Author SHA1 Message Date
fgsfds 32a1cb9f26 Merge pull request #747 from johnmcollier/stop-text-input
Prevent keyboard events from being swaollwed on certain Wayland systems
2026-08-13 07:51:05 +02:00
John Collier 9f30f50b79 Prevent keyboard events from being swaollwed on certain Wayland systems
Signed-off-by: John Collier <6880023+johnmcollier@users.noreply.github.com>
2026-08-13 01:10:48 -04:00
fgsfds 514bf7affd Merge pull request #731 from fpiesche/rename-freedesktop
Rename freedesktop
2026-05-29 09:46:49 +02:00
Florian Piesche 7477a6ce44 Update flatpak runtime 2026-05-26 13:13:55 +01:00
Florian Piesche f7c0cb8b03 update workflow to new freedesktop name 2026-05-26 13:09:30 +01:00
Florian Piesche accb882a36 Rename FreeDesktop files 2026-05-26 13:04:46 +01:00
fgsfds 0750c54200 Merge pull request #729 from ZenithMDC/mousewheel-scrollable-menus
Add mousewheel scrolling to scrollable menus
2026-05-25 15:06:30 +02:00
Matthew Coppola b81b7e260b Add mousewheel scrolling to scrollable menus 2026-05-25 08:24:12 -04:00
fgsfds 3f47f1ec6f Merge pull request #443 from blaiz/all-guns-cheat-multiplayer
Make "All Guns in Solo" cheat work in multiplayer
2026-05-24 10:45:03 +02:00
fgsfds f9d847df3b Merge pull request #698 from AL2009man/CameraAngleWrappingFix
Vertical Camera Angle wrapping fix
2026-05-24 10:44:00 +02:00
fgsfds c110f9cf42 Merge pull request #725 from joshuarwood/camspy_light_fix
Allow player character to block lights in camspy mode
2026-05-23 20:49:53 +02:00
joshuarwood cce73d91ce test for eyespy before checking mode 2026-05-21 21:10:29 -05:00
joshuarwood 3360eb429d allow player character to block lights in camspy mode 2026-05-21 20:10:33 -05:00
fgsfds 132e59d3ec Merge pull request #723 from joshuarwood/visiblelos_edge_case
Reset hit prop to continue los test following a glass surface
2026-05-21 17:55:20 +02:00
joshuarwood c166cf0f15 reset hit prop to continue los test following a glass surface 2026-05-20 22:31:58 -05:00
fgsfds 20fc4c6cc7 port: #721: scale glare brightness with FOV; add glare brightness settings 2026-05-17 12:42:54 +02:00
fgsfds 309bd45a01 port: #718: disable linear filtering and mipmaps when three-point is enabled 2026-05-17 12:40:43 +02:00
fgsfds 45139a9293 Merge pull request #719 from jonaeru/fix-menutexture
Fix menu character and weapon texture corruption
2026-05-02 12:19:48 +02:00
Jonaeru 998eee9c61 Fix menu character and weapon texture corruption 2026-05-01 21:28:41 +09:00
fgsfds d8962763b7 port: don't apply linear mag filter when using three-point either 2026-04-28 18:48:55 +02:00
fgsfds 783791064b port: actually use the filter array for the previous fix instead of smoking crack 2026-04-28 18:45:08 +02:00
fgsfds 8106349540 port: if three-point filtering is enabled, don't also enable bilinear filtering 2026-04-28 18:32:23 +02:00
fgsfds bed3bf52d0 Merge pull request #715 from Alex-LeTux/patch-1
Remove trailing slash from directory checks
2026-04-25 19:31:47 +02:00
Alex LeTux f25721da8f Remove trailing slash from directory checks
> The slash is unnecessary and causes issues when building with a recent version of MinGW.
2026-04-24 11:23:38 +02:00
fgsfds 7c949ed9d7 Merge pull request #675 from rafccq/port-tex-mips-aniso
Mipmaps and Anisotropic Filtering
2026-03-23 10:34:33 +01:00
fgsfds 8470d50f21 Merge pull request #697 from TartanSpartan/fix-scissor-viewport
Improve scissor operations to correct "thin blue line" bug
2026-03-23 10:33:12 +01:00
fgsfds 27b2dcc27d Merge pull request #700 from TartanSpartan/acknowledge-npc-gifts
Acknowledge npc gifts and suppress spurious cutscene notifications
2026-03-23 10:31:40 +01:00
fgsfds 2626434b69 Merge pull request #701 from TartanSpartan/fix-cheats-across-optimizations
Fix issue for some cheats across build optimizations
2026-03-23 10:30:44 +01:00
fgsfds 11df50b3ad Merge pull request #707 from cylonicboom/port
fixup keyboard input + vi insert shortcut
2026-03-14 23:35:33 +01:00
Catherine Reprobate ccb3c8668d fixup keyboard input + vi insert shortcut 2026-03-14 12:57:55 -07:00
fgsfds d58a423e5f Merge pull request #706 from joshuarwood/shield_light_fix
Fix for light visibility through shields
2026-03-14 09:15:55 +01:00
joshuarwood fc70da875e add a comment describing PC specific shield handling 2026-03-13 18:01:10 -05:00
fgsfds d4ac8b155d Merge pull request #705 from joshuarwood/fix_chr_light_regression
Fix a regression in light artifact handling through character models
2026-03-13 20:45:33 +01:00
joshuarwood 0946cd18c6 disable bbox padding when performing light los test to prevent shield transparency from blocking light artifacts 2026-03-12 23:59:10 -05:00
joshuarwood 23aafa4ffa use texturenum -1 for chr hits because cheap version of chrTestHit returns an uninitialized value 2026-03-12 18:31:17 -05:00
TartanSpartan 426f9c6890 Fix issue for some cheats across build optimizations 2026-02-12 00:55:28 +00:00
TartanSpartan cc3886888a Suppress gadget notifications in cutscenes 2026-02-12 00:18:36 +00:00
TartanSpartan 55ca51d8cc Have HUD acknowledge new weapons gifted from NPCs 2026-02-11 22:25:25 +00:00
AL2009man f251653317 Vertical camera angle wrapping fix
Solves a issue when using Input Remapper's Mouse-based Reset to Horizon camera function (e.g. Steam Input), where the recenter couldn't stay centered.
2026-01-31 23:38:58 -05:00
TartanSpartan bcb8c2720a Improve scissor operations for upstream. 2026-01-29 22:12:30 +00:00
fgsfds 246d737663 Merge pull request #680 from ZenithMDC/preserve-cs-sim-list
Preserve Combat Simulator sim list after Co-Op/Counter-Op
2026-01-07 09:21:18 +01:00
fgsfds 425b51e51c input: fix build with SDL<2.0.16 2026-01-07 09:17:34 +01:00
fgsfds 6e6ffad1a1 Merge pull request #687 from AL2009man/KB/M-Confirm-Cancel
default PC's KB/M Menu bindings navigation now reflects newer PC Games' KB/M setup
2026-01-04 20:47:11 +01:00
Al. Lopez 2028ae7412 changes default PC's Menu bindings to reflect Modern games' Menu UI design
Those who are playing the PC Port of Perfect Dark for the first time, but coming from newer PC Versions' menu bindings will find out Menu bindings don't confined towards a modern standard. This PR addresses it while retaining backwards compatibility.

the RETURN/ENTER key will become a proper CONFIRM action, as opposed to emulating as a START button. (the emulated START button will still be TAB key), while Right Mouse Click now behaves as a CANCEL key. 

This won't affect existing Perfect Dark PC Players' existing bindings. but the next time you reset the default Key Bindings will experience a more streamlined setup.
2026-01-03 20:14:20 -05:00
Matthew Coppola 0c82545ba9 Preserve Combat Simulator sim list after Co-Op/Counter-Op 2025-12-26 21:25:10 -05:00
fgsfds 2550ce72f4 Merge pull request #684 from AL2009man/XboxREADMEFix
corrected Xbox pad name (LS Click) on Crouch cycle over at `README.md` Controls page
2025-12-20 10:27:31 +01:00
fgsfds 50481b77d0 Merge pull request #683 from qubitnano/bcachefs
fix homeDir check
2025-12-20 10:27:10 +01:00
Al. Lopez 4ee8f3c077 Corrected Xbox Pad page on README.md
last I check: Xbox Controller doesn't refer "Left Stick Click" as "L3".

PlayStation and Steam Deck/Steam Controller (2026) actually refers their variant as "L3".
2025-12-19 21:01:25 -05:00
qubitnano 0df84ff180 fix homeDir check
bcachefs directories return stat.st_size=0
2025-12-19 20:18:18 -05:00
fgsfds a6374b016d Merge pull request #679 from ZenithMDC/fix-cs-load-settings-clobber
Prevent Combat Simulator 'Load Settings' clobber
2025-12-07 09:56:10 +01:00
Matthew Coppola 75d1b8ffd2 Prevent Combat Simulator 'Load Settings' clobber 2025-12-07 03:04:27 -05:00
fgsfds 8165b5005e Merge pull request #677 from AL2009man/CrosshairSwivelFix
fixed Crosshair Swivel conflicting when using Mixed Input
2025-12-05 12:55:07 +01:00
AL2009man 2d0375da2e fixed Crosshair Swivel conflicting when using Mixed Input
Addresses the issue with Crosshair Swivel conflciting with each other when using both Mouse and Camera at the same time.
2025-12-04 14:55:31 -05:00
fgsfds 4bcfeddca7 Merge pull request #674 from ZenithMDC/limit-start-armed-to-csim
Limit 'Start Armed' option to Combat Simulator
2025-12-04 18:20:39 +01:00
Raf 2d390ae5ce small code simplification 2025-12-04 18:55:52 +08:00
Raf c303c81f88 gfx: mipmaps and anisotropic filtering 2025-12-04 18:09:49 +08:00
Matthew Coppola 6b0c4a11e2 Limit 'Start Armed' option to Combat Simulator 2025-12-03 19:35:24 -05:00
fgsfds 7f68c46959 Merge pull request #671 from joshuarwood/light_fix_for_laser
Exclude laser doors from lighting line-of-sight test
2025-11-23 08:38:08 +01:00
joshuarwood f3f2a593e8 exclude laser doors from los test 2025-11-22 00:39:35 -06:00
fgsfds 79711364bb Merge pull request #668 from joshuarwood/light_fix_for_bg_glass
Fix for background lights
2025-11-09 10:39:11 +01:00
fgsfds 0896860d58 Merge pull request #670 from Project516/patch-1
fix link to fast
2025-11-09 10:36:46 +01:00
fgsfds e1dd49fc3a Merge pull request #669 from joshuarwood/light_fix_for_xlu_prop
Fix light transparency for tinted glass doors
2025-11-09 10:36:28 +01:00
joshuarwood b53a62189b protect against surface indexing errors 2025-11-09 01:30:49 -06:00
Project516 77dc12e41f fix link to fast 2025-11-08 15:36:29 -06:00
joshuarwood 42ef08d662 check surfacetype to better skip glass props 2025-11-07 19:50:42 -06:00
joshuarwood f5cbfe6692 disable xlu surface hits with a global to avoid initialization errors with struct flag 2025-11-07 18:38:27 -06:00
joshuarwood 550f1d3182 add flag to ignore line-of-sight hits for transparent background surfaces 2025-11-07 15:18:02 -06:00
joshuarwood 7a728c7feb Removing commit that was intended for a different branch
This reverts commit 857e755b92.
2025-11-07 15:11:09 -06:00
joshuarwood 857e755b92 added flag to ignore line-of-sight hits for transparent background surfaces 2025-11-07 15:08:50 -06:00
fgsfds 8ea7e7b410 Merge pull request #661 from AL2009man/RawInputFix
Temporarily disables RawInput driver by default
2025-10-08 20:50:23 +02:00
AL2009man 6dd3ec7fda Temporarily disables RawInput driver
Due to a Windows Update regression: RawInput driver has a issue related to Xbox Controllers' trigger input only being detected. For safety reasons, `useRawInput` will be disabled by default until the bug is fixed on Microsoft's end.

for those who still needs it: you can head over to `pd.ini` and revert `useRawInput` back to `1`
2025-10-08 14:15:58 -04:00
fgsfds bb4fcffeb5 port: fix #650 2025-08-25 09:26:07 +02:00
fgsfds 498e1667a4 Merge pull request #631 from AL2009man/CrosshairFix
Crosshair Edge Deadzone slider and fixed `insightaim` Camera Movement
2025-08-23 09:17:13 +02:00
fgsfds 19541418b0 Merge pull request #642 from OlegAckbar/port
port: fix multi-monitor issues on Wayland
2025-08-10 12:28:58 +02:00
fgsfds 75952f0395 Merge pull request #643 from OlegAckbar/window-title
port: do not change window title
2025-08-10 12:26:10 +02:00
Oleg 04d280cd42 port: do not change window title 2025-08-10 12:05:46 +03:00
Oleg 58c2f9d8fa port: fix multi-monitor issues on Wayland 2025-08-10 12:04:29 +03:00
fgsfds 6591281d99 Merge pull request #636 from AL2009man/SteamDeck-HID
Steam Controller/Deck HIDAPI Hint Support
2025-07-22 21:33:55 +02:00
AL2009man 5fd4a431b1 fixup whitespace on SDL_SetHint 2025-07-13 06:31:11 -04:00
AL2009man 27223802be added Steam Controller/Deck HIDAPI Hint
This enables HIDAPI support for Steam Controller (Bluetooth only) and Steam Deck.

Note: while SteamDeck HIDAPI is enabled, it works best while in Desktop Mode and without Steam Client running in the background (will show the actual device name instead of "Steam Virtual Gamepad"). It may not support more advanced feature sets, and it only remains that case until Valve adds Motion Sensor passthru support to SDL2/SDL3 while using SteamInput.
