Exemple #1
0
void debugcrapo(u32 op, u32 op2)
{
	bprintf("DBG: %08X %08X\n", op, op2);
	DrawConsole();
	//SwapBottomBuffers(0);
	//ClearBottomBuffer();
}
Exemple #2
0
void Loading_Draw(struct Game *game) {
	float fadeloop=0;
	while (fadeloop<256) {
		ALLEGRO_EVENT ev;
		al_wait_for_event(game->event_queue, &ev);
		if ((ev.type == ALLEGRO_EVENT_TIMER) && (ev.timer.source == game->timer)) {
			fadeloop+=10;
		}
		if (al_is_event_queue_empty(game->event_queue)) {
			al_draw_tinted_bitmap(game->loading.loading_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
			DrawConsole(game);
			al_flip_display();
		}
	}

	al_draw_bitmap(game->loading.loading_bitmap,0,0,0);

	al_stop_timer(game->timer);

	PreloadGameState(game, &Progress);

	al_wait_for_vsync();
	al_start_timer(game->timer);

	/*
	fadeloop=0;
	while (fadeloop<256) {
		ALLEGRO_EVENT ev;
		al_wait_for_event(game->event_queue, &ev);
		if ((ev.type == ALLEGRO_EVENT_TIMER) && (ev.timer.source == game->timer)) {
			fadeloop+=10;
		}
		if (al_is_event_queue_empty(game->event_queue)) {
			al_draw_bitmap(game->loading.loading_bitmap,0,0,0);
			al_draw_filled_rectangle(0, game->viewportHeight*0.985, game->viewportWidth, game->viewportHeight, al_map_rgba(255,255,255,255));
			al_draw_filled_rectangle(0, 0, game->viewportWidth, game->viewportHeight, al_map_rgba_f(0,0,0,fadeloop/255.0));

			DrawConsole(game);
			al_flip_display();
		}
	}
	al_clear_to_color(al_map_rgb(0,0,0));*/
	al_draw_bitmap(game->loading.image4,0,0,0);
	//DrawConsole(game);
	//al_flip_display();
	LoadGameState(game);
	al_draw_bitmap(game->loading.image4,0,0,0);

}
Exemple #3
0
void Progress(struct Game *game, float p) {
	if (p<0.15) {
		draw(game,game->loading.image1);
	} else if (p<0.4) {
		draw(game,game->loading.image2);
	} else if (p<0.65) {
		draw(game,game->loading.image3);
	} else {
		draw(game,game->loading.image4);
	}
	if (game->debug) { printf("%f\n", p); fflush(stdout); }
	al_set_target_bitmap(al_get_backbuffer(game->display));
	al_draw_bitmap(game->loading.loading_bitmap,0,0,0);
	al_draw_filled_rectangle(0, game->viewportHeight*0.985, p*game->viewportWidth, game->viewportHeight, al_map_rgba(255,255,255,255));
	DrawConsole(game);
	al_flip_display();
}
Exemple #4
0
// main console function: process keyboard input and draw console window ------
//
PUBLIC
void CON_ConsoleMain()
{
	static bool_t init_prompt_drawn = false;

	// set number of currently visible console lines
	// (negative values allowed!)
	cur_vis_conlines = ConsoleHeight;

	unsigned int len_before = strlen( con_lines[ con_bottom ] );

	// process console keyboard input
	if ( CheckConsoleInput() || !init_prompt_drawn ) {

		init_prompt_drawn = true;
		// draw console
		DrawConsole( len_before > strlen( con_lines[ con_bottom ] ) );
	}
}
Exemple #5
0
void GLVideo::UpdateScreen (DCanvas *canvas)
{
   if(palettechanged)
   {
	   extern void UpdateShaderPalette(SDL_Color *colors);
	   UpdateShaderPalette(newPalette);
	   palettechanged = false;
   }

	SDL_GL_SwapBuffers();
	// viewheight or viewwidth not the same as screen?
	if(screenw != realviewheight || screenh != realviewheight)
		glViewport(viewwindowx, screenh - (realviewheight + viewwindowy), realviewwidth, realviewheight);

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	// make textures transparent where they are black?
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_ALPHA_TEST);
    glAlphaFunc(GL_GREATER, 0);

	// Switch to 3D
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	float aspect = (float)realviewwidth/realviewheight;
	float fov = 70.0;

	gluPerspective(fov, aspect, 0.08f, 100.0f);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	// Render doom level
	if(gamestate == GS_LEVEL && !automapactive)
		RenderWorld();

	// Switch to 2D
	glDisable(GL_DEPTH_TEST);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	glOrtho(0.0f, 1, 1, 0.0f, -1.0f, 1.0f);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	if(gamestate == GS_LEVEL && !automapactive)
	{
		// Draw player weapon
		DrawScreenSprites();

		// Draw crosshair
		DrawCrosshair();
	}

	// Render menu/console/automap over whole screen
	if(screenw != realviewwidth || screenh != realviewheight)
	{
		glViewport(0, 0, screenw, screenh);
	}

	// Draw automap
	if(automapactive)
		RenderAutomap();

	// Render view border
	extern void R_DrawViewBorder();
	R_DrawViewBorder();

