TIC-80-guile/src/main.c

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#include "main.h"
#include "studio.h"
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#include "net.h"
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#include <SDL.h>
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#define STUDIO_UI_SCALE 3
#define STUDIO_PIXEL_FORMAT SDL_PIXELFORMAT_ARGB8888
#define TEXTURE_SIZE (TIC80_FULLWIDTH)
#define OFFSET_LEFT ((TIC80_FULLWIDTH-TIC80_WIDTH)/2)
#define OFFSET_TOP ((TIC80_FULLHEIGHT-TIC80_HEIGHT)/2)
static struct
{
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Studio* studio;
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SDL_Window* window;
SDL_Renderer* renderer;
SDL_Texture* texture;
struct
{
SDL_AudioSpec spec;
SDL_AudioDeviceID device;
SDL_AudioCVT cvt;
} audio;
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SDL_Joystick* joysticks[TIC_GAMEPADS];
struct
{
// tic80_gamepads keyboard;
tic80_gamepads touch;
tic80_gamepads joystick;
SDL_Texture* texture;
bool show;
s32 counter;
s32 alpha;
bool backProcessed;
struct
{
s32 size;
SDL_Point axis;
SDL_Point a;
SDL_Point b;
SDL_Point x;
SDL_Point y;
} part;
} gamepad;
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bool missedFrame;
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bool fullscreen;
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} platform;
static void initSound()
{
SDL_AudioSpec want =
{
.freq = 44100,
.format = AUDIO_S16,
.channels = 1,
.userdata = NULL,
};
platform.audio.device = SDL_OpenAudioDevice(NULL, 0, &want, &platform.audio.spec, SDL_AUDIO_ALLOW_ANY_CHANGE);
SDL_BuildAudioCVT(&platform.audio.cvt, want.format, want.channels, platform.audio.spec.freq, platform.audio.spec.format, platform.audio.spec.channels, platform.audio.spec.freq);
if(platform.audio.cvt.needed)
{
platform.audio.cvt.len = platform.audio.spec.freq * sizeof(s16) / TIC_FRAMERATE;
platform.audio.cvt.buf = SDL_malloc(platform.audio.cvt.len * platform.audio.cvt.len_mult);
}
}
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static u8* _getSpritePtr(tic_tile* tiles, s32 x, s32 y)
{
enum { SheetCols = (TIC_SPRITESHEET_SIZE / TIC_SPRITESIZE) };
return tiles[x / TIC_SPRITESIZE + y / TIC_SPRITESIZE * SheetCols].data;
}
static u8 _getSpritePixel(tic_tile* tiles, s32 x, s32 y)
{
// TODO: check spritesheet rect
return tic_tool_peek4(_getSpritePtr(tiles, x, y), (x % TIC_SPRITESIZE) + (y % TIC_SPRITESIZE) * TIC_SPRITESIZE);
}
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static void setWindowIcon()
{
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enum{ Size = 64, TileSize = 16, ColorKey = 14, Cols = TileSize / TIC_SPRITESIZE, Scale = Size/TileSize};
platform.studio->tic->api.clear(platform.studio->tic, 0);
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u32* pixels = SDL_malloc(Size * Size * sizeof(u32));
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const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette);
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for(s32 j = 0, index = 0; j < Size; j++)
for(s32 i = 0; i < Size; i++, index++)
{
u8 color = _getSpritePixel(platform.studio->tic->config.bank0.tiles.data, i/Scale, j/Scale);
pixels[index] = color == ColorKey ? 0 : pal[color];
}
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SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(pixels, Size, Size,
sizeof(s32) * BITS_IN_BYTE, Size * sizeof(s32),
0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
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SDL_SetWindowIcon(platform.window, surface);
SDL_FreeSurface(surface);
SDL_free(pixels);
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}
static void updateGamepadParts()
{
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s32 tileSize = TIC_SPRITESIZE;
s32 offset = 0;
SDL_Rect rect;
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const s32 JoySize = 3;
SDL_GetWindowSize(platform.window, &rect.w, &rect.h);
