SDL replaced with SDL GPU
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BIN
config.tic
BIN
config.tic
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11
src/config.c
11
src/config.c
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@ -76,16 +76,6 @@ static void readConfigShowSync(Config* config, lua_State* lua)
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lua_pop(lua, 1);
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lua_pop(lua, 1);
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}
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}
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static void readConfigUseVsync(Config* config, lua_State* lua)
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{
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lua_getglobal(lua, "USE_VSYNC");
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if(lua_isboolean(lua, -1))
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config->data.useVsync = lua_toboolean(lua, -1);
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lua_pop(lua, 1);
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}
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static void readCursorTheme(Config* config, lua_State* lua)
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static void readCursorTheme(Config* config, lua_State* lua)
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{
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{
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lua_getfield(lua, -1, "CURSOR");
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lua_getfield(lua, -1, "CURSOR");
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@ -232,7 +222,6 @@ static void readConfig(Config* config)
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readConfigCheckNewVersion(config, lua);
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readConfigCheckNewVersion(config, lua);
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readConfigNoSound(config, lua);
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readConfigNoSound(config, lua);
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readConfigShowSync(config, lua);
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readConfigShowSync(config, lua);
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readConfigUseVsync(config, lua);
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readTheme(config, lua);
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readTheme(config, lua);
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}
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}
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489
src/system.c
489
src/system.c
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@ -5,7 +5,6 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <time.h>
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#include <time.h>
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#include <SDL.h>
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#include <SDL_gpu.h>
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#include <SDL_gpu.h>
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@ -23,10 +22,7 @@ static struct
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{
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{
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Studio* studio;
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Studio* studio;
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SDL_Window* window;
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SDL_Window* window;
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SDL_Renderer* renderer;
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SDL_Texture* texture;
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struct
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struct
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{
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{
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@ -39,7 +35,7 @@ static struct
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struct
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struct
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{
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{
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SDL_Joystick* ports[TIC_GAMEPADS];
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SDL_Joystick* ports[TIC_GAMEPADS];
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SDL_Texture* texture;
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GPU_Image* texture;
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tic80_gamepads touch;
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tic80_gamepads touch;
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tic80_gamepads joystick;
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tic80_gamepads joystick;
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@ -61,7 +57,7 @@ static struct
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struct
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struct
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{
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{
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SDL_Texture* texture;
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GPU_Image* texture;
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const u8* src;
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const u8* src;
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} mouse;
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} mouse;
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@ -162,56 +158,56 @@ static void updateGamepadParts()
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platform.gamepad.part.y = (SDL_Point){rect.w - 2*tileSize, 0*tileSize + offset};
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platform.gamepad.part.y = (SDL_Point){rect.w - 2*tileSize, 0*tileSize + offset};
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}
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}
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static void transparentBlit(u32* out, s32 pitch)
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// static void transparentBlit(u32* out, s32 pitch)
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{
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// {
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const u8* in = platform.studio->tic->ram.vram.screen.data;
