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/*
    TE4 - T-Engine 4
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    Copyright (C) 2009 - 2018 Nicolas Casalini
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    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.

    Nicolas Casalini "DarkGod"
    darkgod@te4.org
*/
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#include "display.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
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#include <sys/time.h>
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
#include "luasocket.h"
#include "luasocket/mime.h"
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#include "SFMT.h"
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#include "types.h"
#include "script.h"
#include "physfs.h"
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#include "core_lua.h"
#include "wfc/lua_wfc_external.h"
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#include "getself.h"
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#include "music.h"
#include "serial.h"
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#include "profile.h"
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#include "main.h"
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#include "te4web.h"
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#include "lua_externs.h"
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#include "runner/core.h"
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#ifdef SELFEXE_WINDOWS
#include <windows.h>
#endif
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#define WIDTH 800
#define HEIGHT 600
#define DEFAULT_IDLE_FPS (2)
#define WINDOW_ICON_PATH ("/engines/default/data/gfx/te4-icon.png")
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#ifdef SELFEXE_WINDOWS
// Force nvidia optimus and amd equivalent to use the real GPU instead of the intel crappy one
__declspec( dllexport ) DWORD NvOptimusEnablement                = 0x00000001;
__declspec( dllexport ) int AmdPowerXpressRequestHighPerformance = 1;
#endif

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int start_xpos = -1, start_ypos = -1;
bool ignore_window_change_pos = FALSE;
int g_argc = 0;
char **g_argv;
SDL_Surface *windowIconSurface = NULL;
SDL_GLContext maincontext; /* Our opengl context handle */
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bool is_fullscreen = FALSE;
bool is_borderless = FALSE;
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static lua_State *L = NULL;
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bool no_debug = FALSE;
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int current_mousehandler = LUA_NOREF;
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int current_keyhandler = LUA_NOREF;
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int current_game = LUA_NOREF;
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core_boot_type *core_def = NULL;
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bool exit_engine = FALSE;
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bool no_sound = FALSE;
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bool no_steam = FALSE;
bool isActive = TRUE;
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bool anims_paused = FALSE;
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int mouse_cursor_ox, mouse_cursor_oy;
int mouse_drag_w = 32, mouse_drag_h = 32;
int mouse_drag_tex = 0, mouse_drag_tex_ref = LUA_NOREF;
int mousex = 0, mousey = 0;
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float gamma_correction = 1;
int cur_frame_tick = 0;
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int frame_tick_paused_time = 0;
/* The currently requested fps for the program */
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int requested_fps = 30;
/* The requested fps for when the program is idle (i.e., doesn't have focus) */
int requested_fps_idle = DEFAULT_IDLE_FPS;
/* The currently "saved" fps, used for idle transitions. */
int requested_fps_idle_saved = 0;
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bool forbid_idle_mode = FALSE;
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bool no_connectivity = FALSE;
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bool desktop_gamma_set = FALSE;
float desktop_gamma = 1.0;

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SDL_TimerID display_timer_id = 0;
SDL_TimerID realtime_timer_id = 0;

/* OpenGL capabilities */
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GLint max_texture_size = 1024;
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extern bool shaders_active;
bool multitexture_active;
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/* Error handling */
lua_err_type *last_lua_error_head = NULL, *last_lua_error_tail = NULL;

/*
 * Locks for thread safety with respect to the rendering and realtime timers.
 * The locks are used to control access to each timer's respective id and flag.
 */
SDL_mutex *renderingLock;
SDL_mutex *realtimeLock;
int redraw_pending = 0;
int realtime_pending = 0;

/*
 * Used to clean up a lock and its corresponding timer/flag.
 *
 * @param lock
 *  The lock which is used by the timer and its event handler.
 *
 * @param timer
 *  The id of the timer to clean up.
 *
 * @param timerFlag
 *  The flag variable that timer and its events use.
 *
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static void cleanupTimerLock(SDL_mutex *lock, SDL_TimerID *timer, int *timerFlag);
/*
 * Handles transitions to and from idle mode.
 *
 * A transition is only performed if the game already has a running render timer
 *  and there is an actual idle->normal or normal->idle transition.
 *
 * @param goIdle
 *  Return to normal game rendering speed if zero, go idle otherwise.
 */
static void handleIdleTransition(int goIdle);

void del_lua_error()
{
	lua_err_type *cur = last_lua_error_head;
	while (cur)
	{
		if (cur->err_msg) free(cur->err_msg);
		if (cur->file) free(cur->file);
		if (cur->func) free(cur->func);

		lua_err_type *ocur = cur;
		cur = cur->next;
		free(ocur);
	}

	last_lua_error_head = NULL;
	last_lua_error_tail = NULL;
}

static void new_lua_error(const char *err)
{
	del_lua_error();

	lua_err_type *cur = calloc(1, sizeof(lua_err_type));
	cur->err_msg = strdup(err);
	cur->next = NULL;

	last_lua_error_head = cur;
	last_lua_error_tail = cur;
}

static void add_lua_error(const char *file, int line, const char *func)
{
	lua_err_type *cur = calloc(1, sizeof(lua_err_type));
	cur->err_msg = NULL;
	cur->file = strdup(file);
	cur->line = line;
	cur->func = strdup(func);
	cur->next = NULL;

	last_lua_error_tail->next = cur;
	last_lua_error_tail = cur;
}

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static int traceback (lua_State *L) {
	lua_Debug ar;
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	printf("Lua Error: %s\n", lua_tostring(L, 1));
	while(lua_getstack(L, n++, &ar)) {
		lua_getinfo(L, "nSl", &ar);
		printf("\tAt %s:%d %s\n", ar.short_src, ar.currentline, ar.name?ar.name:"");
	}

	// Do it again for the lua error popup, if needed
	if (1)
	{
		n = 0;
		new_lua_error(lua_tostring(L, 1));
		while(lua_getstack(L, n++, &ar)) {
			lua_getinfo(L, "nSl", &ar);
			add_lua_error(ar.short_src, ar.currentline, ar.name?ar.name:"");
		}
	}
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	return 1;
}