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if(rect.w < rect.h)
{
tileSize = rect.w / 2 / JoySize;
offset = (rect.h * 2 - JoySize * tileSize) / 3;
}
else
{
tileSize = rect.w / 5 / JoySize;
offset = (rect.h - JoySize * tileSize) / 2;
}
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platform.gamepad.part.size = tileSize;
platform.gamepad.part.axis = (SDL_Point){0, offset};
platform.gamepad.part.a = (SDL_Point){rect.w - 2*tileSize, 2*tileSize + offset};
platform.gamepad.part.b = (SDL_Point){rect.w - 1*tileSize, 1*tileSize + offset};
platform.gamepad.part.x = (SDL_Point){rect.w - 3*tileSize, 1*tileSize + offset};
platform.gamepad.part.y = (SDL_Point){rect.w - 2*tileSize, 0*tileSize + offset};
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}
static void transparentBlit(u32* out, s32 pitch)
{
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const u8* in = platform.studio->tic->ram.vram.screen.data;
const u8* end = in + sizeof(platform.studio->tic->ram.vram.screen);
const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette);
const u32 Delta = (pitch/sizeof *out - TIC80_WIDTH);
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s32 col = 0;
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while(in != end)
{
u8 low = *in & 0x0f;
u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
*out++ = low ? (*(pal + low) | 0xff000000) : 0;
*out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
in++;
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col += BITS_IN_BYTE / TIC_PALETTE_BPP;
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if (col == TIC80_WIDTH)
{
col = 0;
out += Delta;
}
}
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}
static void initTouchGamepad()
{
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if (!platform.renderer)
return;
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platform.studio->tic->api.map(platform.studio->tic, &platform.studio->tic->config.bank0.map, &platform.studio->tic->config.bank0.tiles, 0, 0, TIC_MAP_SCREEN_WIDTH, TIC_MAP_SCREEN_HEIGHT, 0, 0, -1, 1);
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if(!platform.gamepad.texture)
{
platform.gamepad.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
SDL_SetTextureBlendMode(platform.gamepad.texture, SDL_BLENDMODE_BLEND);
}
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{
void* pixels = NULL;
s32 pitch = 0;
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SDL_LockTexture(platform.gamepad.texture, NULL, &pixels, &pitch);
transparentBlit(pixels, pitch);
SDL_UnlockTexture(platform.gamepad.texture);
}
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updateGamepadParts();
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}
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static void calcTextureRect(SDL_Rect* rect)
{
SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
if (rect->w * TIC80_HEIGHT < rect->h * TIC80_WIDTH)
{
s32 discreteWidth = rect->w - rect->w % TIC80_WIDTH;
s32 discreteHeight = TIC80_HEIGHT * discreteWidth / TIC80_WIDTH;
rect->x = (rect->w - discreteWidth) / 2;
rect->y = rect->w > rect->h
? (rect->h - discreteHeight) / 2
: OFFSET_LEFT*discreteWidth/TIC80_WIDTH;
rect->w = discreteWidth;
rect->h = discreteHeight;
}
else
{
s32 discreteHeight = rect->h - rect->h % TIC80_HEIGHT;
s32 discreteWidth = TIC80_WIDTH * discreteHeight / TIC80_HEIGHT;
rect->x = (rect->w - discreteWidth) / 2;
rect->y = (rect->h - discreteHeight) / 2;
rect->w = discreteWidth;
rect->h = discreteHeight;
}
}
static void processMouse()
{
s32 mx = 0, my = 0;
s32 mb = SDL_GetMouseState(&mx, &my);
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tic80_input* input = &platform.studio->tic->ram.input;
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{
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input->mouse.x = input->mouse.y = 0;
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SDL_Rect rect = {0, 0, 0, 0};
calcTextureRect(&rect);