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// const u8* in = platform.studio->tic->ram.vram.screen.data;
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const u8* end = in + sizeof(platform.studio->tic->ram.vram.screen);
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// const u8* end = in + sizeof(platform.studio->tic->ram.vram.screen);
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const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette);
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// const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette);
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const u32 Delta = (pitch/sizeof *out - TIC80_WIDTH);
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// const u32 Delta = (pitch/sizeof *out - TIC80_WIDTH);
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s32 col = 0;
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// s32 col = 0;
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while(in != end)
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// while(in != end)
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{
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// {
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u8 low = *in & 0x0f;
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// u8 low = *in & 0x0f;
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u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
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// u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
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*out++ = low ? (*(pal + low) | 0xff000000) : 0;
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// *out++ = low ? (*(pal + low) | 0xff000000) : 0;
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*out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
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// *out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
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in++;
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// in++;
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col += BITS_IN_BYTE / TIC_PALETTE_BPP;
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// col += BITS_IN_BYTE / TIC_PALETTE_BPP;
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if (col == TIC80_WIDTH)
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// if (col == TIC80_WIDTH)
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{
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// {
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col = 0;
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// col = 0;
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out += Delta;
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// out += Delta;
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}
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// }
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}
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// }
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}
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// }
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static void initTouchGamepad()
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static void initTouchGamepad()
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{
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{
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if (!platform.renderer)
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if (!platform.gpu.screen)
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return;
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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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// 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)
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// if(!platform.gamepad.texture)
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{
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// {
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platform.gamepad.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
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// platform.gamepad.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
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SDL_SetTextureBlendMode(platform.gamepad.texture, SDL_BLENDMODE_BLEND);
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// SDL_SetTextureBlendMode(platform.gamepad.texture, SDL_BLENDMODE_BLEND);
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}
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// }
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{
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// {
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void* pixels = NULL;
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// void* pixels = NULL;
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s32 pitch = 0;
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// s32 pitch = 0;
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SDL_LockTexture(platform.gamepad.texture, NULL, &pixels, &pitch);
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// SDL_LockTexture(platform.gamepad.texture, NULL, &pixels, &pitch);
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transparentBlit(pixels, pitch);
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// transparentBlit(pixels, pitch);
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SDL_UnlockTexture(platform.gamepad.texture);
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// SDL_UnlockTexture(platform.gamepad.texture);
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}
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// }
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updateGamepadParts();
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// updateGamepadParts();
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}
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}
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static void calcTextureRect(SDL_Rect* rect)
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static void calcTextureRect(SDL_Rect* rect)
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@ -325,49 +321,49 @@ static void processKeyboard()
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static bool checkTouch(const SDL_Rect* rect, s32* x, s32* y)
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static bool checkTouch(const SDL_Rect* rect, s32* x, s32* y)
