Refactor the engine's main loop.

This commit is contained in:
Sebastian Krzyszkowiak 2018-09-10 03:18:52 +02:00
parent c5fcba57cb
commit 3e7d9812a3
No known key found for this signature in database
GPG key ID: E8F235CF3BDBC3FF
9 changed files with 446 additions and 345 deletions

View file

@ -85,23 +85,25 @@ if(EMSCRIPTEN)
set(CMAKE_EXECUTABLE_SUFFIX ".bc")
set(CMAKE_SHARED_LIBRARY_SUFFIX ".so")
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -s SIDE_MODULE=1")
set(EMSCRIPTEN_USE_FLAGS -s USE_SDL=2 -s USE_FREETYPE=1 -s USE_LIBPNG=1 -s USE_ZLIB=1 -s USE_OGG=1 -s USE_VORBIS=1 -s FULL_ES2=1)
set(EMSCRIPTEN_FLAGS -s USE_SDL=2 -s USE_FREETYPE=1 -s USE_LIBPNG=1 -s USE_ZLIB=1 -s USE_OGG=1 -s USE_VORBIS=1 -s FULL_ES2=1 -s ERROR_ON_UNDEFINED_SYMBOLS=1 -s NO_EXIT_RUNTIME=0 -s PRECISE_F32=1)
set(LIBSUPERDERPY_EMSCRIPTEN_MODE "asm.js" CACHE STRING "Emscripten compilation mode (JavaScript or WebAssembly)")
set_property(CACHE LIBSUPERDERPY_EMSCRIPTEN_MODE PROPERTY STRINGS "asm.js;wasm")
if("${LIBSUPERDERPY_EMSCRIPTEN_MODE}" STREQUAL "wasm")
# https://github.com/kripken/emscripten/issues/5436
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_MODULE_LINKER_FLAGS} -s WASM=1")
set(EMSCRIPTEN_USE_FLAGS ${EMSCRIPTEN_USE_FLAGS} -s WASM=1)
set(EMSCRIPTEN_FLAGS ${EMSCRIPTEN_FLAGS} -s WASM=1)
set(CMAKE_SHARED_MODULE_SUFFIX ".wasm")
add_definitions(-DLIBSUPERDERPY_WASM=1)
else()
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_MODULE_LINKER_FLAGS} -s WASM=0")
set(EMSCRIPTEN_USE_FLAGS ${EMSCRIPTEN_USE_FLAGS} -s WASM=0)
set(EMSCRIPTEN_FLAGS ${EMSCRIPTEN_FLAGS} -s WASM=0)
set(CMAKE_SHARED_MODULE_SUFFIX ".js")
endif()
set(LIBSUPERDERPY_USE_WEBGL2 "no" CACHE STRING "Use WebGL 2 context")
set(LIBSUPERDERPY_USE_WEBGL2 NO CACHE BOOL "Use WebGL 2 context")
if(LIBSUPERDERPY_USE_WEBGL2)
set(EMSCRIPTEN_USE_FLAGS ${EMSCRIPTEN_USE_FLAGS} -s USE_WEBGL2=1)
set(EMSCRIPTEN_FLAGS ${EMSCRIPTEN_FLAGS} -s USE_WEBGL2=1)
endif(LIBSUPERDERPY_USE_WEBGL2)
if(CMAKE_INSTALL_PREFIX MATCHES "/usr/local")
@ -246,7 +248,7 @@ endif()
add_custom_target(${LIBSUPERDERPY_GAMENAME}_js
DEPENDS ${LIBSUPERDERPY_GAMENAME}_install ${LIBSUPERDERPY_GAMENAME}_flac_to_ogg
WORKING_DIRECTORY "${CMAKE_INSTALL_PREFIX}/${LIBSUPERDERPY_GAMENAME}"
COMMAND "${CMAKE_C_COMPILER}" ${CFLAGS_LIST} ../${LIBSUPERDERPY_GAMENAME}${CMAKE_EXECUTABLE_SUFFIX} ../libsuperderpy${CMAKE_SHARED_LIBRARY_SUFFIX} ../libsuperderpy-${LIBSUPERDERPY_GAMENAME}${CMAKE_SHARED_LIBRARY_SUFFIX} ${ALLEGRO5_LIBRARIES} ${ALLEGRO5_FONT_LIBRARIES} ${ALLEGRO5_TTF_LIBRARIES} ${ALLEGRO5_PRIMITIVES_LIBRARIES} ${ALLEGRO5_AUDIO_LIBRARIES} ${ALLEGRO5_ACODEC_LIBRARIES} ${ALLEGRO5_VIDEO_LIBRARIES} ${ALLEGRO5_IMAGE_LIBRARIES} ${ALLEGRO5_COLOR_LIBRARIES} ${EMSCRIPTEN_USE_FLAGS} -s MAIN_MODULE=1 -s TOTAL_MEMORY=${EMSCRIPTEN_TOTAL_MEMORY_BYTES} -o ${LIBSUPERDERPY_GAMENAME}.html --preload-file data --preload-file gamestates@/
COMMAND "${CMAKE_C_COMPILER}" ${CFLAGS_LIST} ../${LIBSUPERDERPY_GAMENAME}${CMAKE_EXECUTABLE_SUFFIX} ../libsuperderpy${CMAKE_SHARED_LIBRARY_SUFFIX} ../libsuperderpy-${LIBSUPERDERPY_GAMENAME}${CMAKE_SHARED_LIBRARY_SUFFIX} ${ALLEGRO5_LIBRARIES} ${ALLEGRO5_FONT_LIBRARIES} ${ALLEGRO5_TTF_LIBRARIES} ${ALLEGRO5_PRIMITIVES_LIBRARIES} ${ALLEGRO5_AUDIO_LIBRARIES} ${ALLEGRO5_ACODEC_LIBRARIES} ${ALLEGRO5_VIDEO_LIBRARIES} ${ALLEGRO5_IMAGE_LIBRARIES} ${ALLEGRO5_COLOR_LIBRARIES} ${EMSCRIPTEN_FLAGS} -s MAIN_MODULE=1 -s TOTAL_MEMORY=${EMSCRIPTEN_TOTAL_MEMORY_BYTES} -o ${LIBSUPERDERPY_GAMENAME}.html --preload-file data --preload-file gamestates@/
COMMAND rm -rf data gamestates
VERBATIM
)

