add strings to console variables
[vg.git] / vg.h
diff --git a/vg.h b/vg.h
index 9f7ebe89f48efaca5200b57ca65a1820570efe42..c4f55c3ce924d070fcea0d34340cbf3d1e2e56e2 100644 (file)
--- a/vg.h
+++ b/vg.h
@@ -1,4 +1,4 @@
-/* Copyright (C) 2021-2023 Harry Godden (hgn) - All Rights Reserved */
+/* Copyright (C) 2021-2024 Mt.Zero Software - All Rights Reserved */
 
 /*
  
@@ -42,7 +42,7 @@
 |IMP| |   vg_render(void)
 |   | |      |
 |   | |      v
-|IMP| |   vg_ui(void)
+|IMP| |   vg_gui(void)
 |   | |      |
 |   |  '----'
 '___'
@@ -98,6 +98,12 @@ static void vg_post_update(void);
 static void vg_render(void);
 static void vg_gui(void);
 
+enum quality_profile{
+   k_quality_profile_high = 0,
+   k_quality_profile_low = 1,
+   k_quality_profile_min = 2
+};
+
 struct vg{
    /* Engine sync */
    SDL_Window     *window;
@@ -127,7 +133,12 @@ struct vg{
        window_should_close;
 
    int display_refresh_rate,
-       fps_limit;             /* 0: use vsync, >0: cap fps to this, no vsync */
+       fps_limit,
+       vsync,
+       screen_mode,
+       display_index;
+
+   int settings_open;
 
    enum vsync_feature{
       k_vsync_feature_disabled=0,
@@ -137,7 +148,7 @@ struct vg{
    }
    vsync_feature;
 
-   double mouse_pos[2];
+   i32 mouse_pos[2];
    v2f mouse_delta,
        mouse_wheel;
 
@@ -165,15 +176,18 @@ struct vg{
    engine_stage;
 
    /* graphics */
+#ifdef VG_3D
    m4x4f pv;
-   enum quality_profile{
-      k_quality_profile_high = 0,
-      k_quality_profile_low = 1,
-   }
-   quality_profile;
+#else
+   m3x3f pv;
+#endif
+
+   i32 quality_profile;
 
    float loader_ring;
    GLuint tex_missing;
+
+   vg_rand rand;
 }
 static vg = { .time_rate = 1.0 };
 const char *vg_get_basepath(void){
@@ -241,6 +255,7 @@ static void vg_checkgl( const char *src_info );
 #include "vg_lines.h"
 #include "vg_loader.h"
 #include "vg_opt.h"
+#include "vg_settings_menu.h"
 
 /* Diagnostic */
 static struct vg_profile vg_prof_update = {.name="update()"},
@@ -288,12 +303,12 @@ void async_internal_complete( void *payload, u32 size )
    SDL_AtomicUnlock( &vg.sl_status );
 }
 
-static void _vg_load_full( void *data )
-{
+static void _vg_load_full( void *data ){
    vg_preload();
+   vg_tex2d_replace_with_error( &vg.tex_missing );
+   vg_ui.tex_bg = vg.tex_missing;
 
    /* internal */
-   vg_tex2d_replace_with_error( &vg.tex_missing );
    vg_loader_step( vg_input_init, vg_input_free );
    vg_loader_step( vg_lines_init, NULL );
 #ifndef VG_NO_AUDIO
@@ -393,8 +408,7 @@ static void _vg_process_events(void)
       }
    }
 
-   vg.mouse_pos[0] += vg.mouse_delta[0];
-   vg.mouse_pos[1] += vg.mouse_delta[1];
+   SDL_GetMouseState( &vg.mouse_pos[0], &vg.mouse_pos[1] );
 }
 
 static void _vg_gameloop_update(void)
@@ -450,21 +464,24 @@ static void _vg_gameloop_render(void)
       }
       else vg_gui();
 
+      if( vg.settings_open )
+         vg_settings_gui();
+
       /* vg tools */
 #ifndef VG_NO_AUDIO
       audio_debug_ui( vg.pv );
 #endif
 
