Added headless server compile mode
This commit is contained in:
parent
777b9287e6
commit
addd16721f
17
Makefile
17
Makefile
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@ -64,11 +64,11 @@ NO_LDIV ?= 0
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# Backend selection
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# Renderers: GL, GL_LEGACY, D3D11, D3D12
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# Renderers: GL, GL_LEGACY, D3D11, D3D12, DUMMY
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RENDER_API ?= GL
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# Window managers: SDL1, SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API)
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# Window managers: SDL1, SDL2, DXGI (forced if D3D11 or D3D12 in RENDER_API), DUMMY (forced if RENDER_API is DUMMY)
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WINDOW_API ?= SDL2
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# Audio backends: SDL1, SDL2
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# Audio backends: SDL1, SDL2, DUMMY
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AUDIO_API ?= SDL2
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# Controller backends (can have multiple, space separated): SDL2, SDL1
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CONTROLLER_API ?= SDL2
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@ -242,6 +242,17 @@ else
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ifeq ($(WINDOW_API),DXGI)
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$(error DXGI can only be used with DirectX renderers)
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endif
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ifneq ($(WINDOW_API),DUMMY)
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ifeq ($(RENDER_API),DUMMY)
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$(warning Dummy renderer requires dummy window API, forcing WINDOW_API value)
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WINDOW_API := DUMMY
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endif
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else
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ifneq ($(RENDER_API),DUMMY)
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$(warning Dummy window API requires dummy renderer, forcing RENDER_API value)
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RENDER_API := DUMMY
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endif
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endif
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endif
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################### Universal Dependencies ###################
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@ -0,0 +1,2 @@
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#!/bin/bash
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make RENDER_API=DUMMY AUDIO_API=DUMMY CONTROLLER_API= DEBUG=1 DEVELOPMENT=1 STRICT=1 -j && ./build/us_pc/sm64.us.f3dex2e.exe --server 7777 --savepath ./build/us_pc/
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@ -518,9 +518,9 @@ s32 is_point_within_radius_of_mario(f32 x, f32 y, f32 z, s32 dist) {
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u8 is_player_active(struct MarioState* m) {
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if (gNetworkType == NT_NONE && m == &gMarioStates[0]) { return TRUE; }
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if (m->action == ACT_BUBBLED) { return FALSE; }
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struct NetworkPlayer* np = &gNetworkPlayers[m->playerIndex];
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if (np == gNetworkPlayerServer && gServerSettings.headlessServer) { return FALSE; }
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if (np->type != NPT_LOCAL) {
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if (!np->connected) { return FALSE; }
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if (gNetworkPlayerLocal == NULL) { return FALSE; }
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@ -11,6 +11,15 @@
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// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
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// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
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// moved these from sdl controller implementations
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int mouse_x;
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int mouse_y;
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int mouse_window_buttons;
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int mouse_window_x;
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int mouse_window_y;
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static struct ControllerAPI *controller_implementations[] = {
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&controller_recorded_tas,
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#if defined(CAPI_SDL2) || defined(CAPI_SDL1)
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@ -18,6 +18,7 @@
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#include "controller_api.h"
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#include "controller_sdl.h"
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#include "controller_mouse.h"
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#include "../configfile.h"
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#include "../platform.h"
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#include "../fs/fs.h"
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@ -41,13 +42,6 @@ enum {
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MAX_AXES,
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};
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int mouse_x;
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int mouse_y;
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int mouse_window_buttons;
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int mouse_window_x;
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int mouse_window_y;
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#ifdef BETTERCAMERA
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extern u8 newcam_mouse;
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#endif
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@ -18,6 +18,7 @@
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#include "controller_api.h"
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#include "controller_sdl.h"
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#include "controller_mouse.h"
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#include "../configfile.h"
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#include "../platform.h"
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#include "../fs/fs.h"
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@ -31,13 +32,6 @@
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#define MAX_JOYBUTTONS 32 // arbitrary; includes virtual keys for triggers
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#define AXIS_THRESHOLD (30 * 256)
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int mouse_x;
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int mouse_y;
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int mouse_window_buttons;
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int mouse_window_x;
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int mouse_window_y;
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#ifdef BETTERCAMERA
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extern u8 newcam_mouse;
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#endif
