void XBoxStartup() { freopen("stdout.txt", "a", stdout); freopen("stderr.txt", "a" ,stderr); #else int main(int argc, char *argv[]) { #endif /* ENABLE_XBOX */ if (! xdashy_init()) #ifndef ENABLE_XBOX return -1; #else return; #endif /* ndef ENABLE_XBOX */ while (process_input()) { /* render */ xdashy_render(); gfx_flip(); } xdashy_close(); #ifndef ENABLE_XBOX return 0; #endif /* ndef ENABLE_XBOX */ }
static void gfx_check_refresh_rate(void) { float delta; timer_get_time(); for (int i = 0; i < REFRESH_RATE_TEST_CYCLES; i++) gfx_flip(); delta = timer_get_time_delta(); if (delta > REFRESH_RATE_TEST_CYCLES / MAX_REFRESH_RATE) { gfx_mode_info.refresh_rate = REFRESH_RATE_TEST_CYCLES / delta; gfx_mode_info.vsync_supported = true; gfx_mode_info.vsync_requires_vga_wait = false; return; } timer_get_time(); for (int i = 0; i < REFRESH_RATE_TEST_CYCLES; i++) { vga_wait_for_retrace(); gfx_flip(); } delta = timer_get_time_delta(); if (delta > REFRESH_RATE_TEST_CYCLES / MAX_REFRESH_RATE) { gfx_mode_info.refresh_rate = REFRESH_RATE_TEST_CYCLES / delta; gfx_mode_info.vsync_supported = true; gfx_mode_info.vsync_requires_vga_wait = true; } else { gfx_mode_info.refresh_rate = -1; gfx_mode_info.vsync_supported = false; gfx_mode_info.vsync_requires_vga_wait = false; } }
int input(struct inp_event *inp, int wait) { int rc; SDL_Event event; SDL_Event peek; memset(&event, 0, sizeof(event)); memset(&peek, 0, sizeof(peek)); if (wait) { rc = SDL_WaitEvent(&event); } else rc = SDL_PollEvent(&event); if (!rc) return 0; inp->sym[0] = 0; inp->type = 0; inp->count = 1; switch(event.type) { #if SDL_VERSION_ATLEAST(2,0,0) case SDL_MULTIGESTURE: case SDL_FINGERMOTION: if (DIRECT_MODE && !game_paused()) return AGAIN; if (SDL_PeepEvents(&peek, 1, SDL_PEEKEVENT, event.type, event.type) > 0) return AGAIN; /* to avoid flickering */ break; case SDL_FINGERUP: #ifdef IOS touch_num = 0; #endif case SDL_FINGERDOWN: #ifdef IOS if (event.type == SDL_FINGERDOWN) { if (gfx_ticks() - touch_stamp > 100) { touch_num = 0; touch_stamp = gfx_ticks(); } touch_num ++; if (touch_num >= 3) { inp->type = KEY_DOWN; inp->code = 0; strncpy(inp->sym, "escape", sizeof(inp->sym)); break; } } #endif gfx_finger_pos_scale(event.tfinger.x, event.tfinger.y, &inp->x, &inp->y); inp->type = (event.type == SDL_FINGERDOWN) ? FINGER_DOWN : FINGER_UP; #ifndef PRIx64 snprintf(inp->sym, sizeof(inp->sym), "%llx:%llx", event.tfinger.fingerId, event.tfinger.touchId); #else snprintf(inp->sym, sizeof(inp->sym), "%"PRIx64":%"PRIx64, event.tfinger.fingerId, event.tfinger.touchId); #endif break; case SDL_WINDOWEVENT: switch (event.window.event) { /* case SDL_WINDOWEVENT_SHOWN: */ case SDL_WINDOWEVENT_EXPOSED: gfx_flip(); gfx_commit(); break; case SDL_WINDOWEVENT_MINIMIZED: case SDL_WINDOWEVENT_RESTORED: m_minimized = (event.window.event == SDL_WINDOWEVENT_MINIMIZED && !opt_fs); snd_pause(!nopause_sw && m_minimized); break; case SDL_WINDOWEVENT_ENTER: case SDL_WINDOWEVENT_FOCUS_GAINED: m_focus = 1; if (opt_fs) mouse_cursor(0); break; case SDL_WINDOWEVENT_LEAVE: m_focus = 0; if (opt_fs) mouse_cursor(1); /* is it hack?*/ break; default: break; } if (SDL_PeepEvents(&peek, 1, SDL_PEEKEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT) > 0) return AGAIN; /* to avoid flickering */ return 0; #else case SDL_ACTIVEEVENT: if (event.active.state & SDL_APPACTIVE) { m_minimized = !event.active.gain; snd_pause(!nopause_sw && m_minimized); } if (event.active.state & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) { if (event.active.gain) { m_focus = 1; if (opt_fs) mouse_cursor(0); } else if (event.active.state & SDL_APPMOUSEFOCUS) { m_focus = 0; if (opt_fs) mouse_cursor(1); /* is it hack?