/* * Copyright (c) Sebastian Krzyszkowiak * * 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 . * * Also, ponies. */ #include "internal.h" #include "3rdparty/valgrind.h" #include "libsuperderpy.h" #include #include #include #include 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) { if (!game->handlers.compositor) { ClearScreen(game); } struct Gamestate* tmp = game->_priv.gamestates; if (game->handlers.predraw) { (*game->handlers.predraw)(game); } while (tmp) { if ((tmp->loaded) && (tmp->started)) { game->_priv.current_gamestate = tmp; 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); // TODO: save and restore more state for careless gamestating } tmp = tmp->next; } 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); } if (game->handlers.postdraw) { (*game->handlers.postdraw)(game); } } SYMBOL_INTERNAL void LogicGamestates(struct Game* game, double delta) { struct Gamestate* tmp = game->_priv.gamestates; if (game->handlers.prelogic) { (*game->handlers.prelogic)(game, delta); } while (tmp) { if ((tmp->loaded) && (tmp->started) && (!tmp->paused)) { game->_priv.current_gamestate = tmp; (*tmp->api->Gamestate_Logic)(game, tmp->data, delta); } tmp = tmp->next; } if (game->handlers.postlogic) { (*game->handlers.postlogic)(game, delta); } } 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; (*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; while (tmp) { if ((tmp->loaded) && (tmp->started) && (!tmp->paused)) { game->_priv.current_gamestate = tmp; (*tmp->api->Gamestate_ProcessEvent)(game, tmp->data, ev); } 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; } } 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(); if (game->_priv.showconsole) { al_set_target_backbuffer(game->display); ALLEGRO_TRANSFORM trans; al_identity_transform(&trans); int clipX, clipY, clipWidth, clipHeight; al_get_clipping_rectangle(&clipX, &clipY, &clipWidth, &clipHeight); al_use_transform(&trans); al_hold_bitmap_drawing(true); int width = (al_get_display_width(game->display) / game->viewport.width) * game->viewport.width; if (!game->viewport.integer_scaling) { width = (al_get_display_width(game->display) / (float)game->viewport.width) * game->viewport.width; } int size = sizeof(game->_priv.console) / sizeof(game->_priv.console[0]); for (int i = 0; i < size; i++) { al_draw_filled_rectangle(clipX, clipY, clipX + width, clipY + 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), clipX + (int)(game->viewport.width * 0.005), clipY + al_get_font_line_height(game->_priv.font_console) * i, ALLEGRO_ALIGN_LEFT, game->_priv.console[cur]); cur++; } char sfps[16] = {0}; snprintf(sfps, 6, "%.0f", game->_priv.fps_count.fps); DrawTextWithShadow(game->_priv.font_console, al_map_rgb(255, 255, 255), clipX + clipWidth, clipY, 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), clipX + clipWidth, clipY + al_get_font_line_height(game->_priv.font_console), ALLEGRO_ALIGN_RIGHT, sfps); al_use_transform(&game->projection); DrawTimelines(game); } al_hold_bitmap_drawing(false); 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; } game->_priv.fps_count.time = game_time; 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"), al_get_display_height(game->display) * 0.025, 0); if (al_get_display_height(game->display) * 0.025 >= 16) { game->_priv.font_bsod = al_load_ttf_font(GetDataFilePath(game, "fonts/PerfectDOSVGA437.ttf"), 16 * ((al_get_display_height(game->display) > 1080) ? 2 : 1), 0); } else { game->_priv.font_bsod = al_load_ttf_font(GetDataFilePath(game, "fonts/DejaVuSansMono.ttf"), al_get_display_height(game->display) * 0.025, 0); } } 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); GamestateProgress(data->game); data->gamestate->data = (*data->gamestate->api->Gamestate_Load)(data->game, &GamestateProgress); data->bitmap_flags = al_get_new_bitmap_flags(); data->game->_priv.loading.inProgress = false; return NULL; } 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 GamestateProgress(struct Game* game) { struct Gamestate* tmp = game->_priv.loading.current; game->_priv.loading.progress++; float progressCount = *(tmp->api->Gamestate_ProgressCount) ? (float)*(tmp->api->Gamestate_ProgressCount) : 1; float progress = ((game->_priv.loading.progress / progressCount) / (float)game->_priv.loading.toLoad) + (game->_priv.loading.loaded / (float)game->_priv.loading.toLoad); game->loading_progress = progress; if (game->config.debug) { PrintConsole(game, "[%s] Progress: %d%% (%d/%d)", tmp->name, (int)(progress * 100), game->_priv.loading.progress, *(tmp->api->Gamestate_ProgressCount)); } #ifndef LIBSUPERDERPY_SINGLE_THREAD 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); #endif #ifdef LIBSUPERDERPY_SINGLE_THREAD DrawGamestates(game); 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); } game->_priv.loading.time += delta; 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; } 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 = malloc(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_Start = dlsym(gamestate->handle, "Gamestate_Start"))) { GS_ERROR; } if (!(gamestate->api->Gamestate_Pause = dlsym(gamestate->handle, "Gamestate_Pause"))) { GS_ERROR; } if (!(gamestate->api->Gamestate_Resume = dlsym(gamestate->handle, "Gamestate_Resume"))) { GS_ERROR; } if (!(gamestate->api->Gamestate_Stop = dlsym(gamestate->handle, "Gamestate_Stop"))) { GS_ERROR; } if (!(gamestate->api->Gamestate_Unload = dlsym(gamestate->handle, "Gamestate_Unload"))) { GS_ERROR; } if (!