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VVVVVV/desktop_version/src/main.cpp
leo60228 d40af63aa3 Split Func_input and Func_delta when unfocused
Without this, `fixedloop` will loop infinitely until focus is regained.
However, Emscripten won't actually know that focus is regained until
`fixedloop` returns.
2021-09-07 09:43:48 -07:00

869 lines
21 KiB
C++

#include <SDL.h>
#include "CustomLevels.h"
#include "DeferCallbacks.h"
#include "Editor.h"
#include "Enums.h"
#include "Entity.h"
#include "Exit.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "Input.h"
#include "KeyPoll.h"
#include "Logic.h"
#include "Map.h"
#include "Music.h"
#include "Network.h"
#include "preloader.h"
#include "Render.h"
#include "RenderFixed.h"
#include "Screen.h"
#include "Script.h"
#include "SoundSystem.h"
#include "UtilityClass.h"
#include "Vlogging.h"
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
scriptclass script;
#ifndef NO_CUSTOM_LEVELS
std::vector<CustomEntity> customentities;
customlevelclass cl;
# ifndef NO_EDITOR
editorclass ed;
# endif
#endif
UtilityClass help;
Graphics graphics;
musicclass music;
Game game;
KeyPoll key;
mapclass map;
entityclass obj;
Screen gameScreen;
static bool startinplaytest = false;
static bool savefileplaytest = false;
static int savex = 0;
static int savey = 0;
static int saverx = 0;
static int savery = 0;
static int savegc = 0;
static int savemusic = 0;
static std::string playassets;
static std::string playtestname;
static volatile Uint32 time_ = 0;
static volatile Uint32 timePrev = 0;
static volatile Uint32 accumulator = 0;
#ifndef __EMSCRIPTEN__
static volatile Uint32 f_time = 0;
static volatile Uint32 f_timePrev = 0;
#endif
enum FuncType
{
Func_null,
Func_fixed,
Func_input,
Func_delta
};
struct ImplFunc
{
enum FuncType type;
void (*func)(void);
};
static void runscript(void)
{
script.run();
}
static void teleportermodeinput(void)
{
if (game.useteleporter)
{
teleporterinput();
}
else
{
script.run();
gameinput();
}
}
/* Only gets used in EDITORMODE. I assume the compiler will optimize this away
* if this is a NO_CUSTOM_LEVELS or NO_EDITOR build
*/
static void flipmodeoff(void)
{
graphics.flipmode = false;
}
static void focused_begin(void);
static void focused_end(void);
static const inline struct ImplFunc* get_gamestate_funcs(
const int gamestate,
int* num_implfuncs
) {
switch (gamestate)
{
#define FUNC_LIST_BEGIN(GAMESTATE) \
case GAMESTATE: \
{ \
static const struct ImplFunc implfuncs[] = { \
{Func_fixed, focused_begin},
#define FUNC_LIST_END \
{Func_fixed, focused_end} \
}; \
*num_implfuncs = SDL_arraysize(implfuncs); \
return implfuncs; \
}
FUNC_LIST_BEGIN(GAMEMODE)
{Func_fixed, runscript},
{Func_fixed, gamerenderfixed},
{Func_delta, gamerender},
{Func_input, gameinput},
{Func_fixed, gamelogic},
FUNC_LIST_END
FUNC_LIST_BEGIN(TITLEMODE)
{Func_input, titleinput},
{Func_fixed, titlerenderfixed},
{Func_delta, titlerender},
{Func_fixed, titlelogic},
FUNC_LIST_END
FUNC_LIST_BEGIN(MAPMODE)
{Func_fixed, maprenderfixed},
{Func_delta, maprender},
{Func_input, mapinput},
{Func_fixed, maplogic},
FUNC_LIST_END
FUNC_LIST_BEGIN(TELEPORTERMODE)
{Func_fixed, teleporterrenderfixed},
{Func_delta, teleporterrender},
{Func_input, teleportermodeinput},
{Func_fixed, maplogic},
FUNC_LIST_END
FUNC_LIST_BEGIN(GAMECOMPLETE)
{Func_fixed, gamecompleterenderfixed},
{Func_delta, gamecompleterender},
{Func_input, gamecompleteinput},
{Func_fixed, gamecompletelogic},
FUNC_LIST_END