	// Draw status bar
	if(gamestate == GS_LEVEL)
	if(screenw != realviewwidth || screenh != realviewheight)
	{
		glColor4f(0,1,0,1);
		glDisable(GL_TEXTURE_2D);
		extern int ST_X, ST_Y, ST_WIDTH, ST_HEIGHT;
		DrawQuad((float)ST_X/screenw, (float)ST_Y/screenh, (float)ST_WIDTH/screenw, (float)ST_HEIGHT/screenh);
	}

	// Draw status bar border

	// Draw player redscreen, berserk, pickup
//	DrawTint();

	// Render the grayscale+colormap result to a texture
	extern void RenderToTexture(size_t screenw, size_t screenh);
	RenderToTexture(screenw, screenh);

	// Shader will convert this into RGB output
	extern void RenderedTextureToScreen(size_t screenw, size_t screenh);
	RenderedTextureToScreen(screenw, screenh);

	// Console
	DrawConsole(screenw, screenh);

	// Menu
	DrawMenu();
}
Exemple #6
0
void BaseApp::Draw()
{
#ifdef _DEBUG
//LogMsg("**********FRAME START");
#endif
    VariantList vList(Variant(0,0));
    
	m_sig_render(&vList);

	if (GetFPSVisible())
	{
		char stTemp[256];
		sprintf(stTemp, "fps: %d - M: %.2f, T: %.2f A: %.2f F: %.2f", m_gameTimer.GetFPS(), (float(m_memUsed)/1024)/1024, (float(m_texMemUsed)/1024)/1024,  float(GetAudioManager()->GetMemoryUsed()/1024)/ 1024, float(GetFreeMemory()/1024)/ 1024);
	
#ifdef _IRR_STATIC_LIB_
		int prims = 0;
		if (GetIrrlichtManager()->GetDriver())
		{
			prims = GetIrrlichtManager()->GetDriver()->getPrimitiveCountDrawn();
		}
		char stExtra[256];
		sprintf(stExtra, " Prims: %d", prims);
		strcat(stTemp, stExtra);
#endif		
	
#ifdef PLATFORM_FLASH
		char stExtra[256];
		sprintf(stExtra, " Flash: %.2f", float(GetNativeMemoryUsed())/1024/1024);
		strcat(stTemp, stExtra);

#endif

		if (GetFont(FONT_SMALL)->IsLoaded())
		{
			GetFont(FONT_SMALL)->DrawScaled(3,3, stTemp, 0.7f);
		}
	}

	//draw the console messages?
	if (GetConsoleVisible())
	{
		DrawConsole();
	}

	switch (GetLastError())
	{
	case ERROR_MEM:
		GetFont(FONT_SMALL)->DrawScaled(2,14, "LOW MEM!", 0.7f);
		break;

	case ERROR_SPACE:
		GetFont(FONT_SMALL)->DrawScaled(2,14, "LOW STORAGE SPACE!", 0.7f);
		break;
            
        case ERROR_NONE:
            
        break;
	}

	SetupOrtho();
	g_globalBatcher.Flush();
}
Exemple #7
0
static inline void HandleEvent(struct Game* game, ALLEGRO_EVENT* ev) {
	switch (ev->type) {
		case ALLEGRO_EVENT_DISPLAY_HALT_DRAWING:
			PauseExecution(game);
			al_acknowledge_drawing_halt(game->display);
			break;

		case ALLEGRO_EVENT_DISPLAY_RESUME_DRAWING:
			al_acknowledge_drawing_resume(game->display);
			ReloadGamestates(game);
			ResumeExecution(game);
			break;

		case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
			if (game->config.autopause) {
				PrintConsole(game, "Focus lost, autopausing...");
				PauseExecution(game);
			}
			break;

		case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
			if (game->config.autopause) {
				if (game->config.debug.enabled && game->config.debug.livereload) {
					ReloadCode(game);
				}
				ResumeExecution(game);
			}
			break;

		case ALLEGRO_EVENT_DISPLAY_RESIZE:
			PrintConsole(game, "Resize event: %dx%d", ev->display.width, ev->display.height);

#ifdef LIBSUPERDERPY_IMGUI
			ImGui_ImplAllegro5_InvalidateDeviceObjects();
#endif
			al_acknowledge_resize(game->display);
#ifdef LIBSUPERDERPY_IMGUI
			ImGui_ImplAllegro5_CreateDeviceObjects();
#endif