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{
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{
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s32 devices = SDL_GetNumTouchDevices();
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// s32 devices = SDL_GetNumTouchDevices();
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s32 width = 0, height = 0;
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// s32 width = 0, height = 0;
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SDL_GetWindowSize(platform.window, &width, &height);
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// SDL_GetWindowSize(platform.window, &width, &height);
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for (s32 i = 0; i < devices; i++)
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// for (s32 i = 0; i < devices; i++)
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{
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// {
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SDL_TouchID id = SDL_GetTouchDevice(i);
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// SDL_TouchID id = SDL_GetTouchDevice(i);
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// very strange, but on Android id always == 0
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// // very strange, but on Android id always == 0
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//if (id)
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// //if (id)
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{
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// {
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s32 fingers = SDL_GetNumTouchFingers(id);
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// s32 fingers = SDL_GetNumTouchFingers(id);
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if(fingers)
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// if(fingers)
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{
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// {
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platform.gamepad.counter = 0;
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// platform.gamepad.counter = 0;
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if (!platform.gamepad.show)
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// if (!platform.gamepad.show)
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{
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// {
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platform.gamepad.alpha = platform.studio->config()->theme.gamepad.touch.alpha;
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// platform.gamepad.alpha = platform.studio->config()->theme.gamepad.touch.alpha;
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SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
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// SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
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platform.gamepad.show = true;
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// platform.gamepad.show = true;
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return false;
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// return false;
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}
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// }
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}
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// }
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for (s32 f = 0; f < fingers; f++)
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// for (s32 f = 0; f < fingers; f++)
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{
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// {
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SDL_Finger* finger = SDL_GetTouchFinger(id, f);
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// SDL_Finger* finger = SDL_GetTouchFinger(id, f);
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if (finger && finger->pressure > 0.0f)
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// if (finger && finger->pressure > 0.0f)
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{
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// {
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SDL_Point point = { (s32)(finger->x * width), (s32)(finger->y * height) };
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// SDL_Point point = { (s32)(finger->x * width), (s32)(finger->y * height) };
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if (SDL_PointInRect(&point, rect))
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// if (SDL_PointInRect(&point, rect))
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{
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// {
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*x = point.x;
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// *x = point.x;
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*y = point.y;
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// *y = point.y;
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return true;
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// return true;
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}
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// }
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}
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// }
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}
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// }
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}
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// }
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}
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// }
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return false;
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return false;
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}
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}
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@ -627,63 +623,6 @@ static void pollEvent()
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processGamepad();
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processGamepad();
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}
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}
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static void blitTexture()
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{