View file

@ -5,6 +5,7 @@ SET(SRC_LIST
timeline.c
gamestate.c
libsuperderpy.c
mainloop.c
character.c
internal.c
tween.c

View file

@ -76,7 +76,6 @@ SYMBOL_EXPORT void LoadGamestate(struct Game* game, const char* name) {
gs->showLoading = true;
}
PrintConsole(game, "Gamestate \"%s\" marked to be LOADED.", name);
game->_priv.gamestate_scheduled = true;
}
SYMBOL_EXPORT void UnloadGamestate(struct Game* game, const char* name) {
@ -98,7 +97,6 @@ SYMBOL_EXPORT void UnloadGamestate(struct Game* game, const char* name) {
PrintConsole(game, "Tried to unload nonexisitent gamestate \"%s\"", name);
return;
}
game->_priv.gamestate_scheduled = true;
}
SYMBOL_EXPORT void StartGamestate(struct Game* game, const char* name) {
@ -118,7 +116,6 @@ SYMBOL_EXPORT void StartGamestate(struct Game* game, const char* name) {
LoadGamestate(game, name);
return StartGamestate(game, name);
}
game->_priv.gamestate_scheduled = true;
}
SYMBOL_EXPORT void StopGamestate(struct Game* game, const char* name) {
@ -139,7 +136,6 @@ SYMBOL_EXPORT void StopGamestate(struct Game* game, const char* name) {
PrintConsole(game, "Tried to stop nonexisitent gamestate \"%s\"", name);
return;
}
game->_priv.gamestate_scheduled = true;
}
SYMBOL_EXPORT void PauseGamestate(struct Game* game, const char* name) {

View file

@ -76,4 +76,20 @@ void StopCurrentGamestate(struct Game* game);
void PauseCurrentGamestate(struct Game* game);
void UnloadCurrentGamestate(struct Game* game);
// Gamestate API
extern int Gamestate_ProgressCount;
void Gamestate_Draw(struct Game* game, struct GamestateResources* data);
void Gamestate_Logic(struct Game* game, struct GamestateResources* data, double delta);
void Gamestate_Tick(struct Game* game, struct GamestateResources* data);
void* Gamestate_Load(struct Game* game, void (*progress)(struct Game*));
void Gamestate_PostLoad(struct Game* game, struct GamestateResources* data);
void Gamestate_Start(struct Game* game, struct GamestateResources* data);
void Gamestate_Pause(struct Game* game, struct GamestateResources* data);
void Gamestate_Resume(struct Game* game, struct GamestateResources* data);
void Gamestate_Stop(struct Game* game, struct GamestateResources* data);
void Gamestate_Unload(struct Game* game, struct GamestateResources* data);
void Gamestate_ProcessEvent(struct Game* game, struct GamestateResources* data, ALLEGRO_EVENT* ev);
void Gamestate_Reload(struct Game* game, struct GamestateResources* data);
#endif

View file

@ -542,15 +542,11 @@ SYMBOL_INTERNAL char* GetLibraryPath(struct Game* game, char* filename) {
}
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;
}
game->_priv.paused = true;
PrintConsole(game, "DEBUG: game execution paused.");
al_stop_timer(game->_priv.timer);
al_detach_voice(game->audio.v);
FreezeGamestates(game);
PrintConsole(game, "Engine halted.");
}
SYMBOL_INTERNAL void ReloadCode(struct Game* game) {
@ -576,15 +572,12 @@ SYMBOL_INTERNAL void ReloadCode(struct Game* game) {
}
SYMBOL_INTERNAL void ResumeExecution(struct Game* game) {
struct Gamestate* tmp = game->_priv.gamestates;
while (tmp) {
if (!tmp->paused && tmp->loaded && tmp->started && tmp->api->Gamestate_Resume) {
tmp->api->Gamestate_Resume(game, tmp->data);
}
tmp = tmp->next;
}
UnfreezeGamestates(game);
al_attach_mixer_to_voice(game->audio.mixer, game->audio.v);
al_resume_timer(game->_priv.timer);
game->_priv.paused = false;
PrintConsole(game, "DEBUG: game execution resumed.");
game->_priv.timestamp = al_get_time();
PrintConsole(game, "Engine resumed.");
}
SYMBOL_INTERNAL char* GetGameName(struct Game* game, const char* format) {

