#ifdef __MINGW32__ #define FOR_WINDOWS 1 #else #define FOR_WINDOWS 0 #endif #if FOR_WINDOWS #define GLEW_STATIC #include #include #define GL_GLEXT_PROTOTYPES 1 #include #else #include #define GL_GLEXT_PROTOTYPES 1 #ifdef OSX_BUILD #include #else #include #endif #endif // End of OS-Specific GL defines #include "gfx_window_manager_api.h" #include "gfx_screen_config.h" #include "../pc_main.h" #include "../configfile.h" #include "../cliopts.h" #include "src/pc/controller/controller_keyboard.h" // TODO: figure out if this shit even works #ifdef VERSION_EU # define FRAMERATE 25 #else # define FRAMERATE 30 #endif static SDL_Window *wnd; static SDL_GLContext ctx = NULL; static int inverted_scancode_table[512]; static bool window_fullscreen; static bool window_vsync; static int window_width, window_height; static Uint64 frame_time = 0; const SDL_Scancode windows_scancode_table[] = { /* 0 1 2 3 4 5 6 7 */ /* 8 9 A B C D E F */ SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_ESCAPE, SDL_SCANCODE_1, SDL_SCANCODE_2, SDL_SCANCODE_3, SDL_SCANCODE_4, SDL_SCANCODE_5, SDL_SCANCODE_6, /* 0 */ SDL_SCANCODE_7, SDL_SCANCODE_8, SDL_SCANCODE_9, SDL_SCANCODE_0, SDL_SCANCODE_MINUS, SDL_SCANCODE_EQUALS, SDL_SCANCODE_BACKSPACE, SDL_SCANCODE_TAB, /* 0 */ SDL_SCANCODE_Q, SDL_SCANCODE_W, SDL_SCANCODE_E, SDL_SCANCODE_R, SDL_SCANCODE_T, SDL_SCANCODE_Y, SDL_SCANCODE_U, SDL_SCANCODE_I, /* 1 */ SDL_SCANCODE_O, SDL_SCANCODE_P, SDL_SCANCODE_LEFTBRACKET, SDL_SCANCODE_RIGHTBRACKET, SDL_SCANCODE_RETURN, SDL_SCANCODE_LCTRL, SDL_SCANCODE_A, SDL_SCANCODE_S, /* 1 */ SDL_SCANCODE_D, SDL_SCANCODE_F, SDL_SCANCODE_G, SDL_SCANCODE_H, SDL_SCANCODE_J, SDL_SCANCODE_K, SDL_SCANCODE_L, SDL_SCANCODE_SEMICOLON, /* 2 */ SDL_SCANCODE_APOSTROPHE, SDL_SCANCODE_GRAVE, SDL_SCANCODE_LSHIFT, SDL_SCANCODE_BACKSLASH, SDL_SCANCODE_Z, SDL_SCANCODE_X, SDL_SCANCODE_C, SDL_SCANCODE_V, /* 2 */ SDL_SCANCODE_B, SDL_SCANCODE_N, SDL_SCANCODE_M, SDL_SCANCODE_COMMA, SDL_SCANCODE_PERIOD, SDL_SCANCODE_SLASH, SDL_SCANCODE_RSHIFT, SDL_SCANCODE_PRINTSCREEN,/* 3 */ SDL_SCANCODE_LALT, SDL_SCANCODE_SPACE, SDL_SCANCODE_CAPSLOCK, SDL_SCANCODE_F1, SDL_SCANCODE_F2, SDL_SCANCODE_F3, SDL_SCANCODE_F4, SDL_SCANCODE_F5, /* 3 */ SDL_SCANCODE_F6, SDL_SCANCODE_F7, SDL_SCANCODE_F8, SDL_SCANCODE_F9, SDL_SCANCODE_F10, SDL_SCANCODE_NUMLOCKCLEAR, SDL_SCANCODE_SCROLLLOCK, SDL_SCANCODE_HOME, /* 4 */ SDL_SCANCODE_UP, SDL_SCANCODE_PAGEUP, SDL_SCANCODE_KP_MINUS, SDL_SCANCODE_LEFT, SDL_SCANCODE_KP_5, SDL_SCANCODE_RIGHT, SDL_SCANCODE_KP_PLUS, SDL_SCANCODE_END, /* 4 */ SDL_SCANCODE_DOWN, SDL_SCANCODE_PAGEDOWN, SDL_SCANCODE_INSERT, SDL_SCANCODE_DELETE, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_NONUSBACKSLASH,SDL_SCANCODE_F11, /* 5 */ SDL_SCANCODE_F12, SDL_SCANCODE_PAUSE, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_LGUI, SDL_SCANCODE_RGUI, SDL_SCANCODE_APPLICATION, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, /* 5 */ SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_F13, SDL_SCANCODE_F14, SDL_SCANCODE_F15, SDL_SCANCODE_F16, /* 6 */ SDL_SCANCODE_F17, SDL_SCANCODE_F18, SDL_SCANCODE_F19, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, /* 6 */ SDL_SCANCODE_INTERNATIONAL2, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_INTERNATIONAL1, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN, /* 