#include "pch.h" #include "winmain.h" #include "control.h" #include "fullscrn.h" #include "midi.h" #include "pinball.h" #include "options.h" #include "pb.h" #include "render.h" #include "Sound.h" SDL_Window* winmain::MainWindow = nullptr; SDL_Renderer* winmain::Renderer = nullptr; ImGuiIO* winmain::ImIO = nullptr; int winmain::return_value = 0; bool winmain::bQuit = false; bool winmain::activated = false; int winmain::DispFrameRate = 0; bool winmain::DispGRhistory = false; bool winmain::single_step = false; bool winmain::has_focus = true; int winmain::last_mouse_x; int winmain::last_mouse_y; int winmain::mouse_down; bool winmain::no_time_loss = false; bool winmain::restart = false; gdrv_bitmap8* winmain::gfr_display = nullptr; bool winmain::ShowAboutDialog = false; bool winmain::ShowImGuiDemo = false; bool winmain::ShowSpriteViewer = false; bool winmain::LaunchBallEnabled = true; bool winmain::HighScoresEnabled = true; bool winmain::DemoActive = false; int winmain::MainMenuHeight = 0; std::string winmain::FpsDetails; double winmain::UpdateToFrameRatio; winmain::DurationMs winmain::TargetFrameTime; optionsStruct& winmain::Options = options::Options; winmain::DurationMs winmain::SpinThreshold = DurationMs(0.005); WelfordState winmain::SleepState{}; int winmain::WinMain(LPCSTR lpCmdLine) { restart = false; bQuit = false; std::set_new_handler(memalloc_failure); // SDL init SDL_SetMainReady(); if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Could not initialize SDL2", SDL_GetError(), nullptr); return 1; } pinball::quickFlag = strstr(lpCmdLine, "-quick") != nullptr; // SDL window SDL_Window* window = SDL_CreateWindow ( pinball::get_rc_string(38, 0), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 556, SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE ); MainWindow = window; if (!window) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Could not create window", SDL_GetError(), nullptr); return 1; } // If HW fails, fallback to SW SDL renderer. SDL_Renderer* renderer = nullptr; auto swOffset = strstr(lpCmdLine, "-sw") != nullptr ? 1 : 0; for (int i = swOffset; i < 2 && !renderer; i++) { Renderer = renderer = SDL_CreateRenderer ( window, -1, i == 0 ? SDL_RENDERER_ACCELERATED : SDL_RENDERER_SOFTWARE ); } if (!renderer) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Could not create renderer", SDL_GetError(), window); return 1; } SDL_RendererInfo rendererInfo{}; if (!SDL_GetRendererInfo(renderer, &rendererInfo)) printf("Using SDL renderer: %s\n", rendererInfo.name); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"); // ImGui init IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiSDL::Initialize(renderer, 0, 0); ImGui::StyleColorsDark(); ImGuiIO& io = ImGui::GetIO(); ImIO = &io; // ImGui_ImplSDL2_Init is private, we are not actually using ImGui OpenGl backend ImGui_ImplSDL2_InitForOpenGL(window, nullptr); io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_NavEnableGamepad; auto prefPath = SDL_GetPrefPath(nullptr, "SpaceCadetPinball"); auto iniPath = std::string(prefPath) + "imgui_pb.ini"; io.IniFilename = iniPath.c_str(); // First step: just load the options options::InitPrimary(); // Data search order: WD, executable path, user pref path, platform specific paths. auto basePath = SDL_GetBasePath(); std::vector searchPaths { { "", basePath, prefPath } }; searchPaths.insert(searchPaths.end(), std::begin(PlatformDataPaths), std::end(PlatformDataPaths)); pb::SelectDatFile(searchPaths); // Second step: run updates depending on FullTiltMode options::InitSecondary(); if (!Sound::Init(Options.SoundChannels, Options.Sounds, Options.SoundVolume)) Options.Sounds = false; if (!pinball::quickFlag && !midi::music_init(Options.MusicVolume)) Options.Music = false; if (pb::init()) { std::string message = "The .dat file is missing.