			// SetupViewport can be expensive, so don't do it when the resize event is already outdated or doesn't change anything
			if (((ev->display.width != game->_priv.window_width) || (ev->display.height != game->_priv.window_height)) &&
				(ev->display.width == al_get_display_width(game->display)) && (ev->display.height == al_get_display_height(game->display))) {
				SetupViewport(game);
			}

			break;
		case ALLEGRO_EVENT_KEY_DOWN:
#ifdef ALLEGRO_ANDROID
			if ((ev->keyboard.keycode == ALLEGRO_KEY_MENU) || (ev->keyboard.keycode == ALLEGRO_KEY_TILDE) || (ev->keyboard.keycode == ALLEGRO_KEY_BACKQUOTE)) {
#else
			if ((ev->keyboard.keycode == ALLEGRO_KEY_TILDE) || (ev->keyboard.keycode == ALLEGRO_KEY_BACKQUOTE)) {
#endif
				game->_priv.showconsole = !game->_priv.showconsole;
				if ((ev->keyboard.modifiers & ALLEGRO_KEYMOD_CTRL) && (game->config.debug.enabled)) {
					game->_priv.showtimeline = game->_priv.showconsole;
				}
			}

			if (ev->keyboard.keycode == ALLEGRO_KEY_F12) {
				DrawGamestates(game);
				int flags = al_get_new_bitmap_flags();
				al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP);
				ALLEGRO_BITMAP* bitmap = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display));
				al_set_new_bitmap_flags(flags);
				ALLEGRO_BITMAP* target = al_get_target_bitmap();
				al_set_target_bitmap(bitmap);
				al_draw_bitmap(al_get_backbuffer(game->display), 0, 0, 0);
				al_set_target_bitmap(target);
				PrintConsole(game, "Screenshot made! Storing...");

				struct ScreenshotThreadData* data = malloc(sizeof(struct ScreenshotThreadData));
				data->game = game;
				data->bitmap = bitmap;
#ifndef LIBSUPERDERPY_SINGLE_THREAD
				al_run_detached_thread(ScreenshotThread, data);
#else
				ScreenshotThread(data);
#endif
			}

			break;
		default:
			break;
	}

#ifdef MAEMO5
	// on Maemo we get mouse events instead of touch ones, so we'll rewrite them by ourselves

	if ((ev->type == ALLEGRO_EVENT_MOUSE_AXES) || (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN) || (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_UP)) {
		switch (ev->type) {
			case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
				ev->type = ALLEGRO_EVENT_TOUCH_BEGIN;
				break;
			case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
				ev->type = ALLEGRO_EVENT_TOUCH_END;
				break;
			case ALLEGRO_EVENT_MOUSE_AXES:
				ev->type = ALLEGRO_EVENT_TOUCH_MOVE;
				break;
			default:
				break;
		}
		ALLEGRO_DISPLAY* display = ev->mouse.display;
		float dx = ev->mouse.dx;
		float dy = ev->mouse.dy;
		float x = ev->mouse.x;
		float y = ev->mouse.y;
		double timestamp = ev->mouse.timestamp;

		ev->touch.display = display;
		ev->touch.dx = dx;
		ev->touch.dy = dy;
		ev->touch.id = 0;
		ev->touch.primary = true;
		ev->touch.source = (ALLEGRO_TOUCH_INPUT*)al_get_touch_input_event_source();
		ev->touch.timestamp = timestamp;
		ev->touch.x = x;
		ev->touch.y = y;
	}
#endif
}

static inline void HandleDebugEvent(struct Game* game, ALLEGRO_EVENT* ev) {
	switch (ev->type) {
		case ALLEGRO_EVENT_KEY_DOWN:
			switch (ev->keyboard.keycode) {
				case ALLEGRO_KEY_F1:
					if (!game->_priv.paused) {
						PauseExecution(game);
					} else {
						ReloadCode(game);
						ResumeExecution(game);
					}
					break;
				case ALLEGRO_KEY_F9:
					game->_priv.speed = ALLEGRO_BPS_TO_SECS(60.0);
					game->_priv.showconsole = true;
					PrintConsole(game, "DEBUG: Gameplay speed: 1.00x");
					break;
				case ALLEGRO_KEY_F10: {
					double speed = ALLEGRO_BPS_TO_SECS(game->_priv.speed); // inverting
					speed -= 10;
					if (speed < 10) { speed = 10; }
					game->_priv.speed = ALLEGRO_BPS_TO_SECS(speed);
					game->_priv.showconsole = true;
					PrintConsole(game, "DEBUG: Gameplay speed: %.2fx", speed / 60.0);
				} break;
				case ALLEGRO_KEY_F11: {
					double speed = ALLEGRO_BPS_TO_SECS(game->_priv.speed); // inverting
					speed += 10;
					if (speed > 600) { speed = 600; }
					game->_priv.speed = ALLEGRO_BPS_TO_SECS(speed);
					game->_priv.showconsole = true;
					PrintConsole(game, "DEBUG: Gameplay speed: %.2fx", speed / 60.0);
				} break;
			}

			break;
		default:
			break;
	}
}

static inline bool MainloopEvents(struct Game* game) {
	do {
		ALLEGRO_EVENT ev;

		if (game->_priv.paused && !IS_EMSCRIPTEN) {
			// there's no frame flipping when paused, so avoid pointless busylooping
			al_wait_for_event(game->_priv.event_queue, &ev);
		} else if (!al_get_next_event(game->_priv.event_queue, &ev)) {
			break;
		}