2025-07-12 14:56:41 -04:00
Al. Lopez 09df313d09 remove gyro leftover text 2025-06-27 21:24:25 -04:00
AL2009man 01b78105ff added Crosshair Edge Boundary Box 2025-06-27 21:18:52 -04:00
fgsfds 618a1f3386 port: set g_MaxExplosions to 6 by default 2025-06-14 09:59:19 +02:00
fgsfds 4bd6dd8617 Merge pull request #597 from rafccq/port-no-doors
"No Doors" option in multiplayer
2025-06-11 12:40:33 +02:00
fgsfds eabd7a438f Merge pull request #623 from rafccq/port-max-explosions
Maximum number of explosions now can be changed from the .ini file
2025-06-11 12:23:31 +02:00
fgsfds e8a69f39db port: fix deformation-related vertex explosions on 64-bit 2025-06-06 11:18:50 +02:00
fgsfds 38cb1557d0 cmake: enable compile_commands.json 2025-06-06 11:04:40 +02:00
Raf 97444de634 Merge branch 'fgs-port' into port-max-explosions 2025-06-04 01:21:03 -03:00
fgsfds d9185982f8 port: fix sun glare 2025-06-02 23:07:35 +02:00
fgsfds 790374e95f port: fix whitespace in input.c 2025-06-01 10:27:16 +02:00
fgsfds 9c98fe7976 port: fix inputMouseGetAbsScaledDelta 2025-06-01 10:23:56 +02:00
fgsfds 9bffab7e3e port: do not read past the end of EEPROM when scanning for headers 2025-05-31 13:24:13 +02:00
Raf 8037431686 port: moved the max explosions config to the .ini file 2025-05-30 01:25:18 -03:00
fgsfds a040b29d40 Merge pull request #621 from rafccq/port-enh-mpsetupfile
port-mp-setups: a bunch of bug fixes
2025-05-29 21:10:35 +02:00
Raf 5a3d45de65 port-mp-setups: spaces -> tabs (2) 2025-05-29 16:08:41 -03:00
Raf 5a90152991 port-mp-setups: spaces -> tabs (2) 2025-05-29 16:08:09 -03:00
Raf 8891bbf7ec port-mp-setups: spaces -> tabs 2025-05-29 16:05:25 -03:00
Raf abf2ae8115 Merge branch 'port-enh-mpsetupfile' of https://github.com/rafccq/perfect_dark into port-enh-mpsetupfile
# Conflicts:
#	src/game/filemgr.c
2025-05-29 15:33:58 -03:00
Raf 20bd9ddcbb port-mp-setups: a bunch of bug fixes
- only load the MP setup file when loading the agent, instead of when entering CS
- "clear default" was cause the game setup to become invalid upon re-entering it
- all challenges were showing the same text
2025-05-29 15:33:32 -03:00
Raf 1d7dd064fe port-mp-setups: a bunch of bug fixes
- only load the MP setup file when loading the agent, instead of when entering CS
- "clear default" was cause the game setup to become invalid upon re-entering it
- all challenges were showing the same text
2025-05-29 15:31:19 -03:00
fgsfds 629dbfe924 Merge pull request #613 from AL2009man/FOV-MouseSen-fix
Camera Sensitivity no longer tied to FOV Slider
2025-05-29 20:01:32 +02:00
fgsfds f72f93a270 Merge pull request #619 from AL2009man/PerfectQuakeDark2
Mouse Sensitivty cap increased to 30.00
2025-05-29 20:00:14 +02:00
AL2009man 57eead9078 cleaned up MouseGetScaledDelta and AbsScaledDelta
To prepare for the revised MouseScaledDelta: the current setup has been simplified for easier code reading
2025-05-29 00:07:33 -04:00
AL2009man 094d80a5cf fixed MouseSpeedX/Y config file number limit 2025-05-28 23:10:41 -04:00
AL2009man 11bf7aa638 Increased Mouse sensitivity to 30.00
this wil be more in line with id Tech's max mouse sens, which is also 30.00
2025-05-28 22:32:41 -04:00
Raf 79a47809da port-no-doors: another code quality improvement 2025-05-28 21:08:17 -03:00
Raf 33aa747386 port: enabled colors in the cmake build output 2025-05-28 21:00:16 -03:00
Raf a70868fba0 port-no-doors: moved new MP options to a new menu 2025-05-28 20:59:36 -03:00
Raf c866940873 port-no-doors: a couple code quality improvements 2025-05-28 20:57:21 -03:00
Raf 0973f70301 port-no-doors: reverted the menu changes 2025-05-28 20:55:01 -03:00
Raf 54b62c044f Merge branch 'port' into port-no-doors 2025-05-28 20:43:58 -03:00
fgsfds d5b4e0916c Merge pull request #618 from cylonicboom/pr/discover-dialogisopen
refactor(menu): rename unk5d5_06 and sp344 for clarity
2025-05-25 00:39:20 +02:00
Catherine Reprobate 45f25c704a refactor(menu): rename unk5d5_06 and sp344 for clarity
Backport from Friends of Joanna: renamed the bool member `unk5d5_06` in
the `menudata` struct to `isdialogopen` to clarify its purpose as a
dialog state flag. Also renamed the local bool variable `sp344` in
`menutick.c` to `isdialogopen` to reflect its relation to the struct
member. Updated all references for consistency and improved readability.
2025-05-24 13:38:43 -07:00
AL2009man d8aefc33fc fixed Sniper Rilfle zoom when using FOV higher than 60%
Removing the scaling entirely beraks Sniper Rifle zoom. So: we're switching back to FOV Scaling, but now it'll be based on `PLAYER_DEFAULT_FOV` instead of `60.0f`. This now ensures tha
2025-05-16 19:26:46 -04:00
AL2009man cdd116830d fixed tmp spacing 2025-05-16 00:50:57 -04:00
AL2009man 11d02dd8f2 last attempt on whitespace fix 2025-05-16 00:46:08 -04:00
AL2009man 73631e8d5f attempted whitespace fix 1 2025-05-16 00:42:34 -04:00
AL2009man a1136f4d61 fixed Mouse Sensitivity affecting FOV Slider
Your mouse sens scale should now behave exactly the same, regardless of FOV Slider
2025-05-16 00:36:17 -04:00
fgsfds 8bfaaf63ed Merge pull request #610 from joshuarwood/documented_zbuffer
Updated variable and function names for artifact handling
2025-05-12 16:43:07 +02:00
joshuarwood 2d59929261 syncing moved files 2025-05-11 12:23:32 -05:00
joshuarwood 86e6e54792 return ifdef to original position following the debugging tests 2025-05-11 12:22:01 -05:00
joshuarwood f12ae756ef rename game_13c510 files to artifact 2025-05-11 12:17:38 -05:00
joshuarwood 062de5bb7b clear up debugging statements 2025-05-11 11:59:11 -05:00
joshuarwood 400865ec25 added debugging to pin point seg fault 2025-05-03 20:17:29 -05:00
joshuarwood 0d6c557982 updated variable names to match Ryan Dwyer's work clarifying the zbuffer behavior 2025-05-03 19:57:52 -05:00
joshuarwood 75e34ace8c added Ryan Dwyer's comment describing how artifact handling behaves 2025-05-03 16:06:10 -05:00
joshuarwood a2428aac1e working to document format used for 16 bit depth integers 2025-05-02 11:53:02 -05:00
fgsfds 816d83a0b5 Merge pull request #605 from cylonicboom/pr/rename-unk008
rename `struct menudata.unk008|unk00c` properties
2025-04-28 09:23:05 +02:00
Catherine Reprobate 039eb8b562 rename struct menudata.unk00c-> prevmenudata 2025-04-27 16:01:10 -07:00
Catherine Reprobate 872aa3a4a4 rename struct menudata.unk008 -> prevmenuroot 2025-04-27 15:52:58 -07:00
fgsfds 4b8e1d52b5 port: move menuAlt functions to menu.c and make them global 2025-04-27 15:54:39 +02:00
Raf 52992009db port: no door option in multiplayer, moved the extra settings to a new sibling dialog 2025-04-04 01:49:15 +08:00
Jonathan G. d7c4843eea Make "All Guns in Solo" cheat work in multiplayer 2024-05-24 17:27:52 -07:00
88 changed files with 1091 additions and 55983 deletions

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+7 -14
View File
@@ -2,7 +2,7 @@ name: C/C++ CI
on:
push:
branches: [ "port", "port-debugger" ]
branches: [ "port" ]
pull_request:
branches: [ "port" ]
workflow_dispatch:
@@ -268,7 +268,7 @@ jobs:
runs-on: ubuntu-latest
needs: [build-x86_64-linux]
container:
image: bilelmoussaoui/flatpak-github-actions:freedesktop-23.08
image: ghcr.io/flathub-infra/flatpak-github-actions:freedesktop-25.08
options: --privileged
steps:
- uses: actions/checkout@v4
@@ -279,23 +279,16 @@ jobs:
- uses: flatpak/flatpak-github-actions/flatpak-builder@v6
with:
bundle: io.github.fgsfdsfgs.perfect_dark.flatpak
manifest-path: dist/linux/io.github.fgsfdsfgs.perfect_dark.yaml
bundle: io.github.perfect_dark_pc_port.perfect_dark.flatpak
manifest-path: dist/linux/io.github.perfect_dark_pc_port.perfect_dark.yaml
cache-key: flatpak-builder-${{ github.sha }}
upload-artifact: false
# - name: Build Flatpak bundle
# run: |
# cd dist/linux/
# flatpak-builder build --force-clean io.github.fgsfdsfgs.perfect_dark.yaml
# flatpak build-export export build
# flatpak build-bundle export io.github.fgsfdsfgs.perfect_dark.flatpak io.github.fgsfdsfgs.perfect_dark
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: io.github.fgsfdsfgs.perfect_dark.flatpak
path: io.github.fgsfdsfgs.perfect_dark.flatpak
name: io.github.perfect_dark_pc_port.perfect_dark.flatpak
path: io.github.perfect_dark_pc_port.perfect_dark.flatpak
retention-days: 0
@@ -323,7 +316,7 @@ jobs:
zip -r ../ci-release/pd-i686-windows.zip pd-i686-windows
zip -r ../ci-release/pd-x86_64-windows.zip pd-x86_64-windows
zip -r ../ci-release/pd-arm64-nswitch.zip pd-arm64-nswitch
mv io.github.fgsfdsfgs.perfect_dark.flatpak/io.github.fgsfdsfgs.perfect_dark.flatpak ../ci-release/
mv io.github.perfect_dark_pc_port.perfect_dark.flatpak/io.github.perfect_dark_pc_port.perfect_dark.flatpak ../ci-release/
popd
git tag --force ci-dev-build port
git push --force origin ci-dev-build
+2 -1
View File
@@ -21,6 +21,7 @@ set(CMAKE_C_STANDARD 11)
set(CMAKE_C_EXTENSIONS OFF)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# On first build set the build type to RelWithDebInfo if it's not already set
if (NOT EXISTS ${CMAKE_BINARY_DIR}/CMakeCache.txt)
@@ -160,7 +161,6 @@ include_directories("${CMAKE_BINARY_DIR}/src/generated/${ROMID}")
include_directories("${CMAKE_SOURCE_DIR}/src/lib/ultra/audio")
include_directories("${CMAKE_SOURCE_DIR}/port/include")
include_directories("${CMAKE_BINARY_DIR}/port/include")
include_directories("${CMAKE_SOURCE_DIR}/port/src/imgui")
# Set Release optimization to -Og until I fix the -O2 issues
if(NOT (CMAKE_BUILD_TYPE STREQUAL "Debug"))
@@ -188,6 +188,7 @@ add_compile_options(
-Wno-unused-but-set-variable
-Wno-unused-value
-Wno-unused-variable
-fdiagnostics-color=always
)
# C specific flags
+2 -2
View File
@@ -98,7 +98,7 @@ Controls can be rebound in `pd.ini`. Default control scheme is as follows:
| Aim mode | RMB/Z | LT | R Trigger |
| Use / Cancel | E | N/A | B |
| Use / Accept | N/A | A | A |
| Crouch cycle | N/A | L3 | `0x80000000` (Extra) |
| Crouch cycle | N/A | LS Click | `0x80000000` (Extra) |
| Half-Crouch | Shift | N/A | `0x40000000` (Extra) |
| Full-Crouch | Control | N/A | `0x20000000` (Extra) |
| Reload | R | X | X `(0x40)` |
@@ -205,7 +205,7 @@ It might be possible to build and run the game on platforms that are not specifi
* Ryan Dwyer for the above, additional help, and `pd-extract`;
* doomhack for the only other publicly available [PD porting effort](https://github.com/doomhack/perfect_dark) I could find;
* [sm64-port](https://github.com/sm64-port/sm64-port) authors for the audio mixer and some other changes;
* [Ship of Harkinian team](https://github.com/Kenix3/libultraship/tree/main/src/graphic/Fast3D), Emill and MaikelChan for the libultraship version of fast3d that this port uses;
* [Ship of Harkinian team](https://github.com/Kenix3/libultraship/tree/main/src/fast), Emill and MaikelChan for the libultraship version of fast3d that this port uses;
* lieff for [minimp3](https://github.com/lieff/minimp3);
* Mouse Injector and 1964GEPD authors for some of the 60FPS- and mouselook-related fixes;
* Raf for the 64-bit port;
@@ -1,8 +1,8 @@
[Desktop Entry]
Name=Perfect Dark
Comment=Modern source port of Perfect Dark
Exec=io.github.fgsfdsfgs.perfect_dark.sh
Icon=io.github.fgsfdsfgs.perfect_dark
Exec=io.github.perfect_dark_pc_port.perfect_dark.sh
Icon=io.github.perfect_dark_pc_port.perfect_dark
Terminal=false
Type=Application
Categories=Game;ActionGame;
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?>
<component type="desktop-application">
<id>io.github.fgsfdsfgs.perfect_dark</id>
<id>io.github.perfect_dark_pc_port.perfect_dark</id>
<name>Perfect Dark</name>
<developer id="io.github.fgsfdsfgs.perfect_dark">
<developer id="io.github.perfect_dark_pc_port.perfect_dark">
<name>Perfect Dark Contributors</name>
<url>https://github.com/fgsfdsfgs/perfect_dark/graphs/contributors</url>
</developer>
<launchable type="desktop-id">io.github.fgsfdsfgs.perfect_dark.desktop</launchable>
<launchable type="desktop-id">io.github.perfect_dark_pc_port.perfect_dark.desktop</launchable>
<summary>Modern cross-platform port of Perfect Dark</summary>
<metadata_license>CC0-1.0</metadata_license>
<project_license>MIT</project_license>
@@ -17,8 +17,9 @@
<!--
<screenshots>
<screenshot type="default">
<image type="source">https://gitlab.com/fpiesche/dxx-rebirth-assets/-/raw/c6e7e79eebe92905f84f07a635ffab5122a94bd1/d1x/screenshots/retromode.png</image>
<caption>"Retro mode": the default graphics setup, like the original game but in high resolution</caption>
<image type="source"></image>
<caption>Screenshot</caption>
</screenshot>
<screenshots>
-->
<categories>
@@ -1,8 +1,8 @@
app-id: io.github.fgsfdsfgs.perfect_dark
app-id: io.github.perfect_dark_pc_port.perfect_dark
runtime: org.freedesktop.Platform
runtime-version: "23.08"
runtime-version: "25.08"
sdk: org.freedesktop.Sdk
command: io.github.fgsfdsfgs.perfect_dark.sh
command: io.github.perfect_dark_pc_port.perfect_dark.sh
finish-args:
- --device=all
@@ -24,13 +24,13 @@ modules:
- type: file
path: bin/pd.pal.x86_64
- type: file
path: io.github.fgsfdsfgs.perfect_dark.sh
path: io.github.perfect_dark_pc_port.perfect_dark.sh
- type: file
path: io.github.fgsfdsfgs.perfect_dark.png
path: io.github.perfect_dark_pc_port.perfect_dark.png
- type: file
path: io.github.fgsfdsfgs.perfect_dark.metainfo.xml
path: io.github.perfect_dark_pc_port.perfect_dark.metainfo.xml
- type: file
path: io.github.fgsfdsfgs.perfect_dark.desktop
path: io.github.perfect_dark_pc_port.perfect_dark.desktop
build-commands: []
post-install:
# Install the binaries
-3
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@@ -98,10 +98,7 @@ extern void bzero(void *, size_t);
#ifdef PLATFORM_N64
extern int sprintf(char *s, const char *fmt, ...);
#else
#include <stdio.h>
#endif
extern void osSyncPrintf(const char *fmt, ...);
+2
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@@ -45,8 +45,10 @@ void gfx_run(Gfx* commands);
void gfx_end_frame(void);
void gfx_set_target_fps(int);
void gfx_set_texture_filter(enum FilteringMode mode);
void gfx_set_mipmap_filter(enum MipmapFilteringMode mode);
void gfx_texture_cache_clear(void);
void gfx_texture_cache_delete(const uint8_t *orig_addr);
void gfx_texture_cache_delete_range(const uint8_t *start, const uint8_t *end);
int gfx_create_framebuffer(uint32_t width, uint32_t height, int upscale, int autoresize);
void gfx_resize_framebuffer(int fb, uint32_t width, uint32_t height, int upscale, int autoresize);
void gfx_set_framebuffer(int fb, float noise_scale) ;
+45 -7
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@@ -54,7 +54,9 @@ static uint32_t frame_count;
static std::vector<Framebuffer> framebuffers;
static size_t current_framebuffer;
static float current_noise_scale;
static int current_anisotropy_level;
static FilteringMode current_filter_mode = FILTER_LINEAR;
static MipmapFilteringMode current_mipmap_filter_mode = MIPMAP_LINEAR;
static bool current_textures_linear_filter[2] = {false, false};
static int gl_glsl_version = 130;
@@ -692,8 +694,11 @@ static void gfx_opengl_select_texture(int tile, GLuint texture_id, bool linear_f
current_textures_linear_filter[tile] = linear_filter;
}
static void gfx_opengl_upload_texture(const uint8_t* rgba32_buf, uint32_t width, uint32_t height) {
static void gfx_opengl_upload_texture(const uint8_t* rgba32_buf, uint32_t width, uint32_t height, bool gen_mipmaps) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba32_buf);
if (gen_mipmaps || current_filter_mode == FILTER_THREE_POINT) {
glGenerateMipmap(GL_TEXTURE_2D);
}
}
static uint32_t gfx_cm_to_opengl(uint32_t val) {
@@ -710,11 +715,27 @@ static uint32_t gfx_cm_to_opengl(uint32_t val) {
return 0;
}
static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
const GLint filter = linear_filter && (current_filter_mode == FILTER_LINEAR) ? GL_LINEAR : GL_NEAREST;
static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt, bool mipmaps) {
const GLint min_filters[3][3] = {
// MIPMAP_DISABLED MIPMAP_NEAREST MIPMAP_LINEAR
{ GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR }, // FILTER_NONE
{ GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR }, // FILTER_BILINEAR
{ GL_NEAREST, GL_NEAREST, GL_NEAREST }, // FILTER_THREE_POINT
};
mipmaps = mipmaps && (current_mipmap_filter_mode != MIPMAP_DISABLED);
const int mip_idx = mipmaps ? current_mipmap_filter_mode : 0;
const GLint min_filter = linear_filter ? min_filters[current_filter_mode][mip_idx] : GL_NEAREST;
