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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
*/
#include "display.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <sys/time.h>
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
#include "luasocket.h"
#include "luasocket/mime.h"
#include "physfsrwops.h"
#define DEFAULT_IDLE_FPS (2)
#define WINDOW_ICON_PATH ("/engines/default/data/gfx/te4-icon.png")
#define JOY_DEADZONE 0.21
#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
bool ignore_window_change_pos = FALSE;
char *override_home = NULL;
int g_argc = 0;
char **g_argv;
float screen_zoom = 1;
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SDL_Window *window = NULL;
SDL_Surface *windowIconSurface = NULL;
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SDL_GLContext maincontext; /* Our opengl context handle */
SDL_Joystick* gamepad = NULL;
int nb_cpus;
bool safe_mode = FALSE;
bool tickPaused = FALSE;
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;
/* The currently requested fps for the program */
/* 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;
SDL_TimerID display_timer_id = 0;
SDL_TimerID realtime_timer_id = 0;
/* 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.
*
*/
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);
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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;
}
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:"");
}
}
fflush(stdout);
void stackDump (lua_State *L) {
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" );
fflush(stdout);
int status;
int base = lua_gettop(L) - narg; /* function index */
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); }
// printf(">===%d (%d) [%d]\n", lua_gettop(L), nret, status);
if (lua_gettop(L) != nret + (base - 1))
{
stackDump(L);
// assert(0);
#else
int status=0;
int base = lua_gettop(L) - narg; /* function index */
lua_call(L, narg, nret);
return status;
#endif
/* No print function, does .. nothing */
int noprint(lua_State *L)
{
return 0;
}
// define our data that is passed to our redraw function
typedef struct {
Uint32 color;
} MainStateData;
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int event_filter(void *userdata, SDL_Event* event)
{
// 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)
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extern SDL_Cursor *mouse_cursor;
extern SDL_Cursor *mouse_cursor_down;
bool on_event(SDL_Event *event)
if (current_keyhandler != LUA_NOREF)
{
static Uint32 lastts = 0;
static char lastc = 0;
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);
return TRUE;
{
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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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);
/* 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);
buf[1] = (0x80 | (wc>>6 & 0x3F));
buf[2] = (0x80 | (wc & 0x3F));
}
lua_pushstring(L, buf);
}
else
lua_pushnil(L);
lua_pushnil(L);
lua_pushnumber(L, event->key.keysym.sym);
docall(L, 11, 0);
return TRUE;
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if (event->type == SDL_MOUSEBUTTONDOWN) SDL_SetCursor(mouse_cursor_down);
else SDL_SetCursor(mouse_cursor);
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
#endif
break;
case SDL_BUTTON_MIDDLE:
lua_pushstring(L, "middle");
break;
case SDL_BUTTON_RIGHT:
lua_pushstring(L, "right");
break;
default:
lua_pushstring(L, "button");
lua_pushnumber(L, event->button.button);
lua_concat(L, 2);
break;
lua_pushnumber(L, event->button.x / screen_zoom);
lua_pushnumber(L, event->button.y / screen_zoom);
lua_pushboolean(L, (event->type == SDL_MOUSEBUTTONUP) ? TRUE : FALSE);
docall(L, 5, 0);
return TRUE;
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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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lua_pushboolean(L, i);
docall(L, 5, 0);
}
}
return TRUE;
mousex = event->motion.x / screen_zoom;
mousey = event->motion.y / screen_zoom;
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);
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);
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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;
return FALSE;
static int Frames = 0;
static int T0 = 0;
lua_pushstring(L, "tick");
lua_gettable(L, -2);
lua_remove(L, -2);
docall(L, 1, 1);
tickPaused = lua_toboolean(L, -1);
/* Gather our frames per second */
Frames++;
{
int t = SDL_GetTicks();
float seconds = (t - T0) / 1000.0;
float fps = Frames / seconds;
// printf("%d ticks in %g seconds = %g TPS\n", Frames, seconds, fps);
void call_draw(int nb_keyframes)
// Notify the particles threads that there are new keyframes
if (!anims_paused) thread_particle_new_keyframes(nb_keyframes);
lua_pushstring(L, "display");
lua_gettable(L, -2);
lua_remove(L, -2);
lua_pushnumber(L, (nb_keyframes < 0) ? 0 : nb_keyframes);
docall(L, 2, 0);
/* Mouse pointer */
GLfloat texcoords[2*4] = {
0, 0,
0, 1,
GLfloat colors[4*4] = {
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);
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);
GLfloat vertices[2*4] = {
};
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_QUADS, 0, 4);
long total_keyframes = 0;
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;
if (!is_waiting()) {
int t = SDL_GetTicks();
if (!anims_paused) cur_frame_tick = t - frame_tick_paused_time;
if (t - T0 >= 1000) {
reference_fps = fps;
// printf("%d frames in %g seconds = %g FPS (%d keyframes)\n", Frames, seconds, fps, count_keyframes);
last_keyframe = 0;
nb_keyframes = 0;
count_keyframes = 0;