#ifdef LIBSUPERDERPY_IMGUI
		ImGui_ImplAllegro5_ProcessEvent(&ev);
		switch (ev.type) {
			case ALLEGRO_EVENT_KEY_CHAR:
			case ALLEGRO_EVENT_KEY_DOWN:
			case ALLEGRO_EVENT_KEY_UP:
				if (igGetIO()->WantCaptureKeyboard) {
					continue;
				}
				break;
			case ALLEGRO_EVENT_MOUSE_AXES:
			case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
			case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
			case ALLEGRO_EVENT_TOUCH_BEGIN:
			case ALLEGRO_EVENT_TOUCH_CANCEL:
			case ALLEGRO_EVENT_TOUCH_END:
			case ALLEGRO_EVENT_TOUCH_MOVE:
				if (igGetIO()->WantCaptureMouse) {
					continue;
				}
				break;
			default:
				break;
		}
#endif

		if (game->_priv.params.handlers.event) {
			if ((*game->_priv.params.handlers.event)(game, &ev)) {
				continue;
			}
		}

		if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) {
			EventGamestates(game, &ev);
			return false;
		}

		HandleEvent(game, &ev);

		if (game->config.debug.enabled) {
			HandleDebugEvent(game, &ev);
		}

		EventGamestates(game, &ev);

	} while (!al_is_event_queue_empty(game->_priv.event_queue));
	return true;
}

static inline bool MainloopTick(struct Game* game) {
	if (game->_priv.paused) {
		return true;
	}

	struct Gamestate* tmp = game->_priv.gamestates;

#ifdef __EMSCRIPTEN__
	emscripten_pause_main_loop();
#endif

	game->_priv.loading.to_load = 0;
	game->_priv.loading.loaded = 0;
	game->_priv.loading.lock = true;
	game->loading.progress = 0;

	// TODO: support gamestate dependences/ordering
	while (tmp) {
		if (tmp->pending_stop) {
			PrintConsole(game, "Stopping gamestate \"%s\"...", tmp->name);
			game->_priv.current_gamestate = tmp;
			(*tmp->api->stop)(game, tmp->data);
			tmp->started = false;
			tmp->pending_stop = false;
			PrintConsole(game, "Gamestate \"%s\" stopped successfully.", tmp->name);
		}

		if (tmp->pending_load) { game->_priv.loading.to_load++; }
		tmp = tmp->next;
	}

	tmp = game->_priv.gamestates;

	while (tmp) {
		if (tmp->pending_unload) {
#ifdef __EMSCRIPTEN__
			al_detach_voice(game->audio.v);
#endif
			PrintConsole(game, "Unloading gamestate \"%s\"...", tmp->name);
			tmp->loaded = false;
			tmp->pending_unload = false;
			game->_priv.current_gamestate = tmp;
			(*tmp->api->unload)(game, tmp->data);
			PrintConsole(game, "Gamestate \"%s\" unloaded successfully.", tmp->name);
#ifdef __EMSCRIPTEN__
			al_attach_mixer_to_voice(game->audio.mixer, game->audio.v);
#endif
		}
		if (tmp->pending_load) {
#ifdef __EMSCRIPTEN__
			al_detach_voice(game->audio.v);
#endif
			if (tmp->show_loading && game->_priv.loading.gamestate->open) {
				(*game->_priv.loading.gamestate->api->start)(game, game->_priv.loading.gamestate->data);
			}

			if (!tmp->api) {
				if (!OpenGamestate(game, tmp, true) || !LinkGamestate(game, tmp)) {
					tmp->pending_load = false;
					tmp->pending_start = false;
					continue;
				}
			}
			if (tmp->api) {
				PrintConsole(game, "Loading gamestate \"%s\"...", tmp->name);
				game->_priv.loading.progress = 0;

				game->_priv.loading.current = tmp;
				game->_priv.current_gamestate = tmp;

				struct GamestateLoadingThreadData data = {.game = game, .gamestate = tmp, .bitmap_flags = al_get_new_bitmap_flags()};
				game->_priv.loading.in_progress = true;
				double time = al_get_time();
				game->_priv.loading.time = time;

				CalculateProgress(game);
				if (tmp->show_loading) {
					game->loading.shown = true;
					DrawGamestates(game);
					DrawConsole(game);
					al_flip_display();
#ifdef __EMSCRIPTEN__
					emscripten_sleep(0);
#endif
				}
#ifndef LIBSUPERDERPY_SINGLE_THREAD
				al_run_detached_thread(GamestateLoadingThread, &data);
				while (game->_priv.loading.in_progress) {
					double delta = al_get_time() - game->_priv.loading.time;
					game->time += delta; // TODO: ability to disable passing time during loading
					game->_priv.loading.time += delta;
					if (game->loading.shown && game->_priv.loading.gamestate->open) {
						(*game->_priv.loading.gamestate->api->logic)(game, game->_priv.loading.gamestate->data, delta);
					}
					DrawGamestates(game);
					if (game->_priv.texture_sync) {
						al_convert_memory_bitmaps();
						game->_priv.texture_sync = false;
						al_signal_cond(game->_priv.texture_sync_cond);
						game->_priv.loading.time = al_get_time(); // TODO: rethink time management during loading
					}
					DrawConsole(game);
					al_flip_display();

					if (game->_priv.bsod_sync) {
						al_set_target_bitmap(NULL);
						game->_priv.bsod_sync = false;
						al_signal_cond(game->_priv.bsod_cond);
					}

					al_lock_mutex(game->_priv.bsod_mutex);
					while (game->_priv.in_bsod) {
						al_wait_cond(game->_priv.bsod_cond, game->_priv.bsod_mutex);
					}
					al_unlock_mutex(game->_priv.bsod_mutex);
				}
#else
				GamestateLoadingThread(&data);
				DrawGamestates(game);
				DrawConsole(game);
				al_flip_display();
#ifdef __EMSCRIPTEN__
				emscripten_sleep(0);
#endif
				al_convert_memory_bitmaps();
#endif

				al_set_new_bitmap_flags(data.bitmap_flags);