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tic_mem* tic = platform.studio->tic;
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SDL_Rect rect = {0, 0, 0, 0};
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calcTextureRect(&rect);
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void* pixels = NULL;
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s32 pitch = 0;
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SDL_LockTexture(platform.texture, NULL, &pixels, &pitch);
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platform.studio->tick();
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memcpy(pixels, tic->screen, sizeof tic->screen);
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SDL_UnlockTexture(platform.texture);
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{
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enum {Header = OFFSET_TOP};
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SDL_Rect srcRect = {0, 0, TIC80_FULLWIDTH, Header};
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SDL_Rect dstRect = {0};
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SDL_GetWindowSize(platform.window, &dstRect.w, &dstRect.h);
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dstRect.h = rect.y;
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SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &dstRect);
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}
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{
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enum {Header = OFFSET_TOP};
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SDL_Rect srcRect = {0, TIC80_FULLHEIGHT - Header, TIC80_FULLWIDTH, Header};
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SDL_Rect dstRect = {0};
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SDL_GetWindowSize(platform.window, &dstRect.w, &dstRect.h);
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dstRect.y = rect.y + rect.h;
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dstRect.h = rect.y;
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SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &dstRect);
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}
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{
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enum {Header = OFFSET_TOP};
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enum {Left = OFFSET_LEFT};
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SDL_Rect srcRect = {0, Header, Left, TIC80_HEIGHT};
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SDL_Rect dstRect = {0};
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SDL_GetWindowSize(platform.window, &dstRect.w, &dstRect.h);
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dstRect.y = rect.y;
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dstRect.h = rect.h;
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SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &dstRect);
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}
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{
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enum {Top = OFFSET_TOP};
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enum {Left = OFFSET_LEFT};
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SDL_Rect srcRect = {Left, Top, TIC80_WIDTH, TIC80_HEIGHT};
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SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &rect);
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}
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}
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static void blitGpuTexture(GPU_Target* screen, GPU_Image* texture)
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static void blitGpuTexture(GPU_Target* screen, GPU_Image* texture)
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{
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{
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SDL_Rect rect = {0, 0, 0, 0};
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SDL_Rect rect = {0, 0, 0, 0};
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@ -736,110 +675,104 @@ static void blitSound()
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static void renderGamepad()
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static void renderGamepad()
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{
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{
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// TODO: uncomment this
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// if(platform.gamepad.show || platform.gamepad.alpha); else return;
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return;
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if(platform.gamepad.show || platform.gamepad.alpha); else return;
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// const s32 tileSize = platform.gamepad.part.size;
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// const SDL_Point axis = platform.gamepad.part.axis;
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// typedef struct { bool press; s32 x; s32 y;} Tile;
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// const Tile Tiles[] =
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// {
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// {platform.studio->tic->ram.input.gamepads.first.up, axis.x + 1*tileSize, axis.y + 0*tileSize},
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// {platform.studio->tic->ram.input.gamepads.first.down, axis.x + 1*tileSize, axis.y + 2*tileSize},
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// {platform.studio->tic->ram.input.gamepads.first.left, axis.x + 0*tileSize, axis.y + 1*tileSize},
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// {platform.studio->tic->ram.input.gamepads.first.right, axis.x + 2*tileSize, axis.y + 1*tileSize},
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const s32 tileSize = platform.gamepad.part.size;
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// {platform.studio->tic->ram.input.gamepads.first.a, platform.gamepad.part.a.x, platform.gamepad.part.a.y},
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const SDL_Point axis = platform.gamepad.part.axis;
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// {platform.studio->tic->ram.input.gamepads.first.b, platform.gamepad.part.b.x, platform.gamepad.part.b.y},
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typedef struct { bool press; s32 x; s32 y;} Tile;