const GLint max_filter = linear_filter && (current_filter_mode == FILTER_LINEAR) ? GL_LINEAR : GL_NEAREST;
glActiveTexture(GL_TEXTURE0 + tile);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, max_filter);
if (mipmaps) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, current_anisotropy_level);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gfx_cm_to_opengl(cms));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gfx_cm_to_opengl(cmt));
}
@@ -1244,7 +1265,21 @@ FilteringMode gfx_opengl_get_texture_filter(void) {
return current_filter_mode;
}
struct GfxRenderingAPI gfx_opengl_api = {
void gfx_opengl_set_mipmap_filter(MipmapFilteringMode mode) {
current_mipmap_filter_mode = mode;
}
static int gfx_opengl_get_max_anisotropy_level() {
GLfloat max_aniso_level;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &max_aniso_level);
return (int)max_aniso_level;
}
static void gfx_opengl_set_anisotropy_level(int level) {
current_anisotropy_level = level;
}
struct GfxRenderingAPI gfx_opengl_api = {
gfx_opengl_get_name,
gfx_opengl_get_max_texture_size,
gfx_opengl_get_clip_parameters,
@@ -1279,5 +1314,8 @@ struct GfxRenderingAPI gfx_opengl_api = {
gfx_opengl_select_texture_fb,
gfx_opengl_delete_texture,
gfx_opengl_set_texture_filter,
gfx_opengl_get_texture_filter
gfx_opengl_get_texture_filter,
gfx_opengl_set_mipmap_filter,
gfx_opengl_set_anisotropy_level,
gfx_opengl_get_max_anisotropy_level
};
+76 -39
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@@ -551,7 +551,7 @@ static bool gfx_texture_cache_lookup(int i, const TextureCacheKey& key) {
node->second.lru_location = gfx_texture_cache.lru.insert(gfx_texture_cache.lru.end(), { it });
gfx_rapi->select_texture(i, texture_id, false);
gfx_rapi->set_sampler_parameters(i, false, 0, 0);
gfx_rapi->set_sampler_parameters(i, false, 0, 0, rdp.tex_lod);
*n = node;
return false;
}
@@ -585,8 +585,30 @@ void gfx_texture_cache_delete(const uint8_t* orig_addr) {
}
}
static void import_texture_rgba16(int tile, const LoadedTexture& loaded_texture, bool importReplacement) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
void gfx_texture_cache_delete_range(const uint8_t* start, const uint8_t* end) {
gfx_flush();
for (int i = 0; i < 2; ++i) {
if (rendering_state.textures[i]
&& rendering_state.textures[i]->first.texture_addr >= start
&& rendering_state.textures[i]->first.texture_addr < end) {
rdp.textures_changed[i] = true;
rendering_state.textures[i] = nullptr;
}
}
for (auto it = gfx_texture_cache.map.begin(); it != gfx_texture_cache.map.end(); ) {
if (it->first.texture_addr >= start && it->first.texture_addr < end) {
gfx_texture_cache.lru.erase(it->second.lru_location);
gfx_texture_cache.free_texture_ids.push_back(it->second.texture_id);
it = gfx_texture_cache.map.erase(it);
} else {
++it;
}
}
}
static void import_texture_rgba16(int tile, const LoadedTexture& loaded_texture, bool gen_mipmaps) {
const uint8_t* addr = loaded_texture.addr;
const uint32_t size_bytes = loaded_texture.size_bytes;
const uint32_t full_image_line_size_bytes =
@@ -612,11 +634,11 @@ static void import_texture_rgba16(int tile, const LoadedTexture& loaded_texture,
const uint32_t width = rdp.texture_tile[tile].line_size_bytes / 2;
const uint32_t height = size_bytes / rdp.texture_tile[tile].line_size_bytes;
gfx_rapi->upload_texture(tex_upload_buffer, width, height);
gfx_rapi->upload_texture(tex_upload_buffer, width, height, gen_mipmaps);
// DumpTexture(loaded_texture.otr_path, rgba32_buf, width, height);
}
static void import_texture_rgba32(int tile, const LoadedTexture& loaded_texture, bool importReplacement) {
static void import_texture_rgba32(int tile, const LoadedTexture& loaded_texture, bool gen_mipmaps) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
const uint8_t* addr = loaded_texture.addr;
const uint32_t size_bytes = loaded_texture.size_bytes;
@@ -633,11 +655,11 @@ static void import_texture_rgba32(int tile, const LoadedTexture& loaded_texture,
const uint32_t width = rdp.texture_tile[tile].line_size_bytes / 2;
const uint32_t height = (size_bytes / 2) / rdp.texture_tile[tile].line_size_bytes;
gfx_rapi->upload_texture(tex_upload_buffer, width, height);
gfx_rapi->upload_texture(tex_upload_buffer, width, height, gen_mipmaps);
// DumpTexture(loaded_texture.otr_path, addr, width, height);
}
static void import_texture_ia4(int tile, const LoadedTexture& loaded_texture, bool importReplacement) {
static void import_texture_ia4(int tile, const LoadedTexture& loaded_texture, bool gen_mipmaps) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
const uint8_t* addr = loaded_texture.addr;
const uint32_t size_bytes = loaded_texture.size_bytes;
@@ -662,11 +684,11 @@ static void import_texture_ia4(int tile, const LoadedTexture& loaded_texture, bo
const uint32_t width = rdp.texture_tile[tile].line_size_bytes * 2;
const uint32_t height = size_bytes / rdp.texture_tile[tile].line_size_bytes;
gfx_rapi->upload_texture(tex_upload_buffer, width, height);
gfx_rapi->upload_texture(tex_upload_buffer, width, height, gen_mipmaps);
// DumpTexture(loaded_texture.otr_path, rgba32_buf, width, height);
}
static void import_texture_ia8(int tile, const LoadedTexture& loaded_texture, bool importReplacement) {
static void import_texture_ia8(int tile, const LoadedTexture& loaded_texture, bool gen_mipmaps) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
const uint8_t* addr = loaded_texture.addr;
const uint32_t size_bytes = loaded_texture.size_bytes;
@@ -688,11 +710,11 @@ static void import_texture_ia8(int tile, const LoadedTexture& loaded_texture, bo
const uint32_t width = rdp.texture_tile[tile].line_size_bytes;
const uint32_t height = size_bytes / rdp.texture_tile[tile].line_size_bytes;
gfx_rapi->upload_texture(tex_upload_buffer, width, height);
gfx_rapi->upload_texture(tex_upload_buffer, width, height, gen_mipmaps);
// DumpTexture(loaded_texture.otr_path, rgba32_buf, width, height);
}
static void import_texture_ia16(int tile, const LoadedTexture& loaded_texture, bool importReplacement) {
static void import_texture_ia16(int tile, const LoadedTexture& loaded_texture, bool gen_mipmaps) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
const uint8_t* addr = loaded_texture.addr;
const uint32_t size_bytes = loaded_texture.size_bytes;
@@ -714,11 +736,11 @@ static void import_texture_ia16(int tile, const LoadedTexture& loaded_texture, b
const uint32_t width = rdp.texture_tile[tile].line_size_bytes / 2;
const uint32_t height = size_bytes / rdp.texture_tile[tile].line_size_bytes;
gfx_rapi->upload_texture(tex_upload_buffer, width, height);
gfx_rapi->upload_texture(tex_upload_buffer, width, height, gen_mipmaps);
// DumpTexture(loaded_texture.otr_path, rgba32_buf, width, height);
}
static void import_texture_i4(int tile, const LoadedTexture& loaded_texture, bool importReplacement) {
static void import_texture_i4(int tile, const LoadedTexture& loaded_texture, bool gen_mipmaps) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
const uint8_t* addr = loaded_texture.addr;
const uint32_t size_bytes = loaded_texture.size_bytes;
@@ -741,11 +763,11 @@ static void import_texture_i4(int tile, const LoadedTexture& loaded_texture, boo
const uint32_t width = rdp.texture_tile[tile].line_size_bytes * 2;
const uint32_t height = size_bytes / rdp.texture_tile[tile].line_size_bytes;
gfx_rapi->upload_texture(tex_upload_buffer, width, height);
gfx_rapi->upload_texture(tex_upload_buffer, width, height, gen_mipmaps);
// DumpTexture(loaded_texture.otr_path, rgba32_buf, width, height);
}
static void import_texture_i8(int tile, const LoadedTexture& loaded_texture, bool importReplacement) {
static void import_texture_i8(int tile, const LoadedTexture& loaded_texture, bool gen_mipmaps) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
const uint8_t* addr = loaded_texture.addr;
const uint32_t size_bytes = loaded_texture.size_bytes;
@@ -766,7 +788,7 @@ static void import_texture_i8(int tile, const LoadedTexture& loaded_texture, boo
const uint32_t width = rdp.texture_tile[tile].line_size_bytes;
const uint32_t height = size_bytes / rdp.texture_tile[tile].line_size_bytes;
gfx_rapi->upload_texture(tex_upload_buffer, width, height);
gfx_rapi->upload_texture(tex_upload_buffer, width, height, gen_mipmaps);
// DumpTexture(loaded_texture.otr_path, rgba32_buf, width, height);
}
@@ -791,8 +813,8 @@ static inline void palette_to_rgba32(const uint16_t palentry, uint8_t *rgba32_bu
}
}
static void import_texture_ci4(int tile, const LoadedTexture& loaded_texture, bool importReplacement) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
static void import_texture_ci4(int tile, const LoadedTexture& loaded_texture, bool gen_mipmaps) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
const uint8_t* addr = loaded_texture.addr;
const uint32_t size_bytes = loaded_texture.size_bytes;
const uint32_t full_image_line_size_bytes =
@@ -816,11 +838,11 @@ static void import_texture_ci4(int tile, const LoadedTexture& loaded_texture, bo
const uint32_t width = result_line_size * 2;
const uint32_t height = size_bytes / result_line_size;
gfx_rapi->upload_texture(tex_upload_buffer, width, height);
gfx_rapi->upload_texture(tex_upload_buffer, width, height, gen_mipmaps);
}
static void import_texture_ci8(int tile, const LoadedTexture& loaded_texture, bool importReplacement) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
static void import_texture_ci8(int tile, const LoadedTexture& loaded_texture, bool gen_mipmaps) {
const RawTexMetadata* metadata = &loaded_texture.raw_tex_metadata;
const uint8_t* addr = loaded_texture.addr;
const uint32_t size_bytes = loaded_texture.size_bytes;
const uint32_t full_image_line_size_bytes =
@@ -842,8 +864,7 @@ static void import_texture_ci8(int tile, const LoadedTexture& loaded_texture, bo
const uint32_t width = result_line_size;
const uint32_t height = size_bytes / result_line_size;
gfx_rapi->upload_texture(tex_upload_buffer, width, height);
// DumpTexture(loaded_texture.otr_path, rgba32_buf, width, height);
gfx_rapi->upload_texture(tex_upload_buffer, width, height, gen_mipmaps);
}
static void import_texture(int i, int tile, bool importReplacement) {
@@ -885,35 +906,35 @@ static void import_texture(int i, int tile, bool importReplacement) {
if (fmt == G_IM_FMT_RGBA) {
if (siz == G_IM_SIZ_16b) {
import_texture_rgba16(tile, loaded_texture, importReplacement);
import_texture_rgba16(tile, loaded_texture, rdp.tex_lod);
} else if (siz == G_IM_SIZ_32b) {
import_texture_rgba32(tile, loaded_texture, importReplacement);
import_texture_rgba32(tile, loaded_texture, rdp.tex_lod);
} else {
sysFatalError("Bad size for RGBA texture in tile %d: %02x", tile, siz);
}
} else if (fmt == G_IM_FMT_IA) {
if (siz == G_IM_SIZ_4b) {
import_texture_ia4(tile, loaded_texture, importReplacement);
import_texture_ia4(tile, loaded_texture, rdp.tex_lod);
} else if (siz == G_IM_SIZ_8b) {
import_texture_ia8(tile, loaded_texture, importReplacement);
import_texture_ia8(tile, loaded_texture, rdp.tex_lod);
} else if (siz == G_IM_SIZ_16b) {
import_texture_ia16(tile, loaded_texture, importReplacement);
import_texture_ia16(tile, loaded_texture, rdp.tex_lod);
} else {
sysFatalError("Bad size for IA texture in tile %d: %02x", tile, siz);
}
} else if (fmt == G_IM_FMT_CI) {
if (siz == G_IM_SIZ_4b) {
import_texture_ci4(tile, loaded_texture, importReplacement);
import_texture_ci4(tile, loaded_texture, rdp.tex_lod);
} else if (siz == G_IM_SIZ_8b) {
import_texture_ci8(tile, loaded_texture, importReplacement);
import_texture_ci8(tile, loaded_texture, rdp.tex_lod);
} else {
sysFatalError("Bad size for CI texture in tile %d: %02x", tile, siz);
}
} else if (fmt == G_IM_FMT_I) {
if (siz == G_IM_SIZ_4b) {
import_texture_i4(tile, loaded_texture, importReplacement);
import_texture_i4(tile, loaded_texture, rdp.tex_lod);
} else if (siz == G_IM_SIZ_8b) {
import_texture_i8(tile, loaded_texture, importReplacement);
import_texture_i8(tile, loaded_texture, rdp.tex_lod);
} else {
sysFatalError("Bad size for I texture in tile %d: %02x", tile, siz);
}
@@ -1383,7 +1404,7 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx, bo
if (linear_filter != rendering_state.textures[i]->second.linear_filter ||
cms != rendering_state.textures[i]->second.cms || cmt != rendering_state.textures[i]->second.cmt) {
gfx_flush();
gfx_rapi->set_sampler_parameters(i, linear_filter, cms, cmt);
gfx_rapi->set_sampler_parameters(i, linear_filter, cms, cmt, rdp.tex_lod);
rendering_state.textures[i]->second.linear_filter = linear_filter;
rendering_state.textures[i]->second.cms = cms;
rendering_state.textures[i]->second.cmt = cmt;
@@ -1641,11 +1662,18 @@ static void gfx_sp_extra_geometry_mode(uint32_t clear, uint32_t set) {
static void gfx_adjust_viewport_or_scissor(XYWidthHeight* area, bool preserve_aspect = false) {
// HACK: assume all target framebuffers have the same aspect
area->width *= RATIO_X;
area->x *= RATIO_X;
area->height *= RATIO_Y;
area->y = SCREEN_HEIGHT - area->y;
area->y *= RATIO_Y;
// Use floor/ceil to ensure scissor fully contains the logical region
// and prevents sub-pixel gaps at viewport edges
float x1 = area->x * RATIO_X;
float y1 = (SCREEN_HEIGHT - area->y) * RATIO_Y;
float x2 = (area->x + area->width) * RATIO_X;
float y2 = (SCREEN_HEIGHT - area->y + area->height) * RATIO_Y;
area->x = std::floor(x1);
area->y = std::floor(y1);
area->width = std::ceil(x2) - area->x;
area->height = std::ceil(y2) - area->y;
if (preserve_aspect) {
// preserve native aspect ratio
const float ratio = gfx_current_native_aspect / gfx_current_dimensions.aspect_ratio;
@@ -2692,7 +2720,7 @@ extern "C" void gfx_set_target_fps(int fps) {
gfx_wapi->set_target_fps(fps);
}
extern "C" void gfx_set_texture_filter(enum FilteringMode mode) {
extern "C" void reset_texture_state() {
gfx_texture_cache_clear();
if (rendering_state.shader_program) {
gfx_rapi->unload_shader(rendering_state.shader_program);
@@ -2701,9 +2729,18 @@ extern "C" void gfx_set_texture_filter(enum FilteringMode mode) {
gfx_rapi->clear_shaders();
color_combiner_pool.clear();
prev_combiner = color_combiner_pool.end();
}
extern "C" void gfx_set_texture_filter(enum FilteringMode mode) {
reset_texture_state();
gfx_rapi->set_texture_filter(mode);
}
extern "C" void gfx_set_mipmap_filter(enum MipmapFilteringMode mode) {
reset_texture_state();
gfx_rapi->set_mipmap_filter(mode);
}
extern "C" int gfx_create_framebuffer(uint32_t width, uint32_t height, int upscale, int autoresize) {
int fb = gfx_rapi->create_framebuffer();
gfx_resize_framebuffer(fb, width, height, upscale, autoresize);
+6 -2
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@@ -13,6 +13,7 @@ struct GfxClipParameters {
};
enum FilteringMode { FILTER_NONE, FILTER_LINEAR, FILTER_THREE_POINT };
enum MipmapFilteringMode { MIPMAP_DISABLED, MIPMAP_NEAREST, MIPMAP_LINEAR };
struct GfxRenderingAPI {
const char* (*get_name)(void);
@@ -26,8 +27,8 @@ struct GfxRenderingAPI {
void (*clear_shaders)(void);
uint32_t (*new_texture)(void);
void (*select_texture)(int tile, uint32_t texture_id, bool linear_filter);
void (*upload_texture)(const uint8_t* rgba32_buf, uint32_t width, uint32_t height);
void (*set_sampler_parameters)(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt);
void (*upload_texture)(const uint8_t* rgba32_buf, uint32_t width, uint32_t height, bool gen_mipmaps);
void (*set_sampler_parameters)(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt, bool mipmaps);
void (*set_depth_mode)(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode);
void (*set_depth_range)(float znear, float zfar);
void (*set_viewport)(int x, int y, int width, int height);
@@ -52,6 +53,9 @@ struct GfxRenderingAPI {
void (*delete_texture)(uint32_t texID);
void (*set_texture_filter)(enum FilteringMode mode);
enum FilteringMode (*get_texture_filter)(void);
void (*set_mipmap_filter)(enum MipmapFilteringMode mode);
void (*set_anisotropy_level)(int);
int (*get_max_anisotropy_level)(void);
};
#endif
+2 -2
View File
@@ -108,8 +108,8 @@ static void gfx_sdl_init(const struct GfxWindowInitSettings *set) {
int posY = set->y;
int display_in_use = SDL_GetWindowDisplayIndex(wnd);
if (display_in_use < 0) { // Fallback to default if out of bounds
posX = 100;
posY = 100;
posX = SDL_WINDOWPOS_UNDEFINED;
posY = SDL_WINDOWPOS_UNDEFINED;
}
if (set->centered) {
+10 -3
View File
@@ -1,6 +1,6 @@
/*
OpenGL, OpenGL ES loader generated by glad 0.1.36 on Wed Nov 20 09:57:47 2024.