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if(rect.w) input->mouse.x = (mx - rect.x) * TIC80_WIDTH / rect.w;
if(rect.h) input->mouse.y = (my - rect.y) * TIC80_HEIGHT / rect.h;
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}
{
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input->mouse.left = mb & SDL_BUTTON_LMASK;
input->mouse.middle = mb & SDL_BUTTON_MMASK;
input->mouse.right = mb & SDL_BUTTON_RMASK;
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}
}
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static void processKeyboard()
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{
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static const u8 KeyboardCodes[] =
{
#include "keycodes.c"
};
tic80_input* input = &platform.studio->tic->ram.input;
input->keyboard.data = 0;
const u8* keyboard = SDL_GetKeyboardState(NULL);
for(s32 i = 0, c = 0; i < COUNT_OF(KeyboardCodes) && c < COUNT_OF(input->keyboard.keys); i++)
if(keyboard[i] && KeyboardCodes[i] > tic_key_unknown)
input->keyboard.keys[c++] = KeyboardCodes[i];
}
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#if !defined(__EMSCRIPTEN__) && !defined(__MACOSX__)
static bool checkTouch(const SDL_Rect* rect, s32* x, s32* y)
{
s32 devices = SDL_GetNumTouchDevices();
s32 width = 0, height = 0;
SDL_GetWindowSize(platform.window, &width, &height);
for (s32 i = 0; i < devices; i++)
{
SDL_TouchID id = SDL_GetTouchDevice(i);
// very strange, but on Android id always == 0
//if (id)
{
s32 fingers = SDL_GetNumTouchFingers(id);
if(fingers)
{
platform.gamepad.counter = 0;
if (!platform.gamepad.show)
{
platform.gamepad.alpha = getConfig()->theme.gamepad.touch.alpha;
SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
platform.gamepad.show = true;
return false;
}
}
for (s32 f = 0; f < fingers; f++)
{
SDL_Finger* finger = SDL_GetTouchFinger(id, f);
if (finger && finger->pressure > 0.0f)
{
SDL_Point point = { (s32)(finger->x * width), (s32)(finger->y * height) };
if (SDL_PointInRect(&point, rect))
{
*x = point.x;
*y = point.y;
return true;
}
}
}
}
}
return false;
}
static void processTouchGamepad()
{
platform.gamepad.touch.data = 0;
const s32 size = platform.gamepad.part.size;
s32 x = 0, y = 0;
{
SDL_Rect axis = {platform.gamepad.part.axis.x, platform.gamepad.part.axis.y, size*3, size*3};
if(checkTouch(&axis, &x, &y))
{
x -= axis.x;
y -= axis.y;
s32 xt = x / size;
s32 yt = y / size;
if(yt == 0) platform.gamepad.touch.first.up = true;
else if(yt == 2) platform.gamepad.touch.first.down = true;
if(xt == 0) platform.gamepad.touch.first.left = true;
else if(xt == 2) platform.gamepad.touch.first.right = true;
if(xt == 1 && yt == 1)
{
xt = (x - size)/(size/3);
yt = (y - size)/(size/3);
if(yt == 0) platform.gamepad.touch.first.up = true;
else if(yt == 2) platform.gamepad.touch.first.down = true;
if(xt == 0) platform.gamepad.touch.first.left = true;
else if(xt == 2) platform.gamepad.touch.first.right = true;
}
}
}
{
SDL_Rect a = {platform.gamepad.part.a.x, platform.gamepad.part.a.y, size, size};
if(checkTouch(&a, &x, &y)) platform.gamepad.touch.first.a = true;
}
{
SDL_Rect b = {platform.gamepad.part.b.x, platform.gamepad.part.b.y, size, size};
if(checkTouch(&b, &x, &y)) platform.gamepad.touch.first.b = true;
}
{
SDL_Rect xb = {platform.gamepad.part.x.x, platform.gamepad.part.x.y, size, size};
if(checkTouch(&xb, &x, &y)) platform.gamepad.touch.first.x = true;
}
{
SDL_Rect yb = {platform.gamepad.part.y.x, platform.gamepad.part.y.y, size, size};
if(checkTouch(&yb, &x, &y)) platform.gamepad.touch.first.y = true;
}
}
#endif
static s32 getAxisMask(SDL_Joystick* joystick)
{
s32 mask = 0;
s32 axesCount = SDL_JoystickNumAxes(joystick);
for (s32 a = 0; a < axesCount; a++)
{
s32 axe = SDL_JoystickGetAxis(joystick, a);
if (axe)
{
if (a == 0)
{
if (axe > 16384) mask |= SDL_HAT_RIGHT;
else if(axe < -16384) mask |= SDL_HAT_LEFT;
}
else if (a == 1)
{
if (axe > 16384) mask |= SDL_HAT_DOWN;
else if (axe < -16384) mask |= SDL_HAT_UP;
}
}
}
return mask;
}
static s32 getJoystickHatMask(s32 hat)
{
