2020-01-01 21:29:24 +01:00
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#include <SDL.h>
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2020-07-19 21:43:29 +02:00
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#include <stdio.h>
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2020-01-01 21:29:24 +01:00
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2020-12-24 08:24:31 +01:00
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#include "DeferCallbacks.h"
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2020-07-19 21:43:29 +02:00
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#include "editor.h"
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2020-07-19 21:05:41 +02:00
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#include "Enums.h"
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#include "Entity.h"
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2021-02-16 03:53:17 +01:00
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#include "Exit.h"
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2020-07-19 21:43:29 +02:00
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#include "FileSystemUtils.h"
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2020-01-01 21:29:24 +01:00
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#include "Game.h"
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#include "Graphics.h"
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2020-07-19 21:43:29 +02:00
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#include "Input.h"
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2020-01-01 21:29:24 +01:00
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#include "KeyPoll.h"
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2020-07-19 21:43:29 +02:00
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#include "Logic.h"
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2020-01-01 21:29:24 +01:00
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#include "Map.h"
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2020-07-19 21:05:41 +02:00
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#include "Music.h"
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2020-07-19 21:43:29 +02:00
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#include "Network.h"
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#include "preloader.h"
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#include "Render.h"
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2020-11-08 00:47:49 +01:00
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#include "RenderFixed.h"
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2020-01-01 21:29:24 +01:00
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#include "Screen.h"
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#include "Script.h"
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2020-07-19 21:43:29 +02:00
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#include "SoundSystem.h"
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#include "UtilityClass.h"
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2020-01-01 21:29:24 +01:00
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scriptclass script;
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2020-02-10 03:21:19 +01:00
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#if !defined(NO_CUSTOM_LEVELS)
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2020-04-02 23:43:50 +02:00
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std::vector<edentities> edentity;
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editorclass ed;
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2020-02-10 01:53:01 +01:00
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#endif
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2020-01-01 21:29:24 +01:00
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Allow using help/graphics/music/game/key/map/obj everywhere
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.
Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.
Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.
The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.
I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
2020-01-29 08:35:03 +01:00
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UtilityClass help;
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Graphics graphics;
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musicclass music;
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Game game;
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KeyPoll key;
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mapclass map;
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entityclass obj;
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2020-06-13 20:44:01 +02:00
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Screen gameScreen;
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Allow using help/graphics/music/game/key/map/obj everywhere
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.
Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.
Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.
The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.
I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
2020-01-29 08:35:03 +01:00
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2021-01-10 18:14:37 +01:00
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static bool startinplaytest = false;
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static bool savefileplaytest = false;
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static int savex = 0;
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static int savey = 0;
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static int saverx = 0;
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static int savery = 0;
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static int savegc = 0;
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static int savemusic = 0;
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static std::string playassets;
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static std::string playtestname;
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static volatile Uint32 time_ = 0;
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static volatile Uint32 timePrev = 0;
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static volatile Uint32 accumulator = 0;
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static volatile Uint32 f_time = 0;
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static volatile Uint32 f_timePrev = 0;
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2020-06-14 20:45:36 +02:00
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Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
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enum FuncType
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{
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Func_null,
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Func_fixed,
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2021-03-15 10:56:46 +01:00
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Func_input,
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Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
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Func_delta
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};
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struct ImplFunc
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{
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enum FuncType type;
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void (*func)(void);
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};
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static void runscript(void)
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{
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script.run();
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}
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static void teleportermodeinput(void)
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{
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if (game.useteleporter)
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{
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teleporterinput();
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}
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else
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{
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script.run();
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gameinput();
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}
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}
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/* Only gets used in EDITORMODE. I assume the compiler will optimize this away
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* if this is a NO_CUSTOM_LEVELS or NO_EDITOR build
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*/
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static void flipmodeoff(void)
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{
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graphics.flipmode = false;
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}
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static void focused_begin(void);
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static void focused_end(void);
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static const inline struct ImplFunc* get_gamestate_funcs(
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const int gamestate,
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int* num_implfuncs
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) {
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switch (gamestate)
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{
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#define FUNC_LIST_BEGIN(GAMESTATE) \
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case GAMESTATE: \
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{ \
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static const struct ImplFunc implfuncs[] = { \
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{Func_fixed, focused_begin},
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#define FUNC_LIST_END \
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{Func_fixed, focused_end} \
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}; \
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*num_implfuncs = SDL_arraysize(implfuncs); \
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return implfuncs; \
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}
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FUNC_LIST_BEGIN(GAMEMODE)
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2020-11-08 01:49:32 +01:00
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{Func_fixed, runscript},
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Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
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{Func_fixed, gamerenderfixed},
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{Func_delta, gamerender},
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2021-03-15 10:46:29 +01:00
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{Func_input, gameinput},
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Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
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{Func_fixed, gamelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(TITLEMODE)
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2021-03-15 10:56:46 +01:00
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{Func_input, titleinput},
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Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
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{Func_fixed, titlerenderfixed},
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{Func_delta, titlerender},
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{Func_fixed, titlelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(MAPMODE)
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{Func_fixed, maprenderfixed},
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{Func_delta, maprender},
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2021-03-15 10:56:46 +01:00
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{Func_input, mapinput},
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Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
{Func_fixed, maplogic},
|
|
|
|
FUNC_LIST_END
|
|
|
|
|
|
|
|
FUNC_LIST_BEGIN(TELEPORTERMODE)
|
|
|
|
{Func_fixed, maprenderfixed},
|
|
|
|
{Func_delta, teleporterrender},
|
2021-03-15 10:56:46 +01:00
|
|
|
{Func_input, teleportermodeinput},
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
{Func_fixed, maplogic},
|
|
|
|
FUNC_LIST_END
|
|
|
|
|
|
|
|
FUNC_LIST_BEGIN(GAMECOMPLETE)
|
|
|
|
{Func_fixed, gamecompleterenderfixed},
|
|
|
|
{Func_delta, gamecompleterender},
|
2021-03-15 10:56:46 +01:00
|
|
|
{Func_input, gamecompleteinput},
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
{Func_fixed, gamecompletelogic},
|
|
|
|
FUNC_LIST_END
|
|
|
|
|
|
|
|
FUNC_LIST_BEGIN(GAMECOMPLETE2)
|
|
|
|
{Func_delta, gamecompleterender2},
|
2021-03-15 10:56:46 +01:00
|
|
|
{Func_input, gamecompleteinput2},
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
{Func_fixed, gamecompletelogic2},
|
|
|
|
FUNC_LIST_END
|
|
|
|
|
|
|
|
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
|
|
|
|
FUNC_LIST_BEGIN(EDITORMODE)
|
|
|
|
{Func_fixed, flipmodeoff},
|
2021-03-15 10:56:46 +01:00
|
|
|
{Func_input, editorinput},
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
{Func_fixed, editorrenderfixed},
|
|
|
|
{Func_delta, editorrender},
|
|
|
|
{Func_fixed, editorlogic},
|
|
|
|
FUNC_LIST_END
|
|
|
|
#endif
|
|
|
|
|
|
|
|
FUNC_LIST_BEGIN(PRELOADER)
|
2021-03-15 10:56:46 +01:00
|
|
|
{Func_input, preloaderinput},
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
{Func_fixed, preloaderrenderfixed},
|
|
|
|
{Func_delta, preloaderrender},
|
|
|
|
FUNC_LIST_END
|
|
|
|
|
|
|
|
#undef FUNC_LIST_END
|
|
|
|
#undef FUNC_LIST_BEGIN
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_assert(0 && "Invalid gamestate!");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
enum IndexCode
|
|
|
|
{
|
|
|
|
Index_none,
|
|
|
|
Index_end
|
|
|
|
};
|
|
|
|
|
|
|
|
static const struct ImplFunc* gamestate_funcs = NULL;
|
|
|
|
static int num_gamestate_funcs = 0;
|
|
|
|
static int gamestate_func_index = -1;
|
|
|
|
|
|
|
|
static enum IndexCode increment_gamestate_func_index(void)
|
|
|
|
{
|
|
|
|
gamestate_func_index++;
|
|
|
|
|
|
|
|
if (gamestate_func_index == num_gamestate_funcs)
|
|
|
|
{
|
|
|
|
/* Reached the end of current gamestate order.