				ReloadShaders(game, false);

				if (tmp->api->post_load) {
					PrintConsole(game, "[%s] Post-loading...", tmp->name);
					tmp->api->post_load(game, tmp->data);
				}

				game->_priv.loading.progress++;
				CalculateProgress(game);
				PrintConsole(game, "Gamestate \"%s\" loaded successfully in %f seconds.", tmp->name, al_get_time() - time);
				game->_priv.loading.loaded++;

				DrawGamestates(game);
				DrawConsole(game);
				al_flip_display();
#ifdef __EMSCRIPTEN__
				emscripten_sleep(0);
#endif

				tmp->loaded = true;
				tmp->pending_load = false;
			}
			if (tmp->show_loading && game->_priv.loading.gamestate->open) {
				(*game->_priv.loading.gamestate->api->stop)(game, game->_priv.loading.gamestate->data);
			}
			tmp->show_loading = true;
			game->loading.shown = false;
			game->_priv.timestamp = al_get_time();
#ifdef __EMSCRIPTEN__
			al_attach_mixer_to_voice(game->audio.mixer, game->audio.v);
#endif
		}

		tmp = tmp->next;
	}
Exemple #8
0
int main(int argc, char **argv){
	signal(SIGSEGV, derp);

	srand(time(NULL));

	al_set_org_name("Super Derpy");
    al_set_app_name("Back to the Browser Wars");

       #ifdef ALLEGRO_MACOSX
       char exe_path[MAXPATHLEN];
       char link_path[MAXPATHLEN];

       uint32_t size = sizeof(exe_path);
       _NSGetExecutablePath(exe_path, &size);
       realpath(exe_path, link_path);
       chdir(link_path);
       #endif

	if(!al_init()) {
		fprintf(stderr, "failed to initialize allegro!\n");
		return -1;
	}

	struct Game game;

	InitConfig(&game);

	game._priv.fps_count.frames_done = 0;
	game._priv.fps_count.fps = 0;
	game._priv.fps_count.old_time = 0;

	game._priv.font_bsod = NULL;
	game._priv.console = NULL;

	game.config.fullscreen = atoi(GetConfigOptionDefault(&game, "SuperDerpy", "fullscreen", "0"));
	game.config.music = atoi(GetConfigOptionDefault(&game, "SuperDerpy", "music", "10"));
	game.config.voice = atoi(GetConfigOptionDefault(&game, "SuperDerpy", "voice", "10"));
	game.config.fx = atoi(GetConfigOptionDefault(&game, "SuperDerpy", "fx", "10"));
	game.config.debug = atoi(GetConfigOptionDefault(&game, "SuperDerpy", "debug", "0"));
	game.config.width = atoi(GetConfigOptionDefault(&game, "SuperDerpy", "width", "1280"));
	if (game.config.width<320) game.config.width=320;
	game.config.height = atoi(GetConfigOptionDefault(&game, "SuperDerpy", "height", "720"));
	if (game.config.height<180) game.config.height=180;

	if(!al_init_image_addon()) {
		fprintf(stderr, "failed to initialize image addon!\n");
		/*al_show_native_message_box(display, "Error", "Error", "Failed to initialize al_init_image_addon!",
															 NULL, ALLEGRO_MESSAGEBOX_ERROR);*/
		return -1;
	}

	if(!al_init_acodec_addon()){
		fprintf(stderr, "failed to initialize audio codecs!\n");
		return -1;
	}

	if(!al_install_audio()){
		fprintf(stderr, "failed to initialize audio!\n");
		return -1;
	}

	if(!al_install_keyboard()){
		fprintf(stderr, "failed to initialize keyboard!\n");
		return -1;
	}

	if(!al_init_primitives_addon()){
		fprintf(stderr, "failed to initialize primitives!\n");
		return -1;
	}

    if(!al_install_mouse()) {
        fprintf(stderr, "failed to initialize the mouse!\n");
        return -1;
    }
	
	al_init_font_addon();

	if(!al_init_ttf_addon()){
		fprintf(stderr, "failed to initialize fonts!\n");
		return -1;
	}

	if (game.config.fullscreen) al_set_new_display_flags(ALLEGRO_FULLSCREEN_WINDOW);
	else al_set_new_display_flags(ALLEGRO_WINDOWED);
	al_set_new_display_option(ALLEGRO_VSYNC, 2-atoi(GetConfigOptionDefault(&game, "SuperDerpy", "vsync", "1")), ALLEGRO_SUGGEST);
	al_set_new_display_option(ALLEGRO_OPENGL, atoi(GetConfigOptionDefault(&game, "SuperDerpy", "opengl", "1")), ALLEGRO_SUGGEST);
#ifdef ALLEGRO_WINDOWS
	al_set_new_window_position(20, 40); // workaround nasty Windows bug with window being created off-screen
#endif

	game.display = al_create_display(game.config.width, game.config.height);
	if(!game.display) {
		fprintf(stderr, "failed to create display!\n");
		return -1;
	}