	int i=lua_gettop(L);
	printf(" ----------------  Stack Dump ----------------\n" );
	while(  i   ) {
		int t = lua_type(L, i);
		switch (t) {
		case LUA_TSTRING:
			printf("%d:`%s'\n", i, lua_tostring(L, i));
			break;
		case LUA_TBOOLEAN:
			printf("%d: %s\n",i,lua_toboolean(L, i) ? "true" : "false");
			break;
		case LUA_TNUMBER:
			printf("%d: %g\n",  i, lua_tonumber(L, i));
			break;
		default:
#if defined(__PTRDIFF_TYPE__)
			if((sizeof(__PTRDIFF_TYPE__) == sizeof(long int)))
			{ printf("%d: %s // %lx\n", i, lua_typename(L, t), (unsigned long int)lua_topointer(L, i)); }
			{ printf("%d: %s // %x\n", i, lua_typename(L, t), (unsigned int)lua_topointer(L, i)); }
#else
			printf("%d: %s // %x\n", i, lua_typename(L, t), lua_topointer(L, i));
#endif
			break;
		}
		i--;
	}
	printf("--------------- Stack Dump Finished ---------------\n" );
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int docall (lua_State *L, int narg, int nret)
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{
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#if 1
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	int status;
	int base = lua_gettop(L) - narg;  /* function index */
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//	printf("<===%d (%d)\n", base, narg);
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	lua_pushcfunction(L, traceback);  /* push traceback function */
	lua_insert(L, base);  /* put it under chunk and args */
	status = lua_pcall(L, narg, nret, base);
	lua_remove(L, base);  /* remove traceback function */
	/* force a complete garbage collection in case of errors */
	if (status != 0) { lua_pop(L, 1); lua_gc(L, LUA_GCCOLLECT, 0); }
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//	printf(">===%d (%d) [%d]\n", lua_gettop(L), nret, status);
	if (lua_gettop(L) != nret + (base - 1))
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		lua_settop(L, base);
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	return status;
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#else
	int status=0;
	int base = lua_gettop(L) - narg;  /* function index */
	lua_call(L, narg, nret);
	return status;
#endif
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}

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/* No print function, does .. nothing */
int noprint(lua_State *L)
{
	return 0;
}

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// define our data that is passed to our redraw function
typedef struct {
	Uint32 color;
} MainStateData;

int event_filter(void *userdata, SDL_Event* event)
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{
	// Do not allow the user to close without asking the game to know about it
	if (event->type == SDL_QUIT && (current_game != LUA_NOREF))
	{
		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
		lua_pushstring(L, "onQuit");
		lua_gettable(L, -2);
		lua_remove(L, -2);
		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
		docall(L, 1, 0);

		return 0;
	}
	return 1;
}

#define MIN(a,b) ((a < b) ? a : b)
#define MAX(a,b) ((a < b) ? b : a)

extern SDL_Cursor *mouse_cursor;
extern SDL_Cursor *mouse_cursor_down;
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{
	switch (event->type) {
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	case SDL_TEXTINPUT:
		if (current_keyhandler != LUA_NOREF)
		{
			static Uint32 lastts = 0;
			static char lastc = 0;
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			if (browsers_count) { // Somehow CEF3 makes keys sometime arrive duplicated, so prevent that here
				if (event->text.timestamp == lastts) break;
				if ((event->text.timestamp - lastts < 3) && (lastc == event->text.text[0])) break;
			}
			lastts = event->text.timestamp;
			lastc = event->text.text[0];

			lua_rawgeti(L, LUA_REGISTRYINDEX, current_keyhandler);
			lua_pushstring(L, "receiveKey");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_keyhandler);
			lua_pushnumber(L, 0);

			SDL_Keymod _pKeyState = SDL_GetModState();
			lua_pushboolean(L, (_pKeyState & KMOD_CTRL) ? TRUE : FALSE);
			lua_pushboolean(L, (_pKeyState & KMOD_SHIFT) ? TRUE : FALSE);
			lua_pushboolean(L, (_pKeyState & KMOD_ALT) ? TRUE : FALSE);
			lua_pushboolean(L, (_pKeyState & KMOD_GUI) ? TRUE : FALSE);

			lua_pushstring(L, event->text.text);
			lua_pushboolean(L, FALSE);
			lua_pushnil(L);
			lua_pushnil(L);
			lua_pushnumber(L, 0);
			docall(L, 11, 0);
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	case SDL_KEYDOWN:
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	case SDL_KEYUP:
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		if (current_keyhandler != LUA_NOREF)
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		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_keyhandler);
			lua_pushstring(L, "receiveKey");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_keyhandler);
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			lua_pushnumber(L, event->key.keysym.scancode);
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			SDL_Keymod _pKeyState = SDL_GetModState();
			lua_pushboolean(L, (_pKeyState & KMOD_CTRL) ? TRUE : FALSE);
			lua_pushboolean(L, (_pKeyState & KMOD_SHIFT) ? TRUE : FALSE);
			lua_pushboolean(L, (_pKeyState & KMOD_ALT) ? TRUE : FALSE);
			lua_pushboolean(L, (_pKeyState & KMOD_GUI) ? TRUE : FALSE);
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			lua_pushboolean(L, (event->type == SDL_KEYUP) ? TRUE : FALSE);
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			/* Convert unicode UCS-2 to UTF8 string */
			if (event->key.keysym.sym)
			{
				wchar_t wc = event->key.keysym.sym;

				char buf[4] = {0,0,0,0};
				if (wc < 0x80)
				{
					buf[0] = wc;
				}
				else if (wc < 0x800)
				{
					buf[0] = (0xC0 | wc>>6);
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					buf[1] = (0x80 | (wc & 0x3F));
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				}
				else
				{
					buf[0] = (0xE0 | wc>>12);
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					buf[1] = (0x80 | (wc>>6 & 0x3F));
					buf[2] = (0x80 | (wc & 0x3F));
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				}

				lua_pushstring(L, buf);
			}
			else
				lua_pushnil(L);

			lua_pushnil(L);
			lua_pushnumber(L, event->key.keysym.sym);

			docall(L, 11, 0);
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		}
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	case SDL_MOUSEBUTTONDOWN:
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	case SDL_MOUSEBUTTONUP:
		if (event->type == SDL_MOUSEBUTTONDOWN) SDL_SetCursor(mouse_cursor_down);
		else SDL_SetCursor(mouse_cursor);

