示例#1
0
int graphics_FinishImageLoading(struct graphicstexture* gt, struct graphicstexture* gtprev, void (*callback)(int success, const char* texture)) {
    char* data;int width,height;
    img_GetData(gt->threadingptr, NULL, &width, &height, &data);
    img_FreeHandle(gt->threadingptr);
    gt->threadingptr = NULL;

    // check if we succeeded
    int success = 0;
    if (data) {
        gt->pixels = data;
        gt->width = width;
        gt->height = height;
        success = 1;
        if (graphics_AreGraphicsRunning() && gt->name && graphics_HaveValidWindow()) {
            if (!graphics_TextureToHW(gt)) {
                success = 0;
            }
        }
    }

    // do callback
    if (callback) {
        callback(success, gt->name);
    }

    // if this is an empty abandoned or a failed entry, remove
    if (!gt->name || !success) {
         graphics_FreeTexture(gt, gtprev);
         return 0;
    }
    return 1;
}
示例#2
0
int SDL_main(int argc, char** argv) {
#else
#ifdef WINDOWS
int CALLBACK WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
#else
int main(int argc, char** argv) {
#endif
#endif
    thread_MarkAsMainThread();

#if defined(ANDROID) || defined(__ANDROID__)
    printinfo("Blitwizard %s starting", VERSION);
#endif

    // set signal handlers:
    signalhandling_Init();

    // set path to blitwizard binary:
#ifdef UNIX
    if (argc > 0) {
        binpath = file_GetAbsolutePathFromRelativePath(argv[0]);
    }
#endif

    // test crash handling:
    //*((int*)5) = 2;

    // evaluate command line arguments:
    const char* script = "game.lua";
    int scriptargfound = 0;
    int option_changedir = 0;
    char* option_templatepath = NULL;
    int nextoptionistemplatepath = 0;
    int nextoptionisscriptarg = 0;
    int gcframecount = 0;

#ifdef WINDOWS
    // obtain command line arguments a special way on windows:
    int argc = __argc;
    char** argv = __argv;
#endif

    // we want to store the script arguments so we can pass them to lua:
    char** scriptargs = malloc(sizeof(char*) * MAXSCRIPTARGS);
    if (!scriptargs) {
        printerror("Error: failed to allocate script args space");
        return 1;
    }
    int scriptargcount = 0;

    // parse command line arguments:
    int i = 1;
    while (i < argc) {
        if (!scriptargfound) { // pre-scriptname arguments
            // process template path option parameter:
            if (nextoptionistemplatepath) {
                nextoptionistemplatepath = 0;
                if (option_templatepath) {
                    free(option_templatepath);
                }
                option_templatepath = strdup(argv[i]);
                if (!option_templatepath) {
                    printerror("Error: failed to strdup() template "
                    "path argument");
                    main_Quit(1);
                    return 1;
                }
                file_MakeSlashesNative(option_templatepath);
                i++;
                continue;
            }

            // various options:
            if ((argv[i][0] == '-' || strcasecmp(argv[i],"/?") == 0)
            && !nextoptionisscriptarg) {
                if (strcasecmp(argv[i], "--") == 0) {
                    // this enforces the next arg to be the script name:
                    nextoptionisscriptarg = 1;
                    i++;
                    continue;
                }

                if (strcasecmp(argv[i],"--help") == 0 || strcasecmp(argv[i], "-help") == 0
                || strcasecmp(argv[i], "-?") == 0 || strcasecmp(argv[i],"/?") == 0
                || strcasecmp(argv[i],"-h") == 0) {
                    printf("blitwizard %s (C) 2011-2013 Jonas Thiem et al\n",
                    VERSION);
                    printf("Usage:\n   blitwizard [blitwizard options] "
                           "[script name] [script options]\n\n");
                    printf("The script name should be a .lua file containing\n"
                    "Lua source code for use with blitwizard.\n\n");
                    printf("The script options (optional) are passed through\n"
                    "to the script.\n\n");
                    printf("Supported blitwizard options:\n");
                    printf("   -changedir             Change working directory to "
                           "the\n"
                           "                          folder of the script\n");
                    printf("   -help                  Show this help text and quit\n");
                    printf("   -templatepath [path]   Check another place for "
                           "templates\n"
                           "                          (not the default "
                           "\"templates/\")\n");
                    printf("   -version               Show extended version info and quit\n");
                    return 0;
                }
                if (strcasecmp(argv[i], "-changedir") == 0) {
                    option_changedir = 1;
                    i++;
                    continue;
                }
                if (strcasecmp(argv[i], "-templatepath") == 0) {
                    nextoptionistemplatepath = 1;
                    i++;
                    continue;
                }
                if (strcmp(argv[i], "-v") == 0 || strcasecmp(argv[i], "-version") == 0
                || strcasecmp(argv[i], "--version") == 0) {
                    printf("blitwizard %s (C) 2011-2013 Jonas Thiem et al\n",VERSION);
                    printf("\nSupported features of this build:\n");

