
}
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tmp = tmp->next;
}
game->_priv.paused = false;
PrintConsole(game, "DEBUG: game execution resumed.");
}
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SYMBOL_INTERNAL char* GetGameName(struct Game* game, const char* format) {
char* result = malloc(sizeof(char) * 255);
SUPPRESS_WARNING("-Wformat-nonliteral")
snprintf(result, 255, format, game->name);
SUPPRESS_END
return AddGarbage(game, result);
}
static int HashString(struct Game* game, const char* str) {
unsigned long hash = 5381;
int c;
while ((c = *str++)) {
hash = ((hash << 5) + hash) + c; /* hash * 33 + c */
}
//PrintConsole(game, "sum %d, bucket %d", hash, hash % LIBSUPERDERPY_BITMAP_HASHMAP_BUCKETS);
return hash % LIBSUPERDERPY_BITMAP_HASHMAP_BUCKETS;
}
static bool RefCountIdentity(struct List* elem, void* data) {
struct RefCount* item = elem->data;
return strcmp(data, item->id) == 0;
}
SYMBOL_INTERNAL ALLEGRO_BITMAP* AddBitmap(struct Game* game, char* filename) {
int bucket = HashString(game, filename);
struct List* item = FindInList(game->_priv.bitmaps[bucket], filename, RefCountIdentity);
struct RefCount* rc;
if (item) {
rc = item->data;
rc->counter++;
} else {
rc = malloc(sizeof(struct RefCount));
rc->counter = 1;
rc->id = strdup(filename);
rc->data = al_load_bitmap(GetDataFilePath(game, filename));
game->_priv.bitmaps[bucket] = AddToList(game->_priv.bitmaps[bucket], rc);
}
return rc->data;
}
SYMBOL_INTERNAL void RemoveBitmap(struct Game* game, char* filename) {
int bucket = HashString(game, filename);
struct List* item = FindInList(game->_priv.bitmaps[bucket], filename, RefCountIdentity);
if (item) {
struct RefCount* rc = item->data;
rc->counter--;
if (rc->counter == 0) {
RemoveFromList(&game->_priv.bitmaps[bucket], filename, RefCountIdentity);
al_destroy_bitmap(rc->data);
free(rc->id);
free(rc);
}
} else {
PrintConsole(game, "Tried to remove non-existent bitmap %s!", filename);
}
}