View file

@ -167,14 +167,19 @@ SYMBOL_EXPORT struct Game* libsuperderpy_init(int argc, char** argv, const char*
game->joystick = al_install_joystick();
}
int fullscreen = ALLEGRO_FULLSCREEN_WINDOW;
int windowMode = ALLEGRO_FULLSCREEN_WINDOW;
#ifdef ALLEGRO_ANDROID
fullscreen |= ALLEGRO_FRAMELESS;
windowMode |= ALLEGRO_FRAMELESS;
#endif
al_set_new_display_flags((game->config.fullscreen ? (fullscreen) : ALLEGRO_WINDOWED) | ALLEGRO_RESIZABLE | ALLEGRO_OPENGL | ALLEGRO_PROGRAMMABLE_PIPELINE);
#ifdef __EMSCRIPTEN__
al_set_new_display_flags((al_get_new_display_flags() | ALLEGRO_WINDOWED) ^ ALLEGRO_FULLSCREEN_WINDOW);
windowMode = ALLEGRO_WINDOWED;
#endif
if (!game->config.fullscreen) {
windowMode = ALLEGRO_WINDOWED;
}
windowMode |= ALLEGRO_RESIZABLE;
al_set_new_display_flags(windowMode | ALLEGRO_OPENGL | ALLEGRO_PROGRAMMABLE_PIPELINE);
al_set_new_display_option(ALLEGRO_VSYNC, 2 - strtol(GetConfigOptionDefault(game, "SuperDerpy", "vsync", "1"), NULL, 10), ALLEGRO_SUGGEST);
#ifdef LIBSUPERDERPY_ORIENTATION_LANDSCAPE
@ -244,7 +249,6 @@ SYMBOL_EXPORT struct Game* libsuperderpy_init(int argc, char** argv, const char*
al_add_new_bitmap_flag(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
game->_priv.gamestates = NULL;
game->_priv.gamestate_scheduled = false;
al_init_user_event_source(&(game->event_source));
@ -295,7 +299,7 @@ SYMBOL_EXPORT struct Game* libsuperderpy_init(int argc, char** argv, const char*
return game;
}
SYMBOL_EXPORT int libsuperderpy_run(struct Game* game) {
SYMBOL_EXPORT int libsuperderpy_start(struct Game* game) {
al_register_event_source(game->_priv.event_queue, al_get_display_event_source(game->display));
al_register_event_source(game->_priv.event_queue, al_get_keyboard_event_source());
if (game->mouse) {
@ -341,308 +345,32 @@ SYMBOL_EXPORT int libsuperderpy_run(struct Game* game) {
PrintConsole(game, "Loading screen registered.");
game->_priv.timestamp = al_get_time();
game->_priv.draw = true;
#ifdef __EMSCRIPTEN__
void libsuperderpy_mainloop(void* game);
emscripten_set_main_loop_arg(libsuperderpy_mainloop, game, 0, true);
game->_priv.paused = false;
return 0;
}
SYMBOL_INTERNAL void libsuperderpy_mainloop_exit(struct Game* game) {
#ifdef __EMSCRIPTEN__
SYMBOL_INTERNAL void libsuperderpy_emscripten_mainloop(void* game) {
if (!libsuperderpy_mainloop(game)) {
libsuperderpy_destroy(game);
free(game);
printf("Halted.\n");
emscripten_cancel_main_loop();
}
}
SYMBOL_INTERNAL void libsuperderpy_mainloop(void* g) {
struct Game* game = (struct Game*)g;
#endif
do {
ClearGarbage(game);
// TODO: split mainloop to functions to make it readable
ALLEGRO_EVENT ev;
if (game->_priv.draw && ((al_is_event_queue_empty(game->_priv.event_queue)) || (game->_priv.gamestate_scheduled))) {
game->_priv.gamestate_scheduled = false;
struct Gamestate* tmp = game->_priv.gamestates;
game->_priv.loading.toLoad = 0;
game->_priv.loading.loaded = 0;
game->loading_progress = 0;
// TODO: support gamestate dependences/ordering
while (tmp) {
if (tmp->pending_stop) {
PrintConsole(game, "Stopping gamestate \"%s\"...", tmp->name);
game->_priv.current_gamestate = tmp;
(*tmp->api->Gamestate_Stop)(game, tmp->data);
tmp->started = false;
tmp->pending_stop = false;
PrintConsole(game, "Gamestate \"%s\" stopped successfully.", tmp->name);
}
if (tmp->pending_load) { game->_priv.loading.toLoad++; }
tmp = tmp->next;
}
tmp = game->_priv.gamestates;
while (tmp) {
if (tmp->pending_unload) {
PrintConsole(game, "Unloading gamestate \"%s\"...", tmp->name);
al_stop_timer(game->_priv.timer);
tmp->loaded = false;
tmp->pending_unload = false;
game->_priv.current_gamestate = tmp;
(*tmp->api->Gamestate_Unload)(game, tmp->data);
al_resume_timer(game->_priv.timer);
PrintConsole(game, "Gamestate \"%s\" unloaded successfully.", tmp->name);
}
if (tmp->pending_load) {
al_stop_timer(game->_priv.timer);
if (tmp->showLoading) {
(*game->_priv.loading.gamestate->api->Gamestate_Start)(game, game->_priv.loading.gamestate->data);
}
if (!tmp->api) {
if (!OpenGamestate(game, tmp) || !LinkGamestate(game, tmp)) {
tmp->pending_load = false;
tmp->pending_start = false;
