/
pc_main.m
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/
pc_main.m
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#include <stdlib.h>
#include <stdio.h>
#ifdef TARGET_WEB
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
#include <SDL2/SDL.h>
#import <UIKit/UIKit.h>
#include "sm64.h"
#include "game/memory.h"
#include "audio/external.h"
#include "gfx/gfx_pc.h"
#include "gfx/gfx_opengl.h"
#include "gfx/gfx_direct3d11.h"
#include "gfx/gfx_direct3d12.h"
#include "ios/native_ui_controller.h"
#include "gfx/gfx_uikit.h"
#include "gfx/gfx_dxgi.h"
#include "gfx/gfx_sdl.h"
#include "audio/audio_api.h"
#include "audio/audio_sdl.h"
#include "audio/audio_null.h"
#include "pc_main.h"
#include "cliopts.h"
#include "configfile.h"
#include "controller/controller_api.h"
#include "controller/controller_keyboard.h"
#include "controller/controller_touchscreen.h"
#include "fs/fs.h"
#include "src/ios/native_ui_controller.h"
#include "game/game_init.h"
#include "game/main.h"
#include "game/thread6.h"
#ifdef DISCORDRPC
#include "pc/discord/discordrpc.h"
#endif
OSMesg D_80339BEC;
OSMesgQueue gSIEventMesgQueue;
s8 gResetTimer;
s8 D_8032C648;
s8 gDebugLevelSelect;
s8 gShowProfiler;
s8 gShowDebugText;
s32 gRumblePakPfs;
struct RumbleData gRumbleDataQueue[3];
struct StructSH8031D9B0 gCurrRumbleSettings;
static struct AudioAPI *audio_api;
static struct GfxWindowManagerAPI *wm_api;
static struct GfxRenderingAPI *rendering_api;
extern void gfx_run(Gfx *commands);
extern void thread5_game_loop(void *arg);
extern void create_next_audio_buffer(s16 *samples, u32 num_samples);
void game_loop_one_iteration(void);
void dispatch_audio_sptask(struct SPTask *spTask) {
}
void set_vblank_handler(s32 index, struct VblankHandler *handler, OSMesgQueue *queue, OSMesg *msg) {
}
static bool inited = false;
#include "game/display.h" // for gGlobalTimer
void send_display_list(struct SPTask *spTask) {
if (!inited) return;
gfx_run((Gfx *)spTask->task.t.data_ptr);
}
#ifdef VERSION_EU
#define SAMPLES_HIGH 656
#define SAMPLES_LOW 640
#else
#define SAMPLES_HIGH 544
#define SAMPLES_LOW 528
#endif
void produce_one_frame(void) {
gfx_start_frame();
if(!paused_by_menu) {
const f32 master_mod = (f32)configMasterVolume / 127.0f;
set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * master_mod);
set_sequence_player_volume(SEQ_PLAYER_SFX, (f32)configSfxVolume / 127.0f * master_mod);
set_sequence_player_volume(SEQ_PLAYER_ENV, (f32)configEnvVolume / 127.0f * master_mod);
game_loop_one_iteration();
thread6_rumble_loop(NULL);
int samples_left = audio_api->buffered();
u32 num_audio_samples = samples_left < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW;
//printf("Audio samples: %d %u\n", samples_left, num_audio_samples);
s16 audio_buffer[SAMPLES_HIGH * 2 * 2];
for (int i = 0; i < 2; i++) {
/*if (audio_cnt-- == 0) {
audio_cnt = 2;
}
u32 num_audio_samples = audio_cnt < 2 ? 528 : 544;*/
create_next_audio_buffer(audio_buffer + i * (num_audio_samples * 2), num_audio_samples);
}
//printf("Audio samples before submitting: %d\n", audio_api->buffered());
audio_api->play((u8 *)audio_buffer, 2 * num_audio_samples * 4);
}
gfx_end_frame();
}
void audio_shutdown(void) {
if (audio_api) {
if (audio_api->shutdown) audio_api->shutdown();
audio_api = NULL;
}
}
void game_deinit(void) {
#ifdef DISCORDRPC
discord_shutdown();
#endif
configfile_save(configfile_name());
controller_shutdown();
audio_shutdown();
gfx_shutdown();
inited = false;
}
void game_exit(void) {
game_deinit();
#ifndef TARGET_WEB
exit(0);
#endif
}
#ifdef TARGET_WEB
static void em_main_loop(void) {
}
static void request_anim_frame(void (*func)(double time)) {
EM_ASM(requestAnimationFrame(function(time) {
dynCall("vd", $0, [time]);
}), func);
}
static void on_anim_frame(double time) {
static double target_time;
time *= 0.03; // milliseconds to frame count (33.333 ms -> 1)
if (time >= target_time + 10.0) {
// We are lagging 10 frames behind, probably due to coming back after inactivity,
// so reset, with a small margin to avoid potential jitter later.