tic80_gamepads gamepad;
gamepad.data = 0;
gamepad.first.up = hat & SDL_HAT_UP;
gamepad.first.down = hat & SDL_HAT_DOWN;
gamepad.first.left = hat & SDL_HAT_LEFT;
gamepad.first.right = hat & SDL_HAT_RIGHT;
return gamepad.data;
}
static void processJoysticks()
{
platform.gamepad.joystick.data = 0;
s32 index = 0;
for(s32 i = 0; i < COUNT_OF(platform.joysticks); i++)
{
SDL_Joystick* joystick = platform.joysticks[i];
if(joystick && SDL_JoystickGetAttached(joystick))
{
tic80_gamepad* gamepad = NULL;
switch(index)
{
case 0: gamepad = &platform.gamepad.joystick.first; break;
case 1: gamepad = &platform.gamepad.joystick.second; break;
}
if(gamepad)
{
gamepad->data |= getJoystickHatMask(getAxisMask(joystick));
for (s32 h = 0; h < SDL_JoystickNumHats(joystick); h++)
gamepad->data |= getJoystickHatMask(SDL_JoystickGetHat(joystick, h));
s32 numButtons = SDL_JoystickNumButtons(joystick);
if(numButtons >= 2)
{
gamepad->a = SDL_JoystickGetButton(joystick, 0);
gamepad->b = SDL_JoystickGetButton(joystick, 1);
if(numButtons >= 4)
{
gamepad->x = SDL_JoystickGetButton(joystick, 2);
gamepad->y = SDL_JoystickGetButton(joystick, 3);
// for(s32 i = 5; i < numButtons; i++)
// {
// s32 back = SDL_JoystickGetButton(joystick, i);
// if(back)
// {
// if(!platform.gamepad.backProcessed)
// {
// if(isGameMenu())
// {
// platform.mode == TIC_MENU_MODE ? hideGameMenu() : showGameMenu();
// platform.gamepad.backProcessed = true;
// }
// }
// return;
// }
// }
// platform.gamepad.backProcessed = false;
}
}
index++;
}
}
}
}
static void processGamepad()
{
// processKeyboardGamepad();
#if !defined(__EMSCRIPTEN__) && !defined(__MACOSX__)
processTouchGamepad();
#endif
processJoysticks();
{
platform.studio->tic->ram.input.gamepads.data = 0;
// platform.studio->tic->ram.input.gamepads.data |= platform.gamepad.keyboard.data;
platform.studio->tic->ram.input.gamepads.data |= platform.gamepad.touch.data;
platform.studio->tic->ram.input.gamepads.data |= platform.gamepad.joystick.data;
}
}
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static void pollEvent()
{
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tic80_input* input = &platform.studio->tic->ram.input;
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{
input->mouse.btns = 0;
}
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SDL_Event event;
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while(SDL_PollEvent(&event))
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{
switch(event.type)
{
// case SDL_KEYDOWN:
// if(processShortcuts(&event.key)) return NULL;
// break;
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case SDL_MOUSEWHEEL:
{
input->mouse.scrollx = event.wheel.x;
input->mouse.scrolly = event.wheel.y;
}
break;
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case SDL_JOYDEVICEADDED:
{
s32 id = event.jdevice.which;
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if (id < TIC_GAMEPADS)
{
if(platform.joysticks[id])
SDL_JoystickClose(platform.joysticks[id]);
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platform.joysticks[id] = SDL_JoystickOpen(id);
}
}
break;
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case SDL_JOYDEVICEREMOVED:
{
s32 id = event.jdevice.which;
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if (id < TIC_GAMEPADS && platform.joysticks[id])
{
SDL_JoystickClose(platform.joysticks[id]);
platform.joysticks[id] = NULL;
}
}
break;
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case SDL_WINDOWEVENT:
switch(event.window.event)
{
case SDL_WINDOWEVENT_RESIZED: updateGamepadParts(); break;
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// case SDL_WINDOWEVENT_FOCUS_GAINED:
// #if defined(TIC80_PRO)
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// if(platform.mode != TIC_START_MODE)
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// {
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// Console* console = platform.console;
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// u64 mdate = fsMDate(console->fs, console->romName);
