X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_window.pas;h=df97e5149a2682bc6bddbe0499a6e307b315d351;hb=02521d15eb6020ddac536714d2eefedd69fd0f6e;hp=f31257236b45de2c43d6510b403ffc4d12e69a27;hpb=64e4a0cca80170987eb2c67d111a7c43ba6304b6;p=d2df-sdl.git diff --git a/src/game/g_window.pas b/src/game/g_window.pas index f312572..df97e51 100644 --- a/src/game/g_window.pas +++ b/src/game/g_window.pas @@ -17,385 +17,67 @@ unit g_window; interface -uses - utils; + procedure g_Game_ClearLoading; + procedure g_Game_SetLoadingText (const text: String; maxval: Integer; rewrite: Boolean); + procedure g_Game_StepLoading (value: Integer = -1); -function SDLMain (): Integer; -procedure ResetTimer (); -procedure ProcessLoading (forceUpdate: Boolean = False); - -var - gwin_has_stencil: Boolean = false; - gwin_k8_enable_light_experiments: Boolean = false; - g_dbg_aimline_on: Boolean = false; - g_dbg_input: Boolean = False; + procedure ProcessLoading (forceUpdate: Boolean=false); implementation -uses -{$IFDEF WINDOWS}Windows,{$ENDIF} -{$IFDEF ENABLE_HOLMES} - g_holmes, sdlcarcass, fui_ctls, -{$ENDIF} - SysUtils, Classes, MAPDEF, Math, r_graphics, - r_window, e_log, e_res, envvars, r_game, - g_console, r_console, e_input, g_options, g_game, - g_basic, g_textures, e_sound, g_sound, g_menu, ENet, g_net, - g_map, g_gfx, g_monsters, xprofiler, - g_touch, g_gui, g_system, g_netmaster; - -var - Time, Time_Delta, Time_Old: Int64; - Frame: Int64; - flag: Boolean; - wNeedTimeReset: Boolean = false; - wLoadingQuit: Boolean = false; - - {$IFDEF USE_SDLMIXER} - UseNativeMusic: Boolean; - {$ENDIF} - -procedure Update (); -begin - // remember old mobj positions, prepare for update - g_Game_PreUpdate(); - // server: receive client commands for new frame - // client: receive game state changes from server - if (NetMode = NET_SERVER) then g_Net_Host_Update() - else if (NetMode = NET_CLIENT) then g_Net_Client_Update(); - // think - g_Game_Update(); - // server: send any accumulated outgoing data to clients - if NetMode = NET_SERVER then g_Net_Flush(); -end; - - -procedure Draw (); -begin - r_Game_Draw(); -end; - - -procedure Init(); - {$IFDEF USE_SDLMIXER} - var timiditycfg: AnsiString; - var oldcwd, newcwd: RawByteString; - {$ENDIF} - var NoSound: Boolean; -begin - Randomize; - -{$IFDEF HEADLESS} - {$IFDEF USE_SDLMIXER} - NoSound := False; // hope env has set SDL_AUDIODRIVER to dummy - {$ELSE} - NoSound := True; // FMOD backend will sort it out - {$ENDIF} -{$ELSE} - NoSound := False; -{$ENDIF} - - g_Touch_Init; - -(* - if (e_JoysticksAvailable > 0) then - e_WriteLog('Input: Joysticks available.', TMsgType.Notify) - else - e_WriteLog('Input: No Joysticks.', TMsgType.Notify); -*) - - if gNoSound = false then - begin - e_WriteLog('Initializing sound system', TMsgType.Notify); - {$IFDEF USE_SDLMIXER} - newcwd := ''; - if UseNativeMusic then - SetEnvVar('SDL_NATIVE_MUSIC', '1'); - timiditycfg := GetEnvironmentVariable('TIMIDITY_CFG'); - if timiditycfg = '' then - begin - timiditycfg := 'timidity.cfg'; - if e_FindResource(ConfigDirs, timiditycfg) OR e_FindResource(DataDirs, timiditycfg) then - begin - timiditycfg := ExpandFileName(timiditycfg); - newcwd := ExtractFileDir(timiditycfg); - SetEnvVar('TIMIDITY_CFG', timiditycfg); - end - else - timiditycfg := ''; - end; - e_LogWritefln('TIMIDITY_CFG = "%s"', [timiditycfg]); - e_LogWritefln('SDL_NATIVE_MUSIC = "%s"', [GetEnvironmentVariable('SDL_NATIVE_MUSIC')]); + uses + {$IFDEF ENABLE_RENDER} + r_render, {$ENDIF} - e_InitSoundSystem(NoSound); - {$IFDEF USE_SDLMIXER} - if e_TimidityDecoder and (newcwd <> '') then - begin - (* HACK: Set CWD to load GUS patches relatively to cfg file. *) - (* CWD not restored after sound init because timidity *) - (* store relative pathes internally and load patches *) - (* later. I hope game never relies on CWD. *) - oldcwd := ''; - GetDir(0, oldcwd); - ChDir(newcwd); - e_logwritefln('WARNING: USED TIMIDITY CONFIG HACK, CWD SWITCHED "%s" -> "%s"', [oldcwd, newcwd]); - end; + {$IFDEF ENABLE_SYSTEM} + g_system, {$ENDIF} - end; - - e_WriteLog('Init game', TMsgType.Notify); - g_Game_Init(); - -// FillChar(charbuff, sizeof(charbuff), ' '); -end; - -procedure Release(); -begin - e_WriteLog('Releasing engine', TMsgType.Notify); - e_ReleaseEngine(); - - e_WriteLog('Releasing input', TMsgType.Notify); - e_ReleaseInput(); - - if not gNoSound then - begin - e_WriteLog('Releasing sound', TMsgType.Notify); - e_ReleaseSoundSystem(); - end; -end; - -procedure ResetTimer (); -begin - wNeedTimeReset := true; -end; - -procedure ProcessLoading (forceUpdate: Boolean=false); -begin - if sys_HandleInput() = True then - Exit; - -{$IFNDEF HEADLESS} - r_Window_DrawLoading(forceUpdate); -{$ENDIF} - - e_SoundUpdate(); - - // TODO: At the moment, I left here only host network processing, because the client code must - // handle network events on its own. Otherwise separate network cases that use different calls to - // enet_host_service() WILL lose their packets (for example, resource downloading). So they have - // to handle everything by themselves. But in general, this MUST be removed completely, since - // updating the window should never affect the network. Use single enet_host_service(), period. - if NetMode = NET_SERVER - then g_Net_Host_Update(); -end; - - -function ProcessMessage (): Boolean; -var - i, t: Integer; -begin - result := sys_HandleInput(); - - Time := sys_GetTicks(); - Time_Delta := Time-Time_Old; - - flag := false; - - if wNeedTimeReset then - begin - Frame := 0; - Time_Delta := 28; - wNeedTimeReset := false; - end; - - g_Map_ProfilersBegin(); - g_Mons_ProfilersBegin(); + {$IFDEF ENABLE_MENU} + g_gui, + {$ENDIF} + e_sound, g_net + ; - t := Time_Delta div 28; - if (t > 0) then + procedure ProcessLoading (forceUpdate: Boolean = False); begin - flag := true; - for i := 1 to t do - Update(); + {$IFDEF ENABLE_MENU} + g_ActiveWindow := nil; + {$ENDIF} + {$IFDEF ENABLE_RENDER} + r_Render_DrawLoading(forceUpdate); + {$ENDIF} end; - g_Map_ProfilersEnd(); - g_Mons_ProfilersEnd(); - - if wLoadingQuit then + procedure g_Game_ClearLoading; begin - g_Game_Free(); - g_Game_Quit(); + {$IFDEF ENABLE_MENU} + g_ActiveWindow := nil; + {$ENDIF} + {$IFDEF ENABLE_RENDER} + r_Render_ClearLoading; + {$ENDIF} end; - if (gExit = EXIT_QUIT) then + procedure g_Game_SetLoadingText (const text: String; maxval: Integer; rewrite: Boolean); begin - result := true; - exit; + {$IFDEF ENABLE_MENU} + g_ActiveWindow := nil; + {$ENDIF} + {$IFDEF ENABLE_RENDER} + if maxval < 0 then maxval := 0; + r_Render_SetLoading(text, maxval); + {$ENDIF} end; - // Âðåìÿ ïðåäûäóùåãî îáíîâëåíèÿ - if flag then - Time_Old := Time - (Time_Delta mod 28); - - // don't wait if VSync is on, GL already probably waits enough - if gLerpActors then - flag := (Time - Frame >= gFrameTime) or gVSync; - - if flag then - begin - if gPause or (not gLerpActors) or (gState = STATE_FOLD) then - gLerpFactor := 1.0 - else - gLerpFactor := nmin(1.0, (Time - Time_Old) / 28.0); - Draw; - sys_Repaint; - Frame := Time - end - else - sys_Delay(1); - - e_SoundUpdate(); -end; - -function SDLMain (): Integer; -var - idx: Integer; - arg: AnsiString; - mdfo: TStream; - {$IFDEF ENABLE_HOLMES} - itmp: Integer; - valres: Word; - {$ENDIF} -begin - - idx := 1; - while (idx <= ParamCount) do + procedure g_Game_StepLoading (value: Integer = -1); begin - arg := ParamStr(idx); - Inc(idx); - if arg = '--jah' then g_profile_history_size := 100; - if arg = '--no-particles' then gpart_dbg_enabled := false; - if arg = '--no-los' then gmon_dbg_los_enabled := false; - - if arg = '--profile-render' then g_profile_frame_draw := true; - if arg = '--profile-coldet' then g_profile_collision := true; - if arg = '--profile-los' then g_profile_los := true; - - if arg = '--no-part-phys' then gpart_dbg_phys_enabled := false; - if arg = '--no-part-physics' then gpart_dbg_phys_enabled := false; - if arg = '--no-particles-phys' then gpart_dbg_phys_enabled := false; - if arg = '--no-particles-physics' then gpart_dbg_phys_enabled := false; - if arg = '--no-particle-phys' then gpart_dbg_phys_enabled := false; - if arg = '--no-particle-physics' then gpart_dbg_phys_enabled := false; - - if arg = '--debug-input' then g_dbg_input := True; - - {.$IF DEFINED(D2F_DEBUG)} - if arg = '--aimline' then g_dbg_aimline_on := true; - {.$ENDIF} - -{$IFDEF ENABLE_HOLMES} - if arg = '--holmes' then begin g_holmes_enabled := true; g_Game_SetDebugMode(); end; - - if (arg = '--holmes-ui-scale') or (arg = '-holmes-ui-scale') then - begin - if (idx <= ParamCount) then - begin - if not conParseFloat(fuiRenderScale, ParamStr(idx)) then fuiRenderScale := 1.0; - Inc(idx); - end; - end; - - if (arg = '--holmes-font') or (arg = '-holmes-font') then - begin - if (idx <= ParamCount) then - begin - itmp := 0; - val(ParamStr(idx), itmp, valres); - {$IFNDEF HEADLESS} - if (valres = 0) and (not g_holmes_imfunctional) then - begin - case itmp of - 8: uiContext.font := 'win8'; - 14: uiContext.font := 'win14'; - 16: uiContext.font := 'win16'; - end; - end; - {$ELSE} - // fuck off, fpc! - itmp := itmp; - valres := valres; - {$ENDIF} - Inc(idx); - end; - end; -{$ENDIF} - - if (arg = '--game-scale') or (arg = '-game-scale') then - begin - if (idx <= ParamCount) then - begin - if not conParseFloat(g_dbg_scale, ParamStr(idx)) then g_dbg_scale := 1.0; - Inc(idx); - end; - end; - - if (arg = '--write-mapdef') or (arg = '-write-mapdef') then - begin - mdfo := createDiskFile('mapdef.txt'); - mdfo.WriteBuffer(defaultMapDef[1], Length(defaultMapDef)); - mdfo.Free(); - Halt(0); - end; - - if (arg = '--pixel-scale') or (arg = '-pixel-scale') then - begin - if (idx <= ParamCount) then - begin - if not conParseFloat(r_pixel_scale, ParamStr(idx)) then r_pixel_scale := 1.0; - Inc(idx); - end; - end; + {$IFDEF ENABLE_MENU} + g_ActiveWindow := nil; + {$ENDIF} + {$IFDEF ENABLE_RENDER} + if value < 0 then value := 1; + r_Render_StepLoading(value); + {$ENDIF} end; - r_Window_Initialize; - - Init; - Time_Old := sys_GetTicks(); - - g_Net_InitLowLevel(); - - // Êîìàíäíàÿ ñòðîêà - if (ParamCount > 0) then g_Game_Process_Params(); - -{$IFNDEF HEADLESS} - // Çàïðîñ ÿçûêà - if (not gGameOn) and gAskLanguage then g_Menu_AskLanguage(); -{$ENDIF} - - e_WriteLog('Entering the main loop', TMsgType.Notify); - - // main loop - while not ProcessMessage() do begin end; - - g_Net_Slist_ShutdownAll(); - - Release(); - - g_Net_DeinitLowLevel(); - result := 0; -end; - - -initialization -{$IFDEF USE_SDLMIXER} - conRegVar('sdl_native_music', @UseNativeMusic, 'use native midi music output when possible', 'use native midi'); - {$IFDEF DARWIN} - UseNativeMusic := true; (* OSX have a good midi support, so why not? *) - {$ELSE} - UseNativeMusic := false; - {$ENDIF} -{$ENDIF} - conRegVar('d_input', @g_dbg_input, '', '') end.