target_time = time - 0.010;
}
for (int i = 0; i < 2; i++) {
// If refresh rate is 15 Hz or something we might need to generate two frames
if (time >= target_time) {
produce_one_frame();
target_time = target_time + 1.0;
}
}
if (inited) // only continue if the init flag is still set
request_anim_frame(on_anim_frame);
}
#endif
void present_first_screen(void) {
present_viewcontroller(@"MenuNav", true);
}
void ios_produce_one_frame(void) {
wm_api->main_loop(produce_one_frame);
}
void main_func(void) {
const char *gamedir = gCLIOpts.GameDir[0] ? gCLIOpts.GameDir : FS_BASEDIR;
const char *userpath = gCLIOpts.SavePath[0] ? gCLIOpts.SavePath : sys_user_path();
fs_init(sys_ropaths, gamedir, userpath);
configfile_load(configfile_name());
if (gCLIOpts.FullScreen == 1)
configWindow.fullscreen = true;
else if (gCLIOpts.FullScreen == 2)
configWindow.fullscreen = false;
const size_t poolsize = gCLIOpts.PoolSize ? gCLIOpts.PoolSize : DEFAULT_POOL_SIZE;
u64 *pool = malloc(poolsize);
if (!pool) sys_fatal("Could not alloc %u bytes for main pool.\n", poolsize);
main_pool_init(pool, pool + poolsize / sizeof(pool[0]));
gEffectsMemoryPool = mem_pool_init(0x4000, MEMORY_POOL_LEFT);
#if defined(WAPI_SDL1) || defined(WAPI_SDL2)
wm_api = &gfx_sdl;
#elif defined(WAPI_DXGI)
wm_api = &gfx_dxgi;
#else
#error No window API!
#endif
#if defined(RAPI_D3D11)
rendering_api = &gfx_direct3d11_api;
# define RAPI_NAME "DirectX 11"
#elif defined(RAPI_D3D12)
rendering_api = &gfx_direct3d12_api;
# define RAPI_NAME "DirectX 12"
#elif defined(RAPI_GL) || defined(RAPI_GL_LEGACY)
rendering_api = &gfx_opengl_api;
# ifdef USE_GLES
# define RAPI_NAME "OpenGL ES"
# else
# define RAPI_NAME "OpenGL"
# endif
#else
#error No rendering API!
#endif
char window_title[96] =
"Super Mario 64 EX (" RAPI_NAME ")"
#ifdef NIGHTLY
" nightly " GIT_HASH
#endif
;
#if defined(AAPI_SDL1) || defined(AAPI_SDL2)
if (audio_api == NULL && audio_sdl.init())
audio_api = &audio_sdl;
#endif
if (audio_api == NULL) {
audio_api = &audio_null;
}
audio_init();
sound_init();
thread5_game_loop(NULL);
gfx_init(wm_api, rendering_api, window_title);
wm_api->set_keyboard_callbacks(keyboard_on_key_down, keyboard_on_key_up, keyboard_on_all_keys_up);
UIViewController *gfxVc = get_sdl_viewcontroller();
gfx_uikit_init(gfxVc);
gfx_uikit_set_touchscreen_callbacks((void*)touch_down, (void*)touch_motion, (void*)touch_up);
configWindow.settings_changed = true;
wm_api->reset_dimension_and_pos();
menu_button_pressed = &present_first_screen;
inited = true;
#ifdef EXTERNAL_DATA
// precache data if needed
if (configPrecacheRes) {
fprintf(stdout, "precaching data\n");
fflush(stdout);
gfx_precache_textures();
}
#endif
#ifdef DISCORDRPC
discord_init();
#endif
#ifdef TARGET_WEB
emscripten_set_main_loop(em_main_loop, 0, 0);
request_anim_frame(on_anim_frame);
#else
//SDL_iPhoneSetAnimationCallback(wnd, 1, &ios_produce_one_frame, NULL);
while (true) {
wm_api->main_loop(produce_one_frame);
#ifdef DISCORDRPC
discord_update_rich_presence();
#endif
}
#endif
}
int SDL_main(int argc, char *argv[]) {
@autoreleasepool {
parse_cli_opts(argc, argv);
main_func();
}
return 0;
}