tmp->next = tmp;
continue;
}
}
if (tmp->api) {
PrintConsole(game, "Loading gamestate \"%s\"...", tmp->name);
game->_priv.loading.progress = 0;
game->_priv.loading.current = tmp;
game->_priv.current_gamestate = tmp;
struct GamestateLoadingThreadData data = {.game = game, .gamestate = tmp, .bitmap_flags = al_get_new_bitmap_flags()};
game->_priv.loading.inProgress = true;
double time = al_get_time();
game->_priv.loading.time = time;
CalculateProgress(game);
#ifndef LIBSUPERDERPY_SINGLE_THREAD
al_run_detached_thread(GamestateLoadingThread, &data);
while (game->_priv.loading.inProgress) {
DrawGamestates(game);
al_set_target_backbuffer(game->display);
double delta = al_get_time() - game->_priv.loading.time;
if (tmp->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);
if (game->handlers.postdraw) {
game->handlers.postdraw(game);
}
}
game->_priv.loading.time += delta;
game->time += delta; // TODO: ability to disable passing time during loading
if (game->_priv.texture_sync) {
al_convert_memory_bitmaps();
game->_priv.texture_sync = false;
al_signal_cond(game->_priv.texture_sync_cond);
game->_priv.loading.time = al_get_time();
}
DrawConsole(game);
al_flip_display();
SYMBOL_EXPORT int libsuperderpy_run(struct Game* game) {
int ret = libsuperderpy_start(game);
if (ret) {
return ret;
}
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop_arg(libsuperderpy_emscripten_mainloop, game, 0, true);
return 0;
#else
GamestateLoadingThread(&data);
al_convert_memory_bitmaps();
#endif
al_set_new_bitmap_flags(data.bitmap_flags);
if (tmp->api->Gamestate_PostLoad) {
PrintConsole(game, "[%s] Post-loading...", tmp->name);
tmp->api->Gamestate_PostLoad(game, tmp->data);
}
game->_priv.loading.progress++;
CalculateProgress(game);
PrintConsole(game, "Gamestate \"%s\" loaded successfully in %f seconds.", tmp->name, al_get_time() - time);
game->_priv.loading.loaded++;
tmp->loaded = true;
tmp->pending_load = false;
}
if (tmp->showLoading) {
(*game->_priv.loading.gamestate->api->Gamestate_Stop)(game, game->_priv.loading.gamestate->data);
}
al_resume_timer(game->_priv.timer);
game->_priv.timestamp = al_get_time();
}
tmp = tmp->next;
}
if (game->_priv.loading.loaded) {
ReloadShaders(game, false);
}
bool gameActive = false;
tmp = game->_priv.gamestates;
while (tmp) {
if ((tmp->pending_start) && (tmp->loaded)) {
PrintConsole(game, "Starting gamestate \"%s\"...", tmp->name);
al_stop_timer(game->_priv.timer);
game->_priv.current_gamestate = tmp;
tmp->started = true;
tmp->pending_start = false;
(*tmp->api->Gamestate_Start)(game, tmp->data);
al_resume_timer(game->_priv.timer);
game->_priv.timestamp = al_get_time();
PrintConsole(game, "Gamestate \"%s\" started successfully.", tmp->name);
}
if ((tmp->started) || (tmp->pending_start) || (tmp->pending_load)) {
gameActive = true;
}
tmp = tmp->next;
}
if (!gameActive) {
PrintConsole(game, "No gamestates left, exiting...");
#ifdef __EMSCRIPTEN__
libsuperderpy_mainloop_exit(game);
#endif
break;
}
al_convert_memory_bitmaps();
double delta = al_get_time() - game->_priv.timestamp;
game->_priv.timestamp += delta;
delta *= ALLEGRO_BPS_TO_SECS(al_get_timer_speed(game->_priv.timer) / (1 / 60.f));
game->time += delta;
if (!game->_priv.paused) {
LogicGamestates(game, delta);
DrawGamestates(game);
}
DrawConsole(game);
al_flip_display();
#ifdef __EMSCRIPTEN__
return;
#endif
} else {
#ifdef __EMSCRIPTEN__
if (al_is_event_queue_empty(game->_priv.event_queue)) {
return;
}
#endif
al_wait_for_event(game->_priv.event_queue, &ev);
if (game->handlers.event) {
if ((*game->handlers.event)(game, &ev)) {
continue;
}
}
if ((ev.type == ALLEGRO_EVENT_TIMER) && (ev.timer.source == game->_priv.timer)) {
TickGamestates(game);
} else if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) {
#ifdef __EMSCRIPTEN__
libsuperderpy_mainloop_exit(game);
#endif
break;
} else if (ev.type == ALLEGRO_EVENT_DISPLAY_HALT_DRAWING) {
PrintConsole(game, "Engine halted.");
game->_priv.draw = false;
al_stop_timer(game->_priv.timer);
al_detach_voice(game->audio.v);
FreezeGamestates(game);
al_acknowledge_drawing_halt(game->display);