                /* profiling */
-      int frame_target = vg.display_refresh_rate;
-      if( vg.fps_limit > 0 ) frame_target = vg.fps_limit;
-      vg_profile_drawn( 
-            (struct vg_profile *[]){
-               &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
-            (1.0f/(float)frame_target)*1000.0f, 
-            (ui_rect){ 4, 4, 250, 0 }, 0
-      );
       if( vg_profiler ){
+         int frame_target = vg.display_refresh_rate;
+         if( vg.fps_limit > 0 ) frame_target = vg.fps_limit;
+         vg_profile_drawn( 
+               (struct vg_profile *[]){
+                  &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
+               (1.0f/(float)frame_target)*1000.0f, 
+               (ui_rect){ 4, 4, 250, 0 }, 0, 0
+         );
          char perf[256];
          
          snprintf( perf, 255, 
@@ -491,19 +508,33 @@ static void _vg_gameloop_render(void)
    vg_profile_end( &vg_prof_render );
 }
 
-static int vg_framefilter( double dt )
-{
-   if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){
+static void aaaaaaaaaaaaaaaaa( ui_rect r ){
+   int frame_target = vg.display_refresh_rate;
+   if( !vg.vsync ) frame_target = vg.fps_limit;
+
+   vg_profile_drawn( 
+         (struct vg_profile *[]){
+            &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
+         (1.0f/(f32)frame_target)*1500.0f, 
+         r, 0, 1
+   );
+
+   ui_fill( (ui_rect){ r[0], r[1] + (r[3]*2)/3, r[2], 1 }, ui_colour(k_ui_fg) );
+}
+
+static void vg_changevsync(void){
+   if( vg.vsync && (vg.vsync_feature != k_vsync_feature_error) ){
       /* turn on vsync if not enabled */
 
       enum vsync_feature requested = k_vsync_feature_enabled;
-      if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive;
+      if( vg.vsync < 0 ) requested = k_vsync_feature_enabled_adaptive;
 
       if( vg.vsync_feature != requested ){
          vg_info( "Setting swap interval\n" );
 
          int swap_interval = 1;
-         if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1;
+         if( requested == k_vsync_feature_enabled_adaptive ) 
+            swap_interval = -1;
 
          if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){
             if( requested == k_vsync_feature_enabled ){
@@ -516,26 +547,25 @@ static int vg_framefilter( double dt )
             }
 
             vg.vsync_feature = k_vsync_feature_error;
-            vg.fps_limit = vg.display_refresh_rate;
-
+            vg.vsync = 0;
             /* TODO: Make popup to notify user that this happened */
-            return 1;
          }
          else{
             vg_success( "Vsync enabled (%d)\n", requested );
             vg.vsync_feature = requested;
          }
       }
-
-      return 0;
    }
-
-   if( vg.vsync_feature != k_vsync_feature_disabled ){
-      SDL_GL_SetSwapInterval( 0 );
-      vg.vsync_feature = k_vsync_feature_disabled;
+   else {
+      if( vg.vsync_feature != k_vsync_feature_disabled ){
+         SDL_GL_SetSwapInterval( 0 );
+         vg.vsync_feature = k_vsync_feature_disabled;
+      }
    }
-   
-   if( vg.fps_limit < 25 ) vg.fps_limit = 25;
+}
+
+static int vg_framefilter( double dt ){
+   if( vg.fps_limit < 24 ) vg.fps_limit = 24;
    if( vg.fps_limit > 300 ) vg.fps_limit = 300;
 
    double min_frametime = 1.0/(double)vg.fps_limit;
@@ -545,7 +575,10 @@ static int vg_framefilter( double dt )
       u32 ms = (u32)floor( sleep_ms );
 
       if( ms ){
-         SDL_Delay( ms );
+         if( !vg_loader_availible() )
+            SDL_Delay(1);
+         else
+            SDL_Delay(ms);
       }
       else{
          vg.time_spinning ++;
@@ -587,7 +620,6 @@ static void _vg_gameloop(void){
 
    int post_start = 0;
    while(1){
-   
       vg.time_hp = SDL_GetPerformanceCounter();
       u64 udt = vg.time_hp - vg.time_hp_last;
       vg.time_hp_last = vg.time_hp;
@@ -600,6 +632,8 @@ static void _vg_gameloop(void){
       if( vg_framefilter( dt ) )
          continue;
 
+      vg_changevsync();
+
       vg_profile_begin( &vg_prof_swap );
       SDL_GL_SwapWindow( vg.window );
       vg_profile_end( &vg_prof_swap );
@@ -724,51 +758,53 @@ static void _vg_init_window( const char *window_name )
    vg.window_x = video_mode.w;
    vg.window_y = video_mode.h;
 