\n" "Make sure that the game data is present in any of the following locations:\n"; for (auto path : searchPaths) { if (path) { message = message + (path[0] ? path : "working directory") + "\n"; } } SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Could not load game data", message.c_str(), window); return 1; } fullscrn::init(); pb::reset_table(); pb::firsttime_setup(); if (strstr(lpCmdLine, "-fullscreen")) { Options.FullScreen = true; } SDL_ShowWindow(window); fullscrn::set_screen_mode(Options.FullScreen); if (strstr(lpCmdLine, "-demo")) pb::toggle_demo(); else pb::replay_level(false); unsigned updateCounter = 0, frameCounter = 0; auto frameStart = Clock::now(); double UpdateToFrameCounter = 0; DurationMs sleepRemainder(0), frameDuration(TargetFrameTime); auto prevTime = frameStart; while (true) { if (DispFrameRate) { auto curTime = Clock::now(); if (curTime - prevTime > DurationMs(1000)) { char buf[60]; auto elapsedSec = DurationMs(curTime - prevTime).count() * 0.001; snprintf(buf, sizeof buf, "Updates/sec = %02.02f Frames/sec = %02.02f ", updateCounter / elapsedSec, frameCounter / elapsedSec); SDL_SetWindowTitle(window, buf); FpsDetails = buf; frameCounter = updateCounter = 0; prevTime = curTime; } } if (!ProcessWindowMessages() || bQuit) break; if (has_focus) { if (mouse_down) { int x, y, w, h; SDL_GetMouseState(&x, &y); SDL_GetWindowSize(window, &w, &h); float dx = static_cast(last_mouse_x - x) / static_cast(w); float dy = static_cast(y - last_mouse_y) / static_cast(h); pb::ballset(dx, dy); SDL_WarpMouseInWindow(window, last_mouse_x, last_mouse_y); // Mouse warp does not work over remote desktop or in some VMs //last_mouse_x = x; //last_mouse_y = y; } if (!single_step && !no_time_loss) { auto dt = static_cast(frameDuration.count()); pb::frame(dt); if (DispGRhistory) { auto width = 300; auto height = 64, halfHeight = height / 2; if (!gfr_display) { gfr_display = new gdrv_bitmap8(width, height, false); gfr_display->CreateTexture("nearest", SDL_TEXTUREACCESS_STREAMING); } gdrv::ScrollBitmapHorizontal(gfr_display, -1); gdrv::fill_bitmap(gfr_display, 1, halfHeight, width - 1, 0, ColorRgba::Black()); // Background // Target gdrv::fill_bitmap(gfr_display, 1, halfHeight, width - 1, halfHeight, ColorRgba::White()); auto target = static_cast(TargetFrameTime.count()); auto scale = halfHeight / target; auto diffHeight = std::min(static_cast(std::round(std::abs(target - dt) * scale)), halfHeight); auto yOffset = dt < target ? halfHeight : halfHeight - diffHeight; gdrv::fill_bitmap(gfr_display, 1, diffHeight, width - 1, yOffset, ColorRgba::Red()); // Target diff } updateCounter++; } no_time_loss = false; if (UpdateToFrameCounter >= UpdateToFrameRatio) { ImGui_ImplSDL2_NewFrame(); ImGui::NewFrame(); RenderUi(); SDL_RenderClear(renderer); // Alternative clear hack, clear might fail on some systems // Todo: remove original clear, if save for all platforms SDL_RenderFillRect(renderer, nullptr); render::PresentVScreen(); ImGui::Render(); ImGuiSDL::Render(ImGui::GetDrawData()); SDL_RenderPresent(renderer); frameCounter++; UpdateToFrameCounter -= UpdateToFrameRatio; } auto sdlError = SDL_GetError(); if (sdlError[0]) { SDL_ClearError(); printf("SDL Error: %s\n", sdlError); } auto updateEnd = Clock::now(); auto targetTimeDelta = TargetFrameTime - DurationMs(updateEnd - frameStart) - sleepRemainder; TimePoint frameEnd; if (targetTimeDelta > DurationMs::zero() && !Options.UncappedUpdatesPerSecond) { if (Options.HybridSleep) HybridSleep(targetTimeDelta); else std::this_thread::sleep_for(targetTimeDelta); frameEnd = Clock::now(); } else { frameEnd = updateEnd; } // Limit duration to 2 * target time sleepRemainder = Clamp(DurationMs(frameEnd - updateEnd) - targetTimeDelta, -TargetFrameTime, TargetFrameTime); frameDuration = std::min(DurationMs(frameEnd - frameStart), 2 * TargetFrameTime); frameStart = frameEnd; UpdateToFrameCounter++; } } SDL_free(basePath); SDL_free(prefPath); delete gfr_display; gfr_display = nullptr; options::uninit(); midi::music_shutdown(); pb::uninit(); Sound::Close(); ImGuiSDL::Deinitialize(); ImGui_ImplSDL2_Shutdown(); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); ImGui::DestroyContext(); SDL_Quit(); return return_value; } void winmain::RenderUi() { // A minimal window with a button to prevent menu lockout. if (!Options.ShowMenu) { ImGui::SetNextWindowPos(ImVec2{}); ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{10, 0}); if (ImGui::Begin("main", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoFocusOnAppearing)) { ImGui::PushID(1); ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{}); if (ImGui::Button("Menu")) { options::toggle(Menu1::Show_Menu); } ImGui::PopStyleColor(1); ImGui::PopID(); } ImGui::End(); ImGui::PopStyleVar(); // This window can not loose nav focus for some reason, clear it manually. if (ImGui::IsNavInputDown(ImGuiNavInput_Cancel)) ImGui::FocusWindow(nullptr); } // No demo window in release to save space #ifndef NDEBUG if (ShowImGuiDemo) ImGui::ShowDemoWindow(&ShowImGuiDemo); #endif if (Options.ShowMenu && ImGui::BeginMainMenuBar()) { int currentMenuHeight = static_cast(ImGui::GetWindowSize().y); if (MainMenuHeight != currentMenuHeight) { // Get the height of the main menu bar and update screen coordinates MainMenuHeight = currentMenuHeight; fullscrn::window_size_changed(); } if (ImGui::BeginMenu("Game")) { if (ImGui::MenuItem("New Game", "F2")) { new_game(); } if (ImGui::MenuItem("Launch Ball", nullptr, false, LaunchBallEnabled)) { end_pause(); pb::launch_ball(); } if (ImGui::MenuItem("Pause/Resume Game", "F3")) { pause(); } ImGui::Separator(); if (ImGui::MenuItem("High Scores...", nullptr, false, HighScoresEnabled)) { pause(false); pb::high_scores(); } if (ImGui::MenuItem("Demo", nullptr, DemoActive)) { end_pause(); pb::toggle_demo(); } if (ImGui::MenuItem("Exit")) { SDL_Event event{SDL_QUIT}; SDL_PushEvent(&event); } ImGui::EndMenu(); } if (ImGui::BeginMenu("Options")) { if (ImGui::MenuItem("Show Menu", "F9", Options.ShowMenu)) { options::toggle(Menu1::Show_Menu); } if (ImGui::MenuItem("Full Screen", "F4", Options.FullScreen)) { options::toggle(Menu1::Full_Screen); } if (ImGui::BeginMenu("Select Players")) { if (ImGui::MenuItem("1 Player", nullptr, Options.Players == 1)) { options::toggle(Menu1::OnePlayer); new_game(); } if (ImGui::MenuItem("2 Players", nullptr, Options.Players == 2)) { options::toggle(Menu1::TwoPlayers); new_game(); } if (ImGui::MenuItem("3 Players", nullptr, Options.Players == 3)) { options::toggle(Menu1::ThreePlayers); new_game(); } if (ImGui::MenuItem("4 Players", nullptr, Options.Players == 4)) { options::toggle(Menu1::FourPlayers); new_game(); } ImGui::EndMenu(); } if (ImGui::MenuItem("Player Controls...", "F8")) { pause(false); options::ShowControlDialog(); } ImGui::Separator(); if (ImGui::BeginMenu("Audio")) { if (ImGui::MenuItem("Sound", "F5", Options.Sounds)) { options::toggle(Menu1::Sounds); } ImGui::TextUnformatted("Sound Volume"); if (ImGui::SliderInt("##Sound Volume", &Options.SoundVolume, options::MinVolume, options::MaxVolume, "%d", ImGuiSliderFlags_AlwaysClamp)) { Sound::SetVolume(Options.SoundVolume); } ImGui::TextUnformatted("Sound Channels"); if (ImGui::SliderInt("##Sound Channels", &Options.SoundChannels, options::MinSoundChannels, options::MaxSoundChannels, "%d", ImGuiSliderFlags_AlwaysClamp)) { Sound::SetChannels(Options.SoundChannels); } ImGui::Separator(); if (ImGui::MenuItem("Music", "F6", Options.Music)) { options::toggle(Menu1::Music); } ImGui::TextUnformatted("Music Volume"); if (ImGui::SliderInt("##Music Volume", &Options.MusicVolume, options::MinVolume, options::MaxVolume, "%d", ImGuiSliderFlags_AlwaysClamp)) { midi::SetVolume(Options.MusicVolume); } ImGui::EndMenu(); } if (ImGui::BeginMenu("Graphics")) { if (ImGui::MenuItem("Uniform Scaling", nullptr, Options.UniformScaling)) { options::toggle(Menu1::WindowUniformScale); } if (ImGui::MenuItem("Linear Filtering", nullptr, Options.LinearFiltering)) { options::toggle(Menu1::WindowLinearFilter); } if (ImGui::MenuItem("Integer Scaling", nullptr, Options.IntegerScaling)) { options::toggle(Menu1::WindowIntegerScale); } ImGui::DragFloat("UI Scale", &ImIO->FontGlobalScale, 0.005f, 0.8f, 5, "%.2f", ImGuiSliderFlags_AlwaysClamp); ImGui::Separator(); char buffer[80]{}; auto changed = false; if (ImGui::MenuItem("Set Default UPS/FPS")) { changed = true; Options.UpdatesPerSecond = options::DefUps; Options.FramesPerSecond = options::DefFps; } if (ImGui::SliderInt("UPS", &Options.UpdatesPerSecond, options::MinUps, options::MaxUps, "%d", ImGuiSliderFlags_AlwaysClamp)) { changed = true; Options.FramesPerSecond = std::min(Options.UpdatesPerSecond, Options.FramesPerSecond); } if (ImGui::SliderInt("FPS", &Options.FramesPerSecond, options::MinFps, options::MaxFps, "%d", ImGuiSliderFlags_AlwaysClamp)) { changed = true; Options.UpdatesPerSecond = std::max(Options.UpdatesPerSecond, Options.FramesPerSecond); } snprintf(buffer, sizeof buffer - 1, "Uncapped UPS (FPS ratio %02.02f)", UpdateToFrameRatio); if (ImGui::MenuItem(buffer, nullptr, Options.UncappedUpdatesPerSecond)) { Options.UncappedUpdatesPerSecond ^= true; } if (ImGui::MenuItem("Precise Sleep", nullptr, Options.HybridSleep)) { Options.HybridSleep ^= true; SleepState = WelfordState{}; SpinThreshold = DurationMs::zero(); } if (changed) { UpdateFrameRate(); } ImGui::EndMenu(); } if (ImGui::BeginMenu("Table Resolution")) { char buffer[20]{}; auto maxResText = pinball::get_rc_string(fullscrn::GetMaxResolution() + 2030, 0); if (ImGui::MenuItem(maxResText, nullptr, Options.Resolution == -1)) { options::toggle(Menu1::MaximumResolution); } for (auto i = 0; i <= fullscrn::GetMaxResolution(); i++) { auto& res = fullscrn::resolution_array[i]; snprintf(buffer, sizeof buffer - 1, "%d x %d", res.ScreenWidth, res.ScreenHeight); if (ImGui::MenuItem(buffer, nullptr, Options.Resolution == i)) { options::toggle(static_cast(static_cast(Menu1::R640x480) + i)); } } ImGui::EndMenu(); } if (ImGui::BeginMenu("Game Data")) { if (ImGui::MenuItem("Prefer 3DPB Data", nullptr, Options.Prefer3DPBGameData)) { options::toggle(Menu1::Prefer3DPBGameData); } ImGui::EndMenu(); } ImGui::EndMenu(); } if (ImGui::BeginMenu("Help")) { #ifndef NDEBUG if (ImGui::MenuItem("ImGui Demo", nullptr, ShowImGuiDemo)) { ShowImGuiDemo ^= true; } #endif if (ImGui::MenuItem("Sprite Viewer", nullptr, ShowSpriteViewer)) { if (!ShowSpriteViewer) pause(false); ShowSpriteViewer ^= true; } if (pb::cheat_mode && ImGui::MenuItem("Frame Times", nullptr, DispGRhistory)) { DispGRhistory ^= true; } if (ImGui::MenuItem("Debug Overlay", nullptr, Options.DebugOverlay)) { Options.DebugOverlay ^= true; } if (Options.DebugOverlay && ImGui::BeginMenu("Overlay Options")) { if (ImGui::MenuItem("Box Grid", nullptr, Options.DebugOverlayGrid)) Options.DebugOverlayGrid ^= true; if (ImGui::MenuItem("All Edges", nullptr, Options.DebugOverlayAllEdges)) Options.DebugOverlayAllEdges ^= true; if (ImGui::MenuItem("Ball Position", nullptr, Options.DebugOverlayBallPosition)) Options.DebugOverlayBallPosition ^= true; if (ImGui::MenuItem("Ball Box Edges", nullptr, Options.DebugOverlayBallEdges)) Options.DebugOverlayBallEdges ^= true; if (ImGui::MenuItem("Apply Collision Mask", nullptr, Options.DebugOverlayCollisionMask)) Options.DebugOverlayCollisionMask ^= true; ImGui::EndMenu(); } if (ImGui::BeginMenu("Cheats")) { if (ImGui::MenuItem("hidden test", nullptr, pb::cheat_mode)) pb::PushCheat("hidden test"); if (ImGui::MenuItem("1max")) pb::PushCheat("1max"); if (ImGui::MenuItem("bmax", nullptr, control::table_unlimited_balls)) pb::PushCheat("bmax"); if (ImGui::MenuItem("gmax")) pb::PushCheat("gmax"); if (ImGui::MenuItem("rmax")) pb::PushCheat("rmax"); if (pb::FullTiltMode && ImGui::MenuItem("quote")) pb::PushCheat("quote"); ImGui::EndMenu(); } ImGui::Separator(); if (ImGui::MenuItem("About Pinball")) { pause(false); ShowAboutDialog = true; } ImGui::EndMenu(); } if (DispFrameRate && !FpsDetails.empty()) if (ImGui::BeginMenu(FpsDetails.c_str())) ImGui::EndMenu(); ImGui::EndMainMenuBar(); } a_dialog(); high_score::RenderHighScoreDialog(); if (ShowSpriteViewer) render::SpriteViewer(&ShowSpriteViewer); options::RenderControlDialog(); if (DispGRhistory) RenderFrameTimeDialog(); } int winmain::event_handler(const SDL_Event* event) { ImGui_ImplSDL2_ProcessEvent(event); if (ImIO->WantCaptureMouse && !options::WaitingForInput()) { if (mouse_down) { mouse_down = 0; SDL_SetWindowGrab(MainWindow, SDL_FALSE); } switch (event->type) { case SDL_MOUSEMOTION: case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: case SDL_MOUSEWHEEL: return 1; default: ; } } if (ImIO->WantCaptureKeyboard && !options::WaitingForInput()) { switch (event->type) { case SDL_KEYDOWN: case SDL_KEYUP: case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: return 1; default: ; } } switch (event->type) { case SDL_QUIT: end_pause(); bQuit = true; fullscrn::shutdown(); return_value = 0; return 0; case SDL_KEYUP: pb::InputUp({InputTypes::Keyboard, event->key.keysym.sym}); break; case SDL_KEYDOWN: if (!event->key.repeat) pb::InputDown({InputTypes::Keyboard, event->key.keysym.sym}); switch (event->key.keysym.sym) { case SDLK_ESCAPE: if (Options.FullScreen) options::toggle(Menu1::Full_Screen); SDL_MinimizeWindow(MainWindow); break; case