mkxp-sunshine/src/main.cpp
2026-04-12 12:49:07 +04:00

423 lines
10 KiB
C++

/*
** main.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include <alc.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <SDL3_sound/SDL_sound.h>
#include <physfs.h>
#ifdef _MSC_VER
#include <direct.h>
#define _chdir chdir
#else
#include <unistd.h>
#endif
#include <string.h>
#include <assert.h>
#include <string>
#include "sharedstate.h"
#include "eventthread.h"
#include "gl-debug.h"
#include "debugwriter.h"
#include "exception.h"
#include "gl-fun.h"
#include "i18n.h"
#include "binding.h"
#include "icon.png.xxd"
#ifdef STEAM
#include "steamshim/steamshim_child.h"
#else
#include "gamecontrollerdb.txt.xxd"
#endif
static void rgssThreadError(RGSSThreadData *rtData, const std::string &msg){
rtData->rgssErrorMsg = msg;
rtData->ethread->requestTerminate();
rtData->rqTermAck.set();
}
static inline const char* glGetStringInt(GLenum name){
return (const char*) gl.GetString(name);
}
static void
printGLInfo(){
Debug() << "GL Vendor :" << glGetStringInt(GL_VENDOR);
Debug() << "GL Renderer :" << glGetStringInt(GL_RENDERER);
Debug() << "GL Version :" << glGetStringInt(GL_VERSION);
Debug() << "GLSL Version :" << glGetStringInt(GL_SHADING_LANGUAGE_VERSION);
}
int rgssThreadFun(void *userdata){
RGSSThreadData *threadData = static_cast<RGSSThreadData*>(userdata);
const Config &conf = threadData->config;
SDL_Window *win = threadData->window;
SDL_GLContext glCtx;
/* Setup GL context */
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#ifndef NDEBUG
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
#endif
glCtx = SDL_GL_CreateContext(win);
if (!glCtx){
rgssThreadError(threadData, std::string("Error creating context: ") + SDL_GetError());
return 0;
}
try{
initGLFunctions();
}
catch (const Exception &exc){
rgssThreadError(threadData, exc.msg);
SDL_GL_DestroyContext(glCtx);
return 0;
}
if (!conf.enableBlitting)
gl.BlitFramebuffer = 0;
gl.ClearColor(0, 0, 0, 1);
gl.Clear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(win);
printGLInfo();
bool vsync = conf.vsync || conf.syncToRefreshrate;
SDL_GL_SetSwapInterval(vsync ? 1 : 0);
#ifndef NDEBUG
GLDebugLogger dLogger;
#endif
/* Setup AL context */
ALCcontext *alcCtx = alcCreateContext(threadData->alcDev, 0);
if (!alcCtx){
rgssThreadError(threadData, "Error creating OpenAL context");
SDL_GL_DestroyContext(glCtx);
return 0;
}
alcMakeContextCurrent(alcCtx);
try{
SharedState::initInstance(threadData);
}catch (const Exception &exc){
rgssThreadError(threadData, exc.msg);
alcDestroyContext(alcCtx);
SDL_GL_DestroyContext(glCtx);
return 0;
}
/* Start script execution */
scriptBinding->execute();
threadData->rqTermAck.set();
threadData->ethread->requestTerminate();
SharedState::finiInstance();
alcDestroyContext(alcCtx);
SDL_GL_DestroyContext(glCtx);
return 0;
}
static void showInitError(const std::string &msg){
Debug() << msg;
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "OneShot: sunshine", msg.c_str(), 0);
}
static void setupWindowIcon(const Config &conf, SDL_Window *win){
SDL_IOStream *iconSrc;
if (conf.iconPath.empty())
iconSrc = SDL_IOFromConstMem(assets_icon_png, assets_icon_png_len);
else
iconSrc = SDL_IOFromFile(conf.iconPath.c_str(), "rb");
SDL_Surface *iconImg = IMG_Load_IO(iconSrc, true);
if (iconImg)
{
SDL_SetWindowIcon(win, iconImg);
SDL_DestroySurface(iconImg);
}
}
// mainly doing this so journal app knows where to load images from
static void setGamePathInRegistry() {
#if defined WIN32
// this logic is currently windows specific
char* dataDir = SDL_GetBasePath();
if (dataDir){
HKEY key;
long keyOpenError = RegOpenKey(HKEY_CURRENT_USER, TEXT("Software\\OneShot\\"), &key);
if (keyOpenError != ERROR_SUCCESS) {
// try creating the key first
long keyCreateError = RegCreateKeyEx(HKEY_CURRENT_USER, TEXT("Software\\OneShot\\"), 0L, NULL, REG_OPTION_NON_VOLATILE, KEY_ALL_ACCESS, NULL, &key, NULL);
if (keyCreateError != ERROR_SUCCESS){
showInitError("Unable to create key in registry.");
}else {
keyOpenError = ERROR_SUCCESS;
}
}
if (keyOpenError != ERROR_SUCCESS){
showInitError("Unable to open registry.");
}
else {
DWORD dataSize = (strlen(dataDir) + 1) * sizeof(char);
if (RegSetValueEx(key, TEXT("GameDirectory"), 0, REG_SZ, (LPBYTE)dataDir, dataSize) != ERROR_SUCCESS){
showInitError("Unable to set GameDirectory registry value.");
}
RegCloseKey(key);
}
SDL_free(dataDir);
}
#endif
//TODO handle this for Linux/Mac
}
int main(int argc, char *argv[]){
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
//deleted from SDL3
//SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
//SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1");
#if defined(__linux__) && SDL_VERSION_ATLEAST(2, 0, 8)
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
#endif
/* initialize SDL first */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD) < 0){
showInitError(std::string("Error initializing SDL: ") + SDL_GetError());
return 0;
}
#ifdef STEAM
if (!STEAMSHIM_init()){
showInitError("Could not initialize Steamworks API");
return 0;
}
#endif
if (!EventThread::allocUserEvents()){
showInitError("Error allocating SDL user events");
return 0;
}
#ifndef WORKDIR_CURRENT
/* set working directory */
const char *dataDir = SDL_GetBasePath();
if (dataDir) {
int result = chdir(dataDir);
(void)result;
SDL_free((void*)dataDir); // SDL_GetBasePath returns a heap pointer; SDL_free expects void*
}
#endif
setGamePathInRegistry();
/* Initialize physfs here so that config can call PHYSFS_getPrefDir */
PHYSFS_init(argv[0]);
loadLanguageMetadata();
/* now we load the config */
Config conf;
conf.read(argc, argv);
if (!conf.gameFolder.empty())
if (chdir(conf.gameFolder.c_str()) != 0){
showInitError(std::string("Unable to switch into gameFolder ") + conf.gameFolder);
return 0;
}
extern int screenMain(Config &conf);
if (conf.screenMode)
return screenMain(conf);
if (conf.windowTitle.empty())
conf.windowTitle = conf.game.title;
//IMG_Init() and IMG_Quit() are no longer necessary. If an image format requires dynamically loading a support library, that will be done automatically.