FUNC_LIST_BEGIN(GAMECOMPLETE2)
{Func_delta, gamecompleterender2},
{Func_input, gamecompleteinput2},
{Func_fixed, gamecompletelogic2},
FUNC_LIST_END
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
FUNC_LIST_BEGIN(EDITORMODE)
{Func_fixed, flipmodeoff},
{Func_input, editorinput},
{Func_fixed, editorrenderfixed},
{Func_delta, editorrender},
{Func_fixed, editorlogic},
FUNC_LIST_END
#endif
FUNC_LIST_BEGIN(PRELOADER)
{Func_input, preloaderinput},
{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
);
/* Also run callbacks that were deferred to end of func sequence. */
DEFER_execute_callbacks();
gamestate_func_index = 0;
return Index_end;
}
return Index_none;
}
static void unfocused_run(void);
static const struct ImplFunc unfocused_func_list[] = {
{
Func_input, /* we still need polling when unfocused */
NULL
},
{
Func_delta,
unfocused_run
}
};
static const struct ImplFunc* unfocused_funcs = unfocused_func_list;
static int num_unfocused_funcs = SDL_arraysize(unfocused_func_list);
static int unfocused_func_index = 0; // This does not get incremented on start, do NOT use -1!
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;
if (implfunc->type == Func_input && !game.inputdelay)
{
key.Poll();
}
if (implfunc->type != Func_null && implfunc->func != NULL)
{
implfunc->func();
}
index_code = increment_func_index();
if (index_code == Index_end)
{
return Loop_continue;
}
}
/* About to switch over to rendering... but call this first. */
graphics.renderfixedpre();
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);
}
}
static void inline deltaloop(void);
static void cleanup(void);
#ifdef __EMSCRIPTEN__
void emscriptenloop(void)
{
timePrev = time_;
time_ = SDL_GetTicks();
deltaloop();
}
#endif
int main(int argc, char *argv[])
{
char* baseDir = NULL;
char* assetsPath = NULL;
vlog_init();
for (int i = 1; i < argc; ++i)
{
#define ARG(name) (SDL_strcmp(argv[i], name) == 0)
#define ARG_INNER(code) \
if (i + 1 < argc) \
{ \
code \
} \
else \
{ \
vlog_error("%s option requires one argument.", argv[i]); \
VVV_exit(1); \
}
if (ARG("-renderer"))
{
ARG_INNER({
i++;
SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE);
})
}
else if (ARG("-basedir"))
{
ARG_INNER({
i++;
baseDir = argv[i];
})
}
else if (ARG("-assets"))
{
ARG_INNER({
i++;
assetsPath = argv[i];
})
}
else if (ARG("-playing") || ARG("-p"))
{
ARG_INNER({
i++;
startinplaytest = true;
playtestname = std::string("levels/");
playtestname.append(argv[i]);
playtestname.append(std::string(".vvvvvv"));
})
}
else if (ARG("-playx") || ARG("-playy") ||
ARG("-playrx") || ARG("-playry") ||
ARG("-playgc") || ARG("-playmusic"))
{
ARG_INNER({
savefileplaytest = true;
int v = help.Int(argv[i+1]);
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;
i++;
})
}
else if (ARG("-playassets"))
{
ARG_INNER({
i++;
// Even if this is a directory, FILESYSTEM_mountAssets() expects '.vvvvvv' on the end
playassets = "levels/" + std::string(argv[i]) + ".vvvvvv";
})
}
else if (ARG("-nooutput"))
{
vlog_toggle_output(0);
}
else if (ARG("-forcecolor") || ARG("-forcecolour"))
{
vlog_toggle_color(1);
}
else if (ARG("-nocolor") || ARG("-nocolour"))
{
vlog_toggle_color(0);
}
else if (ARG("-debug"))
{
vlog_toggle_debug(1);
}
else if (ARG("-noinfo"))
{
vlog_toggle_info(0);
}
else if (ARG("-nowarn"))
{
vlog_toggle_warn(0);
}
else if (ARG("-noerror"))
{
vlog_toggle_error(0);
}
#undef ARG_INNER
#undef ARG
else
{
vlog_error("Error: invalid option: %s", argv[i]);
VVV_exit(1);
}
}