                    #ifdef USE_SDL_AUDIO
                    printf("  Audio device: SDL 2\n");
                    #else
                    #ifdef USE_AUDIO
                    #ifdef WINDOWS
                    printf("  Audio device: waveOut\n");
                    #else
                    printf("  Audio device: only virtual (not audible)\n");
                    #endif
                    #else
                    printf("  Audio device: no\n");
                    printf("     Playback support: none, audio disabled\n");
                    printf("     Resampling support: none, audio disabled\n");
                    #endif
                    #endif

                    #if (defined(USE_SDL_AUDIO) || defined(USE_AUDIO))
                    printf("     Playback support: Ogg (libogg)%s%s\n",
                    #if defined(USE_FLAC_AUDIO)
                    ", FLAC (libFLAC)"
                    #else
                    ""
                    #endif
                    ,
                    #if defined(USE_FFMPEG_AUDIO)
                    #ifndef USE_FLAC_AUDIO
                    ", FLAC (FFmpeg),\n      mp3 (FFmpeg), WAVE (FFmpeg), mp4 (FFmpeg),\n      many more.. (FFmpeg)\n     (Please note FFmpeg can fail to load at runtime,\n     resulting in FFmpeg playback support not working)"
                    #else
                    ",\n      mp3 (FFmpeg), WAVE (FFmpeg), mp4 (FFmpeg),\n      many more.. (FFmpeg)\n     (Please note FFmpeg can fail to load at runtime,\n      resulting in FFmpeg playback support not working)"
                    #endif
                    #else
                    ""
                    #endif
                    );
                    #if defined(USE_SPEEX_RESAMPLING)
                    printf("     Resampling: libspeex\n");
                    #else
                    printf("     Resampling: none (non-48kHz audio will sound wrong!)\n");
                    #endif
                    #endif

                    #ifdef USE_GRAPHICS
                    #ifdef USE_SDL_GRAPHICS
                    #ifdef USE_OGRE_GRAPHICS
                    printf("  Graphics device: SDL 2, Ogre\n");
                    printf("     2d graphics support: SDL 2, Ogre\n");
                    printf("     3d graphics support: Ogre\n");
                    #else
                    printf("  Graphics device: SDL 2\n");
                    printf("     2d graphics support: SDL 2\n");
                    printf("     3d graphics support: none\n");
                    #endif
                    #else
                    printf("  Graphics device: only virtual (not visible)\n");
                    printf("     2d graphics support: virtual\n");
                    printf("     3d graphics support: none\n");
                    #endif
                    #else
                    printf("  Graphics device: none\n");
                    printf("     2d graphics support: none, graphics disabled\n");
                    printf("     3d graphics support: none, graphics disabled\n");
                    #endif
                    #if defined(USE_PHYSICS2D) || defined(USE_PHYSICS3D)
                    printf("  Physics: yes\n");
                    #else
                    printf("  Physics: no\n");
                    #endif
                    #if defined(USE_PHYSICS2D)
                    printf("     2d physics: Box2D\n");
                    #else
                    printf("     2d physics: none\n");
                    #endif
                    #if defined(USE_PHYSICS3D)
                    printf("     3d physics: bullet\n");
                    #else
                    printf("     3d physics: none\n");
                    #endif
                    #if defined(USE_PHYSFS)
                    printf("  .zip archive resource loading: yes\n");
                    #else
                    printf("  .zip archive resource loading: no\n");
                    #endif     