*/ } } #if SDL_VERSION_ATLEAST(1,3,0) if (SDL_PeepEvents(&peek, 1, SDL_PEEKEVENT, SDL_ACTIVEEVENT, SDL_ACTIVEEVENT) > 0) #else if (SDL_PeepEvents(&peek, 1, SDL_PEEKEVENT, SDL_EVENTMASK(SDL_ACTIVEEVENT)) > 0) #endif return AGAIN; /* to avoid flickering */ return 0; #endif case SDL_USEREVENT: { void (*p) (void*) = (void (*)(void*))event.user.data1; p(event.user.data2); return AGAIN; } case SDL_QUIT: game_running = 0; return -1; case SDL_KEYDOWN: /* A key has been pressed */ #if SDL_VERSION_ATLEAST(2,0,0) if (event.key.repeat) { if (DIRECT_MODE && !game_paused()) /* do not send key repeats */ return AGAIN; if (gfx_ticks() - last_press_ms < INPUT_REP_DELAY_MS) return AGAIN; if ((gfx_ticks() - last_repeat_ms) < INPUT_REP_INTERVAL_MS) return AGAIN; last_repeat_ms = gfx_ticks(); } else { last_press_ms = gfx_ticks(); last_repeat_ms = gfx_ticks(); } #endif inp->type = KEY_DOWN; inp->code = event.key.keysym.scancode; #if SDL_VERSION_ATLEAST(1,3,0) strncpy(inp->sym, SDL_GetScancodeName(inp->code), sizeof(inp->sym)); #else strncpy(inp->sym, SDL_GetKeyName(event.key.keysym.sym), sizeof(inp->sym)); #endif inp->sym[sizeof(inp->sym) - 1] = 0; tolow(inp->sym); #if SDL_VERSION_ATLEAST(1,3,0) key_compat(inp); #endif #if SDL_VERSION_ATLEAST(1,3,0) /* strange bug in some SDL2 env, with up/down events storm */ if (SDL_PeepEvents(&peek, 1, SDL_PEEKEVENT, SDL_KEYDOWN, SDL_KEYUP) > 0) { if (peek.key.keysym.scancode == event.key.keysym.scancode && peek.key.repeat == 0) return AGAIN; } #endif break; case SDL_KEYUP: inp->type = KEY_UP; inp->code = event.key.keysym.scancode; #if SDL_VERSION_ATLEAST(1,3,0) strncpy(inp->sym, SDL_GetScancodeName(inp->code), sizeof(inp->sym)); #else strncpy(inp->sym, SDL_GetKeyName(event.key.keysym.sym), sizeof(inp->sym)); #endif inp->sym[sizeof(inp->sym) - 1] = 0; tolow(inp->sym); #if SDL_VERSION_ATLEAST(1,3,0) key_compat(inp); #endif #if SDL_VERSION_ATLEAST(1,3,0) /* strange bug in some SDL2 env, with up/down events storm */ if (SDL_PeepEvents(&peek, 1, SDL_PEEKEVENT, SDL_KEYDOWN, SDL_KEYUP) > 0) { if (event.key.keysym.scancode == peek.key.keysym.scancode && peek.key.repeat == 0) return AGAIN; } #endif break; case SDL_MOUSEMOTION: m_focus = 1; /* ahhh */ if (DIRECT_MODE && !game_paused()) return AGAIN; inp->type = MOUSE_MOTION; inp->x = event.button.x; inp->y = event.button.y; #if SDL_VERSION_ATLEAST(1,3,0) while (SDL_PeepEvents(&peek, 1, SDL_GETEVENT, SDL_MOUSEMOTION, SDL_MOUSEMOTION) > 0) { #else while (SDL_PeepEvents(&peek, 1, SDL_GETEVENT, SDL_EVENTMASK (SDL_MOUSEMOTION)) > 0) { #endif inp->x = peek.button.x; inp->y = peek.button.y; } break; case SDL_MOUSEBUTTONUP: inp->type = MOUSE_UP; inp->x = event.button.x; inp->y = event.button.y; inp->code = event.button.button; if (event.button.button == 4) inp->type = 0; else if (event.button.button == 5) inp->type = 0; break; #if SDL_VERSION_ATLEAST(2,0,0) case SDL_MOUSEWHEEL: if (DIRECT_MODE && !game_paused()) return AGAIN; inp->type = (event.wheel.y > 0) ? MOUSE_WHEEL_UP : MOUSE_WHEEL_DOWN; while (SDL_PeepEvents(&peek, 1, SDL_GETEVENT, SDL_MOUSEWHEEL, SDL_MOUSEWHEEL) > 0) { if (!((event.wheel.y > 0 && inp->type == MOUSE_WHEEL_UP) || (event.wheel.y < 0 && inp->type == MOUSE_WHEEL_DOWN))) break; inp->count ++; } break; #endif case SDL_MOUSEBUTTONDOWN: m_focus = 1; /* ahhh */ inp->type = MOUSE_DOWN; inp->x = event.button.x; inp->y = event.button.y; inp->code = event.button.button; if (event.button.button == 4) inp->type = MOUSE_WHEEL_UP; else if (event.button.button == 5) inp->type = MOUSE_WHEEL_DOWN; #if SDL_VERSION_ATLEAST(1,3,0) while (SDL_PeepEvents(&peek, 1, SDL_GETEVENT, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONDOWN) > 0) { #else while (SDL_PeepEvents(&peek, 1, SDL_GETEVENT, SDL_EVENTMASK (SDL_MOUSEBUTTONDOWN)) > 0) { #endif if (!((event.button.button == 4 && inp->type == MOUSE_WHEEL_UP) || (event.button.button == 5 && inp->type == MOUSE_WHEEL_DOWN))) break; inp->count ++; } break; default: break; } return 1; }