if(!FILESYSTEM_init(argv[0], baseDir, assetsPath))
{
vlog_error("Unable to initialize filesystem!");
VVV_exit(1);
}
SDL_Init(
SDL_INIT_VIDEO |
SDL_INIT_AUDIO |
SDL_INIT_JOYSTICK |
SDL_INIT_GAMECONTROLLER
);
if (SDL_IsTextInputActive() == SDL_TRUE)
{
SDL_StopTextInput();
}
NETWORK_init();
vlog_info("\t\t");
vlog_info("\t\t");
vlog_info("\t\t VVVVVV");
vlog_info("\t\t");
vlog_info("\t\t");
vlog_info("\t\t 8888888888888888 ");
vlog_info("\t\t88888888888888888888");
vlog_info("\t\t888888 8888 88");
vlog_info("\t\t888888 8888 88");
vlog_info("\t\t88888888888888888888");
vlog_info("\t\t88888888888888888888");
vlog_info("\t\t888888 88");
vlog_info("\t\t88888888 8888");
vlog_info("\t\t 8888888888888888 ");
vlog_info("\t\t 88888888 ");
vlog_info("\t\t 8888888888888888 ");
vlog_info("\t\t88888888888888888888");
vlog_info("\t\t88888888888888888888");
vlog_info("\t\t88888888888888888888");
vlog_info("\t\t8888 88888888 8888");
vlog_info("\t\t8888 88888888 8888");
vlog_info("\t\t 888888888888 ");
vlog_info("\t\t 8888 8888 ");
vlog_info("\t\t 888888 888888 ");
vlog_info("\t\t 888888 888888 ");
vlog_info("\t\t 888888 888888 ");
vlog_info("\t\t");
vlog_info("\t\t");
//Set up screen
// Load Ini
graphics.init();
game.init();
// This loads music too...
if (!graphics.reloadresources())
{
/* Something wrong with the default assets? We can't use them to
* display the error message, and we have to bail. */
SDL_ShowSimpleMessageBox(
SDL_MESSAGEBOX_ERROR,
graphics.error_title,
graphics.error,
NULL
);
VVV_exit(1);
}
game.gamestate = PRELOADER;
game.menustart = false;
// Initialize title screen to cyan
graphics.titlebg.colstate = 10;
map.nexttowercolour();
map.ypos = (700-29) * 8;
map.oldypos = map.ypos;
map.setbgobjlerp(graphics.towerbg);
map.setbgobjlerp(graphics.titlebg);
{
// 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);
}
graphics.screenbuffer = &gameScreen;
graphics.create_buffers(gameScreen.GetFormat());
if (game.skipfakeload)
game.gamestate = TITLEMODE;
if (game.slowdown == 0) game.slowdown = 30;
//Check to see if you've already unlocked some achievements here from before the update
if (game.swnbestrank > 0){
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");
}
if(game.unlock[5]) game.unlockAchievement("vvvvvvgamecomplete");
if(game.unlock[19]) game.unlockAchievement("vvvvvvgamecompleteflip");
if(game.unlock[20]) game.unlockAchievement("vvvvvvmaster");
if (game.bestgamedeaths > -1) {
if (game.bestgamedeaths <= 500) {
game.unlockAchievement("vvvvvvcomplete500");
}
if (game.bestgamedeaths <= 250) {
game.unlockAchievement("vvvvvvcomplete250");
}
if (game.bestgamedeaths <= 100) {
game.unlockAchievement("vvvvvvcomplete100");
}
if (game.bestgamedeaths <= 50) {
game.unlockAchievement("vvvvvvcomplete50");
}
}
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");
obj.init();
#if !defined(NO_CUSTOM_LEVELS)
if (startinplaytest) {
game.levelpage = 0;
game.playcustomlevel = 0;
game.playassets = playassets;
game.menustart = true;
LevelMetaData meta;
if (cl.getLevelMetaData(playtestname, meta)) {
cl.ListOfMetaData.clear();
cl.ListOfMetaData.push_back(meta);
} else {
cl.loadZips();
if (cl.getLevelMetaData(playtestname, meta)) {
cl.ListOfMetaData.clear();
cl.ListOfMetaData.push_back(meta);
} else {
vlog_error("Level not found");
VVV_exit(1);
}
}
game.loadcustomlevelstats();
game.customleveltitle=cl.ListOfMetaData[game.playcustomlevel].title;
game.customlevelfilename=cl.ListOfMetaData[game.playcustomlevel].filename;
