update gfx_sdl2.c with the latest stuff from Emill/n64-fast3d-engine
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@ -24,17 +24,28 @@
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#include "gfx_window_manager_api.h"
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#include "gfx_screen_config.h"
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#include "../pc_main.h"
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#include "../configfile.h"
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#include "../cliopts.h"
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#include "src/pc/controller/controller_keyboard.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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static SDL_Window *wnd;
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static SDL_GLContext ctx = NULL;
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static int inverted_scancode_table[512];
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static bool cur_fullscreen;
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static uint32_t cur_width, cur_height;
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static bool window_fullscreen;
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static bool window_vsync;
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static int window_width, window_height;
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static Uint64 frame_time = 0;
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const SDL_Scancode windows_scancode_table[] =
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{
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@ -88,22 +99,42 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
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};
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static void gfx_sdl_set_fullscreen(bool fullscreen) {
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if (fullscreen == cur_fullscreen) return;
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if (fullscreen == window_fullscreen) return;
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if (fullscreen) {
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowCursor(SDL_DISABLE);
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SDL_GetWindowSize(wnd, &window_width, &window_height);
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} else {
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SDL_SetWindowFullscreen(wnd, 0);
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SDL_ShowCursor(SDL_ENABLE);
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window_width = DESIRED_SCREEN_WIDTH;
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window_height = DESIRED_SCREEN_HEIGHT;
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SDL_SetWindowSize(wnd, window_width, window_height);
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}
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cur_fullscreen = fullscreen;
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window_fullscreen = fullscreen;
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}
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static bool test_vsync(void) {
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// Even if SDL_GL_SetSwapInterval succeeds, it doesn't mean that VSync actually works.
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// A 60 Hz monitor should have a swap interval of 16.67 milliseconds.
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// If it takes less than 12 milliseconds, assume that VSync is not working.
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// SDL_GetTicks() probably does not offer enough precision for this kind of shit.
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Uint32 start, end;
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// do an extra swap, sometimes the first one takes longer (maybe creates buffers?)
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SDL_GL_SwapWindow(wnd);
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SDL_GL_SwapWindow(wnd);
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start = SDL_GetTicks();
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SDL_GL_SwapWindow(wnd);
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end = SDL_GetTicks();
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return (end - start >= 12);
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}
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static void gfx_sdl_init(void) {
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Uint32 window_flags = 0;
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SDL_Init(SDL_INIT_VIDEO);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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@ -118,18 +149,8 @@ static void gfx_sdl_init(void) {
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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if (gCLIOpts.FullScreen) {
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if (gCLIOpts.FullScreen)
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configFullscreen = true;
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}
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if (configFullscreen) {
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window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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SDL_DisplayMode sdl_displaymode;
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SDL_GetCurrentDisplayMode(0, &sdl_displaymode);
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const char* window_title =
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#ifndef USE_GLES
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@ -138,18 +159,28 @@ static void gfx_sdl_init(void) {
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"Super Mario 64 PC port (OpenGL_ES2)";
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#endif
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Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
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window_width = DESIRED_SCREEN_WIDTH;
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window_height = DESIRED_SCREEN_HEIGHT;
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window_fullscreen = configFullscreen;
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if (configFullscreen) {
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wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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sdl_displaymode.w, sdl_displaymode.h, window_flags);
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window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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SDL_ShowCursor(SDL_DISABLE);
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} else {
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wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
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SDL_ShowCursor(SDL_ENABLE);
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}
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SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
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wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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window_width, window_height, window_flags);
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ctx = SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(2);
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window_vsync = test_vsync();
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if (!window_vsync)
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printf("Warning: VSync is not enabled or not working. Falling back to timer for synchronization\n");
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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inverted_scancode_table[windows_scancode_table[i]] = i;
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@ -166,20 +197,13 @@ static void gfx_sdl_init(void) {
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}
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static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) {
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int t;
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while (1) {
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t = SDL_GetTicks();
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while (1)
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run_one_game_iter();
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t = SDL_GetTicks() - t;
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if (t < 1000 / 30) {
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SDL_Delay ((1000 / 30) - t);
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}
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}
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}
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static void gfx_sdl_get_dimensions(uint32_t *width, uint32_t *height) {
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SDL_GetWindowSize(wnd, width, height);
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*width = window_width;
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*height = window_height;
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}
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static int translate_scancode(int scancode) {
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@ -218,12 +242,19 @@ static void gfx_sdl_handle_events(void) {
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gfx_sdl_onkeyup(event.key.keysym.scancode);
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break;
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#endif
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case SDL_WINDOWEVENT:
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if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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window_width = event.window.data1;
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window_height = event.window.data2;
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}
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break;
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case SDL_QUIT:
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exit(0);
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game_exit();
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break;
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}
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}
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// just check if the fullscreen value has changed and toggle fullscreen if it has
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if (configFullscreen != cur_fullscreen)
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if (configFullscreen != window_fullscreen)
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gfx_sdl_set_fullscreen(configFullscreen);
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}
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@ -231,7 +262,21 @@ static bool gfx_sdl_start_frame(void) {
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return true;
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}
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static void sync_framerate_with_timer(void) {
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// Number of milliseconds a frame should take (30 fps)
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const Uint32 FRAME_TIME = 1000 / FRAMERATE;
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static Uint32 last_time;
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Uint32 elapsed = SDL_GetTicks() - last_time;
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if (elapsed < FRAME_TIME)
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SDL_Delay(FRAME_TIME - elapsed);
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last_time = SDL_GetTicks();
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}
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static void gfx_sdl_swap_buffers_begin(void) {
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if (!window_vsync)
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sync_framerate_with_timer();
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SDL_GL_SwapWindow(wnd);
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}
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