} else if (ev.type == ALLEGRO_EVENT_DISPLAY_RESUME_DRAWING) {
game->_priv.draw = true;
al_acknowledge_drawing_resume(game->display);
PrintConsole(game, "Engine resumed.");
ReloadGamestates(game);
UnfreezeGamestates(game);
al_attach_mixer_to_voice(game->audio.mixer, game->audio.v);
al_resume_timer(game->_priv.timer);
} else if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) {
al_acknowledge_resize(game->display);
SetupViewport(game, game->viewport_config);
} else if ((game->config.debug) && (game->_priv.debug.autopause) && (ev.type == ALLEGRO_EVENT_DISPLAY_SWITCH_OUT)) {
PauseExecution(game);
} else if ((game->config.debug) && (game->_priv.debug.autopause) && (ev.type == ALLEGRO_EVENT_DISPLAY_SWITCH_IN)) {
if (game->_priv.debug.livereload) {
ReloadCode(game);
}
ResumeExecution(game);
}
#ifdef ALLEGRO_ANDROID
else if ((ev.type == ALLEGRO_EVENT_KEY_CHAR) && ((ev.keyboard.keycode == ALLEGRO_KEY_MENU) || (ev.keyboard.keycode == ALLEGRO_KEY_TILDE) || (ev.keyboard.keycode == ALLEGRO_KEY_BACKQUOTE))) {
#else
else if ((ev.type == ALLEGRO_EVENT_KEY_CHAR) && ((ev.keyboard.keycode == ALLEGRO_KEY_TILDE) || (ev.keyboard.keycode == ALLEGRO_KEY_BACKQUOTE))) {
#endif
game->_priv.showconsole = !game->_priv.showconsole;
if ((ev.keyboard.modifiers & ALLEGRO_KEYMOD_CTRL) && (game->config.debug)) {
game->_priv.showtimeline = game->_priv.showconsole;
}
} else if ((ev.type == ALLEGRO_EVENT_KEY_DOWN) && (game->config.debug) && (ev.keyboard.keycode == ALLEGRO_KEY_F1)) {
if (!game->_priv.paused) {
PauseExecution(game);
} else {
ReloadCode(game);
ResumeExecution(game);
}
} else if ((ev.type == ALLEGRO_EVENT_KEY_DOWN) && (game->config.debug) && (ev.keyboard.keycode == ALLEGRO_KEY_F9)) {
al_set_timer_speed(game->_priv.timer, ALLEGRO_BPS_TO_SECS(60.0));
game->_priv.showconsole = true;
PrintConsole(game, "DEBUG: Gameplay speed: 1.00x");
} else if ((ev.type == ALLEGRO_EVENT_KEY_DOWN) && (game->config.debug) && (ev.keyboard.keycode == ALLEGRO_KEY_F10)) {
double speed = ALLEGRO_BPS_TO_SECS(al_get_timer_speed(game->_priv.timer)); // inverting
speed -= 10;
if (speed < 10) { speed = 10; }
al_set_timer_speed(game->_priv.timer, ALLEGRO_BPS_TO_SECS(speed));
game->_priv.showconsole = true;
PrintConsole(game, "DEBUG: Gameplay speed: %.2fx", speed / 60.0);
} else if ((ev.type == ALLEGRO_EVENT_KEY_DOWN) && (game->config.debug) && (ev.keyboard.keycode == ALLEGRO_KEY_F11)) {
double speed = ALLEGRO_BPS_TO_SECS(al_get_timer_speed(game->_priv.timer)); // inverting
speed += 10;
if (speed > 600) { speed = 600; }
al_set_timer_speed(game->_priv.timer, ALLEGRO_BPS_TO_SECS(speed));
game->_priv.showconsole = true;
PrintConsole(game, "DEBUG: Gameplay speed: %.2fx", speed / 60.0);
} else if ((ev.type == ALLEGRO_EVENT_KEY_DOWN) && (ev.keyboard.keycode == ALLEGRO_KEY_F12)) {
DrawGamestates(game);
int flags = al_get_new_bitmap_flags();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP);
ALLEGRO_BITMAP* bitmap = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display));
al_set_new_bitmap_flags(flags);
ALLEGRO_BITMAP* target = al_get_target_bitmap();
al_set_target_bitmap(bitmap);
al_draw_bitmap(al_get_backbuffer(game->display), 0, 0, 0);
al_set_target_bitmap(target);
PrintConsole(game, "Screenshot made! Storing...");
struct ScreenshotThreadData* data = malloc(sizeof(struct ScreenshotThreadData));
data->game = game;
data->bitmap = bitmap;
#ifndef LIBSUPERDERPY_SINGLE_THREAD
al_run_detached_thread(ScreenshotThread, data);
#else
ScreenshotThread(data);
#endif
}
EventGamestates(game, &ev);
}
} while (true);
#ifndef __EMSCRIPTEN__
if (game->handlers.destroy) {
while (libsuperderpy_mainloop(game)) {};
libsuperderpy_destroy(game);
}
return 0;
#endif
}
@ -715,7 +443,7 @@ SYMBOL_EXPORT void libsuperderpy_destroy(struct Game* game) {
al_destroy_mixer(game->audio.fx);
al_destroy_mixer(game->audio.music);
al_destroy_mixer(game->audio.mixer);
al_destroy_voice(game->audio.v);
al_destroy_voice(game->audio.v); // FIXME: doesn't seem to work in Chromium under Emscripten
al_destroy_cond(game->_priv.texture_sync_cond);
al_destroy_mutex(game->_priv.texture_sync_mutex);
al_uninstall_audio();