//int imgFlags = IMG_INIT_PNG;
//if (IMG_Init(imgFlags) != imgFlags)
//{
// showInitError(std::string("Error initializing SDL_image: ") + SDL_GetError());
// SDL_Quit();
//
// return 0;
//}
if (TTF_Init() < 0){
showInitError(std::string("Error initializing SDL_ttf: ") + SDL_GetError());
//IMG_Quit();
SDL_Quit();
return 0;
}
if (Sound_Init() == 0){
showInitError(std::string("Error initializing SDL_sound: ") + Sound_GetError());
TTF_Quit();
//IMG_Quit();
SDL_Quit();
return 0;
}
SDL_Window *win;
Uint32 winFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_FOCUS; //| SDL_WINDOW_ALLOW_HIGHDPI;
// #ifdef __APPLE__
// winFlags |= SDL_WINDOW_RESIZABLE;
// #endif
//SDL_CreateWindow() has been simplified and no longer takes a window position.
win = SDL_CreateWindow(conf.windowTitle.c_str(), conf.defScreenW, conf.defScreenH, winFlags);
if (conf.fullscreen)
SDL_SetWindowFullscreen(win, true);
if (!win){
showInitError(std::string("Error creating window: ") + SDL_GetError());
return 0;
}
/* OSX and Windows have their own native ways of
* dealing with icons; don't interfere with them */
#ifdef __LINUX__
setupWindowIcon(conf, win);
#else
(void) setupWindowIcon;
#endif
ALCdevice *alcDev = alcOpenDevice(0);
if (!alcDev){
showInitError("Error opening OpenAL device");
SDL_DestroyWindow(win);
TTF_Quit();
//IMG_Quit();
SDL_Quit();
return 0;
}
SDL_DisplayMode mode;
/* Can't sync to display refresh rate if its value is unknown */
//if (!mode.refresh_rate)
// conf.syncToRefreshrate = false;
EventThread eventThread;
RGSSThreadData rtData(&eventThread, win, alcDev, mode.refresh_rate, conf);
#ifndef STEAM
/* Add controller bindings from embedded controller DB */
SDL_IOStream *controllerDB = SDL_IOFromConstMem(assets_gamecontrollerdb_txt,
assets_gamecontrollerdb_txt_len);
SDL_AddGamepadMappingsFromIO(controllerDB, 1);
#endif
int winW, winH;
SDL_GetWindowSize(win, &winW, &winH); // SDL_GL_GetDrawableSize(win, &winW, &winH);
rtData.windowSizeMsg.post(Vec2i(winW, winH));
/* Load and post key bindings */
rtData.bindingUpdateMsg.post(loadBindings(conf));
/* Start RGSS thread */
SDL_Thread *rgssThread =
SDL_CreateThread(rgssThreadFun, "rgss", &rtData);
/* Start event processing */
eventThread.process(rtData);
/* Request RGSS thread to stop */
rtData.rqTerm.set();
/* Wait for RGSS thread response */
for (int i = 0; i < 1000; ++i){
/* We can stop waiting when the request was ack'd */
if (rtData.rqTermAck){
Debug() << "RGSS thread ack'd request after" << i*10 << "ms";
break;
}
/* Give RGSS thread some time to respond */
SDL_Delay(10);
}
/* If RGSS thread ack'd request, wait for it to shutdown,
* otherwise abandon hope and just end the process as is. */
if (rtData.rqTermAck)
SDL_WaitThread(rgssThread, 0);
else
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.windowTitle.c_str(),
"The RGSS script seems to be stuck and OneShot will now force quit", win);
if (!rtData.rgssErrorMsg.empty()){
Debug() << rtData.rgssErrorMsg;
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.windowTitle.c_str(),
rtData.rgssErrorMsg.c_str(), win);
}
/* Clean up any remainin events */
eventThread.cleanup();
Debug() << "Shutting down.";
unloadLocale();
unloadLanguageMetadata();
alcCloseDevice(alcDev);
SDL_DestroyWindow(win);
Sound_Quit();
TTF_Quit();
//IMG_Init() and IMG_Quit() are no longer necessary. If an image format requires dynamically loading a support library, that will be done automatically.
//IMG_Quit();
SDL_Quit();
#ifdef STEAM
STEAMSHIM_deinit();
#endif
return 0;
}