|
|
|
|
* Re-fetch for new order if gamestate changed.
|
|
|
|
*/
|
|
|
|
gamestate_funcs = get_gamestate_funcs(
|
|
|
|
game.gamestate,
|
|
|
|
&num_gamestate_funcs
|
|
|
|
);
|
|
|
|
|
2020-12-24 08:24:31 +01:00
|
|
|
/* Also run callbacks that were deferred to end of func sequence. */
|
|
|
|
DEFER_execute_callbacks();
|
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
gamestate_func_index = 0;
|
|
|
|
|
|
|
|
return Index_end;
|
|
|
|
}
|
|
|
|
|
|
|
|
return Index_none;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void unfocused_run(void);
|
|
|
|
|
|
|
|
static const struct ImplFunc unfocused_func_list[] = {
|
2021-03-21 21:53:29 +01:00
|
|
|
{
|
|
|
|
Func_input, /* we still need polling when unfocused */
|
|
|
|
unfocused_run
|
|
|
|
}
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
};
|
|
|
|
static const struct ImplFunc* unfocused_funcs = unfocused_func_list;
|
|
|
|
static int num_unfocused_funcs = SDL_arraysize(unfocused_func_list);
|
2021-03-21 22:19:08 +01:00
|
|
|
static int unfocused_func_index = 0; // This does not get incremented on start, do NOT use -1!
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
|
|
|
|
static enum IndexCode increment_unfocused_func_index(void)
|
|
|
|
{
|
|
|
|
unfocused_func_index++;
|
|
|
|
|
|
|
|
if (unfocused_func_index == num_unfocused_funcs)
|
|
|
|
{
|
|
|
|
unfocused_func_index = 0;
|
|
|
|
|
|
|
|
return Index_end;
|
|
|
|
}
|
|
|
|
|
|
|
|
return Index_none;
|
|
|
|
}
|
|
|
|
|
|
|
|
static const struct ImplFunc** active_funcs = NULL;
|
|
|
|
static int* num_active_funcs = NULL;
|
|
|
|
static int* active_func_index = NULL;
|
|
|
|
static enum IndexCode (*increment_func_index)(void) = NULL;
|
|
|
|
|
|
|
|
enum LoopCode
|
|
|
|
{
|
|
|
|
Loop_continue,
|
|
|
|
Loop_stop
|
|
|
|
};
|
|
|
|
|
|
|
|
static enum LoopCode loop_assign_active_funcs(void)
|
|
|
|
{
|
|
|
|
if (key.isActive)
|
|
|
|
{
|
|
|
|
active_funcs = &gamestate_funcs;
|
|
|
|
num_active_funcs = &num_gamestate_funcs;
|
|
|
|
active_func_index = &gamestate_func_index;
|
|
|
|
increment_func_index = &increment_gamestate_func_index;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
active_funcs = &unfocused_funcs;
|
|
|
|
num_active_funcs = &num_unfocused_funcs;
|
|
|
|
active_func_index = &unfocused_func_index;
|
|
|
|
increment_func_index = &increment_unfocused_func_index;
|
|
|
|
}
|
|
|
|
return Loop_continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
static enum LoopCode loop_run_active_funcs(void)
|
|
|
|
{
|
|
|
|
while ((*active_funcs)[*active_func_index].type != Func_delta)
|
|
|
|
{
|
|
|
|
const struct ImplFunc* implfunc = &(*active_funcs)[*active_func_index];
|
|
|
|
enum IndexCode index_code;
|
|
|
|
|
2021-04-02 00:39:56 +02:00
|
|
|
if (implfunc->type == Func_input && !game.inputdelay)
|
2021-03-15 10:56:46 +01:00
|
|
|
{
|
|
|
|
key.Poll();
|
|
|
|
}
|
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
if (implfunc->type != Func_null && implfunc->func != NULL)
|
|
|
|
{
|
|
|
|
implfunc->func();
|
|
|
|
}
|
|
|
|
|
|
|
|
index_code = increment_func_index();
|
|
|
|
|
|
|
|
if (index_code == Index_end)
|
|
|
|
{
|
|
|
|
return Loop_continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Fix filter/screenshake/flash update order
In 2.2, at render time, the game rendered screenshakes and flashes if
their timers were above 0, and then decremented them afterwards. The
game would also update the analogue filter right before rendering it,
too.
In 2.3, this was changed so the flash and screenshake timers were
unified, and also done at the end of the frame - right before rendering
happened. This resulted in 1-frame flashes and screenshakes not
rendering at all. The other changes in this patchset don't fix this
either. The analogue filter was also in the wrong order, but that is
less of an issue than flashes and screenshakes.
So, what I've done is made the flash and screenshake timers update right
before the loop switches over to rendering, and only decrements them
when we switch back to fixed functions (after rendering). The analogue
filter is also updated right before rendering as well. This restores
1-frame flashes and screenshakes, as well as restores the correct order
of analogue filter updates.
2021-03-18 01:53:17 +01:00
|
|
|
/* About to switch over to rendering... but call this first. */
|
|
|
|
graphics.renderfixedpre();
|
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
return Loop_stop;
|
|
|
|
}
|
|
|
|
|
|
|
|
static enum LoopCode loop_begin(void);
|
|
|
|
static enum LoopCode loop_end(void);
|
|
|
|
|
|
|
|
static enum LoopCode (*const meta_funcs[])(void) = {
|
|
|
|
loop_begin,
|
|
|
|
loop_assign_active_funcs,
|
|
|
|
loop_run_active_funcs,
|
|
|
|
loop_end
|
|
|
|
};
|
|
|
|
static int meta_func_index = 0;
|
|
|
|
|
|
|
|
static void inline fixedloop(void)
|
|
|
|
{
|
|
|
|
while (true)
|
|
|
|
{
|
|
|
|
enum LoopCode loop_code = meta_funcs[meta_func_index]();
|
|
|
|
|
|
|
|
if (loop_code == Loop_stop)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
meta_func_index = (meta_func_index + 1) % SDL_arraysize(meta_funcs);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 23:23:59 +01:00
|
|
|
static void inline deltaloop(void);
|
2020-06-14 20:45:36 +02:00
|
|
|
|
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 23:23:59 +01:00
|
|
|
static void cleanup(void);
|
2021-02-16 02:52:41 +01:00
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
int main(int argc, char *argv[])
|
|
|
|
{
|
2020-02-09 00:49:03 +01:00
|
|
|
char* baseDir = NULL;
|
|
|
|
char* assetsPath = NULL;
|
2020-02-03 00:28:26 +01:00
|
|
|
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
for (int i = 1; i < argc; ++i)
|
|
|
|
{
|
Reduce dependency on libc functions
During 2.3 development, there's been a gradual shift to using SDL stdlib
functions instead of libc functions, but there are still some libc
functions (or the same libc function but from the STL) in the code.