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		if (current_mousehandler != LUA_NOREF)
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushstring(L, "receiveMouse");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			switch (event->button.button)
			{
			case SDL_BUTTON_LEFT:
#if 1
				{
				SDL_Keymod _pKeyState = SDL_GetModState();
				if (_pKeyState & KMOD_ALT) lua_pushstring(L, "right");
				else lua_pushstring(L, "left");
				}
#else
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				lua_pushstring(L, "left");
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				break;
			case SDL_BUTTON_MIDDLE:
				lua_pushstring(L, "middle");
				break;
			case SDL_BUTTON_RIGHT:
				lua_pushstring(L, "right");
				break;
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			default:
				lua_pushstring(L, "button");
				lua_pushnumber(L, event->button.button);
				lua_concat(L, 2);
				break;
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			}
			lua_pushnumber(L, event->button.x / screen_zoom);
			lua_pushnumber(L, event->button.y / screen_zoom);
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			lua_pushboolean(L, (event->type == SDL_MOUSEBUTTONUP) ? TRUE : FALSE);
			docall(L, 5, 0);
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		}
	case SDL_MOUSEWHEEL:
		if (current_mousehandler != LUA_NOREF)
		{
			int x = 0, y = 0;
			SDL_GetMouseState(&x, &y);

			int i;
			for (i = 0; i <= 1; i++)
			{
				lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
				lua_pushstring(L, "receiveMouse");
				lua_gettable(L, -2);
				lua_remove(L, -2);
				lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
				if (event->wheel.y > 0) lua_pushstring(L, "wheelup");
				else if (event->wheel.y < 0) lua_pushstring(L, "wheeldown");
				else if (event->wheel.x > 0) lua_pushstring(L, "wheelleft");
				else if (event->wheel.x < 0) lua_pushstring(L, "wheelright");
				else lua_pushstring(L, "wheelnone");
				lua_pushnumber(L, x / screen_zoom);
				lua_pushnumber(L, y / screen_zoom);
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	case SDL_MOUSEMOTION:
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		mousex = event->motion.x / screen_zoom;
		mousey = event->motion.y / screen_zoom;
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		if (current_mousehandler != LUA_NOREF)
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushstring(L, "receiveMouseMotion");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			if (event->motion.state & SDL_BUTTON(1)) lua_pushstring(L, "left");
			else if (event->motion.state & SDL_BUTTON(2)) lua_pushstring(L, "middle");
			else if (event->motion.state & SDL_BUTTON(3)) lua_pushstring(L, "right");
			else if (event->motion.state & SDL_BUTTON(4)) lua_pushstring(L, "wheelup");
			else if (event->motion.state & SDL_BUTTON(5)) lua_pushstring(L, "wheeldown");
			else lua_pushstring(L, "none");
			lua_pushnumber(L, event->motion.x / screen_zoom);
			lua_pushnumber(L, event->motion.y / screen_zoom);
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			lua_pushnumber(L, event->motion.xrel);
			lua_pushnumber(L, event->motion.yrel);
			docall(L, 6, 0);
		}
		return TRUE;
	case SDL_FINGERDOWN:
	case SDL_FINGERUP:
		if (current_mousehandler != LUA_NOREF)
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushstring(L, "receiveTouch");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushnumber(L, event->tfinger.fingerId);
			lua_pushnumber(L, event->tfinger.x / screen_zoom);
			lua_pushnumber(L, event->tfinger.y / screen_zoom);
			lua_pushnumber(L, event->tfinger.dx);
			lua_pushnumber(L, event->tfinger.dy);
			lua_pushnumber(L, event->tfinger.pressure);
			lua_pushboolean(L, (event->type == SDL_FINGERUP) ? TRUE : FALSE);
			docall(L, 8, 0);
		}
		return TRUE;
	case SDL_FINGERMOTION:
		if (current_mousehandler != LUA_NOREF)
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushstring(L, "receiveTouchMotion");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushnumber(L, event->tfinger.fingerId);
			lua_pushnumber(L, event->tfinger.x / screen_zoom);
			lua_pushnumber(L, event->tfinger.y / screen_zoom);
			lua_pushnumber(L, event->tfinger.dx);
			lua_pushnumber(L, event->tfinger.dy);
			lua_pushnumber(L, event->tfinger.pressure);
			docall(L, 7, 0);
		}
		return TRUE;
	case SDL_MULTIGESTURE:
		if (current_mousehandler != LUA_NOREF)
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushstring(L, "receiveTouchGesture");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushnumber(L, event->mgesture.numFingers);
			lua_pushnumber(L, event->mgesture.x / screen_zoom);
			lua_pushnumber(L, event->mgesture.y / screen_zoom);
			lua_pushnumber(L, event->mgesture.dTheta);
			lua_pushnumber(L, event->mgesture.dDist);
			docall(L, 6, 0);
		}
		return TRUE;
	case SDL_JOYAXISMOTION:
		if (current_mousehandler != LUA_NOREF)
		{
			float v = (float)event->jaxis.value / 32770;
			if (v > -JOY_DEADZONE && v < JOY_DEADZONE) return FALSE;
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushstring(L, "receiveJoyAxis");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushnumber(L, event->jaxis.axis);
			lua_pushnumber(L, MIN(1, MAX(-1, v)));
			docall(L, 3, 0);
		}
		return TRUE;
	case SDL_JOYBALLMOTION:
		if (current_mousehandler != LUA_NOREF)
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushstring(L, "receiveJoyBall");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushnumber(L, event->jball.ball);
			lua_pushnumber(L, event->jball.xrel);
			lua_pushnumber(L, event->jball.yrel);
			docall(L, 4, 0);
		}
		return TRUE;
	case SDL_JOYHATMOTION:
		if (current_mousehandler != LUA_NOREF)
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushstring(L, "receiveJoyHat");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_mousehandler);
			lua_pushnumber(L, event->jhat.hat);
			switch (event->jhat.value) {
				case SDL_HAT_UP: lua_pushnumber(L, 8); break;
				case SDL_HAT_DOWN: lua_pushnumber(L, 2); break;
				case SDL_HAT_LEFT: lua_pushnumber(L, 4); break;
				case SDL_HAT_RIGHT: lua_pushnumber(L, 6); break;
				case SDL_HAT_LEFTUP: lua_pushnumber(L, 7); break;
				case SDL_HAT_LEFTDOWN: lua_pushnumber(L, 1); break;
				case SDL_HAT_RIGHTUP: lua_pushnumber(L, 9); break;
				case SDL_HAT_RIGHTDOWN: lua_pushnumber(L, 3); break;
			}
			docall(L, 3, 0);
		}
		return TRUE;
	case SDL_JOYBUTTONDOWN:
	case SDL_JOYBUTTONUP:
		if (current_mousehandler != LUA_NOREF)
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_keyhandler);
			lua_pushstring(L, "receiveJoyButton");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_keyhandler);
			lua_pushnumber(L, event->jbutton.button);
			lua_pushboolean(L, event->jbutton.state == SDL_RELEASED ? TRUE : FALSE);
			docall(L, 3, 0);
		}
		return TRUE;
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	}
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}

// redraw the screen and update game logics, if any
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void on_tick()
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{
	static int Frames = 0;
	static int T0     = 0;

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	if (current_game != LUA_NOREF)
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	{
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		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
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		lua_pushstring(L, "tick");
		lua_gettable(L, -2);
		lua_remove(L, -2);
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		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
		docall(L, 1, 1);
		tickPaused = lua_toboolean(L, -1);
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	}