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// if(platform.cart.mdate && mdate > platform.cart.mdate)
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// {
// if(studioCartChanged())
// {
// static const char* Rows[] =
// {
// "",
// "CART HAS CHANGED!",
// "",
// "DO YOU WANT",
// "TO RELOAD IT?"
// };
// showDialog(Rows, COUNT_OF(Rows), reloadConfirm, NULL);
// }
// else console->updateProject(console);
// }
// }
// #endif
// {
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// Code* code = platform.editor[platform.bank.index.code].code;
// platform.console->codeLiveReload.reload(platform.console, code->src);
// if(platform.console->codeLiveReload.active && code->update)
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// code->update(code);
// }
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// break;
}
break;
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// case SDL_FINGERUP:
// showSoftKeyboard();
// break;
case SDL_QUIT:
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platform.studio->quit = true;
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// exitStudio();
break;
default:
break;
}
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// return &event;
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}
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// if(platform.mode != TIC_RUN_MODE)
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// processGesture();
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// if(!platform.gesture.active)
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processMouse();
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processGamepad();
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processKeyboard();
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// if(platform.mode == TIC_RUN_MODE)
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// {
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// if(platform.studio->tic->input.gamepad) processGamepadInput();
// if(platform.studio->tic->input.mouse) processMouseInput();
// if(platform.studio->tic->input.keyboard) processKeyboardInput();
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// }
// else
// {
// processGamepadInput();
// }
}
static void blitTexture()
{
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// tic_mem* tic = platform.studio->tic;
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SDL_Rect rect = {0, 0, 0, 0};
calcTextureRect(&rect);
void* pixels = NULL;
s32 pitch = 0;
SDL_LockTexture(platform.texture, NULL, &pixels, &pitch);
studioTick(pixels);
// tic_scanline scanline = NULL;
// tic_overlap overlap = NULL;
// void* data = NULL;
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// switch(platform.mode)
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// {
// case TIC_RUN_MODE:
// scanline = tic->api.scanline;
// overlap = tic->api.overlap;
// break;
// case TIC_SPRITE_MODE:
// {
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// Sprite* sprite = platform.editor[platform.bank.index.sprites].sprite;
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// overlap = sprite->overlap;
// data = sprite;
// }
// break;
// case TIC_MAP_MODE:
// {
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// Map* map = platform.editor[platform.bank.index.map].map;
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// overlap = map->overlap;
// data = map;
// }
// break;
// default:
// break;
// }
// tic->api.blit(tic, scanline, overlap, data);
// SDL_memcpy(pixels, tic->screen, sizeof tic->screen);
// recordFrame(pixels);
// drawDesyncLabel(pixels);
SDL_UnlockTexture(platform.texture);
{
enum {Header = OFFSET_TOP};
SDL_Rect srcRect = {0, 0, TIC80_FULLWIDTH, Header};
SDL_Rect dstRect = {0};
SDL_GetWindowSize(platform.window, &dstRect.w, &dstRect.h);
dstRect.h = rect.y;
SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &dstRect);
}
{
enum {Header = OFFSET_TOP};