                    printf("\nVarious build options:\n");
                    printf("  SYSTEM_TEMPLATE_PATH:\n   %s\n",
                    SYSTEM_TEMPLATE_PATH);
                    #if defined(USE_LIB_FLAGS)
                    printf("  FINAL_USE_LIB_FLAGS:\n   %s\n",
                    USE_LIB_FLAGS);
                    #endif

                    printf("\nCheck out http://www.blitwizard.de/"
                    " for info about blitwizard.\n");

                    fflush(stdout);
                    exit(0);
                }
                printwarning("Warning: Unknown Blitwizard option: %s", argv[i]);
            } else {
                scriptargfound = 1;
                script = argv[i];
            }
        } else {
            // post-scriptname arguments -> store them for Lua
            if (scriptargcount < MAXSCRIPTARGS) {
                scriptargs[scriptargcount] = strdup(argv[i]);
                scriptargcount++;
            }
        }
        i++;
    }

#ifdef USE_AUDIO
    // This needs to be done at some point before we actually 
    // initialise audio so that the mixer is ready for use then
    audiomixer_Init();
#endif

    // check the provided path:
    char outofmem[] = "Out of memory";
    char* error;
    char* filenamebuf = NULL;

#if defined(ANDROID) || defined(__ANDROID__)
    printinfo("Blitwizard startup: locating lua start script...");
#endif

    // if no template path was provided, default to "templates/"
    if (!option_templatepath) {
        option_templatepath = strdup("templates/");
        if (!option_templatepath) {
            printerror("Error: failed to allocate initial template path");
            main_Quit(1);
            return 1;
        }
        file_MakeSlashesNative(option_templatepath);
    }

    // load internal resources appended to this binary,
    // so we can load the game.lua from it if there is any inside:
#ifdef WINDOWS
    // windows
    // try encrypted first:
    if (!resources_LoadZipFromOwnExecutable(NULL, 1)) {
        // ... ok, then attempt unencrypted:
        resources_LoadZipFromOwnExecutable(NULL, 0);
    }
#else
#ifndef ANDROID
    // unix systems
    // encrypted first:
    if (!resources_LoadZipFromOwnExecutable(argv[0], 1)) {
        // ... ok, then attempt unencrypted:
        resources_LoadZipFromOwnExecutable(argv[0], 0);
    }
#endif
#endif

    // check if provided script path is a folder:
    if (file_IsDirectory(script)) {
        // make sure it isn't inside a resource file as a proper file:
        if (!resources_LocateResource(script, NULL)) {
            // it isn't, so we can safely assume it is a folder.
            // -> append "game.lua" to the path
            if (filenamebuf) {
                free(filenamebuf);
            }
            filenamebuf = file_AddComponentToPath(script, "game.lua");
            if (!filenamebuf) {
                printerror("Error: failed to add component to script path");
                main_Quit(1);
                return 1;
            }
            script = filenamebuf;
        }
    }

    // check if script file is internal resource or disk file
    int scriptdiskfile = 0;
    struct resourcelocation s;
    if (!resources_LocateResource(script, &s)) {
        printerror("Error: cannot locate script file \"%s\"", script);
        main_Quit(1);
        return 1;
    } else {
        if (s.type == LOCATION_TYPE_ZIP) {
            scriptdiskfile = 0;
        } else{
            scriptdiskfile = 1;
        }
    }
 
    // compose game.lua path variable (for os.gameluapath())
    if (scriptdiskfile) {
        gameluapath = file_GetAbsolutePathFromRelativePath(script);
    } else {
        gameluapath = strdup(script);
    }
    if (!gameluapath) { // string allocation failed
        printerror("Error: failed to allocate script path (gameluapath)");
        main_Quit(1);
        return 1;
    } else {
        if (gameluapath) {
            file_MakeSlashesCrossplatform(gameluapath);
        }
    }