else
{
// 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;
}
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_user_screenshot:
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;
}
last_keyframe = nb;
#ifdef STEAM_TE4
#endif
#ifdef DISCORD_TE4
extern void te4_discord_update();
te4_discord_update();
void redraw_now(redraw_type_t rtype)
{
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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();
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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;
}
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);
}
}
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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committed
SDL_PushEvent(&event);
redraw_pending = 1;
}
SDL_mutexV(renderingLock);
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);
realtime_pending = 1;
SDL_mutexV(realtimeLock);
return(interval);
}
// 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)
{
SDL_mutexP(realtimeLock);
if (!freq)
{
if (realtime_timer_id) SDL_RemoveTimer(realtime_timer_id);
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);
}
SDL_mutexV(realtimeLock);
void setupDisplayTimer(int fps)
{
SDL_mutexP(renderingLock);
if (display_timer_id) SDL_RemoveTimer(display_timer_id);
display_timer_id = SDL_AddTimer(1000 / fps, redraw_timer, NULL);
printf("[ENGINE] Setting requested FPS to %d (%d ms)\n", fps, 1000 / fps);
SDL_mutexV(renderingLock);
}
/* general OpenGL initialization function */
int initGL()
{
/* Set the background black */
glClearDepth( 1.0f );
glDepthFunc(GL_LEQUAL);
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);
return( TRUE );
}
int resizeWindow(int width, int height)
{
/* Height / width ration */
GLfloat ratio;
/* Protect against a divide by zero */
if ( height == 0 )
height = 1;
ratio = ( GLfloat )width / ( GLfloat )height;
/* 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);
/* Make sure we're chaning the model view and not the projection */
glMatrixMode( GL_MODELVIEW );
/* Reset The View */
glLoadIdentity( );
//TSDL2 SDL_SetGamma(gamma_correction, gamma_correction, gamma_correction);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
printf("OpenGL max texture size: %d\n", max_texture_size);
/* @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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/* 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)
/* Temporary width, height (since SDL might reject our resize) */
int aw, ah;
int mustPushEvent = 0;
int mustCreateIconSurface = 0;
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)
);
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if (window==NULL) {
printf("error opening screen: %s\n", SDL_GetError());
exit(1);
}
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screen = SDL_GetWindowSurface(window);
maincontext = SDL_GL_CreateContext(window);
/* Set the window icon. */
windowIconSurface = IMG_Load_RW(PHYSFSRWOPS_openRead(WINDOW_ICON_PATH)
, TRUE);
SDL_SetWindowIcon(window, windowIconSurface);
if (!desktop_gamma_set) {
desktop_gamma = SDL_GetWindowBrightness(window);
desktop_gamma_set = TRUE;
printf("[GAMMA] Getting desktop gamma of %f\n", desktop_gamma);
}
/* 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 */
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SDL_SetWindowSize(window, w, h);
/* 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 */
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screen = SDL_GetWindowSurface(window);
/* 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);
void boot_lua(int state, bool rebooting, int argc, char *argv[])
{
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]);
selfexe = get_self_executable(argc, argv);
{
}
else
{
printf("NO SELFEXE: bootstrapping from CWD\n");
PHYSFS_mount("bootstrap", "/bootstrap", 1);
}
/***************** Lua Init *****************/
L = lua_open(); /* create state */
luaL_openlibs(L); /* open libraries */
luaopen_fov(L);
luaopen_socket_core(L);
luaopen_mime_core(L);
luaopen_struct(L);
luaopen_profiler(L);
luaopen_md5_core(L);
luaopen_map(L);
luaopen_particles(L);
luaopen_sound(L);
luaopen_profile(L);
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committed
luaopen_wait(L);
physfs_reset_dir_allowed(L);
#ifdef STEAM_TE4
#endif
#ifdef DISCORD_TE4
extern int luaopen_discord(lua_State *L);
luaopen_discord(L);
// Override "print" if requested
if (no_debug)
{
lua_pushcfunction(L, noprint);
lua_setglobal(L, "print");
}
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// 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
{
lua_pop(L, 1);
printf("WARNING: No bootstrap code found, defaulting to working directory for engine code!\n");
PHYSFS_mount("game/thirdparty", "/", 1);
PHYSFS_mount("game/", "/", 1);
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();
}
else if (state == 2)
{
// Now we can open lua lanes, the physfs paths are set and it can load it's lanes-keeper.lua file
// luaopen_lanes(L);
printf("Running lua loader code...\n");
// And run the lua engine scripts
if (!luaL_loadfile(L, "/loader/init.lua"))
{
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);
}
else
{
lua_pop(L, 1);
}
// 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;
}
// Let some platforms use a different entry point
#ifdef USE_TENGINE_MAIN
#ifdef main
#undef main
#endif
#define main tengine_main
#endif
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/* 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)
{
/* 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);
}
* Core entry point.