OpenGL, OpenGL ES loader generated by glad 0.1.36 on Wed Oct 8 13:10:56 2025.
Language/Generator: C/C++
Specification: gl
@@ -10,6 +10,7 @@
GL_APPLE_framebuffer_multisample,
GL_ARB_depth_clamp,
GL_ARB_framebuffer_object,
GL_ARB_texture_filter_anisotropic,
GL_ARB_texture_mirror_clamp_to_edge,
GL_ARB_vertex_array_object,
GL_EXT_depth_clamp,
@@ -17,6 +18,7 @@
GL_EXT_framebuffer_multisample,
GL_EXT_framebuffer_object,
GL_EXT_gpu_shader4,
GL_EXT_texture_filter_anisotropic,
GL_EXT_texture_mirror_clamp_to_edge,
GL_KHR_debug,
GL_NV_depth_clamp,
@@ -27,9 +29,9 @@
Reproducible: False
Commandline:
--profile="core" --api="gl=4.1,gles2=3.0" --generator="c" --spec="gl" --no-loader --local-files --extensions="GL_APPLE_framebuffer_multisample,GL_ARB_depth_clamp,GL_ARB_framebuffer_object,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_vertex_array_object,GL_EXT_depth_clamp,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object,GL_EXT_gpu_shader4,GL_EXT_texture_mirror_clamp_to_edge,GL_KHR_debug,GL_NV_depth_clamp,GL_NV_framebuffer_multisample"
--profile="core" --api="gl=4.1,gles2=3.0" --generator="c" --spec="gl" --no-loader --local-files --extensions="GL_APPLE_framebuffer_multisample,GL_ARB_depth_clamp,GL_ARB_framebuffer_object,GL_ARB_texture_filter_anisotropic,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_vertex_array_object,GL_EXT_depth_clamp,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object,GL_EXT_gpu_shader4,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_mirror_clamp_to_edge,GL_KHR_debug,GL_NV_depth_clamp,GL_NV_framebuffer_multisample"
Online:
https://glad.dav1d.de/#profile=core&language=c&specification=gl&api=gl%3D4.1&api=gles2%3D3.0&extensions=GL_APPLE_framebuffer_multisample&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_texture_mirror_clamp_to_edge&extensions=GL_ARB_vertex_array_object&extensions=GL_EXT_depth_clamp&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_gpu_shader4&extensions=GL_EXT_texture_mirror_clamp_to_edge&extensions=GL_KHR_debug&extensions=GL_NV_depth_clamp&extensions=GL_NV_framebuffer_multisample
https://glad.dav1d.de/#profile=core&language=c&specification=gl&api=gl%3D4.1&api=gles2%3D3.0&extensions=GL_APPLE_framebuffer_multisample&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_texture_filter_anisotropic&extensions=GL_ARB_texture_mirror_clamp_to_edge&extensions=GL_ARB_vertex_array_object&extensions=GL_EXT_depth_clamp&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_gpu_shader4&extensions=GL_EXT_texture_filter_anisotropic&extensions=GL_EXT_texture_mirror_clamp_to_edge&extensions=GL_KHR_debug&extensions=GL_NV_depth_clamp&extensions=GL_NV_framebuffer_multisample
*/
#include <stdio.h>
@@ -668,6 +670,7 @@ PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
int GLAD_GL_APPLE_framebuffer_multisample = 0;
int GLAD_GL_ARB_depth_clamp = 0;
int GLAD_GL_ARB_framebuffer_object = 0;
int GLAD_GL_ARB_texture_filter_anisotropic = 0;
int GLAD_GL_ARB_texture_mirror_clamp_to_edge = 0;
int GLAD_GL_ARB_vertex_array_object = 0;
int GLAD_GL_EXT_depth_clamp = 0;
@@ -675,6 +678,7 @@ int GLAD_GL_EXT_framebuffer_blit = 0;
int GLAD_GL_EXT_framebuffer_multisample = 0;
int GLAD_GL_EXT_framebuffer_object = 0;
int GLAD_GL_EXT_gpu_shader4 = 0;
int GLAD_GL_EXT_texture_filter_anisotropic = 0;
int GLAD_GL_EXT_texture_mirror_clamp_to_edge = 0;
int GLAD_GL_KHR_debug = 0;
int GLAD_GL_NV_depth_clamp = 0;
@@ -1435,12 +1439,14 @@ static int find_extensionsGL(void) {
if (!get_exts()) return 0;
GLAD_GL_ARB_depth_clamp = has_ext("GL_ARB_depth_clamp");
GLAD_GL_ARB_framebuffer_object = has_ext("GL_ARB_framebuffer_object");
GLAD_GL_ARB_texture_filter_anisotropic = has_ext("GL_ARB_texture_filter_anisotropic");
GLAD_GL_ARB_texture_mirror_clamp_to_edge = has_ext("GL_ARB_texture_mirror_clamp_to_edge");
GLAD_GL_ARB_vertex_array_object = has_ext("GL_ARB_vertex_array_object");
GLAD_GL_EXT_framebuffer_blit = has_ext("GL_EXT_framebuffer_blit");
GLAD_GL_EXT_framebuffer_multisample = has_ext("GL_EXT_framebuffer_multisample");
GLAD_GL_EXT_framebuffer_object = has_ext("GL_EXT_framebuffer_object");
GLAD_GL_EXT_gpu_shader4 = has_ext("GL_EXT_gpu_shader4");
GLAD_GL_EXT_texture_filter_anisotropic = has_ext("GL_EXT_texture_filter_anisotropic");
GLAD_GL_KHR_debug = has_ext("GL_KHR_debug");
GLAD_GL_NV_depth_clamp = has_ext("GL_NV_depth_clamp");
free_exts();
@@ -1800,6 +1806,7 @@ static int find_extensionsGLES2(void) {
if (!get_exts()) return 0;
GLAD_GL_APPLE_framebuffer_multisample = has_ext("GL_APPLE_framebuffer_multisample");
GLAD_GL_EXT_depth_clamp = has_ext("GL_EXT_depth_clamp");
GLAD_GL_EXT_texture_filter_anisotropic = has_ext("GL_EXT_texture_filter_anisotropic");
GLAD_GL_EXT_texture_mirror_clamp_to_edge = has_ext("GL_EXT_texture_mirror_clamp_to_edge");
GLAD_GL_KHR_debug = has_ext("GL_KHR_debug");
GLAD_GL_NV_framebuffer_multisample = has_ext("GL_NV_framebuffer_multisample");
+21 -3
View File
@@ -1,6 +1,6 @@
/*
OpenGL, OpenGL ES loader generated by glad 0.1.36 on Wed Nov 20 09:57:47 2024.
OpenGL, OpenGL ES loader generated by glad 0.1.36 on Wed Oct 8 13:10:56 2025.
Language/Generator: C/C++
Specification: gl
@@ -10,6 +10,7 @@
GL_APPLE_framebuffer_multisample,
GL_ARB_depth_clamp,
GL_ARB_framebuffer_object,
GL_ARB_texture_filter_anisotropic,
GL_ARB_texture_mirror_clamp_to_edge,
GL_ARB_vertex_array_object,
GL_EXT_depth_clamp,
@@ -17,6 +18,7 @@
GL_EXT_framebuffer_multisample,
GL_EXT_framebuffer_object,
GL_EXT_gpu_shader4,
GL_EXT_texture_filter_anisotropic,
GL_EXT_texture_mirror_clamp_to_edge,
GL_KHR_debug,
GL_NV_depth_clamp,
@@ -27,9 +29,9 @@
Reproducible: False
Commandline:
--profile="core" --api="gl=4.1,gles2=3.0" --generator="c" --spec="gl" --no-loader --local-files --extensions="GL_APPLE_framebuffer_multisample,GL_ARB_depth_clamp,GL_ARB_framebuffer_object,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_vertex_array_object,GL_EXT_depth_clamp,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object,GL_EXT_gpu_shader4,GL_EXT_texture_mirror_clamp_to_edge,GL_KHR_debug,GL_NV_depth_clamp,GL_NV_framebuffer_multisample"
--profile="core" --api="gl=4.1,gles2=3.0" --generator="c" --spec="gl" --no-loader --local-files --extensions="GL_APPLE_framebuffer_multisample,GL_ARB_depth_clamp,GL_ARB_framebuffer_object,GL_ARB_texture_filter_anisotropic,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_vertex_array_object,GL_EXT_depth_clamp,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object,GL_EXT_gpu_shader4,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_mirror_clamp_to_edge,GL_KHR_debug,GL_NV_depth_clamp,GL_NV_framebuffer_multisample"
Online:
https://glad.dav1d.de/#profile=core&language=c&specification=gl&api=gl%3D4.1&api=gles2%3D3.0&extensions=GL_APPLE_framebuffer_multisample&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_texture_mirror_clamp_to_edge&extensions=GL_ARB_vertex_array_object&extensions=GL_EXT_depth_clamp&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_gpu_shader4&extensions=GL_EXT_texture_mirror_clamp_to_edge&extensions=GL_KHR_debug&extensions=GL_NV_depth_clamp&extensions=GL_NV_framebuffer_multisample
https://glad.dav1d.de/#profile=core&language=c&specification=gl&api=gl%3D4.1&api=gles2%3D3.0&extensions=GL_APPLE_framebuffer_multisample&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_texture_filter_anisotropic&extensions=GL_ARB_texture_mirror_clamp_to_edge&extensions=GL_ARB_vertex_array_object&extensions=GL_EXT_depth_clamp&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_gpu_shader4&extensions=GL_EXT_texture_filter_anisotropic&extensions=GL_EXT_texture_mirror_clamp_to_edge&extensions=GL_KHR_debug&extensions=GL_NV_depth_clamp&extensions=GL_NV_framebuffer_multisample
*/
@@ -2721,6 +2723,8 @@ GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ;
#define glGetInternalformativ glad_glGetInternalformativ
#endif
#define GL_INDEX 0x8222
#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF
#define GL_MIRROR_CLAMP_TO_EDGE 0x8743
#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
@@ -2808,6 +2812,8 @@ GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ;
#define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT 0x8904
#define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT 0x8905
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
#define GL_DEBUG_CALLBACK_FUNCTION 0x8244
@@ -2910,6 +2916,10 @@ GLAPI int GLAD_GL_ARB_depth_clamp;
#define GL_ARB_framebuffer_object 1
GLAPI int GLAD_GL_ARB_framebuffer_object;
#endif
#ifndef GL_ARB_texture_filter_anisotropic
#define GL_ARB_texture_filter_anisotropic 1
GLAPI int GLAD_GL_ARB_texture_filter_anisotropic;
#endif
#ifndef GL_ARB_texture_mirror_clamp_to_edge
#define GL_ARB_texture_mirror_clamp_to_edge 1
GLAPI int GLAD_GL_ARB_texture_mirror_clamp_to_edge;
@@ -3093,6 +3103,10 @@ typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVEXTPROC)(GLuint index, GLenum pn
GLAPI PFNGLGETVERTEXATTRIBIUIVEXTPROC glad_glGetVertexAttribIuivEXT;
#define glGetVertexAttribIuivEXT glad_glGetVertexAttribIuivEXT
#endif
#ifndef GL_EXT_texture_filter_anisotropic
#define GL_EXT_texture_filter_anisotropic 1
GLAPI int GLAD_GL_EXT_texture_filter_anisotropic;
#endif
#ifndef GL_KHR_debug
#define GL_KHR_debug 1
GLAPI int GLAD_GL_KHR_debug;
@@ -3181,6 +3195,10 @@ GLAPI PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC glad_glResolveMultisampleFrame
#define GL_EXT_depth_clamp 1
GLAPI int GLAD_GL_EXT_depth_clamp;
#endif
#ifndef GL_EXT_texture_filter_anisotropic
#define GL_EXT_texture_filter_anisotropic 1
GLAPI int GLAD_GL_EXT_texture_filter_anisotropic;
#endif
#ifndef GL_EXT_texture_mirror_clamp_to_edge
#define GL_EXT_texture_mirror_clamp_to_edge 1
GLAPI int GLAD_GL_EXT_texture_mirror_clamp_to_edge;
-21
View File
@@ -1,21 +0,0 @@
#ifndef _IN_DEBUGGER_H
#define _IN_DEBUGGER_H
#include <PR/ultratypes.h>
#include <PR/gbi.h>
extern s32 g_DebuggerActive;
extern s32 g_DebuggerTimePasses;
extern s32 g_DebuggerFrameAdvance;
void debuggerInit(void);
void debuggerProcessEvent(void *event);
void debuggerStartFrame(void);
void debuggerFrame(void);
void debuggerEndFrame(void);
void debuggerUpdatePropInfo(s32 clear);
Gfx *debuggerDrawPropInfo(Gfx *gdl);
#endif
+8 -1
View File
@@ -39,6 +39,8 @@ s32 videoGetCenterWindow(void);
void videoSetCenterWindow(s32 center);
u32 videoGetTextureFilter(void);
s32 videoGetTextureFilter2D(void);
u32 videoGetAnisotropicFilter(void);
u32 videoGetMaxAnisotropyLevel(void);
s32 videoGetDetailTextures(void);
s32 videoGetDisplayModeIndex(void);
s32 videoGetDisplayMode(displaymode *out, const s32 index);
@@ -47,21 +49,25 @@ s32 videoGetVsync(void);
s32 videoGetFramerateLimit(void);
s32 videoGetDisplayFPS(void);
s32 videoGetMSAA(void);
f32 videoGetGlareBrightness(void);
f32 videoGetOverexposureScale(void);
f32 videoGetAverageFPS(void);
f64 videoGetLastRenderTime(void);
void videoSetWindowOffset(s32 x, s32 y);
void videoSetFullscreen(s32 fs);
void videoSetFullscreenMode(s32 mode);
void videoSetTextureFilter(u32 filter);