    // check if we want to change directory to the provided script path:
    if (option_changedir) {
        char* p = file_GetAbsoluteDirectoryPathFromFilePath(script);
        if (!p) {
            printerror("Error: NULL returned for absolute directory");
            main_Quit(1);
            return 1;
        }
        char* newfilenamebuf = file_GetFileNameFromFilePath(script);
        if (!newfilenamebuf) {
            free(p);
            printerror("Error: NULL returned for file name");
            main_Quit(1);
            return 1;
        }
        if (filenamebuf) {
            free(filenamebuf);
        }
        filenamebuf = newfilenamebuf;
        if (!file_Cwd(p)) {
            free(filenamebuf);
            printerror("Error: Cannot cd to \"%s\"", p);
            free(p);
            main_Quit(1);
            return 1;
        }
        free(p);
        script = filenamebuf;
    }
      
/*#if defined(ANDROID) || defined(__ANDROID__)
    printinfo("Blitwizard startup: Preparing graphics framework...");
#endif

    // initialise graphics
#ifdef USE_GRAPHICS
    if (!graphics_Init(&error)) {
        printerror("Error: Failed to initialise graphics: %s",error);
        free(error);
        fatalscripterror();
        main_Quit(1);
        return 1;
    }
    sdlinitialised = 1;
#endif*/

#if defined(ANDROID) || defined(__ANDROID__)
    printinfo("Blitwizard startup: Initialising physics...");
#endif

#ifdef USE_PHYSICS2D
    // initialise physics
    physics2ddefaultworld = physics_createWorld(0);
    if (!physics2ddefaultworld) {
        printerror("Error: Failed to initialise Box2D physics");
        fatalscripterror();
        main_Quit(1);
        return 1;
    }
    luacfuncs_object_initialisePhysicsCallbacks();
#endif

#if defined(ANDROID) || defined(__ANDROID__)
    printinfo("Blitwizard startup: Reading templates if present...");
#endif

    // Search & run templates. Separate code for desktop/android due to
    // android having the templates in embedded resources (where cwd'ing to
    // isn't supported), while for the desktop it is a regular folder.
#if !defined(ANDROID)
    int checksystemwidetemplate = 1;
    // see if the template path points to a virtual zip folder:
    if (resource_IsFolderInZip(option_templatepath)) {
        // it does. run templates from here.
        checksystemwidetemplate = 0;
        if (!attemptTemplateLoad(option_templatepath)) {
            checksystemwidetemplate = 1;
        }
    } else {
        // see if there is a template directory & file:
        if (file_DoesFileExist(option_templatepath)
        && file_IsDirectory(option_templatepath)) {
            checksystemwidetemplate = 0;

            // now run template file:
            if (!attemptTemplateLoad(option_templatepath)) {
                checksystemwidetemplate = 1;
            }
        }
    }
#if defined(SYSTEM_TEMPLATE_PATH)
    if (checksystemwidetemplate) {
        attemptTemplateLoad(SYSTEM_TEMPLATE_PATH);
    }
#endif
#else // if !defined(ANDROID)
    // on Android, we only allow templates/init.lua.
    // see if we can read the file:
    int exists = 0;
    SDL_RWops* rwops = SDL_RWFromFile("templates/init.lua", "rb");
    if (rwops) {
        exists = 1;
        rwops->close(rwops);
    }
    if (exists) {
        // run the template file:
        attemptTemplateLoad("templates/");
    }
#endif

    // free template dir now that we've loaded things:
    free(option_templatepath);


#if defined(ANDROID) || defined(__ANDROID__)
    printinfo("Blitwizard startup: Executing lua start script...");
#endif

    // push command line arguments into script state:
    i = 0;
    int pushfailure = 0;
    while (i < scriptargcount) {
        if (!luastate_PushFunctionArgumentToMainstate_String(scriptargs[i])) {
            pushfailure = 1;
            break;
        }
        i++;
    }
    if (pushfailure) {
        printerror("Error: Couldn't push all script arguments into script state");
        main_Quit(1);
        return 1;
    }

    // free arguments:
    i = 0;
    while (i < scriptargcount) {
        free(scriptargs[i]);
        i++;
    }
    free(scriptargs);

    // open and run provided script file and pass the command line arguments:
    if (!luastate_DoInitialFile(script, scriptargcount, &error)) {
        if (error == NULL) {
            error = outofmem;
        }
        printerror("Error: an error occured when running \"%s\": %s", script, error);
        if (error != outofmem) {
            free(error);
        }
        fatalscripterror();
        main_Quit(1);
        return 1;
    }