core_def->define = &define_core;
core_def->define(core_def, "te4core", -1, NULL, NULL, NULL, NULL, 0, NULL);
// Parse arguments
int i;
for (i = 1; i < argc; i++)
{
char *arg = argv[i];
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
if (!strncmp(arg, "--no-debug", 10)) no_debug = TRUE;
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]);
if (!strncmp(arg, "--no-steam", 10)) no_steam = TRUE;
if (!strncmp(arg, "--type=renderer", 15)) is_zygote = TRUE;
if (!strncmp(arg, "--logtofile", 11)) logtofile = TRUE;
logtofile = TRUE;
#endif
if (!is_zygote && logtofile) {
if (os_autoflush) setvbuf(logfile, NULL, _IONBF, 2);
}
#ifdef SELFEXE_MACOSX
if (!is_zygote) {
const char *logname = "/tmp/te4_log.txt";
logfile = freopen(logname, "w", stdout);
if (os_autoflush) setlinebuf(logfile);
// 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);
#ifdef STEAM_TE4
// RNG init
init_gen_rand(time(NULL));
int vid_drv;
for (vid_drv = 0; vid_drv < SDL_GetNumVideoDrivers(); vid_drv++)
{
printf("Available video driver: %s\n", SDL_GetVideoDriver(vid_drv));
}
Uint32 flags=SDL_INIT_TIMER | SDL_INIT_JOYSTICK;
if (SDL_Init (flags) < 0) {
printf("cannot initialize SDL: %s\n", SDL_GetError ());
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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SDL_SetEventFilter(event_filter, NULL);
do_resize(WIDTH, HEIGHT, FALSE, FALSE, screen_zoom);
if (screen==NULL) {
printf("error opening screen: %s\n", SDL_GetError());
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SDL_SetWindowTitle(window, "T4Engine");
/* Sets up OpenGL double buffering */
resizeWindow(WIDTH, HEIGHT);
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// Allow screensaver to work
SDL_EnableScreenSaver();
SDL_StartTextInput();
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committed
// Get OpenGL capabilities
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)
{
multitexture_active = FALSE;
shaders_active = FALSE;
fbo_active = FALSE;
}
if (safe_mode) printf("Safe mode activated\n");
// setupDisplayTimer(30);
init_blank_surface();
boot_lua(2, FALSE, argc, argv);
if (!isActive || tickPaused) SDL_WaitEvent(NULL);
#ifdef SELFEXE_WINDOWS
if (os_autoflush) _commit(_fileno(stdout));
#endif
#ifdef SELFEXE_MACOSX
if (os_autoflush) fflush(stdout);
/* handle the events in the queue */
while (SDL_PollEvent(&event))
{
switch(event.type)
{
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case SDL_WINDOWEVENT:
switch (event.window.event)
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case SDL_WINDOWEVENT_RESIZED:
/* 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");
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}
break;
case SDL_WINDOWEVENT_MOVED: {
int x, y;
/* 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");
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}
break;
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case SDL_WINDOWEVENT_CLOSE:
event.type = SDL_QUIT;
SDL_PushEvent(&event);
break;
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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:
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case SDL_WINDOWEVENT_FOCUS_LOST:
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SDL_SetModState(KMOD_NONE);
//printf("[EVENT HANDLER]: Got a HIDDEN/FOCUS_LOST event, going idle.\n");
handleIdleTransition(1);
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break;
default:
break;
/* 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;
break;
case 2:
if (isActive) {
on_tick();
SDL_mutexP(realtimeLock);
realtime_pending = 0;
SDL_mutexV(realtimeLock);
}
break;
default:
break;
/* handle key presses */
if (on_event(&event)) {
tickPaused = FALSE;
}
// 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 */
// Just reboot the lua VM
{
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
{
free_particles_thread();
free_profile_thread();
PHYSFS_deinit();
break;
}
// Clean up locks.
cleanupTimerLock(renderingLock, &display_timer_id, &redraw_pending);
cleanupTimerLock(realtimeLock, &realtime_timer_id, &realtime_pending);
// Restore default gamma on exit.
#ifdef SELFEXE_MACOSX
fclose(stdout);
#endif