void videoSetTextureFilter2D(s32 filter);
void videoSetAnisotropicFilter(u32 filter);
void videoSetDetailTextures(s32 detail);
void videoSetDisplayMode(const s32 index);
void videoSetVsync(const s32 vsync);
void videoSetFramerateLimit(const s32 limit);
void videoSetDisplayFPS(const s32 displayfps);
void videoSetMSAA(const s32 msaa);
void videoSetGlareBrightness(f32 bright);
void videoSetOverexposureScale(f32 scale);
s32 videoCreateFramebuffer(u32 w, u32 h, s32 upscale, s32 autoresize);
void videoSetFramebuffer(s32 target);
@@ -72,6 +78,7 @@ s32 videoFramebuffersSupported(void);
void videoResetTextureCache(void);
void videoFreeCachedTexture(const void *texptr);
void videoFreeCachedTextures(const void *start, const void *end);
void videoShutdown(void);
-905
View File
@@ -1,905 +0,0 @@
#include <string>
#include <SDL.h>
#include "imgui/imgui.h"
#include "imgui/backends/imgui_impl_sdlrenderer2.h"
#include "imgui/backends/imgui_impl_sdl2.h"
extern "C"
{
#include <PR/ultratypes.h>
#include <PR/gbi.h>
#include <gbiex.h>
#include "data.h"
#include "bss.h"
#include "constants.h"
#include "game/stagetable.h"
#include "game/chr.h"
#include "game/chraction.h"
#include "game/bg.h"
#include "game/player.h"
#include "game/propobj.h"
#include "game/prop.h"
#include "game/sight.h"
#include "game/game_1531a0.h"
#include "lib/memp.h"
#include "lib/mema.h"
#include "lib/vi.h"
#include "lib/lib_17ce0.h"
#include "video.h"
#include "input.h"
#include "system.h"
#include "utils.h"
#include "romdata.h"
#undef bool
#undef true
#undef false
s32 g_DebuggerActive = FALSE;
s32 g_DebuggerTimePasses = TRUE;
s32 g_DebuggerFrameAdvance = 0;
u32 memaGetSize(void);
}
static SDL_Window *dbgwin = nullptr;
static SDL_Renderer *dbgren = nullptr;
static char xstr[64] = "0";
static char ystr[64] = "0";
static char zstr[64] = "0";
static char gotostr[64] = "";
static bool advanceHeld = false;
static s32 propFilter = 0;
static s32 objFilter = 0;
static const char *propTypes[9];
static const char *objTypes[0x3c];
static bool expandLatch = false;
static bool expandValue = false;
static bool showPropInfo = false;
static bool showActiveProps = true;
static void *focusPtr = nullptr;
static struct prop *lookatprop = nullptr;
static struct hitthing lookathit;
static bool lookathitset;
static inline const char *fmtCoord(const coord& crd)
{
static char tmp[128];
snprintf(tmp, sizeof(tmp), "(%.2f, %.2f, %.2f)", crd.x, crd.y, crd.z);
return tmp;
}
#define DEF_ACT_NAME(x) case x: return #x;
static inline const char *fmtActionType(s8 at)
{
switch (at) {
DEF_ACT_NAME(ACT_INIT )
DEF_ACT_NAME(ACT_STAND )
DEF_ACT_NAME(ACT_KNEEL )
DEF_ACT_NAME(ACT_ANIM )
DEF_ACT_NAME(ACT_DIE )
DEF_ACT_NAME(ACT_DEAD )
DEF_ACT_NAME(ACT_ARGH )
DEF_ACT_NAME(ACT_PREARGH )
DEF_ACT_NAME(ACT_ATTACK )
DEF_ACT_NAME(ACT_ATTACKWALK )
DEF_ACT_NAME(ACT_ATTACKROLL )
DEF_ACT_NAME(ACT_SIDESTEP )
DEF_ACT_NAME(ACT_JUMPOUT )
DEF_ACT_NAME(ACT_RUNPOS )
DEF_ACT_NAME(ACT_PATROL )
DEF_ACT_NAME(ACT_GOPOS )
DEF_ACT_NAME(ACT_SURRENDER )
DEF_ACT_NAME(ACT_LOOKATTARGET )
DEF_ACT_NAME(ACT_SURPRISED )
DEF_ACT_NAME(ACT_STARTALARM )
DEF_ACT_NAME(ACT_THROWGRENADE )
DEF_ACT_NAME(ACT_TURNDIR )
DEF_ACT_NAME(ACT_TEST )
DEF_ACT_NAME(ACT_BONDINTRO )
DEF_ACT_NAME(ACT_BONDDIE )
DEF_ACT_NAME(ACT_BONDMULTI )
DEF_ACT_NAME(ACT_NULL )
DEF_ACT_NAME(ACT_BOT_ATTACKSTAND )
DEF_ACT_NAME(ACT_BOT_ATTACKKNEEL )
DEF_ACT_NAME(ACT_BOT_ATTACKSTRAFE)
DEF_ACT_NAME(ACT_DRUGGEDDROP )
DEF_ACT_NAME(ACT_DRUGGEDKO )
DEF_ACT_NAME(ACT_DRUGGEDCOMINGUP )
DEF_ACT_NAME(ACT_ATTACKAMOUNT )
DEF_ACT_NAME(ACT_ROBOTATTACK )
DEF_ACT_NAME(ACT_SKJUMP )
DEF_ACT_NAME(ACT_PUNCH )
DEF_ACT_NAME(ACT_CUTFIRE )
default: return "ACT";
}
}
static inline const char *fmtPropType(u8 at)
{
switch (at) {
DEF_ACT_NAME(PROPTYPE_OBJ)
DEF_ACT_NAME(PROPTYPE_DOOR)
DEF_ACT_NAME(PROPTYPE_CHR)
DEF_ACT_NAME(PROPTYPE_WEAPON)
DEF_ACT_NAME(PROPTYPE_EYESPY)
DEF_ACT_NAME(PROPTYPE_PLAYER)
DEF_ACT_NAME(PROPTYPE_EXPLOSION)
DEF_ACT_NAME(PROPTYPE_SMOKE)
default: return "Prop";
}
}
static inline const char *fmtObjType(u8 at)
{
switch (at) {
DEF_ACT_NAME(OBJTYPE_DOOR )
DEF_ACT_NAME(OBJTYPE_DOORSCALE )
DEF_ACT_NAME(OBJTYPE_BASIC )
DEF_ACT_NAME(OBJTYPE_KEY )
DEF_ACT_NAME(OBJTYPE_ALARM )
DEF_ACT_NAME(OBJTYPE_CCTV )
DEF_ACT_NAME(OBJTYPE_AMMOCRATE )
DEF_ACT_NAME(OBJTYPE_WEAPON )
DEF_ACT_NAME(OBJTYPE_CHR )
DEF_ACT_NAME(OBJTYPE_SINGLEMONITOR )
DEF_ACT_NAME(OBJTYPE_MULTIMONITOR )
DEF_ACT_NAME(OBJTYPE_HANGINGMONITORS )
DEF_ACT_NAME(OBJTYPE_AUTOGUN )
DEF_ACT_NAME(OBJTYPE_LINKGUNS )
DEF_ACT_NAME(OBJTYPE_DEBRIS )
DEF_ACT_NAME(OBJTYPE_10 )
DEF_ACT_NAME(OBJTYPE_HAT )
DEF_ACT_NAME(OBJTYPE_GRENADEPROB )
DEF_ACT_NAME(OBJTYPE_LINKLIFTDOOR )
DEF_ACT_NAME(OBJTYPE_MULTIAMMOCRATE )
DEF_ACT_NAME(OBJTYPE_SHIELD )
DEF_ACT_NAME(OBJTYPE_TAG )
DEF_ACT_NAME(OBJTYPE_BEGINOBJECTIVE )
DEF_ACT_NAME(OBJTYPE_ENDOBJECTIVE )
DEF_ACT_NAME(OBJECTIVETYPE_DESTROYOBJ )
DEF_ACT_NAME(OBJECTIVETYPE_COMPFLAGS )
DEF_ACT_NAME(OBJECTIVETYPE_FAILFLAGS )
DEF_ACT_NAME(OBJECTIVETYPE_COLLECTOBJ )
DEF_ACT_NAME(OBJECTIVETYPE_THROWOBJ )
DEF_ACT_NAME(OBJECTIVETYPE_HOLOGRAPH )
DEF_ACT_NAME(OBJECTIVETYPE_1F )
DEF_ACT_NAME(OBJECTIVETYPE_ENTERROOM )
DEF_ACT_NAME(OBJECTIVETYPE_THROWINROOM )
DEF_ACT_NAME(OBJTYPE_22 )
DEF_ACT_NAME(OBJTYPE_BRIEFING )
DEF_ACT_NAME(OBJTYPE_GASBOTTLE )
DEF_ACT_NAME(OBJTYPE_RENAMEOBJ )
DEF_ACT_NAME(OBJTYPE_PADLOCKEDDOOR )
DEF_ACT_NAME(OBJTYPE_TRUCK )
DEF_ACT_NAME(OBJTYPE_HELI )
DEF_ACT_NAME(OBJTYPE_29 )
DEF_ACT_NAME(OBJTYPE_GLASS )
DEF_ACT_NAME(OBJTYPE_SAFE )
DEF_ACT_NAME(OBJTYPE_SAFEITEM )
DEF_ACT_NAME(OBJTYPE_TANK )
DEF_ACT_NAME(OBJTYPE_CAMERAPOS )
DEF_ACT_NAME(OBJTYPE_TINTEDGLASS )
DEF_ACT_NAME(OBJTYPE_LIFT )
DEF_ACT_NAME(OBJTYPE_CONDITIONALSCENERY)
DEF_ACT_NAME(OBJTYPE_BLOCKEDPATH )
DEF_ACT_NAME(OBJTYPE_HOVERBIKE )
DEF_ACT_NAME(OBJTYPE_END )
DEF_ACT_NAME(OBJTYPE_HOVERPROP )
DEF_ACT_NAME(OBJTYPE_FAN )
DEF_ACT_NAME(OBJTYPE_HOVERCAR )
DEF_ACT_NAME(OBJTYPE_PADEFFECT )
DEF_ACT_NAME(OBJTYPE_CHOPPER )
DEF_ACT_NAME(OBJTYPE_MINE )
DEF_ACT_NAME(OBJTYPE_ESCASTEP )
default: return "Obj";
}
}
#undef DEF_ACT_NAME
extern "C" void debuggerInit(void)
{
SDL_Window *parent = (SDL_Window *)videoGetWindowHandle();
int px = 0;
int py = 0;
int pw = 0;
int ph = 0;
// in windowed mode put the debugger to the right of the window
if ((SDL_GetWindowFlags(parent) & SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
SDL_GetWindowPosition(parent, &px, &py);
SDL_GetWindowSize(parent, &pw, &ph);
}
const Uint32 winflags = SDL_WINDOW_RESIZABLE;
dbgwin = SDL_CreateWindow("Debugger", px + pw + 4, py, 320, ph, winflags);
if (!dbgwin) {
sysLogPrintf(LOG_ERROR, "DBG: could not create SDL window: %s", SDL_GetError());
return;
}
// can't trust any hardware accelerated windows to live in harmony with our main window, so force SW
dbgren = SDL_CreateRenderer(dbgwin, -1, SDL_RENDERER_SOFTWARE);
if (!dbgren) {
sysLogPrintf(LOG_ERROR, "DBG: could not create SDL renderer: %s", SDL_GetError());
return;
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.IniFilename = nullptr;
ImGui::StyleColorsDark();
ImGui_ImplSDL2_InitForSDLRenderer(dbgwin, dbgren);
ImGui_ImplSDLRenderer2_Init(dbgren);
propTypes[0] = "NONE";
for (s32 i = 1; i < ARRAYCOUNT(propTypes); ++i) {
propTypes[i] = fmtPropType(i);
}
objTypes[0] = "NONE";
for (s32 i = 1; i < ARRAYCOUNT(objTypes); ++i) {
objTypes[i] = fmtObjType(i);
}
g_DebuggerActive = TRUE;
}
static inline void debuggerHotKey(const s32 key, const bool pressed)
{
switch (key) {
case SDLK_F1:
if (pressed)
g_DebuggerTimePasses ^= 1;
break;
case SDLK_F2:
if (pressed)
g_DebuggerFrameAdvance = 1;
break;
case SDLK_F3:
if (pressed)
g_DebuggerFrameAdvance = 5;
break;
case SDLK_F4:
advanceHeld = pressed;
break;
case SDLK_F5:
if (pressed) {
if (g_TickRateDiv <= 1) {
g_TickRateDiv = 2;
} else {
g_TickRateDiv = 1;
}
}
break;
case SDLK_F6:
if (pressed) {
g_TickRateDiv++;
if (g_TickRateDiv > 5) {
g_TickRateDiv = 0;
}
}
break;
default:
break;
}
}
extern "C" void debuggerProcessEvent(void *data)
{
if (g_DebuggerActive) {
SDL_Event *e = (SDL_Event *)data;
if (e->type == SDL_KEYDOWN || e->type == SDL_KEYUP) {
debuggerHotKey(e->key.keysym.sym, e->type == SDL_KEYDOWN);
} else if (e->type == SDL_MOUSEBUTTONDOWN || e->type == SDL_MOUSEBUTTONUP) {
if (SDL_GetMouseFocus() != dbgwin || SDL_GetWindowID(dbgwin) != e->button.windowID) {
return;
}
} else if (e->type == SDL_MOUSEMOTION) {
if (SDL_GetMouseFocus() != dbgwin || SDL_GetWindowID(dbgwin) != e->motion.windowID) {
return;
}
} else if (e->type == SDL_MOUSEWHEEL) {
if (SDL_GetMouseFocus() != dbgwin || SDL_GetWindowID(dbgwin) != e->wheel.windowID) {
return;
}
}
ImGui_ImplSDL2_ProcessEvent(e);
}
}
extern "C" void debuggerStartFrame(void)
{
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
}
static inline bool debuggerGetSurfaceInfo(struct hitthing *hit)
{
struct coord endpos;
endpos.x = g_Vars.currentplayer->cam_pos.x + g_Vars.currentplayer->cam_look.x * 10000.f;
endpos.y = g_Vars.currentplayer->cam_pos.y + g_Vars.currentplayer->cam_look.y * 10000.f;
endpos.z = g_Vars.currentplayer->cam_pos.z + g_Vars.currentplayer->cam_look.z * 10000.f;
// get what rooms the LOS goes through
RoomNum outrooms[17], tmprooms[8], srcrooms[2];
srcrooms[0] = g_Vars.currentplayer->cam_room;
srcrooms[1] = -1;
outrooms[16] = -1;
portal00018148(&g_Vars.currentplayer->cam_pos, &endpos, srcrooms, tmprooms, outrooms, 16);
// no prop was hit; check for bg hits
for (s32 i = 0; outrooms[i] != -1; ++i) {
if (bgTestHitInRoom(&g_Vars.currentplayer->cam_pos, &endpos, outrooms[i], hit)) {
return true;
}
}
return false;
}
extern "C" void debuggerUpdatePropInfo(s32 clear)
{
if (showPropInfo) {
if (clear) {
lookatprop = nullptr;
lookathitset = false;
} else {
lookatprop = propFindAimingAt(HAND_RIGHT, false, FINDPROPCONTEXT_QUERY);
if (!lookatprop) {
// if we aren't looking at a prop, try to get the surface we're looking at
lookathitset = debuggerGetSurfaceInfo(&lookathit);
} else {
lookathitset = false;
}
}
} else {
lookatprop = nullptr;
lookathitset = false;
}
}
static inline void debuggerTeleportPlayer(struct coord& crd)
{
sysLogPrintf(LOG_NOTE, "DBG: teleporting player 1 to (%.2f, %.2f, %.2f)", crd.x, crd.y, crd.z);
if (!g_Vars.players[0] || !g_Vars.players[0]->prop) {
sysLogPrintf(LOG_NOTE, "DBG: no player 1 or player 1 has no prop");
return;
}
struct chrdata *playerchr = g_Vars.players[0]->prop->chr;
if (!playerchr) {
sysLogPrintf(LOG_NOTE, "DBG: player 1 has no chr");
return;
}
RoomNum inrooms[9] = { -1 };
RoomNum aboverooms[9] = { -1 };
bgFindRoomsByPos(&crd, inrooms, aboverooms, 8, NULL);
RoomNum *rooms = NULL;
if (inrooms[0] != -1) {
rooms = inrooms;
} else if (aboverooms[0] != -1) {
rooms = aboverooms;
}
if (rooms) {
const u32 old = playerchr->hidden;
playerchr->hidden |= CHRHFLAG_WARPONSCREEN;
chrMoveToPos(playerchr, &crd, rooms, g_Vars.players[0]->vv_theta, true);
if ((old & CHRHFLAG_WARPONSCREEN) == 0) {
playerchr->hidden &= ~CHRHFLAG_WARPONSCREEN;
}
} else {
sysLogPrintf(LOG_NOTE, "DBG: could not find any rooms at teleport destination");
}
}