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@ -20,7 +20,12 @@ static void playerlist_update_row(u8 i, struct NetworkPlayer* np) {
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if (charIndex >= CT_MAX) { charIndex = 0; }
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djuiImages[i]->texture = gCharacters[charIndex].hudHeadTexture;
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djui_base_set_visible(&djuiRow[i]->base, np->connected);
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u8 visible = np->connected;
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if (np == gNetworkPlayerServer && gServerSettings.headlessServer) {
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visible = false;
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}
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djui_base_set_visible(&djuiRow[i]->base, visible);
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u8* rgb = get_player_color(np->paletteIndex, 0);
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djui_base_set_color(&djuiTextNames[i]->base, rgb[0], rgb[1], rgb[2], 255);
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@ -0,0 +1,240 @@
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#if defined(RAPI_DUMMY) || defined(WAPI_DUMMY)
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#ifdef WIN32
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#include <windows.h>
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#elif _POSIX_C_SOURCE >= 199309L
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#include <time.h> // for nanosleep
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#else
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#include <unistd.h> // for usleep
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#endif
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#include <errno.h>
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#include <stdbool.h>
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#include <PR/ultratypes.h>
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#include "macros.h"
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#include "gfx_window_manager_api.h"
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#include "gfx_rendering_api.h"
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#include "pc/pc_main.h"
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#include "pc/utils/misc.h"
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#include "pc/debuglog.h"
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// TODO: figure out if this shit even works
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#ifdef VERSION_EU
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# define FRAMERATE 25
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#else
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# define FRAMERATE 30
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#endif
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// time between consequtive game frames
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static const f64 sFrameTime = 1.0 / ((double)FRAMERATE);
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static f64 sFrameTargetTime = 0;
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static void sleep_ms(int milliseconds) { // cross-platform sleep function
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// from StackOverflow user Bernardo Ramos: https://stackoverflow.com/a/28827188
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#ifdef WIN32
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Sleep(milliseconds);
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#elif _POSIX_C_SOURCE >= 199309L
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struct timespec ts;
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ts.tv_sec = milliseconds / 1000;
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ts.tv_nsec = (milliseconds % 1000) * 1000000;
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nanosleep(&ts, NULL);
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#else
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if (milliseconds >= 1000)
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sleep(milliseconds / 1000);
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usleep((milliseconds % 1000) * 1000);
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#endif
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}
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static void gfx_dummy_wm_init(UNUSED const char *game_name) {
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}
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static void gfx_dummy_wm_set_keyboard_callbacks(UNUSED kb_callback_t on_key_down, UNUSED kb_callback_t on_key_up, UNUSED void (*on_all_keys_up)(void), UNUSED void (*on_text_input)(char*)) {
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}
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static void gfx_dummy_wm_set_fullscreen_changed_callback(UNUSED void (*on_fullscreen_changed)(bool is_now_fullscreen)) {
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}
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static void gfx_dummy_wm_set_fullscreen(UNUSED bool enable) {
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}
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static void gfx_dummy_wm_main_loop(void (*run_one_game_iter)(void)) {
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while (1) {
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run_one_game_iter();
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}
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}
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static void gfx_dummy_wm_get_dimensions(uint32_t *width, uint32_t *height) {
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*width = 320;
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*height = 240;
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}
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static void gfx_dummy_wm_handle_events(void) {
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}
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static bool gfx_dummy_wm_start_frame(void) {
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return true;
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}
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static inline void sync_framerate_with_timer(void) {
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f64 curTime = clock_elapsed_f64();
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if (curTime < sFrameTargetTime) {
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u32 delayMs = (sFrameTargetTime - curTime) * 1000.0;
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if (delayMs > 0) {
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sleep_ms(delayMs);
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}
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}
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f64 frameTime = config60Fps ? (sFrameTime / 2.0) : sFrameTime;
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sFrameTargetTime += frameTime;
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}
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static void gfx_dummy_wm_swap_buffers_begin(void) {
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sync_framerate_with_timer();
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}
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static void gfx_dummy_wm_swap_buffers_end(void) {
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}
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static double gfx_dummy_wm_get_time(void) {
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return 0.0;
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}