SDL_Rect srcRect = {0, TIC80_FULLHEIGHT - Header, TIC80_FULLWIDTH, Header};
SDL_Rect dstRect = {0};
SDL_GetWindowSize(platform.window, &dstRect.w, &dstRect.h);
dstRect.y = rect.y + rect.h;
dstRect.h = rect.y;
SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &dstRect);
}
{
enum {Header = OFFSET_TOP};
enum {Left = OFFSET_LEFT};
SDL_Rect srcRect = {0, Header, Left, TIC80_HEIGHT};
SDL_Rect dstRect = {0};
SDL_GetWindowSize(platform.window, &dstRect.w, &dstRect.h);
dstRect.y = rect.y;
dstRect.h = rect.h;
SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &dstRect);
}
{
enum {Top = OFFSET_TOP};
enum {Left = OFFSET_LEFT};
SDL_Rect srcRect = {Left, Top, TIC80_WIDTH, TIC80_HEIGHT};
SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &rect);
}
}
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static void blitSound()
{
tic_mem* tic = platform.studio->tic;
SDL_PauseAudioDevice(platform.audio.device, 0);
if(platform.audio.cvt.needed)
{
SDL_memcpy(platform.audio.cvt.buf, tic->samples.buffer, tic->samples.size);
SDL_ConvertAudio(&platform.audio.cvt);
SDL_QueueAudio(platform.audio.device, platform.audio.cvt.buf, platform.audio.cvt.len_cvt);
}
else SDL_QueueAudio(platform.audio.device, tic->samples.buffer, tic->samples.size);
}
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static void renderGamepad()
{
if(platform.gamepad.show || platform.gamepad.alpha); else return;
const s32 tileSize = platform.gamepad.part.size;
const SDL_Point axis = platform.gamepad.part.axis;
typedef struct { bool press; s32 x; s32 y;} Tile;
const Tile Tiles[] =
{
{platform.studio->tic->ram.input.gamepads.first.up, axis.x + 1*tileSize, axis.y + 0*tileSize},
{platform.studio->tic->ram.input.gamepads.first.down, axis.x + 1*tileSize, axis.y + 2*tileSize},
{platform.studio->tic->ram.input.gamepads.first.left, axis.x + 0*tileSize, axis.y + 1*tileSize},
{platform.studio->tic->ram.input.gamepads.first.right, axis.x + 2*tileSize, axis.y + 1*tileSize},
{platform.studio->tic->ram.input.gamepads.first.a, platform.gamepad.part.a.x, platform.gamepad.part.a.y},
{platform.studio->tic->ram.input.gamepads.first.b, platform.gamepad.part.b.x, platform.gamepad.part.b.y},
{platform.studio->tic->ram.input.gamepads.first.x, platform.gamepad.part.x.x, platform.gamepad.part.x.y},
{platform.studio->tic->ram.input.gamepads.first.y, platform.gamepad.part.y.x, platform.gamepad.part.y.y},
};
enum {ButtonsCount = 8};
for(s32 i = 0; i < COUNT_OF(Tiles); i++)
{
const Tile* tile = Tiles + i;
SDL_Rect src = {(tile->press ? ButtonsCount + i : i) * TIC_SPRITESIZE, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
SDL_Rect dest = {tile->x, tile->y, tileSize, tileSize};
SDL_RenderCopy(platform.renderer, platform.gamepad.texture, &src, &dest);
}
if(!platform.gamepad.show && platform.gamepad.alpha)
{
enum {Step = 3};
if(platform.gamepad.alpha - Step >= 0) platform.gamepad.alpha -= Step;
else platform.gamepad.alpha = 0;
SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
}
platform.gamepad.counter = platform.gamepad.touch.data ? 0 : platform.gamepad.counter+1;
// wait 5 seconds and hide touch gamepad
if(platform.gamepad.counter >= 5 * TIC_FRAMERATE)
platform.gamepad.show = false;
}
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static void renderCursor()
{
if(platform.studio->tic->ram.vram.vars.cursor.system)
{
SDL_SystemCursor sdlCursor = SDL_SYSTEM_CURSOR_ARROW;
switch(platform.studio->tic->ram.vram.vars.cursor.sprite)
{
case tic_cursor_hand: sdlCursor = SDL_SYSTEM_CURSOR_HAND; break;
case tic_cursor_ibeam: sdlCursor = SDL_SYSTEM_CURSOR_IBEAM; break;
default: sdlCursor = SDL_SYSTEM_CURSOR_ARROW;
}
SDL_SetCursor(SDL_CreateSystemCursor(sdlCursor));
}
else
{
// render cursor here
}
// if(studioImpl.mode == TIC_RUN_MODE && !studioImpl.studio.tic->input.mouse)
// {
// SDL_ShowCursor(SDL_DISABLE);
// return;
// }
// if(studioImpl.mode == TIC_RUN_MODE && studioImpl.studio.tic->ram.vram.vars.cursor)
// {
// SDL_ShowCursor(SDL_DISABLE);
// blitCursor(studioImpl.studio.tic->ram.sprites.data[studioImpl.studio.tic->ram.vram.vars.cursor].data);