static inline void debuggerKillChr(struct chrdata *chr)
{
struct coord dmgdir = { 0.f, 0.f, 0.f };
chrDamageByImpact(chr, 10000.f, &dmgdir, nullptr, nullptr, HITPART_GENERAL);
}
static inline void debuggerKillPlayer(void)
{
sysLogPrintf(LOG_NOTE, "DBG: killing player 1");
if (!g_Vars.players[0] || !g_Vars.players[0]->prop) {
sysLogPrintf(LOG_NOTE, "DBG: no player 1 or player 1 has no prop");
return;
}
struct chrdata *playerchr = g_Vars.players[0]->prop->chr;
if (!playerchr) {
sysLogPrintf(LOG_NOTE, "DBG: player 1 has no chr");
return;
}
debuggerKillChr(playerchr);
}
static inline void debuggerHealPlayer(void)
{
sysLogPrintf(LOG_NOTE, "DBG: healing player 1");
if (!g_Vars.players[0] || !g_Vars.players[0]->prop) {
sysLogPrintf(LOG_NOTE, "DBG: no player 1 or player 1 has no prop");
return;
}
player *prev = g_Vars.currentplayer;
g_Vars.currentplayer = g_Vars.players[0];
playerDisplayHealth();
g_Vars.currentplayer->bondhealth = 1.f;
g_Vars.currentplayer = prev;
}
static inline void describeHand(hand *hand)
{
ImGui::Text("Gun num: %02x", hand->gset.weaponnum);
ImGui::Text("Gun func: %02x", hand->gset.weaponfunc);
ImGui::Text("Aim pos: %s", fmtCoord(hand->aimpos));
ImGui::Text("Hit pos: %s", fmtCoord(hand->hitpos));
}
static inline std::string& describeRoomList(RoomNum *rooms, s32 maxRooms, std::string& out)
{
for (s32 i = 0; i < maxRooms && rooms[i] >= 0; ++i) {
out += strFmt("%03x ", rooms[i]);
}
return out;
}
static inline void describeProjectile(projectile *prj)
{
ImGui::Text("Drop type: %04x", (u16)prj->droptype);
ImGui::Text("Flags: %08x", prj->flags);
ImGui::Text("Vel: %s", fmtCoord(prj->speed));
}
static inline void describeObj(defaultobj *obj)
{
ImGui::Text("Type: %s (%02x)", fmtObjType(obj->type), obj->type);
ImGui::Text("Model: %04x", (u16)obj->modelnum);
ImGui::Text("Pad: %04x", (u16)obj->pad);
ImGui::Text("Flags 1: %08x", obj->flags);
ImGui::Text("Flags 2: %08x", obj->flags2);
ImGui::Text("Flags 3: %08x", obj->flags3);
ImGui::Text("Hidden 1: %08x", obj->hidden);
ImGui::Text("Hidden 2: %02x", obj->hidden2);
if ((obj->hidden & OBJHFLAG_PROJECTILE) && obj->projectile) {
if (ImGui::TreeNode(strFmt("Projectile (%p)", obj->projectile))) {
describeProjectile(obj->projectile);
ImGui::TreePop();
}
}
}
static inline void describeWeapon(weaponobj *wpn)
{
ImGui::Text("Gun num: %02x", wpn->weaponnum);
ImGui::Text("Gun func: %02x", wpn->gunfunc);
ImGui::Text("Fade out timer (60hz): %d", wpn->fadeouttimer60);
ImGui::Text("Timer (240hz): %d", wpn->timer240);
}
static inline void describeProp(prop *prop);
static inline void describeChr(chrdata *chr)
{
ImGui::Text("Number: %04x", (u16)chr->chrnum);
ImGui::Text("Flags 1: %08x", chr->flags);
ImGui::Text("Flags 2: %08x", chr->flags2);
ImGui::Text("Hidden 1: %08x", chr->hidden);
ImGui::Text("Hidden 2: %04x", chr->hidden2);
ImGui::Text("Chr flags: %08x", chr->chrflags);
ImGui::Text("Damage: %.3f", chr->damage);
ImGui::Text("Shield: %.3f", chr->cshield);
ImGui::Text("Body: %04x", (u16)chr->bodynum);
ImGui::Text("Head: %02x", (u8)chr->headnum);
ImGui::Text("Team: %02x", chr->team);
ImGui::Text("Tude: %02x", chr->tude);
ImGui::Text("Action: %s (%02x)", fmtActionType(chr->actiontype), (u8)chr->actiontype);
ImGui::Separator();
if (chr->weapons_held[HAND_RIGHT]) {
if (ImGui::TreeNode(strFmt("Right hand prop (%p)", chr->weapons_held[HAND_RIGHT]))) {
describeProp(chr->weapons_held[HAND_RIGHT]);
ImGui::TreePop();
}
}
if (chr->weapons_held[HAND_LEFT]) {
if (ImGui::TreeNode(strFmt("Left hand prop (%p)", chr->weapons_held[HAND_LEFT]))) {
describeProp(chr->weapons_held[HAND_LEFT]);
ImGui::TreePop();
}
}
if (chr->weapons_held[2]) {
if (ImGui::TreeNode(strFmt("Hat prop (%p)", chr->weapons_held[2]))) {
describeProp(chr->weapons_held[2]);
ImGui::TreePop();
}
}
ImGui::SeparatorText("Controls");
if (ImGui::Button("Kill")) {
debuggerKillChr(chr);
}
ImGui::SameLine();
if (ImGui::Button("Heal")) {
chr->damage = 0.f;
}
ImGui::SameLine();
if (ImGui::Button("Sleep")) {
chr->sleep = 127;
}
ImGui::SameLine();
if (ImGui::Button("Wake")) {
chr->sleep = 0;
}
// line break
if (ImGui::Button("Drop guns")) {
chrDropItemsForOwnerReap(chr);
}
}
static inline void describeProp(prop *prop)
{
ImGui::Text(prop->active ? "Active" : "Inactive");
ImGui::Text("Type: %s (%02x)", fmtPropType(prop->type), prop->type);
ImGui::Text("Flags: %02x", prop->flags);
ImGui::Text("Pos: %s", fmtCoord(prop->pos));
std::string roomstr = "";
ImGui::Text("Rooms: %s", describeRoomList(prop->rooms, ARRAYCOUNT(prop->rooms), roomstr).c_str());
if (prop->obj) {
if (expandLatch) {
ImGui::SetNextItemOpen(expandValue);
}
if (ImGui::TreeNode(strFmt("%s (%p)", fmtObjType(prop->obj->type), prop->obj))) {
describeObj(prop->obj);
ImGui::TreePop();
}
}
if ((prop->type == PROPTYPE_CHR || prop->type == PROPTYPE_PLAYER || prop->type == PROPTYPE_EYESPY) && prop->chr) {
if (expandLatch) {
ImGui::SetNextItemOpen(expandValue);
}
if (ImGui::TreeNode(strFmt("Chr (%p)", prop->chr))) {
describeChr(prop->chr);
ImGui::TreePop();
}
} else if (prop->type == PROPTYPE_WEAPON && prop->weapon) {
if (expandLatch) {
ImGui::SetNextItemOpen(expandValue);
}
if (ImGui::TreeNode(strFmt("Weapon (%p)", prop->weapon))) {
describeWeapon(prop->weapon);
ImGui::TreePop();
}
}
}
static inline void describePlayer(player *plr)
{
ImGui::Text("Cam pos: %s", fmtCoord(plr->cam_pos));
ImGui::Text("Cam look: %s", fmtCoord(plr->cam_look));
ImGui::Text("Cam room: %03x", (u32)plr->cam_room);
ImGui::Separator();
ImGui::Text("Health: %.3f", plr->bondhealth);
ImGui::Text("Shield: %.3f", plr->apparentarmour);
ImGui::Separator();
if (plr->prop) {
if (ImGui::TreeNode(strFmt("Prop (%p)", plr->prop))) {
describeProp(plr->prop);
ImGui::TreePop();
}
}
ImGui::Separator();
if (ImGui::TreeNode("Right hand")) {
describeHand(&plr->hands[HAND_RIGHT]);
ImGui::TreePop();
}
if (ImGui::TreeNode("Left hand")) {
describeHand(&plr->hands[HAND_LEFT]);
ImGui::TreePop();
}
}
extern "C" void debuggerFrame(void)
{
if (!g_DebuggerActive) {
return;
}
if (advanceHeld) {
g_DebuggerFrameAdvance = 1;
}
expandLatch = false;
ImGuiIO& io = ImGui::GetIO();
ImGui::SetNextWindowPos(ImVec2(0.f, 0.f));
ImGui::SetNextWindowSize(io.DisplaySize);
ImGui::Begin("Debugger", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar);
if (ImGui::CollapsingHeader("Debug")) {
ImGui::SeparatorText("Player");
ImGui::PushItemWidth(56.f);
ImGui::InputText("X", xstr, IM_ARRAYSIZE(xstr) - 1, ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsDecimal);
ImGui::SameLine();
ImGui::InputText("Y", ystr, IM_ARRAYSIZE(ystr) - 1, ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsDecimal);
ImGui::SameLine();
ImGui::InputText("Z", zstr, IM_ARRAYSIZE(zstr) - 1, ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsDecimal);
ImGui::SameLine();
ImGui::PopItemWidth();
if (ImGui::Button("Warp")) {
struct coord crd;
crd.x = std::atof(xstr);
crd.y = std::atof(ystr);
crd.z = std::atof(zstr);
debuggerTeleportPlayer(crd);
}
if (ImGui::Button("Kill")) {
debuggerKillPlayer();
}
ImGui::SameLine();
if (ImGui::Button("Heal")) {
debuggerHealPlayer();
}
ImGui::SeparatorText("Time");
bool timePasses = (g_DebuggerTimePasses != 0);
if (ImGui::Checkbox("Time passes", &timePasses)) {
g_DebuggerTimePasses = (s32)timePasses;
}
s32 framediv = g_TickRateDiv;
if (ImGui::InputInt("Tickrate", &framediv, 1, 2)) {
if (framediv >= 0 && framediv < 60) {
g_TickRateDiv = framediv;
g_Vars.mininc60 = framediv;
}
}
if (ImGui::Button("+1 frame")) {
g_DebuggerFrameAdvance = 1;
}
ImGui::SameLine();
if (ImGui::Button("+5 frames")) {
g_DebuggerFrameAdvance = 5;
}
ImGui::SameLine();
if (ImGui::Button("+10 frames")) {
g_DebuggerFrameAdvance = 10;
}
ImGui::SeparatorText("Other");
}
if (ImGui::CollapsingHeader("Time")) {
ImGui::Text("Level Frame#: %d", g_Vars.lvframenum);
ImGui::Text("Level Tick (60hz): %d", g_Vars.lvframe60);
ImGui::Text("Level Tick (240hz): %d", g_Vars.lvframe240);
ImGui::Separator();
ImGui::Text("Frame Time (60hz): %.2f", g_Vars.diffframe60f);
ImGui::Text("Frame Time (240hz): %.2f", g_Vars.diffframe240f);
ImGui::Separator();
ImGui::Text("Lost Time (60hz): %d", g_Vars.lostframetime60t);
ImGui::Text("Lost Time (240hz): %d", g_Vars.lostframetime240t);
}
if (ImGui::CollapsingHeader("Players")) {
for (s32 i = 0; i < ARRAYCOUNT(g_Vars.players); ++i) {
auto plr = g_Vars.players[i];
if (plr) {
if (ImGui::TreeNode(strFmt("Player %d (%p)###Player%p", i + 1, plr, plr))) {
describePlayer(plr);
ImGui::TreePop();
}
}
}
}
if (g_Vars.activeprops && g_Vars.activeprops != g_Vars.activepropstail) {
if (ImGui::CollapsingHeader("Props")) {
ImGui::Text("Visible: %d", g_Vars.numonscreenprops);
ImGui::Separator();
ImGui::Checkbox("Active props only", &showActiveProps);
ImGui::Combo("Filter prop", &propFilter, propTypes, ARRAYCOUNT(propTypes));
ImGui::Combo("Filter obj", &objFilter, objTypes, ARRAYCOUNT(objTypes));
if (ImGui::Button("Expand all")) {
expandLatch = true;
expandValue = true;
}
ImGui::SameLine();
if (ImGui::Button("Close all")) {
expandLatch = true;
expandValue = false;
}
ImGui::Separator();
auto showProp = [&](struct prop *prop) {
if (prop && (!propFilter || propFilter == prop->type)) {
if (!objFilter || (prop->obj && prop->obj->type == objFilter)) {
const bool focus = (focusPtr && ((void *)prop == focusPtr || (void *)prop->obj == focusPtr));
if (expandLatch) {
ImGui::SetNextItemOpen(expandValue);
} else if (focus) {
ImGui::SetNextItemOpen(true);
focusPtr = nullptr;
}
if (ImGui::TreeNode(strFmt("%s (%p)###Prop%p", fmtPropType(prop->type), prop, prop))) {
if (focus) {
ImGui::SetScrollHereY();
}
describeProp(prop);
ImGui::TreePop();
}
}
}
};
if (showActiveProps) {
// show the active props list
struct prop *prop;
struct prop *next;
bool done;
prop = g_Vars.activeprops;
do {
next = prop->next;
done = next == g_Vars.pausedprops;
showProp(prop);
prop = next;
} while (!done);
} else {
// show all props
for (s32 i = 0; i < g_Vars.maxprops; ++i) {
struct prop *prop = &g_Vars.props[i];
showProp(prop);
}
}
}
}
if (g_ChrSlots && g_NumChrSlots) {
if (ImGui::CollapsingHeader("Characters")) {
ImGui::Text("Count: %d/%d", g_NumChrs, g_NumChrSlots);
ImGui::Separator();
for (s32 i = 0; i < g_NumChrSlots; ++i) {
if (g_ChrSlots[i].chrnum >= 0) {
if (ImGui::TreeNode(strFmt("Slot %3d: %04x (%p)", i, g_ChrSlots[i].chrnum, &g_ChrSlots[i]))) {
describeChr(&g_ChrSlots[i]);
if (g_ChrSlots[i].prop && ImGui::TreeNode(strFmt("Prop (%p)##chr", g_ChrSlots[i].prop))) {
describeProp(g_ChrSlots[i].prop);
ImGui::TreePop();
}
ImGui::TreePop();
}
}
}
}
}
if (ImGui::CollapsingHeader("Stage")) {
ImGui::Text("Number: %02x", g_Vars.stagenum);
ImGui::Text("Index: %02x", g_StageIndex);
ImGui::Text("Setup: %s", romdataFileGetName(g_Stages[g_StageIndex].setupfileid));
ImGui::Text("Room count: %d", g_Vars.roomcount);
if (g_Rooms && ImGui::TreeNode("Rooms")) {
ImGui::Separator();
for (s32 i = 1; i < g_Vars.roomcount; ++i) {
if (ImGui::TreeNode(strFmt("Room %03x", i))) {
ImGui::Text("Loaded: %d", g_Rooms[i].loaded240);
ImGui::Text("Flags: %04x", g_Rooms[i].flags);