	/* Gather our frames per second */
	Frames++;
	{
		int t = SDL_GetTicks();
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		if (t - T0 >= 10000) {
			float seconds = (t - T0) / 1000.0;
			float fps = Frames / seconds;
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//			printf("%d ticks  in %g seconds = %g TPS\n", Frames, seconds, fps);
			T0 = t;
			Frames = 0;
		}
	}
void call_draw(int nb_keyframes)
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{
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	if (draw_waiting(L)) return;

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	if (nb_keyframes > 30) nb_keyframes = 30;

	// Notify the particles threads that there are new keyframes
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	if (!anims_paused) thread_particle_new_keyframes(nb_keyframes);
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	if (current_game != LUA_NOREF)
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	{
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		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
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		lua_pushstring(L, "display");
		lua_gettable(L, -2);
		lua_remove(L, -2);
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		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
		lua_pushnumber(L, (nb_keyframes < 0) ? 0 : nb_keyframes);
		docall(L, 2, 0);
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	}
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	if (mouse_drag_tex)
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			1, 1,
			1, 0,
			1, 1, 1, 0.6,
			1, 1, 1, 0.6,
			1, 1, 1, 0.6,
			1, 1, 1, 0.6,

		glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
		glColorPointer(4, GL_FLOAT, 0, colors);
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		int x = mousex;
		int y = mousey;
		int w = mouse_drag_w / 2;
		int h = mouse_drag_h / 2;
		tglBindTexture(GL_TEXTURE_2D, mouse_drag_tex);
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			x - w, y - h,
			x - w, y + h,
			x + w, y + h,
			x + w, y - h,
		};
		glVertexPointer(2, GL_FLOAT, 0, vertices);
		glDrawArrays(GL_QUADS, 0, 4);
redraw_type_t current_redraw_type = redraw_type_normal;
void on_redraw()
{
	static int Frames = 0;
	static int T0     = 0;
	static float nb_keyframes = 0;
	static int last_keyframe = 0;
	static float reference_fps = 30;
	static int count_keyframes = 0;
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	/* Gather our frames per second */
	Frames++;
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		int t = SDL_GetTicks();
		if (!anims_paused) cur_frame_tick = t - frame_tick_paused_time;
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			float seconds = (t - T0) / 1000.0;
			float fps = Frames / seconds;
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//			printf("%d frames in %g seconds = %g FPS (%d keyframes)\n", Frames, seconds, fps, count_keyframes);
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			T0 = t;
			Frames = 0;
			last_keyframe = 0;
			nb_keyframes = 0;
			count_keyframes = 0;
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		}
	}
		// If we are waiting we ignore the fact that we are losing time, this way we never try to "catch up" later
		T0 = SDL_GetTicks();
		Frames = 0;
		last_keyframe = 0;
		nb_keyframes = 0;
		count_keyframes = 0;
	}
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	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	float step = 30 / reference_fps;
	nb_keyframes += step;
	int nb = ceilf(nb_keyframes);
	count_keyframes += nb - last_keyframe;
	total_keyframes += nb - last_keyframe;
//	printf("keyframes: %f / %f by %f => %d\n", nb_keyframes, reference_fps, step, nb - (last_keyframe));
	call_draw(nb - last_keyframe);
	switch (current_redraw_type)
	{
	case redraw_type_savefile_screenshot:
		// glReadPixels reads from the back buffer, so skip swap when we're doing a screenshot.
		break;
	default:
		//SDL_GL_SwapBuffers();
		SDL_GL_SwapWindow(window);
		break;
	}
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	if (!no_steam) te4_steam_callbacks();
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#endif
#ifdef DISCORD_TE4
	extern void te4_discord_update();
	te4_discord_update();
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	if (te4_web_update) te4_web_update(L);
void redraw_now(redraw_type_t rtype)
{
	bool changed_gamma = FALSE;
	if (rtype == redraw_type_savefile_screenshot)
	{
		if (current_game != LUA_NOREF)
		{
			// current_game:setFullscreenShaderGamma(1)
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
			lua_pushstring(L, "setFullscreenShaderGamma");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
			lua_pushnumber(L, 1);
			docall(L, 2, 0);
			changed_gamma = TRUE;
		}
	}

	current_redraw_type = rtype;
	on_redraw();

	if (changed_gamma)
	{
		// current_game:setFullscreenShaderGamma(gamma_correction)
		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
		lua_pushstring(L, "setFullscreenShaderGamma");
		lua_gettable(L, -2);
		lua_remove(L, -2);
		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
		lua_pushnumber(L, gamma_correction);
		docall(L, 2, 0);
	}
}

redraw_type_t get_current_redraw_type()
{
	return current_redraw_type;
}

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void pass_command_args(int argc, char *argv[])
{
	int i;

	if (current_game != LUA_NOREF)
	{
		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
		lua_pushstring(L, "commandLineArgs");
		lua_gettable(L, -2);
		lua_remove(L, -2);
		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
		lua_newtable(L);

		for (i = 1; i <= argc; i++)
		{
			lua_pushnumber(L, i);
			lua_pushstring(L, argv[i]);
			lua_settable(L, -3);
		}
		docall(L, 2, 0);
	}
}

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Uint32 redraw_timer(Uint32 interval, void *param)
{
	SDL_Event event;
	SDL_UserEvent userevent;

	/* In this example, our callback pushes an SDL_USEREVENT event
	 into the queue, and causes ourself to be called again at the
	 same interval: */

	userevent.type = SDL_USEREVENT;
	userevent.code = 0;
	userevent.data1 = NULL;
	userevent.data2 = NULL;

	event.type = SDL_USEREVENT;
	event.user = userevent;

	// Grab the rendering lock and see if a redraw should be requested.
	SDL_mutexP(renderingLock);
	// If there is no redraw pending, request one.  Otherwise, ignore.
	if (!redraw_pending && isActive) {
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	return(interval);
}

Uint32 realtime_timer(Uint32 interval, void *param)
{
	SDL_Event event;
	SDL_UserEvent userevent;

	/* In this example, our callback pushes an SDL_USEREVENT event
	 into the queue, and causes ourself to be called again at the
	 same interval: */

	userevent.type = SDL_USEREVENT;
	userevent.code = 2;
	userevent.data1 = NULL;
	userevent.data2 = NULL;

	event.type = SDL_USEREVENT;
	event.user = userevent;

	// Grab the realtime lock and see if a tick should be requested.
	SDL_mutexP(realtimeLock);
	// If there is no realtime tick pending, request one.  Otherwise, ignore.
	if (!realtime_pending && isActive) {
		SDL_PushEvent(&event);
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// Calls the lua music callback
void on_music_stop()
{
	if (current_game != LUA_NOREF)
	{
		lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
		lua_pushstring(L, "onMusicStop");
		lua_gettable(L, -2);
		lua_remove(L, -2);
		if (lua_isfunction(L, -1))
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
			docall(L, 1, 0);
		}
		else
			lua_pop(L, 1);
	}
}