Well, this patch replaces all the rest of them in one fell swoop.
SDL's stdlib can replace most of these, but its SDL_min() and SDL_max()
are inadequate - they aren't really functions, they're more like macros
with a nasty penchant for double-evaluation. So I just made my own
VVV_min() and VVV_max() functions and placed them in Maths.h instead,
then replaced all the previous usages of min(), max(), std::min(),
std::max(), SDL_min(), and SDL_max() with VVV_min() and VVV_max().
Additionally, there's no SDL_isxdigit(), so I just implemented my own
VVV_isxdigit().
SDL has SDL_malloc() and SDL_free(), but they have some refcounting
built in to them, so in order to use them with LodePNG, I have to
replace the malloc() and free() that LodePNG uses. Which isn't too hard,
I did it in a new file called ThirdPartyDeps.c, and LodePNG is now
compiled with the LODEPNG_NO_COMPILE_ALLOCATORS definition.
Lastly, I also refactored the awful strcpy() and strcat() usages in
PLATFORM_migrateSaveData() to use SDL_snprintf() instead. I know save
migration is getting axed in 2.4, but it still bothers me to have
something like that in the codebase otherwise.
Without further ado, here is the full list of functions that the
codebase now uses:
- SDL_strlcpy() instead of strcpy()
- SDL_strlcat() instead of strcat()
- SDL_snprintf() instead of sprintf(), strcpy(), or strcat() (see above)
- VVV_min() instead of min(), std::min(), or SDL_min()
- VVV_max() instead of max(), std::max(), or SDL_max()
- VVV_isxdigit() instead of isxdigit()
- SDL_strcmp() instead of strcmp()
- SDL_strcasecmp() instead of strcasecmp() or Win32 strcmpi()
- SDL_strstr() instead of strstr()
- SDL_strlen() instead of strlen()
- SDL_sscanf() instead of sscanf()
- SDL_getenv() instead of getenv()
- SDL_malloc() instead of malloc() (replacing in LodePNG as well)
- SDL_free() instead of free() (replacing in LodePNG as well)
2021-01-12 01:17:45 +01:00
|
|
|
#define ARG(name) (SDL_strcmp(argv[i], name) == 0)
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
#define ARG_INNER(code) \
|
|
|
|
if (i + 1 < argc) \
|
|
|
|
{ \
|
|
|
|
code \
|
|
|
|
} \
|
|
|
|
else \
|
|
|
|
{ \
|
|
|
|
printf("%s option requires one argument.\n", argv[i]); \
|
2021-02-16 03:53:17 +01:00
|
|
|
VVV_exit(1); \
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if (ARG("-renderer"))
|
|
|
|
{
|
|
|
|
ARG_INNER({
|
2020-06-22 03:37:44 +02:00
|
|
|
i++;
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE);
|
|
|
|
})
|
|
|
|
}
|
|
|
|
else if (ARG("-basedir"))
|
|
|
|
{
|
|
|
|
ARG_INNER({
|
2020-06-22 03:37:44 +02:00
|
|
|
i++;
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
baseDir = argv[i];
|
|
|
|
})
|
|
|
|
}
|
|
|
|
else if (ARG("-assets"))
|
|
|
|
{
|
|
|
|
ARG_INNER({
|
2020-06-22 03:37:44 +02:00
|
|
|
i++;
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
assetsPath = argv[i];
|
|
|
|
})
|
|
|
|
}
|
|
|
|
else if (ARG("-playing") || ARG("-p"))
|
|
|
|
{
|
|
|
|
ARG_INNER({
|
2020-06-22 03:37:44 +02:00
|
|
|
i++;
|
2020-04-09 21:03:24 +02:00
|
|
|
startinplaytest = true;
|
|
|
|
playtestname = std::string("levels/");
|
|
|
|
playtestname.append(argv[i]);
|
|
|
|
playtestname.append(std::string(".vvvvvv"));
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
})
|
|
|
|
}
|
|
|
|
else if (ARG("-playx") || ARG("-playy") ||
|
|
|
|
ARG("-playrx") || ARG("-playry") ||
|
|
|
|
ARG("-playgc") || ARG("-playmusic"))
|
|
|
|
{
|
|
|
|
ARG_INNER({
|
2020-04-09 21:03:24 +02:00
|
|
|
savefileplaytest = true;
|
2020-08-07 06:31:29 +02:00
|
|
|
int v = help.Int(argv[i+1]);
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
if (ARG("-playx")) savex = v;
|
|
|
|
else if (ARG("-playy")) savey = v;
|
|
|
|
else if (ARG("-playrx")) saverx = v;
|
|
|
|
else if (ARG("-playry")) savery = v;
|
|
|
|
else if (ARG("-playgc")) savegc = v;
|
|
|
|
else if (ARG("-playmusic")) savemusic = v;
|
2020-06-22 03:37:44 +02:00
|
|
|
i++;
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
})
|
|
|
|
}
|
|
|
|
else if (ARG("-playassets"))
|
|
|
|
{
|
|
|
|
ARG_INNER({
|
2020-06-22 03:37:44 +02:00
|
|
|
i++;
|
2021-04-03 21:48:47 +02:00
|
|
|
// Even if this is a directory, FILESYSTEM_mountAssets() expects '.vvvvvv' on the end
|
2020-06-22 00:56:31 +02:00
|
|
|
playassets = "levels/" + std::string(argv[i]) + ".vvvvvv";
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
})
|
2020-04-09 21:03:24 +02:00
|
|
|
}
|
De-duplicate and add safety checks to CLI args, fix brace style
The command-line argument parsing code has a lot of copy-paste. This
copy-paste would get even worse if I added safety checks to make sure
you couldn't index argv out-of-bounds by having an argument like
`-renderer` without having anything after it, i.e. you'd be doing the
command `./VVVVVV -renderer`.
Previously, only the playtest arguments (apart from the recently-added
`playassets`) had this safety check, but the message it printed whenever
the safety check failed was always "-playing option requires one
argument" regardless of whatever argument actually failed to be parsed.
So I fixed it so that all arguments actually output the correct
corresponding failed argument instead.
Also, `strcmp(argv[i], <name>) == 0` is really kind of noisy, even if
you understand what it does perfectly well.
So I refactored it with a bunch of macros. ARG() just does the strcmp()
char* comparison, and ARG_INNER() does the safety check and returns 1,
along with printing a message, if the safety check fails.
