#include "main.h" #include "studio.h" #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 { Studio* studio; SDL_Window* window; SDL_Renderer* renderer; SDL_Texture* texture; struct { SDL_AudioSpec spec; SDL_AudioDeviceID device; SDL_AudioCVT cvt; } audio; bool quitFlag; bool missedFrame; } 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); } } static void setWindowIcon() { // enum{ Size = 64, TileSize = 16, ColorKey = 14, Cols = TileSize / TIC_SPRITESIZE, Scale = Size/TileSize}; // platform.tic->api.clear(platform.tic, 0); // u32* pixels = SDL_malloc(Size * Size * sizeof(u32)); // const u32* pal = tic_palette_blit(&platform.tic->config.palette); // for(s32 j = 0, index = 0; j < Size; j++) // for(s32 i = 0; i < Size; i++, index++) // { // u8 color = getSpritePixel(platform.tic->config.bank0.tiles.data, i/Scale, j/Scale); // pixels[index] = color == ColorKey ? 0 : pal[color]; // } // SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(pixels, Size, Size, // sizeof(s32) * BITS_IN_BYTE, Size * sizeof(s32), // 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000); // SDL_SetWindowIcon(platform.window, surface); // SDL_FreeSurface(surface); // SDL_free(pixels); } static void updateGamepadParts() { // s32 tileSize = TIC_SPRITESIZE; // s32 offset = 0; // SDL_Rect rect; // const s32 JoySize = 3; // SDL_GetWindowSize(platform.window, &rect.w, &rect.h); // 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; // } // 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}; } static void transparentBlit(u32* out, s32 pitch) { // const u8* in = platform.tic->ram.vram.screen.data; // const u8* end = in + sizeof(platform.tic->ram.vram.screen); // const u32* pal = tic_palette_blit(&platform.tic->config.palette); // const u32 Delta = (pitch/sizeof *out - TIC80_WIDTH); // s32 col = 0; // 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++; // col += BITS_IN_BYTE / TIC_PALETTE_BPP; // if (col == TIC80_WIDTH) // { // col = 0; // out += Delta; // } // } } static void initTouchGamepad() { // if (!platform.renderer) // return; // platform.tic->api.map(platform.tic, &platform.tic->config.bank0.map, &platform.tic->config.bank0.tiles, 0, 0, TIC_MAP_SCREEN_WIDTH, TIC_MAP_SCREEN_HEIGHT, 0, 0, -1, 1); // 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); // } // { // void* pixels = NULL; // s32 pitch = 0; // SDL_LockTexture(platform.gamepad.texture, NULL, &pixels, &pitch); // transparentBlit(pixels, pitch); // SDL_UnlockTexture(platform.gamepad.texture); // } // updateGamepadParts(); } static SDL_Event* pollEvent() { static SDL_Event event; if(SDL_PollEvent(&event)) { switch(event.type) { // case SDL_KEYDOWN: // if(processShortcuts(&event.key)) return NULL; // break; // case SDL_JOYDEVICEADDED: // { // s32 id = event.jdevice.which; // if (id < TIC_GAMEPADS) // { // if(platform.joysticks[id]) // SDL_JoystickClose(platform.joysticks[id]); // platform.joysticks[id] = SDL_JoystickOpen(id); // } // } // break; // case SDL_JOYDEVICEREMOVED: // { // s32 id = event.jdevice.which; // if (id < TIC_GAMEPADS && platform.joysticks[id]) // { // SDL_JoystickClose(platform.joysticks[id]); // platform.joysticks[id] = NULL; // } // } // break; // case SDL_WINDOWEVENT: // switch(event.window.event) // { // case SDL_WINDOWEVENT_RESIZED: updateGamepadParts(); break; // case SDL_WINDOWEVENT_FOCUS_GAINED: // #if defined(TIC80_PRO) // if(platform.mode != TIC_START_MODE) // { // Console* console = platform.console; // u64 mdate = fsMDate(console->fs, console->romName); // if(platform.cart.mdate && mdate > platform.cart.mdate) // { // 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 // { // Code* code = platform.editor[platform.bank.index.code].code; // platform.console->codeLiveReload.reload(platform.console, code->src); // if(platform.console->codeLiveReload.active && code->update) // code->update(code); // } // break; // } // break; // case SDL_FINGERUP: // showSoftKeyboard(); // break; case SDL_QUIT: platform.quitFlag = true; // exitStudio(); break; default: break; } return &event; } // if(platform.mode != TIC_RUN_MODE) // processGesture(); // if(!platform.gesture.active) // processMouse(); // if(platform.mode == TIC_RUN_MODE) // { // if(platform.tic->input.gamepad) processGamepadInput(); // if(platform.tic->input.mouse) processMouseInput(); // if(platform.tic->input.keyboard) processKeyboardInput(); // } // else // { // processGamepadInput(); // } return NULL; } 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 blitTexture() { // tic_mem* tic = platform.tic; 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; // switch(platform.mode) // { // case TIC_RUN_MODE: // scanline = tic->api.scanline; // overlap = tic->api.overlap; // break; // case TIC_SPRITE_MODE: // { // Sprite* sprite = platform.editor[platform.bank.index.sprites].sprite; // overlap = sprite->overlap; // data = sprite; // } // break; // case TIC_MAP_MODE: // { // Map* map = platform.editor[platform.bank.index.map].map; // 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); } } 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); } static void tick() { pollEvent(); // if(!platform.fs) return; // if(platform.quitFlag) // { // #if defined __EMSCRIPTEN__ // platform.tic->api.clear(platform.tic, TIC_COLOR_BG); // blitTexture(); // emscripten_cancel_main_loop(); // #endif // return; // } // SDL_SystemCursor cursor = platform.mouse.system; // platform.mouse.system = SDL_SYSTEM_CURSOR_ARROW; SDL_RenderClear(platform.renderer); // if(platform.mode == TIC_RUN_MODE && platform.tic->input.gamepad) // renderGamepad(); // if(platform.mode == TIC_MENU_MODE || platform.mode == TIC_SURF_MODE) // renderGamepad(); // if(platform.mouse.system != cursor) // SDL_SetCursor(SDL_CreateSystemCursor(platform.mouse.system)); blitTexture(); SDL_RenderPresent(platform.renderer); blitSound(); } 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 ); // 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 SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC//(getConfig()->useVsync ? SDL_RENDERER_PRESENTVSYNC : 0) #endif ); platform.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE); initTouchGamepad(); platform.studio = studioInit(argc, argv, platform.audio.spec.freq); #if defined(__EMSCRIPTEN__) emscripten_set_main_loop(emstick, TIC_FRAMERATE, 1); #else { bool useDelay = false; { SDL_RendererInfo info; SDL_DisplayMode mode; SDL_GetRendererInfo(platform.renderer, &info); SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(platform.window), &mode); useDelay = !(info.flags & SDL_RENDERER_PRESENTVSYNC) || mode.refresh_rate > TIC_FRAMERATE; } u64 nextTick = SDL_GetPerformanceCounter(); const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE; while (!platform.quitFlag) { platform.missedFrame = false; nextTick += Delta; tick(); { s64 delay = nextTick - SDL_GetPerformanceCounter(); if(delay < 0) { nextTick -= delay; platform.missedFrame = true; } else { if(useDelay || SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MINIMIZED) { u32 time = (u32)(delay * 1000 / SDL_GetPerformanceFrequency()); if(time >= 10) SDL_Delay(time); } } } } } #endif studioClose(); if(platform.audio.cvt.buf) SDL_free(platform.audio.cvt.buf); SDL_DestroyTexture(platform.texture); SDL_DestroyRenderer(platform.renderer); SDL_DestroyWindow(platform.window); SDL_CloseAudioDevice(platform.audio.device); return 0; }