// Setup realtime
void setupRealtime(float freq)
{
	if (!freq)
	{
		if (realtime_timer_id) SDL_RemoveTimer(realtime_timer_id);
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		realtime_timer_id = 0;
		printf("[ENGINE] Switching to turn based\n");
	}
	else
	{
		float interval = 1000 / freq;
		if (realtime_timer_id) SDL_RemoveTimer(realtime_timer_id);
		realtime_timer_id = SDL_AddTimer((int)interval, realtime_timer, NULL);
		printf("[ENGINE] Switching to realtime, interval %d ms\n", (int)interval);
	}
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	if (display_timer_id) SDL_RemoveTimer(display_timer_id);
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	requested_fps = fps;
	display_timer_id = SDL_AddTimer(1000 / fps, redraw_timer, NULL);
	printf("[ENGINE] Setting requested FPS to %d (%d ms)\n", fps, 1000 / fps);
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/* general OpenGL initialization function */
int initGL()
{
	/* Set the background black */
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	tglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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	/* Depth buffer setup */
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	/* The Type Of Depth Test To Do */
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	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
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	return( TRUE );
}

int resizeWindow(int width, int height)
{
	/* Height / width ration */
	GLfloat ratio;

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	SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
	initGL();

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	/* Protect against a divide by zero */
	if ( height == 0 )
		height = 1;

	ratio = ( GLfloat )width / ( GLfloat )height;

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//	tglActiveTexture(GL_TEXTURE0);
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	glEnable(GL_TEXTURE_2D);
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	/* Setup our viewport. */
	glViewport( 0, 0, ( GLsizei )width, ( GLsizei )height );

	/* change to the projection matrix and set our viewing volume. */
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	/* Set our perspective */
	//gluPerspective( 45.0f, ratio, 0.1f, 100.0f );
	glOrtho(0, width / screen_zoom, height / screen_zoom, 0, -1001, 1001);
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	/* Make sure we're chaning the model view and not the projection */
	glMatrixMode( GL_MODELVIEW );

	/* Reset The View */
	glLoadIdentity( );

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//TSDL2	SDL_SetGamma(gamma_correction, gamma_correction, gamma_correction);
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	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
	printf("OpenGL max texture size: %d\n", max_texture_size);
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	return( TRUE );
}

/* @see main.h#resizeNeedsNewWindow */
extern bool resizeNeedsNewWindow(int w, int h, bool fullscreen, bool borderless)
{
	/* Note: w and h currently not a factor */
	bool newWindowNeeded = window && ( (is_borderless && !borderless)
										|| (!is_borderless && borderless) );
	return (newWindowNeeded);
}

/* @see main.h#do_move */
void do_move(int w, int h) {
	/* Save the origin in case a window needs to be remade later. */
	if (!ignore_window_change_pos) {
		start_xpos = w;
		start_ypos = h;
	} else {
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		// w = start_xpos;
		h = start_ypos;
	}

	/* Can't move a fullscreen SDL window in one go.*/
	if (is_fullscreen) {
		/* Drop out of fullscreen so we can move the window. */
		SDL_SetWindowFullscreen(window, SDL_FALSE);

	}

	/* Move the window */
	SDL_SetWindowPosition(window, w, h);

	/* Jump back into fullscreen if necessary */
	if (is_fullscreen) {
		if (!SDL_SetWindowFullscreen(window, SDL_TRUE)) {
			/* Fullscreen change successful */
			is_fullscreen = SDL_TRUE;

		} else {
			/* Error switching fullscreen mode */
			printf("[DO MOVE] Unable to return window"
					" to fullscreen mode:  %s\n", SDL_GetError());
			SDL_ClearError();
		}

	}

}

/* @see main.h#do_resize */
void do_resize(int w, int h, bool fullscreen, bool borderless, float zoom)
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{
	/* Temporary width, height (since SDL might reject our resize) */
	int aw, ah;
	int mustPushEvent = 0;
	SDL_Event fsEvent;

	screen_zoom = zoom;

	printf("[DO RESIZE] Requested: %dx%d (%d, %d); zoom %d%%\n", w, h, fullscreen, borderless, (int)(zoom * 100));
	/* See if we need to reinitialize the window */
	if (resizeNeedsNewWindow(w, h, fullscreen, borderless)) {
		/* Destroy the current window */
		SDL_GL_DeleteContext(maincontext);
		SDL_DestroyWindow(window);
		maincontext = 0;
		window = 0;
		screen = 0;
		/* Clean up the old window icon */
		SDL_FreeSurface(windowIconSurface);
		windowIconSurface = 0;
		/* Signal a new icon needs to be created. */
		mustCreateIconSurface = 1;
	}

	/* If there is no current window, we have to make one and initialize */
	if (!window) {
		window = SDL_CreateWindow("TE4",
				(start_xpos == -1) ? SDL_WINDOWPOS_CENTERED : start_xpos,
				(start_ypos == -1) ? SDL_WINDOWPOS_CENTERED : start_ypos, w, h,
				SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
				| (!borderless ? SDL_WINDOW_RESIZABLE : 0)
				| (fullscreen ? SDL_WINDOW_FULLSCREEN : 0)
				| (borderless ? SDL_WINDOW_BORDERLESS : 0)
		);
		if (window==NULL) {
			printf("error opening screen: %s\n", SDL_GetError());
			exit(1);
		}
		is_fullscreen = fullscreen;
		is_borderless = borderless;
		screen = SDL_GetWindowSurface(window);
		maincontext = SDL_GL_CreateContext(window);
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		SDL_GL_MakeCurrent(window, maincontext);
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		glewInit();
		/* Set the window icon. */
		windowIconSurface = IMG_Load_RW(PHYSFSRWOPS_openRead(WINDOW_ICON_PATH)
				, TRUE);
		SDL_SetWindowIcon(window, windowIconSurface);

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		if (!desktop_gamma_set) {
			desktop_gamma = SDL_GetWindowBrightness(window);
			desktop_gamma_set = TRUE;
			printf("[GAMMA] Getting desktop gamma of %f\n", desktop_gamma);
		}
	} else {
		/* SDL won't allow a fullscreen resolution change in one go.  Check. */
		if (is_fullscreen) {
			/* Drop out of fullscreen so we can change resolution. */
			SDL_SetWindowFullscreen(window, SDL_FALSE);
			is_fullscreen = 0;
			mustPushEvent = 1; /* Actually just a maybe for now, confirmed later */

		}

		/* Update window size */

		/* Jump [back] into fullscreen if requested */
		if (fullscreen) {
			if (!SDL_SetWindowFullscreen(window, SDL_TRUE)) {
				/* Fullscreen change successful */
				is_fullscreen = SDL_TRUE;

