mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-20 05:49:55 +00:00
This is a major change in the Audio module that comes with many changes throughout the codebase and dependency list. The main gist is that we're finally nuking the last pieces of SFML from the project. sfml-audio brought with itself unneeded and big dependencies (libsndfile, libvorbisenc) while at the same time limiting the amount of audio formats mkxp can support (eg. we now get mp3 for free, and wma/midi can be implemented by extending SDL_sound directly). The increased control gained by interfacing with OpenAL directly will also allow for easy integration of a dedicated audio stretcher (librubberband), as well as enable us to implement looped ogg vorbis (via the 'LOOPSTART'/'LOOPLENGTH' tags), as required by RGSS2, in the future. The FileSystem class has had its SFML parts removed. Aditionally, audio file extensions to be supplemented are now automatically detected based on how SDL_sound was built (ie. if no mp3 support was built, mkxp won't try to look for *.mp3 files). The final used extension can be optionally returned by 'openRead' calls so SDL_sound and SDL2_image can immediately choose the right decoder. The OpenAL context is created and destroyed in main.cpp along side the GL context.
290 lines
6.4 KiB
C++
290 lines
6.4 KiB
C++
/*
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** main.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "glew.h"
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#include <alc.h>
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#include "SDL.h"
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#include "SDL_image.h"
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#include "SDL_ttf.h"
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#include <SDL_sound.h>
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#include "sharedstate.h"
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#include "eventthread.h"
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#include "debuglogger.h"
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#include "binding.h"
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#include <QDebug>
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static const char *reqExt[] =
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{
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"GL_ARB_fragment_shader",
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"GL_ARB_shader_objects",
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"GL_ARB_vertex_shader",
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"GL_ARB_shading_language_100",
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"GL_ARB_texture_non_power_of_two",
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"GL_ARB_vertex_array_object",
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"GL_ARB_vertex_buffer_object",
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"GL_EXT_bgra",
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"GL_EXT_blend_func_separate",
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"GL_EXT_blend_subtract",
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"GL_EXT_framebuffer_object",
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"GL_EXT_framebuffer_blit",
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0
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};
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static void
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rgssThreadError(RGSSThreadData *rtData, const QByteArray &msg)
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{
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rtData->rgssErrorMsg = msg;
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rtData->ethread->requestTerminate();
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rtData->rqTermAck = true;
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}
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static inline const char*
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glGetStringInt(GLenum name)
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{
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return (const char*) glGetString(name);
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}
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static void
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printGLInfo()
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{
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qDebug() << "GL Vendor :" << glGetStringInt(GL_VENDOR);
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qDebug() << "GL Renderer :" << glGetStringInt(GL_RENDERER);
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qDebug() << "GL Version :" << glGetStringInt(GL_VERSION);
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qDebug() << "GLSL Version :" << glGetStringInt(GL_SHADING_LANGUAGE_VERSION);
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}
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int rgssThreadFun(void *userdata)
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{
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RGSSThreadData *threadData = static_cast<RGSSThreadData*>(userdata);
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SDL_Window *win = threadData->window;
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SDL_GLContext glCtx;
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/* Setup GL context */
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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if (threadData->config.debugMode)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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glCtx = SDL_GL_CreateContext(win);
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if (!glCtx)
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{
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rgssThreadError(threadData, QByteArray("Error creating context: ") + SDL_GetError());
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return 0;
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}
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if (glewInit() != GLEW_OK)
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{
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rgssThreadError(threadData, "Error initializing glew");
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapWindow(win);
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printGLInfo();
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/* Check for required GL version */
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if (!GLEW_VERSION_2_0)
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{
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rgssThreadError(threadData, "At least OpenGL 2.0 is required");
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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/* Check for required GL extensions */
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for (int i = 0; reqExt[i]; ++i)
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{
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if (!glewIsSupported(reqExt[i]))
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{
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rgssThreadError(threadData, QByteArray("Required GL extension \"")
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+ reqExt[i] + "\" not present");
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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}
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SDL_GL_SetSwapInterval(threadData->config.vsync ? 1 : 0);
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DebugLogger dLogger;
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/* Setup AL context */
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ALCdevice *alcDev = alcOpenDevice(0);
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if (!alcDev)
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{
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rgssThreadError(threadData, "Error opening OpenAL device");
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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ALCcontext *alcCtx = alcCreateContext(alcDev, 0);
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if (!alcCtx)
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{
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rgssThreadError(threadData, "Error creating OpenAL context");
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alcCloseDevice(alcDev);
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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alcMakeContextCurrent(alcCtx);
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SharedState::initInstance(threadData);
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/* Start script execution */
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scriptBinding->execute();
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threadData->rqTermAck = true;
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threadData->ethread->requestTerminate();
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SharedState::finiInstance();
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alcDestroyContext(alcCtx);
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alcCloseDevice(alcDev);
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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int main(int, char *argv[])
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{
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Config conf;
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conf.read();
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conf.readGameINI();
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
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{
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qDebug() << "Error initializing SDL:" << SDL_GetError();
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return 0;
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}
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int imgFlags = IMG_INIT_PNG | IMG_INIT_JPG;
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if (IMG_Init(imgFlags) != imgFlags)
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{
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qDebug() << "Error initializing SDL_image:" << SDL_GetError();
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SDL_Quit();
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return 0;
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}
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if (TTF_Init() < 0)
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{
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qDebug() << "Error initializing SDL_ttf:" << SDL_GetError();
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IMG_Quit();
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SDL_Quit();
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return 0;
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}
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if (Sound_Init() == 0)
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{
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qDebug() << "Error initializing SDL_sound:" << Sound_GetError();
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TTF_Quit();
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IMG_Quit();
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SDL_Quit();
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return 0;
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}
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SDL_SetHint("SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS", "0");
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SDL_Window *win;
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Uint32 winFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
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if (conf.winResizable)
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winFlags |= SDL_WINDOW_RESIZABLE;
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if (conf.fullscreen)
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winFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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win = SDL_CreateWindow(conf.game.title.constData(),
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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conf.defScreenW, conf.defScreenH, winFlags);
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if (!win)
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{
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qDebug() << "Error creating window";
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return 0;
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}
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EventThread eventThread;
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RGSSThreadData rtData(&eventThread, argv[0], win);
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rtData.config = conf;
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/* Start RGSS thread */
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SDL_Thread *rgssThread =
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SDL_CreateThread(rgssThreadFun, "rgss", &rtData);
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/* Start event processing */
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eventThread.process(rtData);
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/* Request RGSS thread to stop */
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rtData.rqTerm = true;
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/* Wait for RGSS thread response */
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for (int i = 0; i < 1000; ++i)
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{
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/* We can stop waiting when the request was ack'd */
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if (rtData.rqTermAck)
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{
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qDebug() << "RGSS thread ack'd request after" << i*10 << "ms";
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break;
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}
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/* Give RGSS thread some time to respond */
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SDL_Delay(10);
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}
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/* If RGSS thread ack'd request, wait for it to shutdown,
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* otherwise abandon hope and just end the process as is. */
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if (rtData.rqTermAck)
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SDL_WaitThread(rgssThread, 0);
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else
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.constData(),
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"The RGSS script seems to be stuck and mkxp will now force quit", win);
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if (!rtData.rgssErrorMsg.isEmpty())
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.constData(),
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rtData.rgssErrorMsg.constData(), win);
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/* Clean up any remainin events */
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eventThread.cleanup();
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qDebug() << "Shutting down.";
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SDL_DestroyWindow(win);
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Sound_Quit();
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TTF_Quit();
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IMG_Quit();
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SDL_Quit();
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return 0;
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}
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