SpaceCadetPinball/SpaceCadetPinball/winmain.cpp

1033 lines
26 KiB
C++

#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<const char*> 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<float>(last_mouse_x - x) / static_cast<float>(w);
float dy = static_cast<float>(y - last_mouse_y) / static_cast<float>(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<float>(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<float>(TargetFrameTime.count());
auto scale = halfHeight / target;
auto diffHeight = std::min(static_cast<int>(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>(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<int>(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<Menu1>(static_cast<int>(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<int>(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<int>(TargetFrameTime.count()), 500);
if (SDL_WaitEventTimeout(&event, idleWait))
{
idleWait = static_cast<int>(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<double>(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<float>(TargetFrameTime.count());
auto scale = 1 / (gfr_display->Height / 2 / target);
auto spin = Options.HybridSleep ? static_cast<float>(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;);
}