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static char* gfx_dummy_wm_get_clipboard_text(void) {
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return "";
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}
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static void gfx_dummy_wm_shutdown(void) {
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}
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static void gfx_dummy_wm_start_text_input(void) {
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}
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static void gfx_dummy_wm_stop_text_input(void) {
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}
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static void gfx_dummy_wm_set_clipboard_text(UNUSED char* text) {
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}
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static void gfx_dummy_wm_set_cursor_visible(UNUSED bool visible) {
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}
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static bool gfx_dummy_renderer_z_is_from_0_to_1(void) {
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return false;
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}
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static void gfx_dummy_renderer_unload_shader(UNUSED struct ShaderProgram *old_prg) {
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}
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static void gfx_dummy_renderer_load_shader(UNUSED struct ShaderProgram *new_prg) {
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}
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static struct ShaderProgram *gfx_dummy_renderer_create_and_load_new_shader(UNUSED uint32_t shader_id) {
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return NULL;
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}
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static struct ShaderProgram *gfx_dummy_renderer_lookup_shader(UNUSED uint32_t shader_id) {
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return NULL;
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}
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static void gfx_dummy_renderer_shader_get_info(UNUSED struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) {
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*num_inputs = 0;
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used_textures[0] = false;
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used_textures[1] = false;
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}
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static uint32_t gfx_dummy_renderer_new_texture(void) {
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return 0;
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}
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static void gfx_dummy_renderer_select_texture(UNUSED int tile, UNUSED uint32_t texture_id) {
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}
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static void gfx_dummy_renderer_upload_texture(UNUSED const uint8_t *rgba32_buf, UNUSED int width, UNUSED int height) {
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}
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static void gfx_dummy_renderer_set_sampler_parameters(UNUSED int tile, UNUSED bool linear_filter, UNUSED uint32_t cms, UNUSED uint32_t cmt) {
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}
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static void gfx_dummy_renderer_set_depth_test(UNUSED bool depth_test) {
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}
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static void gfx_dummy_renderer_set_depth_mask(UNUSED bool z_upd) {
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}
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static void gfx_dummy_renderer_set_zmode_decal(UNUSED bool zmode_decal) {
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}
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static void gfx_dummy_renderer_set_viewport(UNUSED int x, UNUSED int y, UNUSED int width, UNUSED int height) {
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}
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static void gfx_dummy_renderer_set_scissor(UNUSED int x, UNUSED int y, UNUSED int width, UNUSED int height) {
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}
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static void gfx_dummy_renderer_set_use_alpha(UNUSED bool use_alpha) {
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}
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static void gfx_dummy_renderer_draw_triangles(UNUSED float buf_vbo[], UNUSED size_t buf_vbo_len, UNUSED size_t buf_vbo_num_tris) {
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}
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static void gfx_dummy_renderer_init(void) {
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}
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static void gfx_dummy_renderer_on_resize(void) {
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}
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static void gfx_dummy_renderer_start_frame(void) {
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}
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static void gfx_dummy_renderer_end_frame(void) {
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}
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static void gfx_dummy_renderer_finish_render(void) {
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}
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static void gfx_dummy_renderer_shutdown(void) {
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}
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struct GfxWindowManagerAPI gfx_dummy_wm_api = {
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gfx_dummy_wm_init,
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gfx_dummy_wm_set_keyboard_callbacks,
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gfx_dummy_wm_main_loop,
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gfx_dummy_wm_get_dimensions,
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gfx_dummy_wm_handle_events,
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gfx_dummy_wm_start_frame,
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gfx_dummy_wm_swap_buffers_begin,
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gfx_dummy_wm_swap_buffers_end,
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gfx_dummy_wm_get_time,
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gfx_dummy_wm_shutdown,
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gfx_dummy_wm_start_text_input,
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gfx_dummy_wm_stop_text_input,
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gfx_dummy_wm_get_clipboard_text,
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gfx_dummy_wm_set_clipboard_text,
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gfx_dummy_wm_set_cursor_visible
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};
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struct GfxRenderingAPI gfx_dummy_renderer_api = {
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gfx_dummy_renderer_z_is_from_0_to_1,
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gfx_dummy_renderer_unload_shader,
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gfx_dummy_renderer_load_shader,
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gfx_dummy_renderer_create_and_load_new_shader,
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gfx_dummy_renderer_lookup_shader,
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gfx_dummy_renderer_shader_get_info,