			} else {
				/* Error switching fullscreen mode */
				printf("[DO RESIZE] Unable to switch window"
						" to fullscreen mode:  %s\n", SDL_GetError());
				SDL_ClearError();
			}

		} else if (mustPushEvent) {
			/* Handle fullscreen -> nonfullscreen transition */
			/*
			 * Our changes will get clobbered by an automatic event from
			 * setWindowFullscreen.  Push an event to the event loop to make
			 * sure these changes are applied after whatever that other
			 * event throws.
			 */
			/* Create an event to push */
			fsEvent.type = SDL_WINDOWEVENT;
			fsEvent.window.timestamp = SDL_GetTicks();
			fsEvent.window.windowID = SDL_GetWindowID(window);
			// windowId
			fsEvent.window.event = SDL_WINDOWEVENT_RESIZED;
			fsEvent.window.data1 = w;
			fsEvent.window.data2 = h;

			/* Push the event, but don't bother waiting */
			SDL_PushEvent(&fsEvent);
			printf("[DO RESIZE]: pushed fullscreen compensation event\n");

		}

		/* Finally, update the screen info */
	/* Check and see if SDL honored our resize request */
	SDL_GetWindowSize(window, &aw, &ah);
	printf("[DO RESIZE] Got: %dx%d (%d, %d)\n", aw, ah, is_fullscreen, borderless);
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	SDL_GL_MakeCurrent(window, maincontext);
	resizeWindow(aw, ah);

void boot_lua(int state, bool rebooting, int argc, char *argv[])
{
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	core_def->corenum = 0;

	if (state == 1)
	{
		const char *selfexe;

		/* When rebooting we destroy the lua state to free memory and we reset physfs */
		if (rebooting)
		{
			current_mousehandler = LUA_NOREF;
			current_keyhandler = LUA_NOREF;
			current_game = LUA_NOREF;
			lua_close(L);
			PHYSFS_deinit();
		}

		/***************** Physfs Init *****************/
		PHYSFS_init(argv[0]);

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		bool bootstrap_mounted = FALSE;
		selfexe = get_self_executable(argc, argv);
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		if (selfexe && PHYSFS_mount(selfexe, "/", 1))
		{
		}
		else
		{
			printf("NO SELFEXE: bootstrapping from CWD\n");
			PHYSFS_mount("bootstrap", "/bootstrap", 1);
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			bootstrap_mounted = TRUE;
		}

		/***************** Lua Init *****************/
		L = lua_open();  /* create state */
		luaL_openlibs(L);  /* open libraries */
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		luaopen_physfs(L);
		luaopen_core(L);
		luaopen_socket_core(L);
		luaopen_mime_core(L);
		luaopen_struct(L);
		luaopen_profiler(L);
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		luaopen_bit(L);
		luaopen_lpeg(L);
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		luaopen_lxp(L);
		luaopen_map(L);
		luaopen_particles(L);
		luaopen_sound(L);
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		luaopen_noise(L);
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		luaopen_diamond_square(L);
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		luaopen_shaders(L);
		luaopen_serial(L);
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		luaopen_zlib(L);
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		luaopen_bit(L);
		luaopen_wfc(L);
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		if (!no_steam) te4_steam_lua_init(L);
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#endif
#ifdef DISCORD_TE4
		extern int luaopen_discord(lua_State *L);
		luaopen_discord(L);
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		printf("===top %d\n", lua_gettop(L));
//		exit(0);
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		// Override "print" if requested
		if (no_debug)
		{
			lua_pushcfunction(L, noprint);
			lua_setglobal(L, "print");
		}

		// Make the uids repository
		lua_newtable(L);
		lua_setglobal(L, "__uids");

		// Tell the boostrapping code the selfexe path
		if (selfexe)
			lua_pushstring(L, selfexe);
		else
			lua_pushnil(L);
		lua_setglobal(L, "__SELFEXE");

		// Will be useful
#ifdef __APPLE__
		lua_pushboolean(L, TRUE);
		lua_setglobal(L, "__APPLE__");
#endif

		// Run bootstrapping
		if (!luaL_loadfile(L, "/bootstrap/boot.lua"))
		{
			docall(L, 0, 0);
		}
		// Could not load bootstrap! Try to mount the engine from working directory as last resort
		else
		{
			printf("WARNING: No bootstrap code found, defaulting to working directory for engine code!\n");
			PHYSFS_mount("game/thirdparty", "/", 1);
			PHYSFS_mount("game/", "/", 1);
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			luaL_loadstring(L,
				"fs.setPathAllowed(fs.getRealPath('/addons/', true)) " \
				"if fs.getRealPath('/dlcs/') then fs.setPathAllowed(fs.getRealPath('/dlcs/', true)) end " \
				"fs.setPathAllowed(fs.getRealPath('/modules/', true)) "
			);
			lua_pcall(L, 0, 0, 0);
		}

		if (bootstrap_mounted) {
			PHYSFS_removeFromSearchPath("bootstrap");
		if (te4_web_init) te4_web_init(L);

		// And run the lua engine pre init scripts
		if (!luaL_loadfile(L, "/loader/pre-init.lua"))
			docall(L, 0, 0);
		else
			lua_pop(L, 1);

		create_particles_thread();
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		SDL_SetWindowTitle(window, "T-Engine4");

		// Now we can open lua lanes, the physfs paths are set and it can load it's lanes-keeper.lua file
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		//		luaopen_lanes(L);

		printf("Running lua loader code...\n");

		// And run the lua engine scripts
		if (!luaL_loadfile(L, "/loader/init.lua"))
		{
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			if (core_def->reboot_engine) lua_pushstring(L, core_def->reboot_engine); else lua_pushnil(L);
			if (core_def->reboot_engine_version) lua_pushstring(L, core_def->reboot_engine_version); else lua_pushnil(L);
			if (core_def->reboot_module) lua_pushstring(L, core_def->reboot_module); else lua_pushnil(L);
			if (core_def->reboot_name) lua_pushstring(L, core_def->reboot_name); else lua_pushnil(L);
			lua_pushboolean(L, core_def->reboot_new);
			if (core_def->reboot_einfo) lua_pushstring(L, core_def->reboot_einfo); else lua_pushnil(L);
			docall(L, 6, 0);
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// Update core to run
static void define_core(core_boot_type *core_def, const char *coretype, int id, const char *reboot_engine, const char *reboot_engine_version, const char *reboot_module, const char *reboot_name, int reboot_new, const char *reboot_einfo)
{
	if (core_def->coretype) free(core_def->coretype);
	if (core_def->reboot_engine) free(core_def->reboot_engine);
	if (core_def->reboot_engine_version) free(core_def->reboot_engine_version);
	if (core_def->reboot_module) free(core_def->reboot_module);
	if (core_def->reboot_name) free(core_def->reboot_name);
	if (core_def->reboot_einfo) free(core_def->reboot_einfo);

	core_def->corenum = id;
	core_def->coretype = coretype ? strdup(coretype) : NULL;
	core_def->reboot_engine = reboot_engine ? strdup(reboot_engine) : NULL;
	core_def->reboot_engine_version = reboot_engine_version ? strdup(reboot_engine_version) : NULL;
	core_def->reboot_module = reboot_module ? strdup(reboot_module) : NULL;
	core_def->reboot_name = reboot_name ? strdup(reboot_name) : NULL;
	core_def->reboot_einfo = reboot_einfo ? strdup(reboot_einfo) : NULL;
	core_def->reboot_new = reboot_new;
}