View file

@ -49,6 +49,7 @@ struct GamestateResources;
#include "character.h"
#include "config.h"
#include "gamestate.h"
#include "mainloop.h"
#include "maths.h"
#include "shader.h"
#include "timeline.h"
@ -100,7 +101,6 @@ struct Game {
struct {
struct Gamestate* gamestates; /*!< List of known gamestates. */
bool gamestate_scheduled; /*!< Whether there's some gamestate lifecycle management work to do. */
ALLEGRO_FONT* font_console; /*!< Font used in game console. */
ALLEGRO_FONT* font_bsod; /*!< Font used in Blue Screens of Derp. */
char console[5][1024];
@ -135,8 +135,6 @@ struct Game {
struct List *garbage, *timelines, *shaders, *bitmaps[LIBSUPERDERPY_BITMAP_HASHMAP_BUCKETS];
bool draw;
double timestamp;
struct {
@ -188,20 +186,8 @@ struct Game {
};
struct Game* libsuperderpy_init(int argc, char** argv, const char* name, struct Viewport viewport);
int libsuperderpy_start(struct Game* game);
int libsuperderpy_run(struct Game* game);
void libsuperderpy_destroy(struct Game* game);
extern int Gamestate_ProgressCount;
void Gamestate_ProcessEvent(struct Game* game, struct GamestateResources* data, ALLEGRO_EVENT* ev);
void Gamestate_Logic(struct Game* game, struct GamestateResources* data, double delta);
void Gamestate_Draw(struct Game* game, struct GamestateResources* data);
void* Gamestate_Load(struct Game* game, void (*progress)(struct Game*));
void Gamestate_PostLoad(struct Game* game, struct GamestateResources* data);
void Gamestate_Unload(struct Game* game, struct GamestateResources* data);
void Gamestate_Start(struct Game* game, struct GamestateResources* data);
void Gamestate_Stop(struct Game* game, struct GamestateResources* data);
void Gamestate_Reload(struct Game* game, struct GamestateResources* data);
void Gamestate_Pause(struct Game* game, struct GamestateResources* data);
void Gamestate_Resume(struct Game* game, struct GamestateResources* data);
#endif