if (savefileplaytest) {
game.playx = savex;
game.playy = savey;
game.playrx = saverx;
game.playry = savery;
game.playgc = savegc;
game.playmusic = savemusic;
game.cliplaytest = true;
script.startgamemode(23);
} else {
script.startgamemode(22);
}
graphics.fademode = 0;
}
#endif
key.isActive = true;
gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs);
loop_assign_active_funcs();
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(emscriptenloop, 0, 0);
#else
while (true)
{
f_time = SDL_GetTicks();
const Uint32 f_timetaken = f_time - f_timePrev;
if (!game.over30mode && f_timetaken < 34)
{
const volatile Uint32 f_delay = 34 - f_timetaken;
SDL_Delay(f_delay);
f_time = SDL_GetTicks();
}
f_timePrev = f_time;
timePrev = time_;
time_ = SDL_GetTicks();
deltaloop();
}
cleanup();
#endif
return 0;
}
static void cleanup(void)
{
/* Order matters! */
game.savestatsandsettings();
gameScreen.destroy();
graphics.grphx.destroy();
graphics.destroy_buffers();
graphics.destroy();
music.destroy();
NETWORK_shutdown();
SDL_Quit();
FILESYSTEM_deinit();
}
void VVV_exit(const int exit_code)
{
cleanup();
exit(exit_code);
}
static void inline deltaloop(void)
{
//timestep limit to 30
const float rawdeltatime = static_cast<float>(time_ - timePrev);
accumulator += rawdeltatime;
Uint32 timesteplimit = game.get_timestep();
while (accumulator >= timesteplimit)
{
enum IndexCode index_code = increment_func_index();
if (index_code == Index_end)
{
loop_assign_active_funcs();
}
accumulator = SDL_fmodf(accumulator, timesteplimit);
/* We are done rendering. */
graphics.renderfixedpost();
fixedloop();
}
const float alpha = game.over30mode ? static_cast<float>(accumulator) / timesteplimit : 1.0f;
graphics.alpha = alpha;
if (active_func_index == NULL
|| *active_func_index == -1
|| active_funcs == NULL)
{
/* 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)
{
implfunc->func();
gameScreen.FlipScreen(graphics.flipmode);
}
}
}
static enum LoopCode loop_begin(void)
{
if (game.inputdelay)
{
key.Poll();
}
// Update network per frame.
NETWORK_update();
return Loop_continue;
}
static void unfocused_run(void)
{
if (!game.blackout)
{
ClearSurface(graphics.backBuffer);
#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
}
graphics.render();
//We are minimised, so lets put a bit of a delay to save CPU
#ifndef __EMSCRIPTEN__
SDL_Delay(100);
#endif
}
static void focused_begin(void)
{
map.nexttowercolour_set = false;
}
static void focused_end(void)
{
game.gameclock();
music.processmusic();
graphics.processfade();
}
static enum LoopCode loop_end(void)
{
//We did editorinput, now it's safe to turn this off
key.linealreadyemptykludge = false;
//Mute button
if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !key.textentry())
{
game.mutebutton = 8;
if (game.muted)
{
game.muted = false;
}
else
{
game.muted = true;
}
}
if(game.mutebutton>0)
{
game.mutebutton--;
}
if (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !key.textentry())
{
game.musicmutebutton = 8;
game.musicmuted = !game.musicmuted;
}
if (game.musicmutebutton > 0)
{
game.musicmutebutton--;
}
if (game.muted)
{
Mix_VolumeMusic(0) ;
Mix_Volume(-1,0);
}
else
{
Mix_Volume(-1,MIX_MAX_VOLUME * music.user_sound_volume / USER_VOLUME_MAX);
if (game.musicmuted)
{
Mix_VolumeMusic(0);
}
else
{
Mix_VolumeMusic(music.musicVolume * music.user_music_volume / USER_VOLUME_MAX);
}
}
if (key.resetWindow)
{
key.resetWindow = false;
gameScreen.ResizeScreen(-1, -1);
}
return Loop_continue;
}