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// Let some platforms use a different entry point
#ifdef USE_TENGINE_MAIN
#ifdef main
#undef main
#endif
#define main tengine_main
#endif

/* Cleans up a timer lock.  See function declaration for more info. */
void cleanupTimerLock(SDL_mutex *lock, SDL_TimerID *timer
	, int *timerFlag)
{
	// Grab the lock and start cleaning up
	SDL_mutexP(lock);
		// Cancel the timer (if it is running)
		if (*timer) SDL_RemoveTimer(*timer);
		*timer = 0;
		*timerFlag = -1;

	SDL_mutexV(lock);

	/*
	 * Need to get lock once more just in case a timer call was stuck waiting on
	 * the lock when we altered the variables.
	 */
	SDL_mutexP(lock);
	SDL_mutexV(lock);

	// Can now safely destroy the lock.
	SDL_DestroyMutex(lock);
}

/* Handles game idle transition.  See function declaration for more info. */
void handleIdleTransition(int goIdle)
{
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	if (forbid_idle_mode) return;

	/* Only allow if a display timer is already running. */
	if (display_timer_id) {
		if (goIdle) {
			/* Make sure this isn't an idle->idle transition */
			if (requested_fps != requested_fps_idle) {
				requested_fps_idle_saved = requested_fps;
				setupDisplayTimer(requested_fps_idle);
			}

		} else if (requested_fps_idle_saved && (requested_fps != requested_fps_idle_saved)) {
			/* Made sure this wasn't a nonidle->nonidle */
			setupDisplayTimer(requested_fps_idle_saved);
		}

		if (current_game != LUA_NOREF)
		{
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
			lua_pushstring(L, "idling");
			lua_gettable(L, -2);
			lua_remove(L, -2);
			lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
			lua_pushboolean(L, !goIdle);
			docall(L, 2, 0);
		}
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/**
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 */
int main(int argc, char *argv[])
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{
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	core_def = calloc(1, sizeof(core_boot_type));
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	core_def->define = &define_core;
	core_def->define(core_def, "te4core", -1, NULL, NULL, NULL, NULL, 0, NULL);

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	g_argc = argc;
	g_argv = argv;

	bool logtofile = FALSE;
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	bool is_zygote = FALSE;
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	bool os_autoflush = FALSE;
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	bool no_web = FALSE;
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	FILE *logfile = NULL;
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	// Parse arguments
	int i;
	for (i = 1; i < argc; i++)
	{
		char *arg = argv[i];
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		if (!strncmp(arg, "-M", 2)) core_def->reboot_module = strdup(arg+2);
		if (!strncmp(arg, "-u", 2)) core_def->reboot_name = strdup(arg+2);
		if (!strncmp(arg, "-E", 2)) core_def->reboot_einfo = strdup(arg+2);
		if (!strncmp(arg, "-n", 2)) core_def->reboot_new = 1;
		if (!strncmp(arg, "--flush-stdout", 14))
		{
			setvbuf(stdout, (char *) NULL, _IOLBF, 0);
#ifdef SELFEXE_WINDOWS
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			os_autoflush = TRUE;
		if (!strncmp(arg, "--no-debug", 10)) no_debug = TRUE;
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		if (!strncmp(arg, "--xpos", 6)) start_xpos = strtol(argv[++i], NULL, 10);
		if (!strncmp(arg, "--ypos", 6)) start_ypos = strtol(argv[++i], NULL, 10);
		if (!strncmp(arg, "--ignore-window-change-pos", 26)) ignore_window_change_pos = TRUE;
		if (!strncmp(arg, "--safe-mode", 11)) safe_mode = TRUE;
		if (!strncmp(arg, "--home", 6)) override_home = strdup(argv[++i]);
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		if (!strncmp(arg, "--no-steam", 10)) no_steam = TRUE;
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		if (!strncmp(arg, "--type=zygote", 13)) is_zygote = TRUE;
		if (!strncmp(arg, "--type=renderer", 15)) is_zygote = TRUE;
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		if (!strncmp(arg, "--no-sandbox", 12)) is_zygote = TRUE;
		if (!strncmp(arg, "--logtofile", 11)) logtofile = TRUE;
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		if (!strncmp(arg, "--no-web", 8)) no_web = TRUE;
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#ifdef SELFEXE_WINDOWS
	logtofile = TRUE;
#endif
	if (!is_zygote && logtofile) {
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		logfile = freopen("te4_log.txt", "w", stdout);
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		if (os_autoflush) setvbuf(logfile, NULL, _IONBF, 2);
	}
#ifdef SELFEXE_MACOSX
	if (!is_zygote) {
		const char *logname = "/tmp/te4_log.txt";
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		logfile = freopen(logname, "w", stdout);
		if (os_autoflush) setlinebuf(logfile);
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	}
#endif

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	if (!no_web) te4_web_load();
	// Initialize display lock for thread safety.
	renderingLock = SDL_CreateMutex();
	realtimeLock = SDL_CreateMutex();
	
	// Get cpu cores
	nb_cpus = get_number_cpus();
	printf("[CPU] Detected %d CPUs\n", nb_cpus);

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	if (!no_steam) te4_steam_init();
	// RNG init
	init_gen_rand(time(NULL));

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	int vid_drv;
	for (vid_drv = 0; vid_drv < SDL_GetNumVideoDrivers(); vid_drv++)
	{
		printf("Available video driver: %s\n", SDL_GetVideoDriver(vid_drv));
	}