    // enable blitwizard.onLog
    doConsoleLog();

#if defined(ANDROID) || defined(__ANDROID__)
    printinfo("Blitwizard startup: Calling blitwiz.on_init...");
#endif
    doConsoleLog();

    // call init
    if (!luastate_CallFunctionInMainstate("blitwizard.onInit", 0, 1, 1,
    &error, NULL, NULL)) {
        printerror("Error: An error occured when calling blitwizard.onInit: %s",error);
        if (error != outofmem) {
            free(error);
        }
        fatalscripterror();
        main_Quit(1);
        return 1;
    }
    doConsoleLog();

    // when graphics or audio is open, run the main loop
#if defined(ANDROID) || defined(__ANDROID__)
    printinfo("Blitwizard startup: Entering main loop...");
#endif
    doConsoleLog();

    // Initialise audio when it isn't
    main_InitAudio();
    doConsoleLog();

    // If we failed to initialise audio, we want to simulate it
#ifdef USE_AUDIO
    uint64_t simulateaudiotime = 0;
    if (simulateaudio) {
        simulateaudiotime = time_GetMilliseconds();
    }
#endif

    uint64_t logictimestamp = time_GetMilliseconds();
    uint64_t lastdrawingtime = 0;
    uint64_t physicstimestamp = time_GetMilliseconds();
    while (!wantquit) {
        doConsoleLog(); 
        uint64_t timeNow = time_GetMilliseconds();

        // this is a hack for SDL bug http://bugzilla.libsdl.org/show_bug.cgi?id=1422

#ifdef USE_AUDIO
        // simulate audio
        if (simulateaudio) {
            while (simulateaudiotime < time_GetMilliseconds()) {
                char buf[48 * 4 * 2];
                audiomixer_GetBuffer(buf, 48 * 4 * 2);
                simulateaudiotime += 1; // 48 * 1000 times * 4 bytes * 2 channels per second = simulated 48kHz 32bit stereo audio
            }
        }
#endif // ifdef USE_AUDIO

        // check for unused, no longer playing media objects:
        checkAllMediaObjectsForCleanup();

        // slow sleep: check if we can safe some cpu by waiting longer
        unsigned int deltaspan = TIMESTEP;
#ifndef USE_GRAPHICS
        int nodraw = 1;
#else
        int nodraw = 1;
        if (graphics_AreGraphicsRunning()) {
            nodraw = 0;
        }
#endif
        // see how much time as already passed since the last frame:
        uint64_t delta = time_GetMilliseconds()-lastdrawingtime;

        // sleep/limit FPS as much as we can
        if (delta < (deltaspan-10)) {
            // the time passed is smaller than the optimal waiting time
            // -> sleep
            if (connections_NoConnectionsOpen() &&
            !listeners_HaveActiveListeners()) {
                // no connections, use regular sleep
                time_Sleep((deltaspan-10)-delta);
                connections_SleepWait(0);
            } else {
                // use connection select wait to get connection events
                connections_SleepWait(deltaspan-delta);
            }
        } else {
            // the time passed exceeds the optimal waiting time already
            // -> don't slow down at all
            connections_SleepWait(0);  // check on connections
        }

        // Remember drawing time and process net events
        lastdrawingtime = time_GetMilliseconds();
        if (!luafuncs_ProcessNetEvents()) {
            // there was an error processing the events
            main_Quit(1);
        }

#ifdef USE_GRAPHICS
        // check and trigger all sort of input events
        graphics_CheckEvents(&quitevent, &mousebuttonevent, &mousemoveevent, &keyboardevent, &textevent, &putinbackground);
#endif
        doConsoleLog();