(gamestate->api->Gamestate_ProcessEvent = dlsym(gamestate->handle, "Gamestate_ProcessEvent"))) { GS_ERROR; } if (!(gamestate->api->Gamestate_Reload = dlsym(gamestate->handle, "Gamestate_Reload"))) { GS_ERROR; } if (!(gamestate->api->Gamestate_ProgressCount = dlsym(gamestate->handle, "Gamestate_ProgressCount"))) { GS_ERROR; } #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; 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); } al_destroy_bitmap(gamestate->fb); } SYMBOL_INTERNAL struct libsuperderpy_list* AddToList(struct libsuperderpy_list* list, void* data) { if (!list) { list = malloc(sizeof(struct libsuperderpy_list)); list->data = data; list->next = NULL; } else { struct libsuperderpy_list* elem = malloc(sizeof(struct libsuperderpy_list)); elem->next = list; elem->data = data; list = elem; } return list; } static bool Identity(struct libsuperderpy_list* elem, void* data) { return elem->data == data; } SYMBOL_INTERNAL struct libsuperderpy_list* FindInList(struct libsuperderpy_list* list, void* data, bool (*identity)(struct libsuperderpy_list* elem, void* data)) { struct libsuperderpy_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 libsuperderpy_list** list, void* data, bool (*identity)(struct libsuperderpy_list* elem, void* data)) { struct libsuperderpy_list *prev = NULL, *tmp = *list, *start; void* d = NULL; if (!identity) { identity = Identity; } 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; } prev = tmp; tmp = tmp->next; } return NULL; } // TODO: maybe make external? SYMBOL_INTERNAL void* AddGarbage(struct Game* game, void* data) { game->_priv.garbage = AddToList(game->_priv.garbage, data); return data; } SYMBOL_INTERNAL void ClearGarbage(struct Game* game) { struct libsuperderpy_list* tmp; while (game->_priv.garbage) { free(game->_priv.garbage->data); 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 libsuperderpy_list* tmp = game->_priv.timelines; if (tmp->data == timeline) { struct libsuperderpy_list* next = tmp->next; free(tmp); game->_priv.timelines = next; return; } while (tmp->next) { if (tmp->next->data == timeline) { struct libsuperderpy_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)); al_clear_depth_buffer(1.0); 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) * al_get_display_width(game->display), clipY, pos + width + (10 / 3200.0) * al_get_display_width(game->display), clipY + (60 / 1800.0) * al_get_display_height(game->display), pom->active ? al_map_rgba(255, 255, 255, 192) : al_map_rgba(0, 0, 0, 0)); al_draw_rectangle(pos - (10 / 3200.0) * al_get_display_width(game->display), clipY, pos + width + (10 / 3200.0) * al_get_display_width(game->display), clipY + (60 / 1800.0) * al_get_display_height(game->display), al_map_rgb(255, 255, 255), 2); al_draw_text(game->_priv.font_console, pom->active ? 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) * al_get_display_height(game->display), ALLEGRO_ALIGN_LEFT, "%d", pom->delay); } if (strncmp(pom->name, "TM_BackgroundAction", 19) == 0) { al_draw_textf(game->_priv.font_console, al_map_rgb(255, 255, 255), pos, clipY - (50 / 1800.0) * al_get_display_height(game->display), ALLEGRO_ALIGN_LEFT, "%s", (char*)pom->arguments->next->next->value); } pos += width + (20 / 3200.0) * al_get_display_width(game->display); pom = pom->next; } } static void DrawTimeline(struct Game* game, struct Timeline* timeline, int pos) { al_set_target_backbuffer(game->display); ALLEGRO_TRANSFORM trans; al_identity_transform(&trans); int clipX, clipY, clipWidth, clipHeight; al_get_clipping_rectangle(&clipX, &clipY, &clipWidth, &clipHeight); al_use_transform(&trans); al_draw_filled_rectangle(clipX, clipY + clipHeight - (340 / 1800.0) * al_get_display_height(game->display) * (pos + 1), clipX + clipWidth, clipY + clipHeight - (340 / 1800.0) * al_get_display_height(game->display) * pos, al_map_rgba(0, 0, 0, 92)); al_draw_textf(game->_priv.font_console, al_map_rgb(255, 255, 255), clipX + clipWidth / 2, clipY + clipHeight - (340 / 1800.0) * al_get_display_height(game->display) * (pos + 1) + (10 / 1800.0) * al_get_display_height(game->display), ALLEGRO_ALIGN_CENTER, "Timeline: %s", timeline->name); DrawQueue(game, timeline->queue, clipX + (25 / 3200.0) * al_get_display_width(game->display), clipY + clipHeight - (220 / 1800.0) * al_get_display_height(game->display) - (340 / 1800.0) * al_get_display_height(game->display) * pos); DrawQueue(game, timeline->background, clipX + (25 / 3200.0) * al_get_display_width(game->display), clipY + clipHeight - (100 / 1800.0) * al_get_display_height(game->display) - (340 / 1800.0) * al_get_display_height(game->display) * pos); al_use_transform(&game->projection); } SYMBOL_INTERNAL void DrawTimelines(struct Game* game) { if (!game->_priv.showtimeline) { return; } struct libsuperderpy_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; } SYMBOL_INTERNAL void PauseExecution(struct Game* game) { game->_priv.paused = true; PrintConsole(game, "DEBUG: game execution paused."); } SYMBOL_INTERNAL void ResumeExecution(struct Game* game) { ReloadShaders(game, true); PrintConsole(game, "DEBUG: reloading the gamestates..."); struct Gamestate* tmp = game->_priv.gamestates; while (tmp) { char* name = strdup(tmp->name); CloseGamestate(game, tmp); tmp->name = name; if (OpenGamestate(game, tmp) && LinkGamestate(game, tmp)) { tmp->api->Gamestate_Reload(game, tmp->data); } tmp = tmp->next; } game->_priv.paused = false; PrintConsole(game, "DEBUG: game execution resumed."); }