351
src/mainloop.c Normal file
View file

@ -0,0 +1,351 @@
/*! \file mainloop.c
* \brief Mainloop handling.
*/
/*
* 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
* the Free Software Foundation; either version 3 of the License, or
* (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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Also, ponies.
*/
#include "internal.h"
#include "libsuperderpy.h"
static inline void HandleEvent(struct Game* game, ALLEGRO_EVENT* ev) {
switch (ev->type) {
case ALLEGRO_EVENT_TIMER:
if (ev->timer.source == game->_priv.timer) {
TickGamestates(game);
}
break;
case ALLEGRO_EVENT_DISPLAY_HALT_DRAWING:
PauseExecution(game);
al_acknowledge_drawing_halt(game->display);
break;
case ALLEGRO_EVENT_DISPLAY_RESUME_DRAWING:
al_acknowledge_drawing_resume(game->display);
ReloadGamestates(game);
ResumeExecution(game);
break;
case ALLEGRO_EVENT_DISPLAY_RESIZE:
al_acknowledge_resize(game->display);
SetupViewport(game, game->viewport_config);
break;
case ALLEGRO_EVENT_KEY_DOWN:
#ifdef ALLEGRO_ANDROID
if ((ev->keyboard.keycode == ALLEGRO_KEY_MENU) || (ev->keyboard.keycode == ALLEGRO_KEY_TILDE) || (ev->keyboard.keycode == ALLEGRO_KEY_BACKQUOTE)) {
#else
if ((ev->keyboard.keycode == ALLEGRO_KEY_TILDE) || (ev->keyboard.keycode == ALLEGRO_KEY_BACKQUOTE)) {
#endif
game->_priv.showconsole = !game->_priv.showconsole;
if ((ev->keyboard.modifiers & ALLEGRO_KEYMOD_CTRL) && (game->config.debug)) {
game->_priv.showtimeline = game->_priv.showconsole;
}
}
if (ev->keyboard.keycode == ALLEGRO_KEY_F12) {
DrawGamestates(game);
int flags = al_get_new_bitmap_flags();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP);
ALLEGRO_BITMAP* bitmap = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display));
al_set_new_bitmap_flags(flags);
ALLEGRO_BITMAP* target = al_get_target_bitmap();
al_set_target_bitmap(bitmap);
al_draw_bitmap(al_get_backbuffer(game->display), 0, 0, 0);
al_set_target_bitmap(target);
PrintConsole(game, "Screenshot made! Storing...");
struct ScreenshotThreadData* data = malloc(sizeof(struct ScreenshotThreadData));
data->game = game;
data->bitmap = bitmap;
#ifndef LIBSUPERDERPY_SINGLE_THREAD
al_run_detached_thread(ScreenshotThread, data);
#else
ScreenshotThread(data);
#endif
}
break;
default:
break;
}
}
static inline void HandleDebugEvent(struct Game* game, ALLEGRO_EVENT* ev) {
switch (ev->type) {
case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
if (game->_priv.debug.autopause) {
PrintConsole(game, "DEBUG: autopause");
PauseExecution(game);
}
break;
case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
if (game->_priv.debug.autopause) {
if (game->_priv.debug.livereload) {
ReloadCode(game);
}
ResumeExecution(game);
}
break;
case ALLEGRO_EVENT_KEY_DOWN:
switch (ev->keyboard.keycode) {
case ALLEGRO_KEY_F1:
if (!game->_priv.paused) {
PauseExecution(game);
} else {
ReloadCode(game);
ResumeExecution(game);
}
break;
case ALLEGRO_KEY_F9:
al_set_timer_speed(game->_priv.timer, ALLEGRO_BPS_TO_SECS(60.0));
game->_priv.showconsole = true;
PrintConsole(game, "DEBUG: Gameplay speed: 1.00x");
break;
case ALLEGRO_KEY_F10: {
double speed = ALLEGRO_BPS_TO_SECS(al_get_timer_speed(game->_priv.timer)); // inverting
speed -= 10;
if (speed < 10) { speed = 10; }
al_set_timer_speed(game->_priv.timer, ALLEGRO_BPS_TO_SECS(speed));
game->_priv.showconsole = true;
PrintConsole(game, "DEBUG: Gameplay speed: %.2fx", speed / 60.0);
} break;
case ALLEGRO_KEY_F11: {
double speed = ALLEGRO_BPS_TO_SECS(al_get_timer_speed(game->_priv.timer)); // inverting
speed += 10;
if (speed > 600) { speed = 600; }
al_set_timer_speed(game->_priv.timer, ALLEGRO_BPS_TO_SECS(speed));
game->_priv.showconsole = true;
PrintConsole(game, "DEBUG: Gameplay speed: %.2fx", speed / 60.0);
} break;
}
break;
default:
break;
}
}
static inline bool MainloopTick(struct Game* game) {
if (game->_priv.paused) {
return true;
}
struct Gamestate* tmp = game->_priv.gamestates;
game->_priv.loading.toLoad = 0;
game->_priv.loading.loaded = 0;
game->loading_progress = 0;
// TODO: support gamestate dependences/ordering
while (tmp) {
if (tmp->pending_stop) {
PrintConsole(game, "Stopping gamestate \"%s\"...", tmp->name);
game->_priv.current_gamestate = tmp;
(*tmp->api->Gamestate_Stop)(game, tmp->data);
tmp->started = false;
tmp->pending_stop = false;
PrintConsole(game, "Gamestate \"%s\" stopped successfully.", tmp->name);
}
if (tmp->pending_load) { game->_priv.loading.toLoad++; }
tmp = tmp->next;
}
tmp = game->_priv.gamestates;
while (tmp) {
if (tmp->pending_unload) {
PrintConsole(game, "Unloading gamestate \"%s\"...", tmp->name);
al_stop_timer(game->_priv.timer);
tmp->loaded = false;
tmp->pending_unload = false;
game->_priv.current_gamestate = tmp;
(*tmp->api->Gamestate_Unload)(game, tmp->data);