        // call the step function and advance physics
        int physicsiterations = 0;
        int logiciterations = 0;
        time_t iterationStart = time(NULL);
#if defined(USE_PHYSICS2D)
        int psteps2d_max = ((float)TIMESTEP/
        (float)physics_getStepSize(physics2ddefaultworld));
        psteps2d_max++;
#endif
        while (
        // allow maximum of iterations in an attempt to keep up:
        (logictimestamp < timeNow || physicstimestamp < timeNow) &&
        (logiciterations < MAXLOGICITERATIONS
#if defined(USE_PHYSICS2D) || defined(USE_PHYSICS3D)
 ||  physicsiterations < MAXPHYSICSITERATIONS
#endif
        )
        // .. unless we're already doing this for >2 seconds:
        && iterationStart + 2 >= time(NULL)
            ) {
#ifdef USE_PHYSICS2D
            if (physicsiterations < MAXPHYSICSITERATIONS &&
            physicstimestamp < timeNow && (physicstimestamp <= logictimestamp
            || logiciterations >= MAXLOGICITERATIONS)) {
                int psteps = psteps2d_max;
                while (psteps > 0) {
                    physics_step(physics2ddefaultworld);
                    physicstimestamp += physics_getStepSize(
                        physics2ddefaultworld);
                    psteps--;
                }
                physicsiterations++;
            }
#else
            physicstimestamp = timeNow + 2000;
#endif
            if (logiciterations < MAXLOGICITERATIONS &&
            logictimestamp < timeNow && (logictimestamp <= physicstimestamp
            || physicsiterations >= MAXPHYSICSITERATIONS)) {
                // check how much logic we might want to do in a batch:
                int k = (timeNow-logictimestamp)/TIMESTEP;
                if (k > MAXBATCHEDLOGIC) {
                    k = MAXBATCHEDLOGIC;
                }
                // call logic functions of all objects:
                int i = luacfuncs_object_doAllSteps(k);
                doConsoleLog();

                // advance time step:
                logictimestamp += i * TIMESTEP;
                logiciterations += i;
            }
        }

        // check if we ran out of iterations:
        if (logiciterations >= MAXLOGICITERATIONS ||
        physicsiterations >= MAXPHYSICSITERATIONS
        || iterationStart + 2 < time(NULL)) {
            if (
#if defined(USE_PHYSICS2D) || defined(USE_PHYSICS3D)
                    physicstimestamp < timeNow ||
#endif
                 logictimestamp < timeNow) {
                // we got a problem: we aren't finished,
                // but we hit the iteration limit
                physicstimestamp = time_GetMilliseconds();
                logictimestamp = time_GetMilliseconds();
                printwarning("Warning: logic is too slow, maximum logic iterations have been reached (%d)", (int)MAXLOGICITERATIONS);
            } else {
                // we don't need to iterate anymore -> everything is fine
            }
        }

#ifdef USE_GRAPHICS
        // report visibility of sprites to texture manager:
        graphics2dsprites_reportVisibility();
#endif

#ifdef USE_GRAPHICS
        // texture manager tick:
        texturemanager_tick();
#endif

        // update object graphics:
        luacfuncs_object_updateGraphics();
        doConsoleLog();

#ifdef USE_GRAPHICS
        if (graphics_AreGraphicsRunning()) {
#ifdef ANDROID
            if (!appinbackground) {
#endif
                // draw a frame
                graphicsrender_Draw();
#ifdef ANDROID
            }
#endif
        }
#endif

        // we might want to quit if there is nothing else to do
#ifdef USE_AUDIO
        if (
#ifdef USE_GRAPHICS
        !graphics_AreGraphicsRunning() &&
#endif
        connections_NoConnectionsOpen() &&
        !listeners_HaveActiveListeners() && audiomixer_NoSoundsPlaying()) {
#else
        if (
#ifdef USE_GRAPHICS
        !graphics_AreGraphicsRunning() &&
#endif
        connections_NoConnectionsOpen() &&
        !listeners_HaveActiveListeners()) {
#endif
            main_Quit(1);
        }

#ifdef USE_GRAPHICS
        // be very sleepy if in background
        if (appinbackground) {
#ifdef ANDROID
            time_Sleep(40);
#endif
        }
#endif

        // do some garbage collection:
        /*gcframecount++;
        if (gcframecount > 100) {
            // do a gc step once in a while
            luastate_GCCollect();
        }*/

        // new frame:
#ifdef USE_GRAPHICS
        luacfuncs_objectgraphics_newFrame();
#endif
    }
    main_Quit(0);
    return 0;
}