SDLK_F2: new_game(); break; case SDLK_F3: pause(); break; case SDLK_F4: options::toggle(Menu1::Full_Screen); break; case SDLK_F5: options::toggle(Menu1::Sounds); break; case SDLK_F6: options::toggle(Menu1::Music); break; case SDLK_F8: pause(false); options::ShowControlDialog(); break; case SDLK_F9: options::toggle(Menu1::Show_Menu); break; default: break; } if (!pb::cheat_mode) break; switch (event->key.keysym.sym) { case SDLK_g: DispGRhistory ^= true; break; case SDLK_o: { auto plt = new ColorRgba[4 * 256]; auto pltPtr = &plt[10]; // first 10 entries are system colors hardcoded in display_palette() for (int i1 = 0, i2 = 0; i1 < 256 - 10; ++i1, i2 += 8) { unsigned char blue = i2, redGreen = i2; if (i2 > 255) { blue = 255; redGreen = i1; } *pltPtr++ = ColorRgba{blue, redGreen, redGreen, 0}; } gdrv::display_palette(plt); delete[] plt; } break; case SDLK_y: SDL_SetWindowTitle(MainWindow, "Pinball"); DispFrameRate = DispFrameRate == 0; break; case SDLK_F1: pb::frame(10); break; case SDLK_F10: single_step ^= true; if (!single_step) no_time_loss = true; break; default: break; } break; case SDL_MOUSEBUTTONDOWN: { bool noInput = false; switch (event->button.button) { case SDL_BUTTON_LEFT: if (pb::cheat_mode) { mouse_down = 1; last_mouse_x = event->button.x; last_mouse_y = event->button.y; SDL_SetWindowGrab(MainWindow, SDL_TRUE); noInput = true; } break; default: break; } if (!noInput) pb::InputDown({InputTypes::Mouse, event->button.button}); } break; case SDL_MOUSEBUTTONUP: { bool noInput = false; switch (event->button.button) { case SDL_BUTTON_LEFT: if (mouse_down) { mouse_down = 0; SDL_SetWindowGrab(MainWindow, SDL_FALSE); noInput = true; } break; default: break; } if (!noInput) pb::InputUp({InputTypes::Mouse, event->button.button}); } break; case SDL_WINDOWEVENT: switch (event->window.event) { case SDL_WINDOWEVENT_FOCUS_GAINED: case SDL_WINDOWEVENT_TAKE_FOCUS: case SDL_WINDOWEVENT_SHOWN: activated = true; Sound::Activate(); if (Options.Music && !single_step) midi::play_pb_theme(); no_time_loss = true; has_focus = true; break; case SDL_WINDOWEVENT_FOCUS_LOST: case SDL_WINDOWEVENT_HIDDEN: activated = false; fullscrn::activate(0); Options.FullScreen = false; Sound::Deactivate(); midi::music_stop(); has_focus = false; pb::loose_focus(); break; case SDL_WINDOWEVENT_SIZE_CHANGED: case SDL_WINDOWEVENT_RESIZED: fullscrn::window_size_changed(); break; default: ; } break; case SDL_JOYDEVICEADDED: if (SDL_IsGameController(event->jdevice.which)) { SDL_GameControllerOpen(event->jdevice.which); } break; case SDL_JOYDEVICEREMOVED: { SDL_GameController* controller = SDL_GameControllerFromInstanceID(event->jdevice.which); if (controller) { SDL_GameControllerClose(controller); } } break; case SDL_CONTROLLERBUTTONDOWN: pb::InputDown({InputTypes::GameController, event->cbutton.button}); switch (event->cbutton.button) { case SDL_CONTROLLER_BUTTON_START: pause(); break; case SDL_CONTROLLER_BUTTON_BACK: if (single_step) { SDL_Event event{SDL_QUIT}; SDL_PushEvent(&event); } break; default: ; } break; case SDL_CONTROLLERBUTTONUP: pb::InputUp({InputTypes::GameController, event->cbutton.button}); break; default: ; } return 1; } int winmain::ProcessWindowMessages() { static auto idleWait = 0; SDL_Event event; if (has_focus && !single_step) { idleWait = static_cast(TargetFrameTime.count()); while (SDL_PollEvent(&event)) { if (!event_handler(&event)) return 0; } return 