al_resume_timer(game->_priv.timer);
PrintConsole(game, "Gamestate \"%s\" unloaded successfully.", tmp->name);
}
if (tmp->pending_load) {
al_stop_timer(game->_priv.timer);
if (tmp->showLoading) {
(*game->_priv.loading.gamestate->api->Gamestate_Start)(game, game->_priv.loading.gamestate->data);
}
if (!tmp->api) {
if (!OpenGamestate(game, tmp) || !LinkGamestate(game, tmp)) {
tmp->pending_load = false;
tmp->pending_start = false;
tmp->next = tmp;
continue;
}
}
if (tmp->api) {
PrintConsole(game, "Loading gamestate \"%s\"...", tmp->name);
game->_priv.loading.progress = 0;
game->_priv.loading.current = tmp;
game->_priv.current_gamestate = tmp;
struct GamestateLoadingThreadData data = {.game = game, .gamestate = tmp, .bitmap_flags = al_get_new_bitmap_flags()};
game->_priv.loading.inProgress = true;
double time = al_get_time();
game->_priv.loading.time = time;
CalculateProgress(game);
#ifndef LIBSUPERDERPY_SINGLE_THREAD
al_run_detached_thread(GamestateLoadingThread, &data);
while (game->_priv.loading.inProgress) {
DrawGamestates(game);
al_set_target_backbuffer(game->display);
double delta = al_get_time() - game->_priv.loading.time;
if (tmp->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);
if (game->handlers.postdraw) {
game->handlers.postdraw(game);
}
}
game->_priv.loading.time += delta;
game->time += delta; // TODO: ability to disable passing time during loading
if (game->_priv.texture_sync) {
al_convert_memory_bitmaps();
game->_priv.texture_sync = false;
al_signal_cond(game->_priv.texture_sync_cond);
game->_priv.loading.time = al_get_time();
}
DrawConsole(game);
al_flip_display();
}
#else
GamestateLoadingThread(&data);
al_convert_memory_bitmaps();
#endif
al_set_new_bitmap_flags(data.bitmap_flags);
if (tmp->api->Gamestate_PostLoad) {
PrintConsole(game, "[%s] Post-loading...", tmp->name);
tmp->api->Gamestate_PostLoad(game, tmp->data);
}
game->_priv.loading.progress++;
CalculateProgress(game);
PrintConsole(game, "Gamestate \"%s\" loaded successfully in %f seconds.", tmp->name, al_get_time() - time);
game->_priv.loading.loaded++;
tmp->loaded = true;
tmp->pending_load = false;
}
if (tmp->showLoading) {
(*game->_priv.loading.gamestate->api->Gamestate_Stop)(game, game->_priv.loading.gamestate->data);
}
al_resume_timer(game->_priv.timer);
game->_priv.timestamp = al_get_time();
}
tmp = tmp->next;
}
if (game->_priv.loading.loaded) {
ReloadShaders(game, false);
}
bool gameActive = false;
tmp = game->_priv.gamestates;
while (tmp) {
if ((tmp->pending_start) && (tmp->loaded)) {
PrintConsole(game, "Starting gamestate \"%s\"...", tmp->name);
al_stop_timer(game->_priv.timer);
game->_priv.current_gamestate = tmp;
tmp->started = true;
tmp->pending_start = false;
(*tmp->api->Gamestate_Start)(game, tmp->data);
al_resume_timer(game->_priv.timer);
game->_priv.timestamp = al_get_time();
PrintConsole(game, "Gamestate \"%s\" started successfully.", tmp->name);
}
if ((tmp->started) || (tmp->pending_start) || (tmp->pending_load)) {
gameActive = true;
}
tmp = tmp->next;
}
if (!gameActive) {
PrintConsole(game, "No gamestates left, exiting...");
return false;
}
al_convert_memory_bitmaps();
double delta = al_get_time() - game->_priv.timestamp;
game->_priv.timestamp += delta;
delta *= ALLEGRO_BPS_TO_SECS(al_get_timer_speed(game->_priv.timer) / (1 / 60.f));
game->time += delta;
LogicGamestates(game, delta);
DrawGamestates(game);
DrawConsole(game);
al_flip_display();
return true;
}
static inline bool MainloopEvents(struct Game* game) {
do {
ALLEGRO_EVENT ev;
if (game->_priv.paused) {
// there's no frame flipping when paused, so avoid pointless busylooping
al_wait_for_event(game->_priv.event_queue, &ev);
} else if (!al_get_next_event(game->_priv.event_queue, &ev)) {
break;
}
if (game->handlers.event) {
if ((*game->handlers.event)(game, &ev)) {
continue;
}
}
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) {
EventGamestates(game, &ev);
return false;
}
HandleEvent(game, &ev);
if (game->config.debug) {
HandleDebugEvent(game, &ev);
}
EventGamestates(game, &ev);
} while (!al_is_event_queue_empty(game->_priv.event_queue));
return true;
}
SYMBOL_EXPORT bool libsuperderpy_mainloop(struct Game* game) {
ClearGarbage(game);
return MainloopEvents(game) && MainloopTick(game);
}

28
src/mainloop.h Normal file
View file

@ -0,0 +1,28 @@
/*! \file mainloop.h
* \brief Mainloop handling.
*/
/*
* 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
* the Free Software Foundation; either version 3 of the License, or
* (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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LIBSUPERDERPY_MAINLOOP_H
#define LIBSUPERDERPY_MAINLOOP_H
#include "libsuperderpy.h"
bool libsuperderpy_mainloop(struct Game* game);
#endif