	SetupViewport(&game);

	PrintConsole(&game, "Viewport %dx%d", game.viewport.width, game.viewport.height);

    ALLEGRO_BITMAP *icon = al_load_bitmap(GetDataFilePath(&game, "icons/bttbw.png"));
	al_set_window_title(game.display, "Back to the Browser Wars");
	al_set_display_icon(game.display, icon);
	al_destroy_bitmap(icon);

    if (game.config.fullscreen) al_hide_mouse_cursor(game.display);
    al_inhibit_screensaver(true);

	al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR);

	game._priv.gamestates = NULL;

	game._priv.event_queue = al_create_event_queue();
	if(!game._priv.event_queue) {
		FatalError(&game, true, "Failed to create event queue.");
		al_destroy_display(game.display);
		return -1;
	}

	game.audio.v = al_create_voice(44100, ALLEGRO_AUDIO_DEPTH_INT16, ALLEGRO_CHANNEL_CONF_2);
	game.audio.mixer = al_create_mixer(44100, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
	game.audio.fx = al_create_mixer(44100, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
	game.audio.music = al_create_mixer(44100, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
	game.audio.voice = al_create_mixer(44100, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
	al_attach_mixer_to_voice(game.audio.mixer, game.audio.v);
	al_attach_mixer_to_mixer(game.audio.fx, game.audio.mixer);
	al_attach_mixer_to_mixer(game.audio.music, game.audio.mixer);
	al_attach_mixer_to_mixer(game.audio.voice, game.audio.mixer);
	al_set_mixer_gain(game.audio.fx, game.config.fx/10.0);
	al_set_mixer_gain(game.audio.music, game.config.music/10.0);
	al_set_mixer_gain(game.audio.voice, game.config.voice/10.0);

	al_register_event_source(game._priv.event_queue, al_get_display_event_source(game.display));
    al_register_event_source(game._priv.event_queue, al_get_mouse_event_source());
    al_register_event_source(game._priv.event_queue, al_get_keyboard_event_source());

	game._priv.showconsole = game.config.debug;

	al_clear_to_color(al_map_rgb(0,0,0));
	game._priv.timer = al_create_timer(ALLEGRO_BPS_TO_SECS(60)); // logic timer
	if(!game._priv.timer) {
		FatalError(&game, true, "Failed to create logic timer.");
		return -1;
	}
	al_register_event_source(game._priv.event_queue, al_get_timer_event_source(game._priv.timer));

	al_flip_display();
	al_start_timer(game._priv.timer);

	setlocale(LC_NUMERIC, "C");

	game.shuttingdown = false;
	game.restart = false;

    game.mediator.lives = 3;
    game.mediator.score = 0;
    game.mediator.modificator = 1;

    game.mediator.heart = CreateCharacter(&game, "heart");
    RegisterSpritesheet(&game, game.mediator.heart, "heart");
    RegisterSpritesheet(&game, game.mediator.heart, "blank");
    LoadSpritesheets(&game, game.mediator.heart);
    SelectSpritesheet(&game, game.mediator.heart, "heart");

	char* gamestate = strdup("dosowisko"); // FIXME: don't hardcore gamestate

	int c;
	while ((c = getopt (argc, argv, "l:s:")) != -1)
		switch (c) {
			case 'l':
				free(gamestate);
				gamestate = strdup("levelX");
				gamestate[5] = optarg[0];
				break;
			case 's':
				free(gamestate);
				gamestate = strdup(optarg);
				break;
		}

	LoadGamestate(&game, gamestate);
    game._priv.gamestates->showLoading = false; // we have only one gamestate right now
    StartGamestate(&game, gamestate);
	free(gamestate);

	char libname[1024] = {};
    snprintf(libname, 1024, "libsuperderpy-%s-loading" LIBRARY_EXTENTION, "bttbw");
	void *handle = dlopen(libname, RTLD_NOW);
	if (!handle) {
		FatalError(&game, true, "Error while initializing loading screen %s", dlerror());
		exit(1);
	} else {

		#define GS_LOADINGERROR FatalError(&game, true, "Error on resolving loading symbol: %s", dlerror()); exit(1);

		if (!(game._priv.loading.Draw = dlsym(handle, "Draw"))) { GS_LOADINGERROR; }
		if (!(game._priv.loading.Load = dlsym(handle, "Load"))) { GS_LOADINGERROR; }
		if (!(game._priv.loading.Start = dlsym(handle, "Start"))) { GS_LOADINGERROR; }
		if (!(game._priv.loading.Stop = dlsym(handle, "Stop"))) { GS_LOADINGERROR; }
		if (!(game._priv.loading.Unload = dlsym(handle, "Unload"))) { GS_LOADINGERROR; }
	}

	game._priv.loading.data = (*game._priv.loading.Load)(&game);

	bool redraw = false;

	while(1) {
		ALLEGRO_EVENT ev;
		if (redraw && al_is_event_queue_empty(game._priv.event_queue)) {

			struct Gamestate *tmp = game._priv.gamestates;
			int toLoad = 0, loaded = 0;