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	// initialize engine and set up resolution and depth
	Uint32 flags=SDL_INIT_TIMER | SDL_INIT_JOYSTICK;
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	if (SDL_Init (flags) < 0) {
		printf("cannot initialize SDL: %s\n", SDL_GetError ());
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		return 1;
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	}
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	if (SDL_VideoInit(NULL) != 0) {
		printf("Error initializing SDL video:  %s\n", SDL_GetError());
		return 2;
	}

	if (SDL_NumJoysticks() >= 1) {
		if (gamepad = SDL_JoystickOpen(0)) {
			printf("Found gamepad, enabling support\n");
		}
	}
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	// Filter events, to catch the quit event
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	boot_lua(1, FALSE, argc, argv);

	do_resize(WIDTH, HEIGHT, FALSE, FALSE, screen_zoom);
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	if (screen==NULL) {
		printf("error opening screen: %s\n", SDL_GetError());
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		return 3;
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	}
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	TTF_Init();
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	/* Sets up OpenGL double buffering */
	resizeWindow(WIDTH, HEIGHT);

	// Allow screensaver to work
	SDL_EnableScreenSaver();
	SDL_StartTextInput();
	// Get OpenGL capabilities
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	multitexture_active = GLEW_ARB_multitexture;
	shaders_active = GLEW_ARB_shader_objects;
	fbo_active = GLEW_EXT_framebuffer_object || GLEW_ARB_framebuffer_object;
	if (!multitexture_active) shaders_active = FALSE;
	if (!GLEW_VERSION_2_1 || safe_mode)
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	{
		multitexture_active = FALSE;
		shaders_active = FALSE;
		fbo_active = FALSE;
	}
	if (safe_mode) printf("Safe mode activated\n");
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	boot_lua(2, FALSE, argc, argv);
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	pass_command_args(argc, argv);

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	SDL_Event event;
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	while (!exit_engine)
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	{
		if (!isActive || tickPaused) SDL_WaitEvent(NULL);
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		if (os_autoflush) _commit(_fileno(stdout));
#endif
#ifdef SELFEXE_MACOSX
		if (os_autoflush) fflush(stdout);
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		/* handle the events in the queue */
		while (SDL_PollEvent(&event))
		{
			switch(event.type)
			{
			case SDL_WINDOWEVENT:
				switch (event.window.event)
					/* Note: SDL can't resize a fullscreen window, so don't bother! */
					if (!is_fullscreen) {
						printf("SDL_WINDOWEVENT_RESIZED: %d x %d\n", event.window.data1, event.window.data2);
						do_resize(event.window.data1, event.window.data2, is_fullscreen, is_borderless, screen_zoom);
						if (current_game != LUA_NOREF)
						{
							lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
							lua_pushstring(L, "onResolutionChange");
							lua_gettable(L, -2);
							lua_remove(L, -2);
							lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
							docall(L, 1, 0);
						}
					} else {
						printf("SDL_WINDOWEVENT_RESIZED: ignored due to fullscreen\n");
					/* Note: SDL can't resize a fullscreen window, so don't bother! */
					if (!is_fullscreen) {
						SDL_GetWindowPosition(window, &x, &y);
						printf("move %d x %d\n", x, y);
						if (current_game != LUA_NOREF)
						{
							lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
							lua_pushstring(L, "onWindowMoved");
							lua_gettable(L, -2);
							lua_remove(L, -2);
							lua_rawgeti(L, LUA_REGISTRYINDEX, current_game);
							lua_pushnumber(L, x);
							lua_pushnumber(L, y);
							docall(L, 3, 0);
						}
					} else {
						printf("SDL_WINDOWEVENT_MOVED: ignored due to fullscreen\n");
				case SDL_WINDOWEVENT_CLOSE:
					event.type = SDL_QUIT;
					SDL_PushEvent(&event);
					break;
				case SDL_WINDOWEVENT_SHOWN:
				case SDL_WINDOWEVENT_FOCUS_GAINED:
					SDL_SetModState(KMOD_NONE);
					/* break from idle */
					//printf("[EVENT HANDLER]: Got a SHOW/FOCUS_GAINED event, restoring full FPS.\n");
					handleIdleTransition(0);
					break;

				case SDL_WINDOWEVENT_HIDDEN:
					//printf("[EVENT HANDLER]: Got a HIDDEN/FOCUS_LOST event, going idle.\n");
					handleIdleTransition(1);
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				}
				break;
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			case SDL_QUIT:
				/* handle quit requests */
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				exit_engine = TRUE;
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				break;
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			case SDL_USEREVENT:
				/* TODO: Enumerate user event codes */
				switch(event.user.code)
				{
				case 0:
					if (isActive) {
						current_redraw_type = redraw_type_normal;
						on_redraw();
						SDL_mutexP(renderingLock);
						redraw_pending = 0;
						SDL_mutexV(renderingLock);
					}
					break;
				case 1:
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					on_music_stop();
					break;

				case 2:
					if (isActive) {
						on_tick();
						SDL_mutexP(realtimeLock);
						realtime_pending = 0;
						SDL_mutexV(realtimeLock);
					}
					break;

				default:
					break;
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				}
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				break;
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			default:
				/* handle key presses */
				if (on_event(&event)) {
					tickPaused = FALSE;
				}
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				break;
			}
		}

		/* draw the scene */
		// Note: since realtime_timer_id is accessed, have to lock first
		int doATick = 0;
		SDL_mutexP(realtimeLock);
			if (!realtime_timer_id && isActive && !tickPaused) {
				doATick = 1;
				realtime_pending = 1;
			}
		SDL_mutexV(realtimeLock);
		if (doATick) {
			on_tick();
			SDL_mutexP(realtimeLock);
			realtime_pending = 0;	
			SDL_mutexV(realtimeLock);
		}

		/* Reboot the lua engine */
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		if (core_def->corenum)
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			if (core_def->corenum == TE4CORE_VERSION)
			{
				tickPaused = FALSE;
				setupRealtime(0);
				boot_lua(1, TRUE, argc, argv);
				boot_lua(2, TRUE, argc, argv);
			}
			// Clean up and tell the runner to run a different core
			else
			{
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				lua_close(L);
				free_particles_thread();
				free_profile_thread();
				PHYSFS_deinit();
				break;
			}
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	}
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	printf("Cleaning up!\n");
	cleanupTimerLock(renderingLock, &display_timer_id, &redraw_pending);
	cleanupTimerLock(realtimeLock, &realtime_timer_id, &realtime_pending);
	
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	printf("Terminating!\n");
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	te4_web_terminate();
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	printf("Webcore shutdown complete\n");
	// Restore default gamma on exit.
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	if (desktop_gamma_set) SDL_SetWindowBrightness(window, desktop_gamma);
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//	SDL_Quit();
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	printf("SDL shutdown complete\n");
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//	deinit_openal();
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	printf("OpenAL shutdown complete\n");
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	printf("Thanks for having fun!\n");
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#ifdef SELFEXE_WINDOWS
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	TerminateProcess( GetCurrentProcess(),0);
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	fclose(stdout);
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#endif
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#ifdef SELFEXE_MACOSX
	fclose(stdout);
#endif
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}