// return;
// }
// SDL_ShowCursor(getConfig()->theme.cursor.sprite >= 0 ? SDL_DISABLE : SDL_ENABLE);
// if(getConfig()->theme.cursor.sprite >= 0)
// blitCursor(studioImpl.studio.tic->config.bank0.tiles.data[getConfig()->theme.cursor.sprite].data);
}
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static void tick()
{
pollEvent();
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// if(!platform.fs) return;
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// if(platform.quit)
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// {
// #if defined __EMSCRIPTEN__
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// platform.studio->tic->api.clear(platform.studio->tic, TIC_COLOR_BG);
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// blitTexture();
// emscripten_cancel_main_loop();
// #endif
// return;
// }
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// SDL_SystemCursor cursor = platform.mouse.system;
// platform.mouse.system = SDL_SYSTEM_CURSOR_ARROW;
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SDL_RenderClear(platform.renderer);
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blitTexture();
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renderCursor();
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// if(platform.mode == TIC_RUN_MODE && platform.studio->tic->input.gamepad)
renderGamepad();
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// if(platform.mode == TIC_MENU_MODE || platform.mode == TIC_SURF_MODE)
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// renderGamepad();
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// if(platform.mouse.system != cursor)
// SDL_SetCursor(SDL_CreateSystemCursor(platform.mouse.system));
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SDL_RenderPresent(platform.renderer);
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blitSound();
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}
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// should work async with callback
static const char* getAppFolder()
{
static char appFolder[FILENAME_MAX];
#if defined(__EMSCRIPTEN__)
strcpy(appFolder, "/" TIC_PACKAGE "/" TIC_NAME "/");
#elif defined(__ANDROID__)
strcpy(appFolder, SDL_AndroidGetExternalStoragePath());
const char AppFolder[] = "/" TIC_NAME "/";
strcat(appFolder, AppFolder);
mkdir(appFolder, 0700);
#else
char* path = SDL_GetPrefPath(TIC_PACKAGE, TIC_NAME);
strcpy(appFolder, path);
free(path);
#endif
#if defined(__EMSCRIPTEN__)
EM_ASM_
(
{
var dir = "";
Module.Pointer_stringify($0).split("/").forEach(function(val)
{
if(val.length)
{
dir += "/" + val;
FS.mkdir(dir);
}
});
FS.mount(IDBFS, {}, dir);
FS.syncfs(true, function(error)
{
if(error) console.log(error);
else Runtime.dynCall('vi', $1, [$2]);
});
}, appFolder, callback, fs
);
#endif
return appFolder;
}
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static void _setClipboardText(const char* text)
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{
SDL_SetClipboardText(text);
}
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static bool _hasClipboardText()
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{
return SDL_HasClipboardText();
}
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static char* _getClipboardText()
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{
return SDL_GetClipboardText();
}
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static u64 _getPerformanceCounter()
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{
return SDL_GetPerformanceCounter();
}
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static u64 _getPerformanceFrequency()
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{
return SDL_GetPerformanceFrequency();
}
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static void _goFullscreen()
{
platform.fullscreen = !platform.fullscreen;
SDL_SetWindowFullscreen(platform.window, platform.fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