2020-06-22 01:15:28 +02:00
|
|
|
#undef ARG_INNER
|
2020-07-16 03:27:54 +02:00
|
|
|
#undef ARG
|
2020-08-03 06:30:08 +02:00
|
|
|
else
|
|
|
|
{
|
|
|
|
printf("Error: invalid option: %s\n", argv[i]);
|
2021-02-16 03:53:17 +01:00
|
|
|
VVV_exit(1);
|
2020-08-03 06:30:08 +02:00
|
|
|
}
|
2020-02-03 00:28:26 +01:00
|
|
|
}
|
|
|
|
|
2020-02-09 00:49:03 +01:00
|
|
|
if(!FILESYSTEM_init(argv[0], baseDir, assetsPath))
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-06-22 01:24:51 +02:00
|
|
|
puts("Unable to initialize filesystem!");
|
2021-02-16 03:53:17 +01:00
|
|
|
VVV_exit(1);
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2020-02-19 18:44:36 +01:00
|
|
|
SDL_Init(
|
|
|
|
SDL_INIT_VIDEO |
|
|
|
|
SDL_INIT_AUDIO |
|
|
|
|
SDL_INIT_JOYSTICK |
|
|
|
|
SDL_INIT_GAMECONTROLLER
|
|
|
|
);
|
Axe manual state trackers and use SDL_IsTextInputActive()
After looking at pull request #446, I got a bit annoyed that we have TWO
variables, key.textentrymode and ed.textentry, that we rolled ourselves
to track the state of something SDL already provides us a function to
easily query: SDL_IsTextInputActive(). We don't need to have either of
these two variables, and we shouldn't.
So that's what I do in this patch. Both variables have been axed in
favor of using this function, and I just made a wrapper out of it, named
key.textentry().
For bonus points, this gets rid of the ugly NO_CUSTOM_LEVELS and
NO_EDITOR ifdef in main.cpp, since text entry is enabled when entering
the script list and disabled when exiting it. This makes the code there
easier to read, too.
Furthermore, apparently key.textentrymode was initialized to *true*
instead of false... for whatever reason. But that's gone now, too.
Now, you'd think there wouldn't be any downside to using
SDL_IsTextInputActive(). After all, it's a function that SDL itself
provides, right?
Wrong. For whatever reason, it seems like text input is active *from the
start of the program*, meaning that what would happen is I would go into
the editor, and find that I can't move around nor place tiles nor
anything else. Then I would press Esc, and then suddenly become able to
do those things I wanted to do before.
I have no idea why the above happens, but all I can do is to just insert
an SDL_StopTextInput() immediately after the SDL_Init() in main.cpp. Of
course, I have to surround it with an SDL_IsTextInputActive() check to
make sure I don't do anything extraneous by stopping input when it's
already stopped.
2020-08-13 08:43:25 +02:00
|
|
|
if (SDL_IsTextInputActive() == SDL_TRUE)
|
|
|
|
{
|
|
|
|
SDL_StopTextInput();
|
|
|
|
}
|
2020-02-19 18:44:36 +01:00
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
NETWORK_init();
|
|
|
|
|
2020-04-02 23:43:50 +02:00
|
|
|
printf("\t\t\n");
|
|
|
|
printf("\t\t\n");
|
|
|
|
printf("\t\t VVVVVV\n");
|
|
|
|
printf("\t\t\n");
|
|
|
|
printf("\t\t\n");
|
|
|
|
printf("\t\t 8888888888888888 \n");
|
|
|
|
printf("\t\t88888888888888888888\n");
|
|
|
|
printf("\t\t888888 8888 88\n");
|
|
|
|
printf("\t\t888888 8888 88\n");
|
|
|
|
printf("\t\t88888888888888888888\n");
|
|
|
|
printf("\t\t88888888888888888888\n");
|
|
|
|
printf("\t\t888888 88\n");
|
|
|
|
printf("\t\t88888888 8888\n");
|
|
|
|
printf("\t\t 8888888888888888 \n");
|
|
|
|
printf("\t\t 88888888 \n");
|
|
|
|
printf("\t\t 8888888888888888 \n");
|
|
|
|
printf("\t\t88888888888888888888\n");
|
|
|
|
printf("\t\t88888888888888888888\n");
|
|
|
|
printf("\t\t88888888888888888888\n");
|
|
|
|
printf("\t\t8888 88888888 8888\n");
|
|
|
|
printf("\t\t8888 88888888 8888\n");
|
|
|
|
printf("\t\t 888888888888 \n");
|
|
|
|
printf("\t\t 8888 8888 \n");
|
|
|
|
printf("\t\t 888888 888888 \n");
|
|
|
|
printf("\t\t 888888 888888 \n");
|
|
|
|
printf("\t\t 888888 888888 \n");
|
|
|
|
printf("\t\t\n");
|
|
|
|
printf("\t\t\n");
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
//Set up screen
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Load Ini
|
|
|
|
|
|
|
|
|
Allow using help/graphics/music/game/key/map/obj everywhere
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.
Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.
Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.
The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.
I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
2020-01-29 08:35:03 +01:00
|
|
|
graphics.init();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
Allow using help/graphics/music/game/key/map/obj everywhere
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.
Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.
Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.
The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.
I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
2020-01-29 08:35:03 +01:00
|
|
|
game.init();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-06-12 22:24:21 +02:00
|
|
|
// This loads music too...
|
2020-06-01 01:31:02 +02:00
|
|
|
graphics.reloadresources();
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2020-07-08 20:30:57 +02:00
|
|
|
game.gamestate = PRELOADER;
|
|
|
|
|
|
|
|
game.menustart = false;
|
|
|
|
|
Move title screen color initialization to main()
This fixes a bug where if you completed a custom level during
command-line playtesting, when returning to the title screen, the
background would be red and the text would be white.
This is because playtesting skips over the code path of pressing ACTION
to start the game and advance to the title screen, and the code path of
that ACTION press specifically initializes the title screen colors to
cyan.
This is also caused by the fact that completing a custom level doesn't
call map.nexttowercolour(), but my guess is that the intent there was
that the player would select a custom level, complete it, and return to
the title screen on the same screen with the same colors, so I decided
not to add a map.nexttowercolour() there.
Instead, I've moved the cyan color initialization to main(), so that it
is always executed no matter what, and doesn't require you to take a
specific code path to do it.
2021-01-06 02:18:00 +01:00
|
|
|
// Initialize title screen to cyan
|
|
|
|
graphics.titlebg.colstate = 10;
|
|
|
|
map.nexttowercolour();
|
|
|
|
|
2020-07-08 20:30:57 +02:00
|
|
|
map.ypos = (700-29) * 8;
|
2021-04-23 05:27:45 +02:00
|
|
|
map.oldypos = map.ypos;
|
Consolidate tower BG bypos and bscroll assignments
Tower backgrounds have a bypos and bscroll. bypos is just the y-position
of the background, and bscroll is the amount of pixels to scroll the
background by on each frame, which is used to scroll it (if it's not
being redrawn) and for linear interpolation.