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// {platform.studio->tic->ram.input.gamepads.first.x, platform.gamepad.part.x.x, platform.gamepad.part.x.y},
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const Tile Tiles[] =
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// {platform.studio->tic->ram.input.gamepads.first.y, platform.gamepad.part.y.x, platform.gamepad.part.y.y},
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{
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// };
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{platform.studio->tic->ram.input.gamepads.first.up, axis.x + 1*tileSize, axis.y + 0*tileSize},
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{platform.studio->tic->ram.input.gamepads.first.down, axis.x + 1*tileSize, axis.y + 2*tileSize},
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{platform.studio->tic->ram.input.gamepads.first.left, axis.x + 0*tileSize, axis.y + 1*tileSize},
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{platform.studio->tic->ram.input.gamepads.first.right, axis.x + 2*tileSize, axis.y + 1*tileSize},
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{platform.studio->tic->ram.input.gamepads.first.a, platform.gamepad.part.a.x, platform.gamepad.part.a.y},
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// enum {ButtonsCount = 8};
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{platform.studio->tic->ram.input.gamepads.first.b, platform.gamepad.part.b.x, platform.gamepad.part.b.y},
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{platform.studio->tic->ram.input.gamepads.first.x, platform.gamepad.part.x.x, platform.gamepad.part.x.y},
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{platform.studio->tic->ram.input.gamepads.first.y, platform.gamepad.part.y.x, platform.gamepad.part.y.y},
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};
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enum {ButtonsCount = 8};
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// for(s32 i = 0; i < COUNT_OF(Tiles); i++)
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// {
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// const Tile* tile = Tiles + i;
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// SDL_Rect src = {(tile->press ? ButtonsCount + i : i) * TIC_SPRITESIZE, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
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// SDL_Rect dest = {tile->x, tile->y, tileSize, tileSize};
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for(s32 i = 0; i < COUNT_OF(Tiles); i++)
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// SDL_RenderCopy(platform.renderer, platform.gamepad.texture, &src, &dest);
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{
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// }
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const Tile* tile = Tiles + i;
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SDL_Rect src = {(tile->press ? ButtonsCount + i : i) * TIC_SPRITESIZE, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
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SDL_Rect dest = {tile->x, tile->y, tileSize, tileSize};
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SDL_RenderCopy(platform.renderer, platform.gamepad.texture, &src, &dest);
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// if(!platform.gamepad.show && platform.gamepad.alpha)
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}
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// {
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// enum {Step = 3};
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if(!platform.gamepad.show && platform.gamepad.alpha)
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// if(platform.gamepad.alpha - Step >= 0) platform.gamepad.alpha -= Step;
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{
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// else platform.gamepad.alpha = 0;
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enum {Step = 3};
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if(platform.gamepad.alpha - Step >= 0) platform.gamepad.alpha -= Step;
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// SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
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else platform.gamepad.alpha = 0;
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// }
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|
|
||||||
SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
|
// platform.gamepad.counter = platform.gamepad.touch.data ? 0 : platform.gamepad.counter+1;
|
||||||
}
|
|
||||||
|
|
||||||
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)
|
||||||
// wait 5 seconds and hide touch gamepad
|
// platform.gamepad.show = false;
|
||||||
if(platform.gamepad.counter >= 5 * TIC_FRAMERATE)
|
|
||||||
platform.gamepad.show = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static void blitCursor(const u8* in)
|
static void blitCursor(const u8* in)
|
||||||
{
|
{
|
||||||
if(!platform.mouse.texture)
|
// if(!platform.mouse.texture)
|
||||||
{
|
// {
|
||||||
// TODO: uncomment this
|
// platform.mouse.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TIC_SPRITESIZE, TIC_SPRITESIZE);
|
||||||
return;
|
// SDL_SetTextureBlendMode(platform.mouse.texture, SDL_BLENDMODE_BLEND);
|
||||||
|
// }
|
||||||
|
|
||||||
platform.mouse.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TIC_SPRITESIZE, TIC_SPRITESIZE);
|
// if(platform.mouse.src != in)
|
||||||
SDL_SetTextureBlendMode(platform.mouse.texture, SDL_BLENDMODE_BLEND);
|
// {
|
||||||
}
|
// platform.mouse.src = in;
|
||||||
|
|
||||||
if(platform.mouse.src != in)
|
// void* pixels = NULL;
|
||||||
{
|
// s32 pitch = 0;
|
||||||
platform.mouse.src = in;
|
// SDL_LockTexture(platform.mouse.texture, NULL, &pixels, &pitch);
|
||||||
|
|
||||||
void* pixels = NULL;
|
// {
|
||||||
s32 pitch = 0;
|
// const u8* end = in + sizeof(tic_tile);
|
||||||
SDL_LockTexture(platform.mouse.texture, NULL, &pixels, &pitch);
|
// const u32* pal = tic_palette_blit(&platform.studio->tic->ram.vram.palette);
|
||||||
|
// u32* out = pixels;
|
||||||
|
|
||||||
{
|
// while(in != end)
|
||||||
const u8* end = in + sizeof(tic_tile);
|
// {
|
||||||
const u32* pal = tic_palette_blit(&platform.studio->tic->ram.vram.palette);
|
// u8 low = *in & 0x0f;
|
||||||
u32* out = pixels;
|
// u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
|
||||||
|
// *out++ = low ? (*(pal + low) | 0xff000000) : 0;
|
||||||
|
// *out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