			// FIXME: move to function
			// TODO: support dependences
			while (tmp) {
				if ((tmp->pending_start) && (tmp->started)) {
					PrintConsole(&game, "Stopping gamestate \"%s\"...", tmp->name);
					(*tmp->api.Gamestate_Stop)(&game, tmp->data);
					tmp->started = false;
					tmp->pending_start = false;
				}

				if ((tmp->pending_load) && (!tmp->loaded)) toLoad++;
				tmp=tmp->next;
			}

			tmp = game._priv.gamestates;
			// FIXME: move to function
			// TODO: support dependences

			double t = -1;

			while (tmp) {
				if ((tmp->pending_load) && (tmp->loaded)) {
					PrintConsole(&game, "Unloading gamestate \"%s\"...", tmp->name);
					al_stop_timer(game._priv.timer);
					tmp->loaded = false;
					tmp->pending_load = false;
					(*tmp->api.Gamestate_Unload)(&game, tmp->data);
					dlclose(tmp->handle);
					tmp->handle = NULL;
					al_start_timer(game._priv.timer);
				} else if ((tmp->pending_load) && (!tmp->loaded)) {
					PrintConsole(&game, "Loading gamestate \"%s\"...", tmp->name);
					al_stop_timer(game._priv.timer);
					// TODO: take proper game name
					char libname[1024];
                    snprintf(libname, 1024, "libsuperderpy-%s-%s" LIBRARY_EXTENTION, "bttbw", tmp->name);
					tmp->handle = dlopen(libname,RTLD_NOW);
					if (!tmp->handle) {
						//PrintConsole(&game, "Error while loading gamestate \"%s\": %s", tmp->name, dlerror());
						FatalError(&game, false, "Error while loading gamestate \"%s\": %s", tmp->name, dlerror());

						tmp->pending_load = false;
						tmp->pending_start = false;
					} else {

#define GS_ERROR FatalError(&game, false, "Error on resolving gamestate symbol: %s", dlerror()); tmp->pending_load = false; tmp->pending_start = false; tmp=tmp->next; continue;

						if (!(tmp->api.Gamestate_Draw = dlsym(tmp->handle, "Gamestate_Draw"))) { GS_ERROR; }
						if (!(tmp->api.Gamestate_Logic = dlsym(tmp->handle, "Gamestate_Logic"))) { GS_ERROR; }

						if (!(tmp->api.Gamestate_Load = dlsym(tmp->handle, "Gamestate_Load"))) { GS_ERROR; }
						if (!(tmp->api.Gamestate_Start = dlsym(tmp->handle, "Gamestate_Start"))) { GS_ERROR; }
						if (!(tmp->api.Gamestate_Pause = dlsym(tmp->handle, "Gamestate_Pause"))) { GS_ERROR; }
						if (!(tmp->api.Gamestate_Resume = dlsym(tmp->handle, "Gamestate_Resume"))) { GS_ERROR; }
						if (!(tmp->api.Gamestate_Stop = dlsym(tmp->handle, "Gamestate_Stop"))) { GS_ERROR; }
						if (!(tmp->api.Gamestate_Unload = dlsym(tmp->handle, "Gamestate_Unload"))) { GS_ERROR; }

						if (!(tmp->api.Gamestate_ProcessEvent = dlsym(tmp->handle, "Gamestate_ProcessEvent"))) { GS_ERROR; }
						if (!(tmp->api.Gamestate_Reload = dlsym(tmp->handle, "Gamestate_Reload"))) { GS_ERROR; }

						if (!(tmp->api.Gamestate_ProgressCount = dlsym(tmp->handle, "Gamestate_ProgressCount"))) { GS_ERROR; }

						int p = 0;

						void progress(struct Game *game) {
							p++;
							DrawGamestates(game);
							float progress = ((p / (*(tmp->api.Gamestate_ProgressCount) ? (float)*(tmp->api.Gamestate_ProgressCount) : 1))/(float)toLoad)+(loaded/(float)toLoad);
							if (game->config.debug) PrintConsole(game, "[%s] Progress: %d% (%d/%d)", tmp->name, (int)(progress*100), p, *(tmp->api.Gamestate_ProgressCount));
							if (tmp->showLoading) (*game->_priv.loading.Draw)(game, game->_priv.loading.data, progress);
							DrawConsole(game);
							if (al_get_time() - t >= 1/60.0) {
								al_flip_display();
							}
							t = al_get_time();
						}

						t = al_get_time();

