X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg.h;h=6aeadc9a0032a8c678d2a052bc750f134afae1e8;hb=13737a7a9faa5b31696c711f153b7de4201c404e;hp=a89d750d80aaf9c7cbad96a188e08d85dcf38cd5;hpb=4eaab4b787d2534b4dce8114a360183355062d20;p=vg.git diff --git a/vg.h b/vg.h index a89d750..6aeadc9 100644 --- a/vg.h +++ b/vg.h @@ -52,6 +52,8 @@ #ifndef VG_HEADER_H #define VG_HEADER_H + const char *vg_get_basepath(void); + #include "vg_platform.h" #include "vg_mem.h" @@ -86,7 +88,7 @@ VG_STATIC void vg_print_backtrace(void) #ifdef VG_GAME #include "dep/glad/glad.h" - #include "submodules/SDL/include/SDL.h" + #include "dep/sdl/include/SDL.h" #include "vg_stdint.h" void vg_register_exit( void( *funcptr )(void), const char *name ); @@ -95,7 +97,6 @@ VG_STATIC void vg_print_backtrace(void) #include "vg_io.h" #include "vg_log.h" #include "vg_steam.h" - #include //#define VG_SYNC_DEBUG #ifdef VG_SYNC_DEBUG @@ -122,24 +123,23 @@ VG_STATIC void vg_update_fixed(void); VG_STATIC void vg_update_post(void); VG_STATIC void vg_render(void); -VG_STATIC void vg_ui(void); +VG_STATIC void vg_gui(void); -struct vg -{ +struct vg{ /* Engine sync */ SDL_Window *window; SDL_GLContext gl_context; + const char *base_path; SDL_sem *sem_loader; /* allows only one loader at a time */ - jmp_buf env_loader_exit; SDL_threadID thread_id_main, thread_id_loader; + void *thread_data; SDL_SpinLock sl_status; - enum engine_status - { + enum engine_status{ k_engine_status_none, k_engine_status_load_internal, k_engine_status_running, @@ -156,8 +156,7 @@ struct vg int display_refresh_rate, fps_limit; /* 0: use vsync, >0: cap fps to this, no vsync */ - enum vsync_feature - { + enum vsync_feature{ k_vsync_feature_disabled=0, k_vsync_feature_enabled=1, k_vsync_feature_enabled_adaptive=2, @@ -182,8 +181,7 @@ struct vg int fixed_iterations; - enum engine_stage - { + enum engine_stage{ k_engine_stage_none, k_engine_stage_update, k_engine_stage_update_fixed, @@ -194,8 +192,7 @@ struct vg /* graphics */ m4x4f pv; - enum quality_profile - { + enum quality_profile{ k_quality_profile_high = 0, k_quality_profile_low = 1, } @@ -204,6 +201,9 @@ struct vg float loader_ring; } VG_STATIC vg = { .time_rate = 1.0 }; +const char *vg_get_basepath(void){ + return vg.base_path; +} enum vg_thread_purpose { @@ -304,7 +304,7 @@ void async_internal_complete( void *payload, u32 size ) SDL_AtomicUnlock( &vg.sl_status ); } -VG_STATIC void _vg_load_full(void) +VG_STATIC void _vg_load_full( void *data ) { vg_preload(); @@ -332,7 +332,32 @@ VG_STATIC void _vg_process_events(void) SDL_Event event; while( SDL_PollEvent( &event ) ){ if( event.type == SDL_KEYDOWN ){ - console_proc_key( event.key.keysym ); + if( vg_console.enabled ){ + if( event.key.keysym.sym == SDLK_ESCAPE || + event.key.keysym.sym == SDLK_BACKQUOTE ){ + vg_console.enabled = 0; + ui_defocus_all(); + } + else if( (event.key.keysym.mod & KMOD_CTRL) && + event.key.keysym.sym == SDLK_n ){ + _console_suggest_next(); + } + else if( (event.key.keysym.mod & KMOD_CTRL ) && + event.key.keysym.sym == SDLK_p ){ + _console_suggest_prev(); + } + else{ + _ui_proc_key( event.key.keysym ); + } + } + else{ + if( event.key.keysym.sym == SDLK_BACKQUOTE ){ + vg_console.enabled = 1; + } + else { + _ui_proc_key( event.key.keysym ); + } + } } else if( event.type == SDL_MOUSEWHEEL ){ vg.mouse_wheel[0] += event.wheel.preciseX; @@ -374,7 +399,7 @@ VG_STATIC void _vg_process_events(void) } } else if( event.type == SDL_TEXTINPUT ){ - console_proc_utf8( event.text.text ); + ui_proc_utf8( event.text.text ); } } @@ -428,7 +453,18 @@ VG_STATIC void _vg_gameloop_render(void) vg.engine_stage = k_engine_stage_ui; { ui_prerender(); - vg_ui(); + if( vg_console.enabled ){ + vg_ui.ignore_input_frames = 10; + vg_gui(); + vg_ui.ignore_input_frames = 0; + vg_ui.wants_mouse = 1; + _vg_console_draw(); + } + else vg_gui(); + + /* vg tools */ + audio_debug_ui( vg.pv ); + ui_postrender(); #if 0 ui_begin( vg.window_x, vg.window_y ); @@ -476,9 +512,7 @@ VG_STATIC void _vg_gameloop_render(void) } /* FIXME */ - audio_debug_ui( vg.pv ); - vg_ui(); - _vg_console_draw(); + vg_gui(); ui_resolve(); ui_draw( NULL ); @@ -676,6 +710,15 @@ VG_STATIC void _vg_init_window( const char *window_name ) SDL_InitSubSystem( SDL_INIT_AUDIO ); SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER ); + char *exe_basepath = SDL_GetBasePath(); + u32 len = vg_align8( strlen(exe_basepath)+1 ); + char *dest = vg_linear_alloc( vg_mem.rtmemory, len ); + strcpy( dest, exe_basepath ); + SDL_free( exe_basepath ); + vg.base_path = dest; + + vg_info( "Basepath: %s\n", vg.base_path ); + SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 ); @@ -730,7 +773,7 @@ VG_STATIC void _vg_init_window( const char *window_name ) #ifdef VG_DEVWINDOW 0, 0, vg.window_x, vg.window_y, - SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL + SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED ))){} #else 0, 0, @@ -757,6 +800,9 @@ VG_STATIC void _vg_init_window( const char *window_name ) vg_info( "CreateContext\n" ); + /* ????? */ + if( SDL_IsTextInputActive() ) SDL_StopTextInput(); + /* * OpenGL loading */ @@ -795,11 +841,9 @@ VG_STATIC void _vg_init_window( const char *window_name ) vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate ); -#ifdef _WIN32 +#if defined(_WIN32) || defined(VG_DEVWINDOW) vg.fps_limit = vg.display_refresh_rate; #else - /* request vsync by default on linux to avoid screen tearing. - * this does have its own issues with compositing on X11. */ vg.fps_limit = 0; #endif } @@ -824,6 +868,7 @@ VG_STATIC void _vg_terminate(void) VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) { + vg_rand_seed( 461 ); _vg_process_launch_opts_internal( argc, argv ); /* Systems init */ @@ -834,10 +879,7 @@ VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) _vg_init_window( window_name ); vg_async_init(); - -#ifndef VG_DEVWINDOW SDL_SetRelativeMouseMode(1); -#endif vg.thread_id_main = SDL_GetThreadID(NULL); @@ -848,7 +890,7 @@ VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) vg.engine_status = k_engine_status_load_internal; _vg_opengl_sync_init(); - vg_loader_start( _vg_load_full ); + vg_loader_start( _vg_load_full, NULL ); _vg_gameloop(); _vg_terminate(); }