For the tower background (and not the title background), bypos is
map.ypos / 2, and bscroll is (map.ypos - map.oldypos) / 2. However,
usually bscroll gets assigned at the same time bypos is incremented or
decremented, so you never see that calculation explicitly - except in
the previous commit, where I worked out the calculation because the
change in y-position isn't a known constant.
Having to do all these calculations every time introduces the
possibility of errors where you forget to do it, or you do it wrongly.
But that's not even the worst; you could cause a linear interpolation
glitch if you decide to overwrite bscroll without taking into account
map.oldypos and map.ypos.
So that's why I'm adding a function that automatically updates the tower
background, using the values of map.oldypos and map.ypos, that is used
every time map.ypos is assigned. That way, we have to write less code,
you can be sure that there's no place where we forget to do the
calculations (or at least it will be glaringly obvious) or we do it
wrongly, and it plays nicely with linear interpolation. This also
replaces every instance where the manual calculations are done with the
new function.
2021-04-23 03:47:07 +02:00
|
|
|
map.setbgobjlerp(graphics.towerbg);
|
|
|
|
map.setbgobjlerp(graphics.titlebg);
|
2020-07-08 20:30:57 +02:00
|
|
|
|
2020-11-13 01:45:51 +01:00
|
|
|
{
|
|
|
|
// Prioritize unlock.vvv first (2.2 and below),
|
|
|
|
// but settings have been migrated to settings.vvv (2.3 and up)
|
|
|
|
ScreenSettings screen_settings;
|
|
|
|
game.loadstats(&screen_settings);
|
|
|
|
game.loadsettings(&screen_settings);
|
|
|
|
gameScreen.init(screen_settings);
|
|
|
|
}
|
2020-07-08 20:30:57 +02:00
|
|
|
graphics.screenbuffer = &gameScreen;
|
|
|
|
|
2021-02-16 01:18:45 +01:00
|
|
|
graphics.create_buffers(gameScreen.GetFormat());
|
2020-05-04 22:19:47 +02:00
|
|
|
|
2020-01-13 02:45:44 +01:00
|
|
|
if (game.skipfakeload)
|
|
|
|
game.gamestate = TITLEMODE;
|
2020-01-01 21:29:24 +01:00
|
|
|
if (game.slowdown == 0) game.slowdown = 30;
|
|
|
|
|
2020-04-02 23:43:50 +02:00
|
|
|
//Check to see if you've already unlocked some achievements here from before the update
|
|
|
|
if (game.swnbestrank > 0){
|
2020-08-01 21:49:07 +02:00
|
|
|
if(game.swnbestrank >= 1) game.unlockAchievement("vvvvvvsupgrav5");
|
|
|
|
if(game.swnbestrank >= 2) game.unlockAchievement("vvvvvvsupgrav10");
|
|
|
|
if(game.swnbestrank >= 3) game.unlockAchievement("vvvvvvsupgrav15");
|
|
|
|
if(game.swnbestrank >= 4) game.unlockAchievement("vvvvvvsupgrav20");
|
|
|
|
if(game.swnbestrank >= 5) game.unlockAchievement("vvvvvvsupgrav30");
|
|
|
|
if(game.swnbestrank >= 6) game.unlockAchievement("vvvvvvsupgrav60");
|
2020-04-02 23:43:50 +02:00
|
|
|
}
|
|
|
|
|
2020-08-01 21:49:07 +02:00
|
|
|
if(game.unlock[5]) game.unlockAchievement("vvvvvvgamecomplete");
|
|
|
|
if(game.unlock[19]) game.unlockAchievement("vvvvvvgamecompleteflip");
|
|
|
|
if(game.unlock[20]) game.unlockAchievement("vvvvvvmaster");
|
2020-04-02 23:43:50 +02:00
|
|
|
|
|
|
|
if (game.bestgamedeaths > -1) {
|
|
|
|
if (game.bestgamedeaths <= 500) {
|
2020-08-01 21:49:07 +02:00
|
|
|
game.unlockAchievement("vvvvvvcomplete500");
|
2020-04-02 23:43:50 +02:00
|
|
|
}
|
|
|
|
if (game.bestgamedeaths <= 250) {
|
2020-08-01 21:49:07 +02:00
|
|
|
game.unlockAchievement("vvvvvvcomplete250");
|
2020-04-02 23:43:50 +02:00
|
|
|
}
|
|
|
|
if (game.bestgamedeaths <= 100) {
|
2020-08-01 21:49:07 +02:00
|
|
|
game.unlockAchievement("vvvvvvcomplete100");
|
2020-04-02 23:43:50 +02:00
|
|
|
}
|
|
|
|
if (game.bestgamedeaths <= 50) {
|
2020-08-01 21:49:07 +02:00
|
|
|
game.unlockAchievement("vvvvvvcomplete50");
|
2020-04-02 23:43:50 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-08-01 21:49:07 +02:00
|
|
|
if(game.bestrank[0]>=3) game.unlockAchievement("vvvvvvtimetrial_station1_fixed");
|
|
|
|
if(game.bestrank[1]>=3) game.unlockAchievement("vvvvvvtimetrial_lab_fixed");
|
|
|
|
if(game.bestrank[2]>=3) game.unlockAchievement("vvvvvvtimetrial_tower_fixed");
|
|
|
|
if(game.bestrank[3]>=3) game.unlockAchievement("vvvvvvtimetrial_station2_fixed");
|
|
|
|
if(game.bestrank[4]>=3) game.unlockAchievement("vvvvvvtimetrial_warp_fixed");
|
|
|
|
if(game.bestrank[5]>=3) game.unlockAchievement("vvvvvvtimetrial_final_fixed");
|
2020-01-01 21:29:24 +01:00
|
|
|
|
|
|
|
obj.init();
|
|
|
|
|
2020-04-16 01:51:58 +02:00
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
2020-04-09 21:03:24 +02:00
|
|
|
if (startinplaytest) {
|
|
|
|
game.levelpage = 0;
|
|
|
|
game.playcustomlevel = 0;
|
2020-06-22 00:56:31 +02:00
|
|
|
game.playassets = playassets;
|
2020-08-13 14:59:14 +02:00
|
|
|
game.menustart = true;
|
2020-04-09 21:03:24 +02:00
|
|
|
|
|
|
|
LevelMetaData meta;
|
|
|
|
if (ed.getLevelMetaData(playtestname, meta)) {
|
2020-06-03 20:14:58 +02:00
|
|
|
ed.ListOfMetaData.clear();
|
|
|
|
ed.ListOfMetaData.push_back(meta);
|
2020-04-09 21:03:24 +02:00
|
|
|
} else {
|
2020-06-03 20:05:09 +02:00
|
|
|
ed.loadZips();
|
|
|
|
if (ed.getLevelMetaData(playtestname, meta)) {
|
2020-06-03 20:14:58 +02:00
|
|
|
ed.ListOfMetaData.clear();
|
|
|
|
ed.ListOfMetaData.push_back(meta);
|
2020-06-03 20:05:09 +02:00
|
|
|
} else {
|
|
|
|
printf("Level not found\n");
|
2021-02-16 03:53:17 +01:00
|
|
|
VVV_exit(1);
|
2020-06-03 20:05:09 +02:00
|
|
|
}
|
2020-04-09 21:03:24 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
game.loadcustomlevelstats();
|
|
|
|
game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
|
|
|
|
game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
|
|
|
|
if (savefileplaytest) {
|
|
|
|
game.playx = savex;
|
|
|
|
game.playy = savey;
|
|
|
|
game.playrx = saverx;
|
|
|
|
game.playry = savery;
|
|
|
|
game.playgc = savegc;
|
2020-07-11 20:55:26 +02:00
|
|
|
game.playmusic = savemusic;
|
2020-04-09 21:03:24 +02:00
|
|
|
game.cliplaytest = true;
|
|
|
|
script.startgamemode(23);
|
|
|
|
} else {
|
|
|
|
script.startgamemode(22);
|
|
|
|
}
|
|
|
|
|
|
|
|
graphics.fademode = 0;
|
|
|
|
}
|
2020-04-16 01:51:58 +02:00
|
|
|
#endif
|
2020-04-09 21:03:24 +02:00
|
|
|
|
2020-01-01 21:29:24 +01:00
|
|
|
key.isActive = true;
|
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs);
|
|
|
|
loop_assign_active_funcs();
|
|
|
|
|
Call VVV_exit() when SDL_QUIT is received
This fixes a regression introduced by #535 where a quit signal (e.g.