ImGui::Text("Portals: %d", g_Rooms[i].numportals);
ImGui::Text("Centre: %s", fmtCoord(g_Rooms[i].centre));
ImGui::TreePop();
}
}
ImGui::TreePop();
}
}
if (ImGui::CollapsingHeader("Memory")) {
ImGui::Text("Mema size: %uk", memaGetSize() / 1024);
ImGui::Spacing();
if (ImGui::TreeNode("Memp state")) {
if (ImGui::BeginTable("MemaTab", 3)) {
ImGui::TableNextColumn();
ImGui::Text("Pool");
ImGui::TableNextColumn();
ImGui::Text("Onboard");
ImGui::TableNextColumn();
ImGui::Text("Expansion");
for (u8 i = MEMPOOL_STAGE; i <= MEMPOOL_PERMANENT; i += 2) {
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Text((i == MEMPOOL_STAGE) ? "Stage" : "Permanent");
ImGui::TableNextColumn();
ImGui::Text("%uk/%uk", mempGetPoolFree(i, MEMBANK_ONBOARD) / 1024, mempGetPoolSize(i, MEMBANK_ONBOARD) / 1024);
ImGui::TableNextColumn();
ImGui::Text("%uk/%uk", mempGetPoolFree(i, MEMBANK_EXPANSION) / 1024, mempGetPoolSize(i, MEMBANK_EXPANSION) / 1024);
}
ImGui::EndTable();
}
ImGui::TreePop();
}
}
if ((showPropInfo = ImGui::CollapsingHeader("Looking at"))) {
if (lookatprop) {
ImGui::Text("Looking at prop");
describeProp(lookatprop);
} else if (lookathitset) {
ImGui::Text("Looking at surface");
ImGui::Text("Hit pos: %s", fmtCoord(lookathit.pos));
ImGui::Text("Texture: %04x", lookathit.texturenum);
} else {
ImGui::Text("Looking at nothing");
}
}
ImGui::End();
}
extern "C" void debuggerEndFrame(void)
{
ImGui::Render();
ImGuiIO& io = ImGui::GetIO();
SDL_RenderSetScale(dbgren, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(dbgren, 0, 0, 0, 255);
SDL_RenderClear(dbgren);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(dbgren);
}
+1 -1
View File
@@ -114,7 +114,7 @@ s32 fsInit(void)
if (!portable) {
if (fsFileSize("./" DEFAULT_BASEDIR_NAME) >= 0) {
path = "./" DEFAULT_BASEDIR_NAME;
} else if (fsFileSize("$H/" DEFAULT_BASEDIR_NAME)) {
} else if (fsFileSize("$H/" DEFAULT_BASEDIR_NAME) >= 0) {
path = "$H/" DEFAULT_BASEDIR_NAME;
}
}
-21
View File
@@ -1,21 +0,0 @@
The MIT License (MIT)
Copyright (c) 2014-2023 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
File diff suppressed because it is too large. Load diff
-46
View File
@@ -1,46 +0,0 @@
// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features:
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window;
struct SDL_Renderer;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
#endif
#endif // #ifndef IMGUI_DISABLE
@@ -1,268 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
// 2021-09-21: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer2.h"
#include <stdint.h> // intptr_t
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// SDL
#include <SDL.h>
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer2_Shutdown()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
}
void ImGui_ImplSDLRenderer2_NewFrame()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport;
bool ClipEnabled;
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");
return false;
}
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = nullptr;
}
}
bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer2_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer2_DestroyFontsTexture();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
@@ -1,41 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE
-129
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@@ -1,129 +0,0 @@
//-----------------------------------------------------------------------------
// DEAR IMGUI COMPILE-TIME OPTIONS
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Include imgui_user.h at the end of imgui.h as a convenience
//#define IMGUI_INCLUDE_IMGUI_USER_H
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
//#define IMGUI_ENABLE_STB_TRUETYPE
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- ...Or use Dear ImGui's own very basic math operators.
//#define IMGUI_DEFINE_MATH_OPERATORS
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{
void MyFunction(const char* name, MyMatrix44* mtx);
}
*/
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-627
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// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
typedef int stbrp_coord;
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
context->extra[1].y = (1<<30);
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/
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+43 -49
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@@ -10,7 +10,6 @@
#include "config.h"
#include "utils.h"
#include "system.h"
#include "debugger.h"
#include "fs.h"
#if !SDL_VERSION_ATLEAST(2, 0, 14)
@@ -76,7 +75,7 @@ static s32 connectedMask = 0;
static s32 numJoysticks = 0;
static s32 useHIDAPI = 1;
static s32 useRawInput = 1;
static s32 useRawInput = 0;
static s32 mouseEnabled = 1;
static s32 mouseX, mouseY;
@@ -196,7 +195,7 @@ void inputSetDefaultKeyBinds(s32 cidx, s32 n64mode)
{ CK_RTRIG, VK_MOUSE_RIGHT, SDL_SCANCODE_Z },
{ CK_LTRIG, SDL_SCANCODE_F, SDL_SCANCODE_X },
{ CK_ZTRIG, VK_MOUSE_LEFT, SDL_SCANCODE_SPACE },
{ CK_START, SDL_SCANCODE_RETURN, SDL_SCANCODE_TAB },
{ CK_START, SDL_SCANCODE_TAB, 0 },
{ CK_DPAD_D, SDL_SCANCODE_Q, VK_MOUSE_MIDDLE },
{ CK_DPAD_U, 0, 0 },
{ CK_Y, VK_MOUSE_WHEEL_DN, 0 },
@@ -210,7 +209,9 @@ void inputSetDefaultKeyBinds(s32 cidx, s32 n64mode)
{ CK_STICK_YNEG, SDL_SCANCODE_DOWN, 0 },
{ CK_STICK_YPOS, SDL_SCANCODE_UP, 0 },
{ CK_4000, SDL_SCANCODE_LSHIFT, 0 },
{ CK_2000, SDL_SCANCODE_LCTRL, 0 }
{ CK_2000, SDL_SCANCODE_LCTRL, 0 },
{ CK_ACCEPT, SDL_SCANCODE_RETURN, SDL_SCANCODE_E },
{ CK_CANCEL, VK_MOUSE_RIGHT, 0 },
};
static const u32 pcjoybinds[][2] = {
@@ -550,8 +551,6 @@ static int inputEventFilter(void *data, SDL_Event *event)
break;
}
debuggerProcessEvent(event);
return 0;
}
@@ -696,6 +695,7 @@ s32 inputInit(void)
// the two hints below enable Rumble and Motion Sensor for PS4/5 pads connected via bluetooth
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_STEAM, "1");
#endif
#if SDL_VERSION_ATLEAST(2, 23, 2)
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS, "1");
@@ -705,11 +705,19 @@ s32 inputInit(void)
#endif
#if SDL_VERSION_ATLEAST(2, 26, 0)
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_WII, "1");
#endif
#if SDL_VERSION_ATLEAST(2, 30, 0)
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK, "1");
#endif
}
if (useRawInput) {
SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "1");
#ifdef SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT
SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT, "1");
#elif defined(SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT)
// old name for SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT before SDL2.0.16
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT, "1");
#endif
}
if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC)) {
@@ -748,6 +756,9 @@ s32 inputInit(void)
inputLoadBinds();
// Explicitly stop text input to prevent key events being swallowed on certain Wayland systems
inputStopTextInput();
return connectedMask;
}
@@ -892,27 +903,16 @@ static inline void inputUpdateMouse(void)
mouseX = mx;
mouseY = my;
const s32 mouseFocus = (SDL_GetMouseFocus() == videoGetWindowHandle());
if (!mouseFocus) {
mouseDX = 0;
mouseDY = 0;
mouseWheel = 0;
mouseButtons = 0;
if (!mouseShowCursor) {
inputMouseShowCursor(1);
}
} else {
// if MLOCK_AUTO is enabled, disable cursor if mouse is unlocked
// and we haven't moved it for a few seconds
if (mouseLockMode == MLOCK_AUTO && !mouseLocked) {
if (abs(mouseDX) > CURSOR_HIDE_THRESHOLD || abs(mouseDY) > CURSOR_HIDE_THRESHOLD) {
if (!mouseShowCursor) {
inputMouseShowCursor(1);
}
} else if (sysGetMicroseconds() > mouseCursorTime) {
if (mouseShowCursor) {
inputMouseShowCursor(0);
}
// if MLOCK_AUTO is enabled, disable cursor if mouse is unlocked
// and we haven't moved it for a few seconds
if (mouseLockMode == MLOCK_AUTO && !mouseLocked) {
if (abs(mouseDX) > CURSOR_HIDE_THRESHOLD || abs(mouseDY) > CURSOR_HIDE_THRESHOLD) {
if (!mouseShowCursor) {
inputMouseShowCursor(1);
}
} else if (sysGetMicroseconds() > mouseCursorTime) {
if (mouseShowCursor) {
inputMouseShowCursor(0);
}
}
}
@@ -1255,26 +1255,24 @@ void inputMouseGetRawDelta(s32 *dx, s32 *dy)
void inputMouseGetScaledDelta(f32* dx, f32* dy)
{
f32 mdx = 0.f, mdy = 0.f;
if (mouseLocked) {
mdx = mouseSensX * ((f32)mouseDX / 3.5f) * 0.022f;
mdy = mouseSensY * ((f32)mouseDY / 3.5f) * 0.022f;
}
if (dx) *dx = mdx;
if (dy) *dy = mdy;
f32 mdx = 0.f, mdy = 0.f;
if (mouseLocked) {
mdx = mouseDX * (0.022f / 3.5f) * mouseSensX;
mdy = mouseDY * (0.022f / 3.5f) * mouseSensY;
}
if (dx) *dx = mdx;
if (dy) *dy = mdy;
}
void inputMouseGetAbsScaledDelta(f32* dx, f32* dy)
{
f32 mdx = 0.f, mdy = 0.f;
if (mouseLocked) {
mdx = fabsf(mouseSensX) * ((f32)mouseDX / 3.5f) * 0.022f;
mdy = fabsf(mouseSensY) * ((f32)mouseDY / 3.5f) * 0.022f;
}
if (dx) *dx = mdx;
if (dy) *dy = mdy;
f32 mdx = 0.f, mdy = 0.f;
if (mouseLocked) {
mdx = mouseDX * (0.022f / 3.5f) * fabsf(mouseSensX);
mdy = mouseDY * (0.022f / 3.5f) * fabsf(mouseSensY);
}
if (dx) *dx = mdx;
if (dy) *dy = mdy;
}
void inputMouseGetSpeed(f32 *x, f32 *y)
@@ -1467,10 +1465,6 @@ s32 inputTextHandler(char *out, const u32 outSize, s32 *curCol, s32 oskCharsOnly
} else {
out[0] = '\0';
}
} else if (key == VK_RETURN) {
if (out[0] && *curCol) {
return 1;
}
} else if (key == VK_ESCAPE) {
return -1;
}
@@ -1523,8 +1517,8 @@ PD_CONSTRUCTOR static void inputConfigInit(void)
{
configRegisterInt("Input.MouseEnabled", &mouseEnabled, 0, 1);
configRegisterInt("Input.MouseLockMode", &mouseLockMode, MLOCK_OFF, MLOCK_AUTO);
configRegisterFloat("Input.MouseSpeedX", &mouseSensX, -10.f, 10.f);
configRegisterFloat("Input.MouseSpeedY", &mouseSensY, -10.f, 10.f);
configRegisterFloat("Input.MouseSpeedX", &mouseSensX, -30.f, 30.f);
configRegisterFloat("Input.MouseSpeedY", &mouseSensY, -30.f, 30.f);
configRegisterInt("Input.FakeGamepads", &fakeControllers, 0, 4);
configRegisterInt("Input.FirstGamepadNum", &firstController, 0, 3);
configRegisterInt("Input.UseHIDAPI", &useHIDAPI, 0, 1);
+2 -2
View File
@@ -16,7 +16,6 @@
#include "config.h"
#include "mod.h"
#include "system.h"
#include "debugger.h"
#include "utils.h"
u32 g_OsMemSize = 0;
@@ -109,7 +108,6 @@ int main(int argc, const char **argv)
inputInit();
audioInit();
romdataInit();
debuggerInit();
g_ValidGbcRomFound = romdataCheckGbcRom();
@@ -171,6 +169,7 @@ PD_CONSTRUCTOR static void gameConfigInit(void)
configRegisterInt("Game.SkipIntro", &g_SkipIntro, 0, 1);
configRegisterInt("Game.DisableMpDeathMusic", &g_MusicDisableMpDeath, 0, 1);
configRegisterInt("Game.GEMuzzleFlashes", &g_BgunGeMuzzleFlashes, 0, 1);
configRegisterInt("Game.MaxExplosions", &g_MaxExplosions, 6, 96);
for (s32 j = 0; j < MAX_PLAYERS; ++j) {
const s32 i = j + 1;
configRegisterFloat(strFmt("Game.Player%d.FovY", i), &g_PlayerExtCfg[j].fovy, 5.f, 175.f);
@@ -180,6 +179,7 @@ PD_CONSTRUCTOR static void gameConfigInit(void)
configRegisterFloat(strFmt("Game.Player%d.MouseAimSpeedY", i), &g_PlayerExtCfg[j].mouseaimspeedy, 0.f, 10.f);