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gfx_dummy_renderer_new_texture,
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gfx_dummy_renderer_select_texture,
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gfx_dummy_renderer_upload_texture,
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gfx_dummy_renderer_set_sampler_parameters,
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gfx_dummy_renderer_set_depth_test,
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gfx_dummy_renderer_set_depth_mask,
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gfx_dummy_renderer_set_zmode_decal,
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gfx_dummy_renderer_set_viewport,
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gfx_dummy_renderer_set_scissor,
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gfx_dummy_renderer_set_use_alpha,
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gfx_dummy_renderer_draw_triangles,
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gfx_dummy_renderer_init,
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gfx_dummy_renderer_on_resize,
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gfx_dummy_renderer_start_frame,
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gfx_dummy_renderer_end_frame,
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gfx_dummy_renderer_finish_render,
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gfx_dummy_renderer_shutdown
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};
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#endif
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@ -0,0 +1,10 @@
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#ifndef GFX_DUMMY_H
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#define GFX_DUMMY_H
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#include "gfx_rendering_api.h"
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#include "gfx_window_manager_api.h"
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extern struct GfxRenderingAPI gfx_dummy_renderer_api;
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extern struct GfxWindowManagerAPI gfx_dummy_wm_api;
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#endif
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@ -43,6 +43,7 @@ struct ServerSettings gServerSettings = {
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.shareLives = 0,
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.enableCheats = 0,
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.bubbleDeath = 1,
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.headlessServer = 0,
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};
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void network_set_system(enum NetworkSystemType nsType) {
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gServerSettings.shareLives = configShareLives;
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gServerSettings.enableCheats = configEnableCheats;
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gServerSettings.bubbleDeath = configBubbleDeath;
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#if defined(RAPI_DUMMY) || defined(WAPI_DUMMY)
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gServerSettings.headlessServer = (inNetworkType == NT_SERVER);
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#else
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gServerSettings.headlessServer = 0;
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#endif
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Cheats.EnableCheats = gServerSettings.enableCheats;
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// initialize the network system
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@ -89,6 +89,7 @@ struct ServerSettings {
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u8 shareLives;
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u8 enableCheats;
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u8 bubbleDeath;
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u8 headlessServer;
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};
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// Networking-specific externs
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@ -90,6 +90,7 @@ void network_send_join(struct Packet* joinRequestPacket) {
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packet_write(&p, &gServerSettings.shareLives, sizeof(u8));
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packet_write(&p, &gServerSettings.enableCheats, sizeof(u8));
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packet_write(&p, &gServerSettings.bubbleDeath, sizeof(u8));
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packet_write(&p, &gServerSettings.headlessServer, sizeof(u8));
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packet_write(&p, eeprom, sizeof(u8) * 512);
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u8 modCount = string_linked_list_count(&gRegisteredMods);
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packet_read(p, &gServerSettings.shareLives, sizeof(u8));
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packet_read(p, &gServerSettings.enableCheats, sizeof(u8));
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packet_read(p, &gServerSettings.bubbleDeath, sizeof(u8));
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packet_read(p, &gServerSettings.headlessServer, sizeof(u8));
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packet_read(p, eeprom, sizeof(u8) * 512);
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packet_read(p, &modCount, sizeof(u8));
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@ -360,5 +360,9 @@ void network_receive_player(struct Packet* p) {
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void network_update_player(void) {
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if (!network_player_any_connected()) { return; }
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network_send_player(0);
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u8 localIsHeadless = (&gNetworkPlayers[0] == gNetworkPlayerServer && gServerSettings.headlessServer);
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if (!localIsHeadless) {
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network_send_player(0);
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}
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}
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@ -22,6 +22,7 @@
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#include "gfx/gfx_dxgi.h"
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#include "gfx/gfx_sdl.h"
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#include "gfx/gfx_dummy.h"
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#include "audio/audio_api.h"
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#include "audio/audio_sdl.h"
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@ -231,6 +232,8 @@ void main_func(void) {
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wm_api = &gfx_sdl;
|
||||
#elif defined(WAPI_DXGI)
|
||||
wm_api = &gfx_dxgi;
|
||||
#elif defined(WAPI_DUMMY)
|
||||
wm_api = &gfx_dummy_wm_api;
|
||||
#else
|
||||
#error No window API!
|
||||
#endif
|
||||
|
@ -248,6 +251,8 @@ void main_func(void) {
|
|||
# else
|
||||
# define RAPI_NAME "OpenGL"
|
||||
# endif
|
||||
#elif defined(RAPI_DUMMY)
|
||||
rendering_api = &gfx_dummy_renderer_api;
|
||||
#else
|
||||
#error No rendering API!
|
||||
#endif
|
||||
|
|
|
@ -162,7 +162,9 @@ static void sys_fatal_impl(const char *msg) {
|
|||
|
||||
#else
|
||||
|
||||
#ifndef WAPI_DUMMY
|
||||
#warning "You might want to implement these functions for your platform"
|
||||
#endif
|
||||
|
||||
const char *sys_user_path(void) {
|
||||
return ".";
|
||||
|
|
Loading…
Reference in New Issue