Ctrl-C) sent to the window while the game was in unfocus pause wouldn't
close the game.
One problem was that key.quitProgram would only be checked when control
flow switched back to the outer loop in main(), which would only happen
when the loop order state machine switched to a delta function. As the
unfocused func table didn't have any delta functions, this means
key.quitProgram would never be checked.
So a naïve solution to this would just be to add a no-op delta func
entry to the unfocused func table. However, we then run into a separate
issue where a delta function at the end of a func list never reassigns
the active funcs, causing the game to be stuck in the unfocus pause
forever. Active func reassignment only happens after fixed funcs. So
then a naïve solution after that would be to simply add a no-op fixed
func entry after that. And indeed, that would fix the whole issue.
However, I want to do things the right way. And this does not seem like
the right way. Even putting aside the separate last-func-being-delta
issue, it mandates that every func list needs a delta function. Which
seems quite unnecessary to me.
Another solution I considered was copy-pasting the key.quitProgram check
to the inner loops, or adding some sort of signal propagation to
the inner loops - implemented by copy-pasting checks after each loop -
so we didn't need to copy-paste key.quitProgram... but that seems really
messy, too.
So, I realized that we could throw away key.quitProgram, and simply call
VVV_exit() directly when we receive an SDL_QUIT event. This fixes the
issue, this removes an unnecessary middleman variable, and it's pretty
cleanly and simply the right thing to do.
2021-04-02 00:24:14 +02:00
|
|
|
while (true)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-05-04 21:52:57 +02:00
|
|
|
f_time = SDL_GetTicks();
|
2020-07-14 06:17:20 +02:00
|
|
|
|
|
|
|
const Uint32 f_timetaken = f_time - f_timePrev;
|
|
|
|
if (!game.over30mode && f_timetaken < 34)
|
2020-05-04 21:52:57 +02:00
|
|
|
{
|
2020-07-14 06:17:20 +02:00
|
|
|
const volatile Uint32 f_delay = 34 - f_timetaken;
|
|
|
|
SDL_Delay(f_delay);
|
|
|
|
f_time = SDL_GetTicks();
|
2020-05-04 21:52:57 +02:00
|
|
|
}
|
|
|
|
|
2020-07-14 06:17:20 +02:00
|
|
|
f_timePrev = f_time;
|
|
|
|
|
|
|
|
timePrev = time_;
|
|
|
|
time_ = SDL_GetTicks();
|
|
|
|
|
|
|
|
deltaloop();
|
2020-06-14 20:45:36 +02:00
|
|
|
}
|
|
|
|
|
2021-02-16 02:52:41 +01:00
|
|
|
cleanup();
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 23:23:59 +01:00
|
|
|
static void cleanup(void)
|
2021-02-16 02:52:41 +01:00
|
|
|
{
|
2021-02-16 03:43:35 +01:00
|
|
|
/* Order matters! */
|
Refactor Game::savestats() to not use a default argument
In order to be able to fix the bug #556, I'm planning on adding
ScreenSettings* to the settings.vvv write function. However, that
entails adding another argument to Game::savesettings(), which is going
to be really messy given the default argument of Game::savestats().
That, combined with the fact that the code comment at the site of the
implementation of Game::savestats() being wrong (!!!), leads me to
believe that using default function arguments here isn't worth it.
Instead, what I've done is made it so callers are explicit about whether
or not they're calling savestats(), savesettings(), or both at the same
time. If they are calling both at the same time, then they will be using
a new function named savestatsandsettings().
In short, these are the interface changes:
* bool Game::savestats(bool) has been removed
* bool Game::savestatsandsettings() has been added
* void Game::savestats_menu() has been renamed to
void Game::savestatsandsettings_menu()
* All previous callers of bool Game::savestats() are now using bool
Game::savestatsandsettings()
* The one caller of bool Game::savestats(bool) is now using bool
Game::savestats()
2020-12-22 01:03:19 +01:00
|
|
|
game.savestatsandsettings();
|
2021-02-16 03:43:35 +01:00
|
|
|
gameScreen.destroy();
|
|
|
|
graphics.grphx.destroy();
|
|
|
|
graphics.destroy_buffers();
|
|
|
|
graphics.destroy();
|
|
|
|
music.destroy();
|
2020-06-14 20:45:36 +02:00
|
|
|
NETWORK_shutdown();
|
|
|
|
SDL_Quit();
|
|
|
|
FILESYSTEM_deinit();
|
|
|
|
}
|
|
|
|
|
2021-02-16 03:47:24 +01:00
|
|
|
void VVV_exit(const int exit_code)
|
|
|
|
{
|
|
|
|
cleanup();
|
|
|
|
exit(exit_code);
|
|
|
|
}
|
|
|
|
|
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 23:23:59 +01:00
|
|
|
static void inline deltaloop(void)
|
2020-06-14 20:53:41 +02:00
|
|
|
{
|
2020-06-14 20:55:19 +02:00
|
|
|
//timestep limit to 30
|
|
|
|
const float rawdeltatime = static_cast<float>(time_ - timePrev);
|
|
|
|
accumulator += rawdeltatime;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2021-04-02 20:50:30 +02:00
|
|
|
Uint32 timesteplimit = game.get_timestep();
|
2020-06-14 20:55:19 +02:00
|
|
|
|
|
|
|
while (accumulator >= timesteplimit)
|
|
|
|
{
|
2021-04-02 00:25:07 +02:00
|
|
|
enum IndexCode index_code = increment_func_index();
|
|
|
|
|
|
|
|
if (index_code == Index_end)
|
|
|
|
{
|
|
|
|
loop_assign_active_funcs();
|
|
|
|
}
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
|
2020-11-07 00:11:24 +01:00
|
|
|
accumulator = SDL_fmodf(accumulator, timesteplimit);
|
2020-06-14 20:55:19 +02:00
|
|
|
|
Fix filter/screenshake/flash update order
In 2.2, at render time, the game rendered screenshakes and flashes if
their timers were above 0, and then decremented them afterwards. The
game would also update the analogue filter right before rendering it,
too.