						// initially draw loading screen with empty bar
						DrawGamestates(&game);
						if (tmp->showLoading) {
                            (*game._priv.loading.Draw)(&game, game._priv.loading.data, loaded/(float)toLoad);
						}
						DrawConsole(&game);
						if (al_get_time() - t >= 1/60.0) {
							al_flip_display();
						}
						t = al_get_time();
						tmp->data = (*tmp->api.Gamestate_Load)(&game, &progress); // feel free to replace "progress" with empty function if you want to compile with clang
						loaded++;

						tmp->loaded = true;
						tmp->pending_load = false;
					}
					al_start_timer(game._priv.timer);
				}

				tmp=tmp->next;
			}

			bool gameActive = false;
			tmp=game._priv.gamestates;

			while (tmp) {

				if ((tmp->pending_start) && (!tmp->started) && (tmp->loaded)) {
					PrintConsole(&game, "Starting gamestate \"%s\"...", tmp->name);
					al_stop_timer(game._priv.timer);
					(*tmp->api.Gamestate_Start)(&game, tmp->data);
					al_start_timer(game._priv.timer);
					tmp->started = true;
					tmp->pending_start = false;
				}

				if ((tmp->started) || (tmp->pending_start) || (tmp->pending_load)) gameActive = true;
				tmp=tmp->next;
			}

			if (!gameActive) {
				PrintConsole(&game, "No gamestates left, exiting...");
				break;
			}

			DrawGamestates(&game);
			DrawConsole(&game);
			al_flip_display();
			redraw = false;

		} else {
Exemple #9
0
void GForce::RecordSample( long inCurTime ) {
	long intensity;
	float t;

	if ( &mPortA == mCurPort )
		mCurPort = &mPortB;
	else
		mCurPort = &mPortA;

	// All the waveshape virtual machines are linked to our time index
	mT_MS = inCurTime - mT_MS_Base;
	mT = ( (float) inCurTime ) / 1000.0;

	// Don't bother doing mouse or kybd poll if sceeen saver mode is disabled
	if ( mScrnSaverDelay > 0 )
		IdleMonitor();

	ManageColorChanges();
	ManageShapeChanges();
	ManageFieldChanges();
	ManageParticleChanges();

	// Do the blur operation, a fcn of what's oqn the screen, and the current delta field

	if ( mCurPort == &mPortA )
		mPortB.Fade( mPortA, mField -> GetField() );
	else
		mPortA.Fade( mPortB, mField -> GetField() );

        /* This redraws the image */

	// Draw all the current particles
	DrawParticles( *mCurPort );

	// Draw the current wave shape for the current music sample playing
	// If there's a morph going, drawing is a mix of both waves
	if ( mShapeTransTime > 0 ) {
		float morphPct = (float) ( mShapeTransEnd - mT_MS ) / ( (float) mShapeTransTime );
		mWave -> Draw( mNum_S_Steps, *mCurPort, 1, mNextWave, morphPct ); }
	else
		mWave -> Draw( mNum_S_Steps, *mCurPort, 1, 0, 0 );


	// If we're not currently drawing track text, check to see if we start new text
	if ( mTrackTextDur == 0 && mTrackTextPosMode ) {
		if ( mTrackTextStartFcn.Evaluate() > 0 )
			StartTrackText();
	}

	// If we already have a t.t. draw in progress, draw the text in the (full) foreground color
	if ( mTrackTextDur > 0 ) {

		// From 0 to 1, how far are we into the text display interval?
		t = ( mT - mTrackTextStartTime ) / mTrackTextDur;

		// Decrease the text intensity thru time
		intensity = 255 * ( 1.2 - .3*t );
		if ( intensity > 255 )
			intensity = 255;

		mCurPort -> SetTextColor( mPalette[ intensity ] );
		mCurPort -> SetTrackTextFont();
		mCurPort -> DrawText( mTrackTextPos.h, mTrackTextPos.v, mTrackText );
	}

	// Draw the console text to the offscreen image.  Then copy the image to the OS out port
	if ( mT_MS < mConsoleExpireTime ) {

		// To ensure the console text is readable, we erase it when we're done
		mCurPort -> SetTextMode( SRC_XOR );
		mCurPort -> SetTextColor( mPalette[ 255 ] );
		mCurPort -> SetConsoleFont();
		DrawConsole();
		DrawFrame();
		mCurPort -> SetTextColor( mPalette[ 0 ] );
		DrawConsole();
		mCurPort -> SetTextMode( SRC_OR );  }
	else
		DrawFrame();

	// We need to avoid text all bluring together so we overwrite the foreground text we just drew
	//  with text of a lower intensity...
	if ( mTrackTextDur > 0 ) {

		// Is the text is about to expire? if not, continue drawing.
		if ( t <= 1 ) {

			intensity = 255.5 * pow( t, 1.5 );
			mCurPort -> SetTextColor( mPalette[ intensity ] );
			mCurPort -> SetTrackTextFont();
			mCurPort -> DrawText( mTrackTextPos.h, mTrackTextPos.v, mTrackText ); }
		else {

			// The text's duration is up so turn the draw flag off
			mTrackTextDur = 0;
		}
	}


	// Maintain the frame rate
	mFrameCount++;
	if ( mT_MS - mFrameCountStart >= 1500 ) {
		mCurFrameRate = 10000 * mFrameCount / ( mT_MS - mFrameCountStart );
		mFrameCountStart = mT_MS;
		mFrameCount = 0;
	}

	if ( mT_MS - mLastCursorUpdate > 3000 ) {
		mLastCursorUpdate = mT_MS;
		if ( IsFullscreen() )
			EgOSUtils::HideCursor();
	}
}