1; } // Progressively wait longer when transitioning to idle idleWait = std::min(idleWait + static_cast(TargetFrameTime.count()), 500); if (SDL_WaitEventTimeout(&event, idleWait)) { idleWait = static_cast(TargetFrameTime.count()); return event_handler(&event); } return 1; } void winmain::memalloc_failure() { midi::music_stop(); Sound::Close(); char* caption = pinball::get_rc_string(170, 0); char* text = pinball::get_rc_string(179, 0); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, caption, text, MainWindow); std::exit(1); } void winmain::a_dialog() { if (ShowAboutDialog == true) { ShowAboutDialog = false; ImGui::OpenPopup("About"); } bool unused_open = true; if (ImGui::BeginPopupModal("About", &unused_open, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::TextUnformatted("3D Pinball for Windows - Space Cadet"); ImGui::TextUnformatted("Original game by Cinematronics, Microsoft"); ImGui::Separator(); ImGui::TextUnformatted("Decompiled -> Ported to SDL"); ImGui::TextUnformatted("Version 2.0.1"); if (ImGui::SmallButton("Project home: https://github.com/k4zmu2a/SpaceCadetPinball")) { #if SDL_VERSION_ATLEAST(2, 0, 14) // Relatively new feature, skip with older SDL SDL_OpenURL("https://github.com/k4zmu2a/SpaceCadetPinball"); #endif } ImGui::Separator(); if (ImGui::Button("Ok")) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } } void winmain::end_pause() { if (single_step) { pb::pause_continue(); no_time_loss = true; } } void winmain::new_game() { end_pause(); pb::replay_level(false); } void winmain::pause(bool toggle) { if (toggle || !single_step) { pb::pause_continue(); no_time_loss = true; } } void winmain::Restart() { restart = true; SDL_Event event{SDL_QUIT}; SDL_PushEvent(&event); } void winmain::UpdateFrameRate() { // UPS >= FPS auto fps = Options.FramesPerSecond, ups = Options.UpdatesPerSecond; UpdateToFrameRatio = static_cast(ups) / fps; TargetFrameTime = DurationMs(1000.0 / ups); } void winmain::RenderFrameTimeDialog() { if (!gfr_display) return; ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2{300, 70}); if (ImGui::Begin("Frame Times", &DispGRhistory, ImGuiWindowFlags_NoScrollbar)) { auto target = static_cast(TargetFrameTime.count()); auto scale = 1 / (gfr_display->Height / 2 / target); auto spin = Options.HybridSleep ? static_cast(SpinThreshold.count()) : 0; ImGui::Text("Target frame time:%03.04fms, 1px:%03.04fms, SpinThreshold:%03.04fms", target, scale, spin); gfr_display->BlitToTexture(); auto region = ImGui::GetContentRegionAvail(); ImGui::Image(gfr_display->Texture, region); } ImGui::End(); ImGui::PopStyleVar(); } void winmain::HybridSleep(DurationMs sleepTarget) { static constexpr double StdDevFactor = 0.5; // This nice concept is from https://blat-blatnik.github.io/computerBear/making-accurate-sleep-function/ // Sacrifices some CPU time for smaller frame time jitter while (sleepTarget > SpinThreshold) { auto start = Clock::now(); std::this_thread::sleep_for(DurationMs(1)); auto end = Clock::now(); auto actualDuration = DurationMs(end - start); sleepTarget -= actualDuration; // Update expected sleep duration using Welford's online algorithm // With bad timer, this will run away to 100% spin SleepState.Advance(actualDuration.count()); SpinThreshold = DurationMs(SleepState.mean + SleepState.GetStdDev() * StdDevFactor); } // spin lock for (auto start = Clock::now(); DurationMs(Clock::now() - start) < sleepTarget;); }