In 2.3, this was changed so the flash and screenshake timers were
unified, and also done at the end of the frame - right before rendering
happened. This resulted in 1-frame flashes and screenshakes not
rendering at all. The other changes in this patchset don't fix this
either. The analogue filter was also in the wrong order, but that is
less of an issue than flashes and screenshakes.
So, what I've done is made the flash and screenshake timers update right
before the loop switches over to rendering, and only decrements them
when we switch back to fixed functions (after rendering). The analogue
filter is also updated right before rendering as well. This restores
1-frame flashes and screenshakes, as well as restores the correct order
of analogue filter updates.
2021-03-18 01:53:17 +01:00
|
|
|
/* We are done rendering. */
|
|
|
|
graphics.renderfixedpost();
|
|
|
|
|
2020-06-14 20:57:33 +02:00
|
|
|
fixedloop();
|
|
|
|
}
|
|
|
|
const float alpha = game.over30mode ? static_cast<float>(accumulator) / timesteplimit : 1.0f;
|
|
|
|
graphics.alpha = alpha;
|
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
if (active_func_index == NULL
|
|
|
|
|| *active_func_index == -1
|
|
|
|
|| active_funcs == NULL)
|
2020-06-14 20:57:33 +02:00
|
|
|
{
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
/* Somehow the first deltatime has been too small and things haven't
|
|
|
|
* initialized. We'll just no-op for now.
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
const struct ImplFunc* implfunc = &(*active_funcs)[*active_func_index];
|
|
|
|
|
|
|
|
if (implfunc->type == Func_delta && implfunc->func != NULL)
|
2020-06-14 20:57:33 +02:00
|
|
|
{
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
implfunc->func();
|
|
|
|
|
|
|
|
gameScreen.FlipScreen();
|
2020-06-14 20:57:33 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
static enum LoopCode loop_begin(void)
|
2020-06-14 20:57:33 +02:00
|
|
|
{
|
2021-04-02 00:39:56 +02:00
|
|
|
if (game.inputdelay)
|
|
|
|
{
|
|
|
|
key.Poll();
|
|
|
|
}
|
|
|
|
|
2020-06-14 20:58:27 +02:00
|
|
|
// Update network per frame.
|
|
|
|
NETWORK_update();
|
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
return Loop_continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void unfocused_run(void)
|
|
|
|
{
|
2021-01-16 20:40:26 +01:00
|
|
|
if (!game.blackout)
|
|
|
|
{
|
|
|
|
ClearSurface(graphics.backBuffer);
|
2021-03-19 23:58:52 +01:00
|
|
|
#define FLIP(YPOS) graphics.flipmode ? 232 - YPOS : YPOS
|
|
|
|
graphics.bprint(5, FLIP(110), "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
|
|
|
|
graphics.bprint(5, FLIP(120), "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
|
|
|
|
graphics.bprint(5, FLIP(220), "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
|
|
|
|
graphics.bprint(5, FLIP(230), "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
|
|
|
|
#undef FLIP
|
2021-01-16 20:40:26 +01:00
|
|
|
}
|
|
|
|
graphics.render();
|
|
|
|
gameScreen.FlipScreen();
|
|
|
|
//We are minimised, so lets put a bit of a delay to save CPU
|
|
|
|
SDL_Delay(100);
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
static void focused_begin(void)
|
|
|
|
{
|
Re-fix resumemusic/musicfadein once again
So it looks like facb079b3597b380f876537523cd351a0e637b62 (PR #316) had
a few issues.
The SDL performance counter doesn't really work that well. Testing
reveals that unfocusing and focusing the game again results in
the resumemusic() script command resuming the track at the wrong time.
Even when not unfocusing the game at all, stopping a track and resuming
it resumes it at the wrong time. (Only disabling the unfocus pause fixes
this.)
Furthermore, there's also the fact that the SDL performance counter
keeps incrementing when the game is paused under GDB. So... yeah.
Instead of dealing with the SDL performance counter, I'm just going to
pause and resume the music directly (so the stopmusic() script command
just pauses the music instead). As a result, we no longer can keep
constantly calling Mix_PauseMusic() or Mix_ResumeMusic() when focused or
unfocused, so I've moved those calls to happen directly when the
relevant SDL events are received (the constant calls were originally in
VCE, and whoever added them (I'm pretty sure it was Leo) was not the
sharpest tool in the shed...).
And we are going to switch over to using our own fade system instead of
the SDL mixer fade system. In fact, we were already using our own fade
system for fadeins after collecting a trinket or a custom level
crewmate, but we were still using the mixer system for the rest. This is
an inconsistency that I am glad to correct, so we're also doing our own
fadeouts now.
There is, however, an issue with the fade system where the length it
goes for is inaccurate, because it's based on a volume-per-frame second
calculation that gets truncated. But that's an issue to fix later - at
least what I'm doing right now makes resumemusic() and musicfadein()
work better than before.
2021-04-02 21:56:25 +02:00
|
|
|
/* no-op. */
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
}
|
2020-06-14 20:55:19 +02:00
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
static void focused_end(void)
|
|
|
|
{
|
2021-04-13 23:42:45 +02:00
|
|
|
game.gameclock();
|
|
|
|
music.processmusic();
|
|
|
|
graphics.processfade();
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
}
|
2020-06-14 20:55:19 +02:00
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
static enum LoopCode loop_end(void)
|
|
|
|
{
|
2020-06-14 20:57:57 +02:00
|
|
|
//We did editorinput, now it's safe to turn this off
|
|
|
|
key.linealreadyemptykludge = false;
|
2020-06-14 20:49:23 +02:00
|
|
|
|
2020-06-14 20:57:57 +02:00
|
|
|
//Mute button
|
Axe manual state trackers and use SDL_IsTextInputActive()
After looking at pull request #446, I got a bit annoyed that we have TWO
variables, key.textentrymode and ed.textentry, that we rolled ourselves
to track the state of something SDL already provides us a function to
easily query: SDL_IsTextInputActive(). We don't need to have either of
these two variables, and we shouldn't.
So that's what I do in this patch. Both variables have been axed in
favor of using this function, and I just made a wrapper out of it, named
key.textentry().
For bonus points, this gets rid of the ugly NO_CUSTOM_LEVELS and
NO_EDITOR ifdef in main.cpp, since text entry is enabled when entering
the script list and disabled when exiting it. This makes the code there
easier to read, too.
Furthermore, apparently key.textentrymode was initialized to *true*
instead of false... for whatever reason. But that's gone now, too.
Now, you'd think there wouldn't be any downside to using
SDL_IsTextInputActive(). After all, it's a function that SDL itself
provides, right?
Wrong. For whatever reason, it seems like text input is active *from the
start of the program*, meaning that what would happen is I would go into
the editor, and find that I can't move around nor place tiles nor
anything else. Then I would press Esc, and then suddenly become able to
do those things I wanted to do before.
