diff --git a/src/game/g_window.pas b/src/game/g_window.pas
index f31257236b45de2c43d6510b403ffc4d12e69a27..2b20517baa9466c43bc29df4d79a2d95326665d8 100644 (file)
--- a/src/game/g_window.pas
+++ b/src/game/g_window.pas
interface
-uses
- utils;
-
-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();
-
- t := Time_Delta div 28;
- if (t > 0) then
- begin
- flag := true;
- for i := 1 to t do
- Update();
- end;
-
- g_Map_ProfilersEnd();
- g_Mons_ProfilersEnd();
+ e_sound, g_net
+ ;
- if wLoadingQuit then
+ procedure ProcessLoading (forceUpdate: Boolean = False);
+ var update: Boolean;
begin
- g_Game_Free();
- g_Game_Quit();
- end;
-
- if (gExit = EXIT_QUIT) then
- begin
- result := true;
- exit;
- 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
- 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;
-{$ENDIF}
-
- if (arg = '--game-scale') or (arg = '-game-scale') then
- begin
- if (idx <= ParamCount) then
- begin
- if not conParseFloat(g_dbg_scale, ParamStr(idx)) then g_dbg_scale := 1.0;
- Inc(idx);
- end;
- end;
-
- if (arg = '--write-mapdef') or (arg = '-write-mapdef') then
- begin
- mdfo := createDiskFile('mapdef.txt');
- mdfo.WriteBuffer(defaultMapDef[1], Length(defaultMapDef));
- mdfo.Free();
- Halt(0);
- end;
-
- if (arg = '--pixel-scale') or (arg = '-pixel-scale') then
+ {$IFDEF ENABLE_SYSTEM}
+ update := sys_HandleInput() = False;
+ {$ELSE}
+ update := True;
+ {$ENDIF}
+ if update 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;
+ {$IFDEF ENABLE_RENDER}
+ r_Render_DrawLoading(forceUpdate);
+ {$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
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.