}
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static void _showMessageBox(const char* title, const char* message)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, title, message, NULL);
}
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static System sysHandlers =
{
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.setClipboardText = _setClipboardText,
.hasClipboardText = _hasClipboardText,
.getClipboardText = _getClipboardText,
.getPerformanceCounter = _getPerformanceCounter,
.getPerformanceFrequency = _getPerformanceFrequency,
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.netGetRequest = netGetRequest,
.createNet = createNet,
.closeNet = closeNet,
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.file_dialog_load = file_dialog_load,
.file_dialog_save = file_dialog_save,
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.goFullscreen = _goFullscreen,
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.showMessageBox = _showMessageBox,
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};
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s32 main(s32 argc, char **argv)
{
SDL_SetHint(SDL_HINT_WINRT_HANDLE_BACK_BUTTON, "1");
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
initSound();
platform.window = SDL_CreateWindow( TIC_TITLE, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
(TIC80_FULLWIDTH) * STUDIO_UI_SCALE,
(TIC80_FULLHEIGHT) * STUDIO_UI_SCALE,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE
#if defined(__CHIP__)
| SDL_WINDOW_FULLSCREEN_DESKTOP
#endif
);
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platform.studio = studioInit(argc, argv, platform.audio.spec.freq, getAppFolder(), &sysHandlers);
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// set the window icon before renderer is created (issues on Linux)
setWindowIcon();
platform.renderer = SDL_CreateRenderer(platform.window, -1,
#if defined(__CHIP__)
SDL_RENDERER_SOFTWARE
#elif defined(__EMSCRIPTEN__)
SDL_RENDERER_ACCELERATED
#else
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// TODO: uncomment this later, also init FS before read config
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SDL_RENDERER_ACCELERATED// | (getConfig()->useVsync ? SDL_RENDERER_PRESENTVSYNC : 0)
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#endif
);
platform.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
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initTouchGamepad();
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#if defined(__EMSCRIPTEN__)
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// call this after FS is initialized
emscripten_set_main_loop(getConfig()->useVsync ? tick : emstick, TIC_FRAMERATE, 1);
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#else
{
u64 nextTick = SDL_GetPerformanceCounter();
const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
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while (!platform.studio->quit)
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{
platform.missedFrame = false;
nextTick += Delta;
tick();
{
s64 delay = nextTick - SDL_GetPerformanceCounter();
if(delay < 0)
{
nextTick -= delay;
platform.missedFrame = true;
}
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else SDL_Delay((u32)(delay * 1000 / SDL_GetPerformanceFrequency()));
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}
}
}
#endif
studioClose();
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if(platform.audio.cvt.buf)
SDL_free(platform.audio.cvt.buf);
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// if(platform.mouse.texture)
// SDL_DestroyTexture(platform.mouse.texture);
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SDL_DestroyTexture(platform.gamepad.texture);
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SDL_DestroyTexture(platform.texture);
SDL_DestroyRenderer(platform.renderer);
SDL_DestroyWindow(platform.window);
SDL_CloseAudioDevice(platform.audio.device);
return 0;
}