-#ifdef VG_DEVWINDOW
-   vg.window_x = 1200;
-   vg.window_y = 880;
-#endif
-
 #ifndef _WIN32
        SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" );
        SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" );
        SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" );
 #endif
 
-   vg_info( "CreateWindow( %d %d @%dhz )\n", vg.window_x, vg.window_y,
-                                             vg.display_refresh_rate );
+   u32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_GRABBED;
+
+#ifdef VG_DEVWINDOW
+   flags |= SDL_WINDOW_BORDERLESS;
+   vg.screen_mode = 2;
+   vg.window_x = 1280;
+   vg.window_y = 720;
+#else
+
+   if( vg.screen_mode == 2 )
+      flags |= SDL_WINDOW_RESIZABLE;
+   else if( vg.screen_mode == 1 )
+      flags |= SDL_WINDOW_FULLSCREEN;
+   else
+      flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+
+#endif
+
+   vg_info( "CreateWindow( %d %d %u )\n", vg.window_x, vg.window_y, flags );
 
-   /* TODO: Allow selecting closest video mode from launch opts */
    if((vg.window = SDL_CreateWindow( window_name,
+         0, 0, vg.window_x, vg.window_y, flags ))){
 
 #ifdef VG_DEVWINDOW
-         0, 0, vg.window_x, vg.window_y, 
-         SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED
-      ))){
       SDL_SetWindowPosition( vg.window, video_mode.w-vg.window_x, 0 );
-   }
-#else
-                                     0, 0,
-                                     vg.window_x, vg.window_y,
-
-                                     SDL_WINDOW_FULLSCREEN_DESKTOP | 
-                                     SDL_WINDOW_OPENGL |
-                                     SDL_WINDOW_INPUT_GRABBED 
-                                     )))
-   {
+#endif
+      
       if( SDL_SetWindowDisplayMode( vg.window, &video_mode ) ){
          vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() );
          SDL_Quit();
          exit(0);
       }
    }
-#endif
    else{
       vg_error( "SDL_CreateWindow failed: %s", SDL_GetError() );
       exit(0);
    }
 
    SDL_RaiseWindow( vg.window );
+   SDL_SetWindowMinimumSize( vg.window, 1280, 720 );
+   SDL_SetWindowMaximumSize( vg.window, 4096, 4096 );
 
    vg_info( "CreateContext\n" );
 
@@ -812,12 +848,7 @@ static void _vg_init_window( const char *window_name )
    }
 
    vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate );
-
-#if defined(_WIN32) || defined(VG_DEVWINDOW)
-   vg.fps_limit = vg.display_refresh_rate;
-#else
-   vg.fps_limit = 0;
-#endif
+   if( !vg.fps_limit) vg.fps_limit = vg.display_refresh_rate;
 }
 
 static void _vg_terminate(void)
@@ -838,16 +869,26 @@ static void _vg_terminate(void)
    exit(0);
 }
 
-static void vg_enter( int argc, char *argv[], const char *window_name )
-{
-   vg_rand_seed( 461 );
+static void vg_enter( int argc, char *argv[], const char *window_name ){
+   vg_rand_seed( &vg.rand, 461 );
    _vg_process_launch_opts_internal( argc, argv );
 
    /* Systems init */
    vg_alloc_quota();
    _vg_console_init();
    
-   vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
+   vg_console_reg_var( "vg_fps_limit", &vg.fps_limit, 
+                        k_var_dtype_i32, VG_VAR_PERSISTENT );
+   vg_console_reg_var( "vg_vsync", &vg.vsync, 
+                        k_var_dtype_i32, VG_VAR_PERSISTENT );
+   vg_console_reg_var( "vg_quality", &vg.quality_profile, 
+                        k_var_dtype_i32, VG_VAR_PERSISTENT );
+   vg_console_reg_var( "vg_screen_mode", &vg.screen_mode,
+                        k_var_dtype_i32, VG_VAR_PERSISTENT );
+   vg_audio_register();
+   vg_console_load_autos();
+
+   vg_console_reg_cmd( "vg_settings", cmd_vg_settings_toggle, NULL );
    _vg_init_window( window_name );
 
    vg_async_init();
@@ -898,7 +939,7 @@ static void vg_fatal_error( const char *fmt, ... )
    va_start( args, fmt );
    _vg_logx_va( stderr, NULL, "fatal", KRED, fmt, args );
    va_end( args );
-   exit(0);
+   exit(1);
 }
 
 #endif /* VG_GAME */