|
||||||
|
|
||||||
while(in != end)
|
// in++;
|
||||||
{
|
// }
|
||||||
u8 low = *in & 0x0f;
|
// }
|
||||||
u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
|
|
||||||
*out++ = low ? (*(pal + low) | 0xff000000) : 0;
|
|
||||||
*out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
|
|
||||||
|
|
||||||
in++;
|
// SDL_UnlockTexture(platform.mouse.texture);
|
||||||
}
|
// }
|
||||||
}
|
|
||||||
|
|
||||||
SDL_UnlockTexture(platform.mouse.texture);
|
// SDL_Rect rect = {0, 0, 0, 0};
|
||||||
}
|
// calcTextureRect(&rect);
|
||||||
|
// s32 scale = rect.w / TIC80_WIDTH;
|
||||||
|
|
||||||
SDL_Rect rect = {0, 0, 0, 0};
|
// SDL_Rect src = {0, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
|
||||||
calcTextureRect(&rect);
|
// SDL_Rect dst = {0, 0, TIC_SPRITESIZE * scale, TIC_SPRITESIZE * scale};
|
||||||
s32 scale = rect.w / TIC80_WIDTH;
|
|
||||||
|
|
||||||
SDL_Rect src = {0, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
|
// SDL_GetMouseState(&dst.x, &dst.y);
|
||||||
SDL_Rect dst = {0, 0, TIC_SPRITESIZE * scale, TIC_SPRITESIZE * scale};
|
|
||||||
|
|
||||||
SDL_GetMouseState(&dst.x, &dst.y);
|
// if(platform.studio->config()->theme.cursor.pixelPerfect)
|
||||||
|
// {
|
||||||
|
// dst.x -= (dst.x - rect.x) % scale;
|
||||||
|
// dst.y -= (dst.y - rect.y) % scale;
|
||||||
|
// }
|
||||||
|
|
||||||
if(platform.studio->config()->theme.cursor.pixelPerfect)
|
// if(SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MOUSE_FOCUS)
|
||||||
{
|
// SDL_RenderCopy(platform.renderer, platform.mouse.texture, &src, &dst);
|
||||||
dst.x -= (dst.x - rect.x) % scale;
|
|
||||||
dst.y -= (dst.y - rect.y) % scale;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MOUSE_FOCUS)
|
|
||||||
SDL_RenderCopy(platform.renderer, platform.mouse.texture, &src, &dst);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static void renderCursor()
|
static void renderCursor()
|
||||||
|
@ -904,29 +837,6 @@ static void renderCursor()
|
||||||
// }
|
// }
|
||||||
}
|
}
|
||||||
|
|
||||||
static void tick()
|
|
||||||
{
|
|
||||||
pollEvent();
|
|
||||||
|
|
||||||
if(platform.studio->quit)
|
|
||||||
{
|
|
||||||
#if defined __EMSCRIPTEN__
|
|
||||||
emscripten_cancel_main_loop();
|
|
||||||
#endif
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_RenderClear(platform.renderer);
|
|
||||||
|
|
||||||
blitTexture();
|
|
||||||
renderCursor();
|
|
||||||
renderGamepad();
|
|
||||||
|
|
||||||
SDL_RenderPresent(platform.renderer);
|
|
||||||
|
|
||||||
blitSound();
|
|
||||||
}
|
|
||||||
|
|
||||||
static const char* getAppFolder()
|
static const char* getAppFolder()
|
||||||
{
|
{
|
||||||
static char appFolder[FILENAME_MAX];
|
static char appFolder[FILENAME_MAX];
|
||||||
|
@ -1072,6 +982,14 @@ static void gpuTick()
|
||||||
|
|
||||||
pollEvent();
|
pollEvent();
|
||||||
|
|
||||||
|
if(platform.studio->quit)
|
||||||
|
{
|
||||||
|
#if defined __EMSCRIPTEN__
|
||||||
|
emscripten_cancel_main_loop();
|
||||||
|
#endif
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
GPU_Clear(platform.gpu.screen);
|
GPU_Clear(platform.gpu.screen);
|
||||||
|
|
||||||
{
|
{
|
||||||
|
@ -1201,8 +1119,6 @@ u32 load_shader_program()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#include <math.h>
|
|
||||||
|
|
||||||
static s32 start(s32 argc, char **argv, const char* folder)
|
static s32 start(s32 argc, char **argv, const char* folder)
|
||||||
{
|
{
|
||||||
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
|
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
|
||||||
|
@ -1275,97 +1191,14 @@ static s32 start(s32 argc, char **argv, const char* folder)
|
||||||
|
|
||||||
GPU_FreeShaderProgram(platform.gpu.crt_shader);
|
GPU_FreeShaderProgram(platform.gpu.crt_shader);
|
||||||
GPU_FreeImage(platform.gpu.texture);
|
GPU_FreeImage(platform.gpu.texture);
|
||||||
GPU_Quit();
|
|
||||||
|
|
||||||
return 0;
|
if(platform.gamepad.texture)
|
||||||
}
|
GPU_FreeImage(platform.gamepad.texture);
|
||||||
|
|
||||||
static s32 start2(s32 argc, char **argv, const char* folder)
|
|
||||||
{
|
|
||||||
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.net = createNet();
|
|
||||||
|
|
||||||
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
|
|
||||||
);
|
|
||||||
|
|
||||||
platform.studio = studioInit(argc, argv, platform.audio.spec.freq, folder, &systemInterface);
|
|
||||||
|
|
||||||
// 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
|
|
||||||
#else
|
|
||||||
SDL_RENDERER_ACCELERATED | (platform.studio->config()->useVsync ? SDL_RENDERER_PRESENTVSYNC : 0)
|
|
||||||
#endif
|
|
||||||
);
|
|
||||||
|
|
||||||
platform.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
|
|
||||||
|
|
||||||
initTouchGamepad();
|
|
||||||
|
|
||||||
#if defined(__EMSCRIPTEN__)
|
|
||||||
|
|
||||||
emscripten_set_main_loop(platform.studio->config()->useVsync ? tick : emstick, 0, 1);
|
|
||||||
|
|
||||||
#else
|
|
||||||
{
|
|
||||||
u64 nextTick = SDL_GetPerformanceCounter();
|
|
||||||
const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
|
|
||||||
|
|
||||||
while (!platform.studio->quit)
|
|
||||||
{
|
|
||||||
platform.missedFrame = false;
|
|
||||||
|
|
||||||
nextTick += Delta;
|
|
||||||
|
|
||||||
tick();
|
|
||||||
|
|
||||||
{
|
|
||||||
s64 delay = nextTick - SDL_GetPerformanceCounter();
|
|
||||||
|
|
||||||
if(delay < 0)
|
|
||||||
{
|
|
||||||
nextTick -= delay;
|
|
||||||
platform.missedFrame = true;
|
|
||||||
}
|
|
||||||
else SDL_Delay((u32)(delay * 1000 / SDL_GetPerformanceFrequency()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
|
||||||
|
|
||||||
platform.studio->close();
|
|
||||||
|
|
||||||
closeNet(platform.net);
|
|
||||||
|
|
||||||
if(platform.audio.cvt.buf)
|
|
||||||
SDL_free(platform.audio.cvt.buf);
|
|
||||||
|
|
||||||
if(platform.mouse.texture)
|
if(platform.mouse.texture)
|
||||||
SDL_DestroyTexture(platform.mouse.texture);
|
GPU_FreeImage(platform.mouse.texture);
|
||||||
|
|
||||||
SDL_DestroyTexture(platform.gamepad.texture);
|
GPU_Quit();
|
||||||
|
|
||||||
SDL_DestroyTexture(platform.texture);
|
|
||||||
SDL_DestroyRenderer(platform.renderer);
|
|
||||||
SDL_DestroyWindow(platform.window);
|
|
||||||
|
|
||||||
SDL_CloseAudioDevice(platform.audio.device);
|
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -66,7 +66,6 @@ typedef struct
|
||||||
|
|
||||||
bool checkNewVersion;
|
bool checkNewVersion;
|
||||||
bool noSound;
|
bool noSound;
|
||||||
bool useVsync;
|
|
||||||
bool showSync;
|
bool showSync;
|
||||||
|
|
||||||
} StudioConfig;
|
} StudioConfig;
|
||||||
|
|
Loading…
Reference in New Issue