7 */ SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_INTERNATIONAL4, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_INTERNATIONAL5, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_INTERNATIONAL3, SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_UNKNOWN /* 7 */ }; const SDL_Scancode scancode_rmapping_extended[][2] = { {SDL_SCANCODE_KP_ENTER, SDL_SCANCODE_RETURN}, {SDL_SCANCODE_RALT, SDL_SCANCODE_LALT}, {SDL_SCANCODE_RCTRL, SDL_SCANCODE_LCTRL}, {SDL_SCANCODE_KP_DIVIDE, SDL_SCANCODE_SLASH}, //{SDL_SCANCODE_KP_PLUS, SDL_SCANCODE_CAPSLOCK} }; const SDL_Scancode scancode_rmapping_nonextended[][2] = { {SDL_SCANCODE_KP_7, SDL_SCANCODE_HOME}, {SDL_SCANCODE_KP_8, SDL_SCANCODE_UP}, {SDL_SCANCODE_KP_9, SDL_SCANCODE_PAGEUP}, {SDL_SCANCODE_KP_4, SDL_SCANCODE_LEFT}, {SDL_SCANCODE_KP_6, SDL_SCANCODE_RIGHT}, {SDL_SCANCODE_KP_1, SDL_SCANCODE_END}, {SDL_SCANCODE_KP_2, SDL_SCANCODE_DOWN}, {SDL_SCANCODE_KP_3, SDL_SCANCODE_PAGEDOWN}, {SDL_SCANCODE_KP_0, SDL_SCANCODE_INSERT}, {SDL_SCANCODE_KP_PERIOD, SDL_SCANCODE_DELETE}, {SDL_SCANCODE_KP_MULTIPLY, SDL_SCANCODE_PRINTSCREEN} }; static void gfx_sdl_set_fullscreen(bool fullscreen) { if (fullscreen == window_fullscreen) return; if (fullscreen) { SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP); SDL_ShowCursor(SDL_DISABLE); SDL_GetWindowSize(wnd, &window_width, &window_height); } else { SDL_SetWindowFullscreen(wnd, 0); SDL_ShowCursor(SDL_ENABLE); window_width = DESIRED_SCREEN_WIDTH; window_height = DESIRED_SCREEN_HEIGHT; SDL_SetWindowSize(wnd, window_width, window_height); } window_fullscreen = fullscreen; } static bool test_vsync(void) { // Even if SDL_GL_SetSwapInterval succeeds, it doesn't mean that VSync actually works. // A 60 Hz monitor should have a swap interval of 16.67 milliseconds. // If it takes less than 12 milliseconds, assume that VSync is not working. // SDL_GetTicks() probably does not offer enough precision for this kind of shit. Uint32 start, end; // do an extra swap, sometimes the first one takes longer (maybe creates buffers?) SDL_GL_SwapWindow(wnd); SDL_GL_SwapWindow(wnd); start = SDL_GetTicks(); SDL_GL_SwapWindow(wnd); end = SDL_GetTicks(); return (end - start >= 12); } static void gfx_sdl_init(void) { SDL_Init(SDL_INIT_VIDEO); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); #ifdef USE_GLES SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // These attributes allow for hardware acceleration on RPis. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); #endif //SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); //SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); if (gCLIOpts.FullScreen) configFullscreen = true; const char* window_title = #ifndef USE_GLES "Super Mario 64 PC port (OpenGL)"; #else "Super Mario 64 PC port (OpenGL_ES2)"; #endif Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE; window_width = DESIRED_SCREEN_WIDTH; window_height = DESIRED_SCREEN_HEIGHT; window_fullscreen = configFullscreen; if (configFullscreen) { window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; SDL_ShowCursor(SDL_DISABLE); } else { SDL_ShowCursor(SDL_ENABLE); } wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, window_flags); ctx = SDL_GL_CreateContext(wnd); SDL_GL_SetSwapInterval(2); window_vsync = test_vsync(); if (!window_vsync) printf("Warning: VSync is not enabled or not working. Falling back to timer for synchronization\n"); for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) { inverted_scancode_table[windows_scancode_table[i]] = i; } for (size_t i = 0; i < sizeof(scancode_rmapping_extended) / sizeof(scancode_rmapping_extended[0]); i++) { inverted_scancode_table[scancode_rmapping_extended[i][0]] = inverted_scancode_table[scancode_rmapping_extended[i][1]] + 0x100; } for (size_t i = 0; i < sizeof(scancode_rmapping_nonextended) / sizeof(scancode_rmapping_nonextended[0]); i++) { inverted_scancode_table[scancode_rmapping_nonextended[i][0]] = inverted_scancode_table[scancode_rmapping_nonextended[i][1]]; inverted_scancode_table[scancode_rmapping_nonextended[i][1]] += 0x100; } } static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) { while (1) run_one_game_iter(); } static void gfx_sdl_get_dimensions(uint32_t *width, uint32_t *height) { *width = window_width; *height = window_height; } static int translate_scancode(int scancode) { if (scancode < 512) { return inverted_scancode_table[scancode]; } else { return 0; } } static void gfx_sdl_onkeydown(int scancode) { keyboard_on_key_down(translate_scancode(scancode)); const Uint8 *state = SDL_GetKeyboardState(NULL); if (state[SDL_SCANCODE_LALT] && state[SDL_SCANCODE_RETURN]) configFullscreen = !configFullscreen; else if (state[SDL_SCANCODE_ESCAPE] && configFullscreen) configFullscreen = false; } static void gfx_sdl_onkeyup(int scancode) { keyboard_on_key_up(translate_scancode(scancode)); } static void gfx_sdl_handle_events(void) { SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { #ifndef TARGET_WEB // Scancodes are broken in Emscripten SDL2: https://bugzilla.libsdl.org/show_bug.cgi?id=3259 case SDL_KEYDOWN: gfx_sdl_onkeydown(event.key.keysym.scancode); break; case SDL_KEYUP: gfx_sdl_onkeyup(event.key.keysym.scancode); break; #endif case SDL_WINDOWEVENT: if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) { window_width = event.window.data1; window_height = event.window.data2; } break; case SDL_QUIT: game_exit(); break; } } // just check if the fullscreen value has changed and toggle fullscreen if it has if (configFullscreen != window_fullscreen) gfx_sdl_set_fullscreen(configFullscreen); } static bool gfx_sdl_start_frame(void) { return true; } static void sync_framerate_with_timer(void) { // Number of milliseconds a frame should take (30 fps) const Uint32 FRAME_TIME = 1000 / FRAMERATE; static Uint32 last_time; Uint32 elapsed = SDL_GetTicks() - last_time; if (elapsed < FRAME_TIME) SDL_Delay(FRAME_TIME - elapsed); last_time = SDL_GetTicks(); } static void gfx_sdl_swap_buffers_begin(void) { if (!window_vsync) sync_framerate_with_timer(); SDL_GL_SwapWindow(wnd); } static void gfx_sdl_swap_buffers_end(void) { } static double gfx_sdl_get_time(void) { return 0.0; } static void gfx_sdl_shutdown(void) { if (SDL_WasInit(0)) { if (ctx) { SDL_GL_DeleteContext(ctx); ctx = NULL; } if (wnd) { SDL_DestroyWindow(wnd); wnd = NULL; } SDL_Quit(); } } struct GfxWindowManagerAPI gfx_sdl = { gfx_sdl_init, gfx_sdl_main_loop, gfx_sdl_get_dimensions, gfx_sdl_handle_events, gfx_sdl_start_frame, gfx_sdl_swap_buffers_begin, gfx_sdl_swap_buffers_end, gfx_sdl_get_time, gfx_sdl_shutdown };