I have no idea why the above happens, but all I can do is to just insert
an SDL_StopTextInput() immediately after the SDL_Init() in main.cpp. Of
course, I have to surround it with an SDL_IsTextInputActive() check to
make sure I don't do anything extraneous by stopping input when it's
already stopped.
2020-08-13 08:43:25 +02:00
|
|
|
if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !key.textentry())
|
2020-06-14 20:57:57 +02:00
|
|
|
{
|
|
|
|
game.mutebutton = 8;
|
|
|
|
if (game.muted)
|
2020-06-14 20:55:19 +02:00
|
|
|
{
|
2020-06-14 20:57:57 +02:00
|
|
|
game.muted = false;
|
2020-06-14 20:55:19 +02:00
|
|
|
}
|
2020-06-14 20:57:57 +02:00
|
|
|
else
|
2020-06-14 20:55:19 +02:00
|
|
|
{
|
2020-06-14 20:57:57 +02:00
|
|
|
game.muted = true;
|
2020-06-14 20:55:19 +02:00
|
|
|
}
|
2020-06-14 20:57:57 +02:00
|
|
|
}
|
|
|
|
if(game.mutebutton>0)
|
|
|
|
{
|
|
|
|
game.mutebutton--;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
Axe manual state trackers and use SDL_IsTextInputActive()
After looking at pull request #446, I got a bit annoyed that we have TWO
variables, key.textentrymode and ed.textentry, that we rolled ourselves
to track the state of something SDL already provides us a function to
easily query: SDL_IsTextInputActive(). We don't need to have either of
these two variables, and we shouldn't.
So that's what I do in this patch. Both variables have been axed in
favor of using this function, and I just made a wrapper out of it, named
key.textentry().
For bonus points, this gets rid of the ugly NO_CUSTOM_LEVELS and
NO_EDITOR ifdef in main.cpp, since text entry is enabled when entering
the script list and disabled when exiting it. This makes the code there
easier to read, too.
Furthermore, apparently key.textentrymode was initialized to *true*
instead of false... for whatever reason. But that's gone now, too.
Now, you'd think there wouldn't be any downside to using
SDL_IsTextInputActive(). After all, it's a function that SDL itself
provides, right?
Wrong. For whatever reason, it seems like text input is active *from the
start of the program*, meaning that what would happen is I would go into
the editor, and find that I can't move around nor place tiles nor
anything else. Then I would press Esc, and then suddenly become able to
do those things I wanted to do before.
I have no idea why the above happens, but all I can do is to just insert
an SDL_StopTextInput() immediately after the SDL_Init() in main.cpp. Of
course, I have to surround it with an SDL_IsTextInputActive() check to
make sure I don't do anything extraneous by stopping input when it's
already stopped.
2020-08-13 08:43:25 +02:00
|
|
|
if (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !key.textentry())
|
2020-06-14 20:57:57 +02:00
|
|
|
{
|
|
|
|
game.musicmutebutton = 8;
|
|
|
|
game.musicmuted = !game.musicmuted;
|
|
|
|
}
|
|
|
|
if (game.musicmutebutton > 0)
|
|
|
|
{
|
|
|
|
game.musicmutebutton--;
|
|
|
|
}
|
2020-04-28 23:44:53 +02:00
|
|
|
|
2020-06-14 20:57:57 +02:00
|
|
|
if (game.muted)
|
|
|
|
{
|
|
|
|
Mix_VolumeMusic(0) ;
|
|
|
|
Mix_Volume(-1,0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2021-04-12 02:41:46 +02:00
|
|
|
Mix_Volume(-1,MIX_MAX_VOLUME * music.user_sound_volume / USER_VOLUME_MAX);
|
2020-06-14 20:57:57 +02:00
|
|
|
|
2020-10-11 08:42:02 +02:00
|
|
|
if (game.musicmuted)
|
2020-06-14 20:55:19 +02:00
|
|
|
{
|
2020-06-14 20:57:57 +02:00
|
|
|
Mix_VolumeMusic(0);
|
2020-06-14 20:55:19 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2021-04-12 02:41:46 +02:00
|
|
|
Mix_VolumeMusic(music.musicVolume * music.user_music_volume / USER_VOLUME_MAX);
|
2020-06-14 20:55:19 +02:00
|
|
|
}
|
2020-06-14 20:57:57 +02:00
|
|
|
}
|
2020-04-29 00:02:37 +02:00
|
|
|
|
2020-06-14 20:57:57 +02:00
|
|
|
if (key.resetWindow)
|
|
|
|
{
|
|
|
|
key.resetWindow = false;
|
|
|
|
gameScreen.ResizeScreen(-1, -1);
|
|
|
|
}
|
2020-06-14 20:49:23 +02:00
|
|
|
|
Generalize game loop order and fix it to what it was in 2.2
Okay, so the reason why all render functions were moved to the end of
the frame in #220 is because it's simpler to call two fixed functions
and then a delta function instead of one fixed function, then a delta
function, and then another fixed function.
This is because fixed functions need special handling inside
deltaloop(), and you can't simply duplicate this handling after calling
a delta function. Oh, and to make matters worse, it's not always
fixed-delta-fixed, sometimes (like in MAPMODE and TELEPORTERMODE) it's
delta-fixed-fixed, so we'd need to handle that somehow too.
The solution here is to generalize the game loop and factor out each
function, instead of hardcoding it. Instead of having hardcoded
case-switches directly in the loop, I made a function that returns an
array of functions for a given gamestate, along with the number of
functions, then the game loop processes it accordingly. In fixedloop(),
it iterates over the array and executes each function until it reaches a
delta function, at which point it stops. And when it reaches the end of
the array, it goes back to the start of the array.
But anyway, if it gets to a delta function, it'll stop the loop and
finish fixedloop(). Then deltaloop() will call the delta function. And
then on the next frame, the function index will be incremented again, so
fixedloop() will call the fixed functions again.
Actually, the previous game loop was actually made up of one big loop,
with a gamestate function loop nested inside it, flanked with code that
ran at the start and end of the "big loop". This would be easy to handle
with one loop (just include the beginning and end functions with the
gamestate functions in the array), except that the gamestate functions
could suddenly be swapped out with unfocused functions (the ones that
run when you unfocus the window) at any time (well, on frame boundaries,
since key.isActive only got checked once, guarding the entire "inner
loop" - and I made sure that changing key.isActive wouldn't immediately
apply, just like the previous game loop order) - so I had to add yet
another layer of indirection, where the gamestate functions could
immediately be swapped out with the unfocused functions (while still
running the beginning and end code, because that was how the previous
loop order worked, after all).
This also fixes a regression that the game loop that #220 introduced
had, where if the fixed functions switched the gamestate, the game would
prematurely start rendering the gamestate function of the new gamestate
in the deltaframes, which was a source of some deltaframe glitches. But
fixing this is likely to just as well cause deltaframe glitches, so it'd
be better to fix this along with fixing the loop order, and only have
one round of QA to do in the end, instead of doing one round after each
change separately.
Fixes #464... but this isn't the end of the patchset. There are bugs
that need to be fixed, and kludges that need to be reverted.
2020-11-07 01:08:22 +01:00
|
|
|
return Loop_continue;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|