configRegisterFloat(strFmt("Game.Player%d.RadialMenuSpeed", i), &g_PlayerExtCfg[j].radialmenuspeed, 0.f, 10.f);
configRegisterFloat(strFmt("Game.Player%d.CrosshairSway", i), &g_PlayerExtCfg[j].crosshairsway, 0.f, 10.f);
configRegisterFloat(strFmt("Game.Player%d.CrosshairEdgeBoundary", i), &g_PlayerExtCfg[j].crosshairedgeboundary, 0.0f, 1.0f);
configRegisterInt(strFmt("Game.Player%d.CrouchMode", i), &g_PlayerExtCfg[j].crouchmode, 0, CROUCHMODE_TOGGLE_ANALOG);
configRegisterInt(strFmt("Game.Player%d.ExtendedControls", i), &g_PlayerExtCfg[j].extcontrols, 0, 1);
configRegisterUInt(strFmt("Game.Player%d.CrosshairColour", i), &g_PlayerExtCfg[j].crosshaircolour, 0, 0xFFFFFFFF);
+3 -3
View File
@@ -420,7 +420,7 @@ s32 modTextureLoad(u16 num, void *dst, u32 dstSize)
{
static s32 dirExists = -1;
if (dirExists < 0) {
dirExists = (fsFileSize(MOD_TEXTURES_DIR "/") >= 0);
dirExists = (fsFileSize(MOD_TEXTURES_DIR) >= 0);
}
if (!dirExists) {
@@ -442,7 +442,7 @@ void *modSequenceLoad(u16 num, u32 *outSize)
{
static s32 dirExists = -1;
if (dirExists < 0) {
dirExists = (fsFileSize(MOD_SEQUENCES_DIR "/") >= 0);
dirExists = (fsFileSize(MOD_SEQUENCES_DIR) >= 0);
}
if (!dirExists) {
@@ -478,7 +478,7 @@ s32 modAnimationLoadDescriptor(u16 num, struct animtableentry *anim)
{
static s32 dirExists = -1;
if (dirExists < 0) {
dirExists = (fsFileSize(MOD_ANIMATIONS_DIR "/") >= 0);
dirExists = (fsFileSize(MOD_ANIMATIONS_DIR) >= 0);
}
if (!dirExists) {
+1 -1
View File
@@ -809,7 +809,7 @@ static MenuItemHandlerResult menuhandlerSetupSetDefault(s32 operation, struct me
s32 selected = g_Menus[g_MpPlayerNum].mpsetup.slotindex;
// clicked on "clear default"
if (selected == g_MpSetupFile.defaultsetup - 1) {
g_MpSetupFile.defaultsetup = -1;
g_MpSetupFile.defaultsetup = 0;
strcpy(g_LabelSetDefault, "Set Default\n");
} else {
g_MpSetupFile.defaultsetup = selected + 1;
+121 -6
View File
@@ -170,8 +170,6 @@ static MenuItemHandlerResult menuhandlerMouseSpeedX(s32 operation, struct menuit
inputMouseGetSpeed(&x, &y);
if (x < 0.f) {
data->slider.value = 0;
} else if (x > 10.f) {
data->slider.value = 1000;
} else {
data->slider.value = x * 100.f + 0.5f;
}
@@ -182,6 +180,7 @@ static MenuItemHandlerResult menuhandlerMouseSpeedX(s32 operation, struct menuit
break;
case MENUOP_GETSLIDERLABEL:
sprintf(data->slider.label, "%.2f", (f32)data->slider.value / 100.f);
break;
}
return 0;
@@ -196,8 +195,6 @@ static MenuItemHandlerResult menuhandlerMouseSpeedY(s32 operation, struct menuit
inputMouseGetSpeed(&x, &y);
if (y < 0.f) {
data->slider.value = 0;
} else if (y > 10.f) {
data->slider.value = 1000;
} else {
data->slider.value = y * 100.f + 0.5f;
}
@@ -208,6 +205,7 @@ static MenuItemHandlerResult menuhandlerMouseSpeedY(s32 operation, struct menuit
break;
case MENUOP_GETSLIDERLABEL:
sprintf(data->slider.label, "%.2f", (f32)data->slider.value / 100.f);
break;
}
return 0;
@@ -325,7 +323,7 @@ struct menuitem g_ExtendedMouseMenuItems[] = {
0,
MENUITEMFLAG_LITERAL_TEXT | MENUITEMFLAG_SLIDER_WIDE,
(uintptr_t)"Mouse Speed X",
1000,
3000,
menuhandlerMouseSpeedX,
},
{
@@ -333,7 +331,7 @@ struct menuitem g_ExtendedMouseMenuItems[] = {
0,
MENUITEMFLAG_LITERAL_TEXT | MENUITEMFLAG_SLIDER_WIDE,
(uintptr_t)"Mouse Speed Y",
1000,
3000,
menuhandlerMouseSpeedY,
},
{
@@ -910,6 +908,20 @@ static MenuItemHandlerResult menuhandlerTexFilter2D(s32 operation, struct menuit
return 0;
}
static MenuItemHandlerResult menuhandlerAnisotropicFiltering(s32 operation, struct menuitem *item, union handlerdata *data)
{
switch (operation) {
case MENUOP_GETSLIDER:
data->slider.value = videoGetAnisotropicFilter();
break;
case MENUOP_SET:
videoSetAnisotropicFilter(data->slider.value);
break;
}
return 0;
}
static MenuItemHandlerResult menuhandlerDisplayFPS(s32 operation, struct menuitem *item, union handlerdata *data)
{
switch (operation) {
@@ -996,6 +1008,34 @@ static MenuItemHandlerResult menuhandlerScreenShake(s32 operation, struct menuit
return 0;
}
static MenuItemHandlerResult menuhandlerGlareBrightness(s32 operation, struct menuitem *item, union handlerdata *data)
{
switch (operation) {
case MENUOP_GETSLIDER:
data->slider.value = videoGetGlareBrightness() * 10.f + 0.5f;
break;
case MENUOP_SET:
videoSetGlareBrightness((f32)data->slider.value / 10.f);
break;
}
return 0;
}
static MenuItemHandlerResult menuhandlerOverexposureScale(s32 operation, struct menuitem *item, union handlerdata *data)
{
switch (operation) {
case MENUOP_GETSLIDER:
data->slider.value = videoGetOverexposureScale() * 10.f + 0.5f;
break;
case MENUOP_SET:
videoSetOverexposureScale((f32)data->slider.value / 10.f);
break;
}
return 0;
}
struct menuitem g_ExtendedVideoMenuItems[] = {
{
MENUITEMTYPE_CHECKBOX,
@@ -1101,6 +1141,14 @@ struct menuitem g_ExtendedVideoMenuItems[] = {
0,
menuhandlerTexFilter2D,
},
{
MENUITEMTYPE_SLIDER,
0,
MENUITEMFLAG_LITERAL_TEXT | MENUITEMFLAG_SLIDER_WIDE,
(uintptr_t)"Anisotropic Filtering",
8,
menuhandlerAnisotropicFiltering,
},
{
MENUITEMTYPE_CHECKBOX,
0,
@@ -1149,6 +1197,30 @@ struct menuitem g_ExtendedVideoMenuItems[] = {
0,
NULL,
},
{
MENUITEMTYPE_SLIDER,
0,
MENUITEMFLAG_LITERAL_TEXT | MENUITEMFLAG_SLIDER_WIDE,
(uintptr_t)"Glare Brightness",
10,
menuhandlerGlareBrightness,
},
{
MENUITEMTYPE_SLIDER,
0,
MENUITEMFLAG_LITERAL_TEXT | MENUITEMFLAG_SLIDER_WIDE,
(uintptr_t)"Overexposure Scale",
10,
menuhandlerOverexposureScale,
},
{
MENUITEMTYPE_SEPARATOR,
0,
0,
0,
0,
NULL,
},
{
MENUITEMTYPE_SELECTABLE,
0,
@@ -1293,6 +1365,22 @@ static MenuItemHandlerResult menuhandlerCrosshairSway(s32 operation, struct menu
return 0;
}
static MenuItemHandlerResult menuhandlerCrosshairEdgeBoundary(s32 operation, struct menuitem* item, union handlerdata *data)
{
switch (operation) {
case MENUOP_GETSLIDER:
data->slider.value = (s32)(g_PlayerExtCfg[g_ExtMenuPlayer].crosshairedgeboundary * 10.f + 0.5f);
break;
case MENUOP_SET:
g_PlayerExtCfg[g_ExtMenuPlayer].crosshairedgeboundary = (f32)data->slider.value / 10.f;
break;
case MENUOP_GETSLIDERLABEL:
sprintf(data->slider.label, "%d", (s32)data->slider.value);
break;
}
return 0;
}
static MenuItemHandlerResult menuhandlerCrosshairR(s32 operation, struct menuitem* item, union handlerdata* data)
{
u32 newColor;
@@ -1514,6 +1602,14 @@ struct menuitem g_ExtendedGameMenuItems[] = {
20,
menuhandlerCrosshairSway,
},
{
MENUITEMTYPE_SLIDER,
0,
MENUITEMFLAG_LITERAL_TEXT | MENUITEMFLAG_SLIDER_WIDE,
(uintptr_t)"Crosshair Edge Deadzone",
10,
menuhandlerCrosshairEdgeBoundary,
},
{
MENUITEMTYPE_SLIDER,
0,
@@ -1925,3 +2021,22 @@ struct menudialogdef g_ExtendedMenuDialog = {
MENUDIALOGFLAG_LITERAL_TEXT,
NULL,
};
void updateMaxAnisotropyLevel()
{
for (int i = 0; i < ARRAYCOUNT(g_ExtendedVideoMenuItems); ++i) {
struct menuitem *item = &g_ExtendedVideoMenuItems[i];
const char *text = menuResolveParam2Text(item);
if (text && strstr(text, "Anisotropic Filtering") != NULL) {
item->param3 = videoGetMaxAnisotropyLevel();
break;
}
}
}
void optionsMenuInit()
{
updateMaxAnisotropyLevel();
}
+7 -13
View File
@@ -72,7 +72,6 @@
#include "lib/str.h"
#include "data.h"
#include "types.h"
#include "debugger.h"
#include "system.h"
extern u8 *g_MempHeap;
@@ -463,6 +462,9 @@ void mainLoop(void)
}
if (g_Vars.coopplayernum >= 0 || g_Vars.antiplayernum >= 0) {
if (g_MpSetup.chrslots & 0xfff0) {
g_MpSetup.storedbotbits = g_MpSetup.chrslots & 0xfff0;
}
g_MpSetup.chrslots = 0x03;
mpReset();
} else if (g_Vars.perfectbuddynum) {
@@ -534,15 +536,6 @@ void mainTick(void)
joyDebugJoy();
schedSetCrashEnable2(false);
if (g_DebuggerTimePasses) {
g_MainGameLogicEnabled = true;
} else {
g_MainGameLogicEnabled = (g_DebuggerFrameAdvance > 0);
if (g_MainGameLogicEnabled) {
--g_DebuggerFrameAdvance;
}
}
if (g_MainGameLogicEnabled) {
gdl = gdlstart = gfxGetMasterDisplayList();
@@ -580,10 +573,11 @@ void mainTick(void)
if (g_MainGameLogicEnabled) {
gfxSwapBuffers();
viUpdateMode();
rdpCreateTask(gdlstart, gdl, 0, (uintptr_t) &msg);
memaPrint();
profileSetMarker(PROFILE_MAINTICK_END);
}
rdpCreateTask(gdlstart, gdl, 0, (uintptr_t) &msg);
memaPrint();
profileSetMarker(PROFILE_MAINTICK_END);
}
}
-6
View File
@@ -25,7 +25,6 @@
#include "audio.h"
#include "input.h"
#include "mixer.h"
#include "debugger.h"
/*
* private typedefs and defines
@@ -240,7 +239,6 @@ void schedSubmitTask(OSSched *sc, OSScTask *t)
void schedStartFrame(OSSched *sc)
{
debuggerStartFrame();
videoStartFrame();
}
@@ -290,8 +288,6 @@ void schedEndFrame(OSSched *sc)
viHandleRetrace();
}
debuggerFrame();
inputUpdate();
joyStartReadData(&g_PiMesgQueue);
@@ -301,8 +297,6 @@ void schedEndFrame(OSSched *sc)
sndHandleRetrace();
schedAudioFrame(sc);
schedRenderCrashPeriodically(sc->frameCount);
debuggerEndFrame();
videoEndFrame();
if (g_MainIsBooting == 0) {
+55 -8
View File
@@ -45,15 +45,19 @@ static s32 vidFramerateLimit = 0;
static s32 vidDisplayFPS = 0;
static f32 vidDisplayFPSInterval = 1.f;
static f32 vidAvgFPS = 0;
static f64 vidLastRenderTime;
static s32 vidNumModes = 1;
static displaymode vidModeDefault;
static displaymode *vidModes = &vidModeDefault;
static f32 vidGlareBrightness = 1.f;
static f32 vidOverexposureScale = 1.f;
static s32 texFilter = FILTER_LINEAR;
static s32 texFilter2D = true;
static s32 texDetail = false;
static s32 texMipmapFilter = MIPMAP_LINEAR;
static u32 texAnisotropicFilter = 4;
static u32 dlcount = 0;
static u32 frames = 0;
@@ -63,6 +67,7 @@ static f64 fpsTime = 0.0;
static s32 fpsNumFrames = 0;
static s32 videoInitDisplayModes(void);
void optionsMenuInit();
s32 videoInit(void)
{
@@ -100,6 +105,9 @@ s32 videoInit(void)
videoSetFramerateLimit(vidFramerateLimit);
gfx_set_texture_filter((enum FilteringMode)texFilter);
gfx_set_mipmap_filter((enum MipmapFilteringMode)texMipmapFilter);
videoSetAnisotropicFilter(texAnisotropicFilter);
optionsMenuInit();
initDone = true;
return 0;
@@ -139,23 +147,17 @@ void videoEndFrame(void)
const f64 flipTime = wmAPI->get_time();
accumDelta += flipTime - endTime;
endTime = flipTime;
vidLastRenderTime = endTime - startTime;
if (endTime >= fpsTime) {
char tmp[128];
vidAvgFPS = fpsNumFrames ? ((f64)fpsNumFrames / accumDelta) : 0.f;
fpsNumFrames = 0;
accumDelta = 0.0;
snprintf(tmp, sizeof(tmp), "fps %4.1f frt %lf frm %u", vidAvgFPS, vidLastRenderTime, frames);
wmAPI->set_window_title(tmp);
fpsTime = endTime + vidDisplayFPSInterval;
}
}
f64 videoGetLastRenderTime(void)
{
return vidLastRenderTime;
}
f32 videoGetAverageFPS(void)
{
@@ -369,11 +371,31 @@ u32 videoGetTextureFilter(void)
return texFilter;
}
u32 videoGetAnisotropicFilter()
{
return texAnisotropicFilter;
}
u32 videoGetMaxAnisotropyLevel()
{
return renderingAPI->get_max_anisotropy_level();
}
s32 videoGetDetailTextures(void)
{
return texDetail;
}
f32 videoGetGlareBrightness(void)
{
return vidGlareBrightness;
}
f32 videoGetOverexposureScale(void)
{
return vidOverexposureScale;
}
void videoSetWindowOffset(s32 x, s32 y)
{
gfx_current_game_window_viewport.x = x;
@@ -441,12 +463,28 @@ void videoSetTextureFilter2D(s32 filter)
texFilter2D = !!filter;
}
void videoSetAnisotropicFilter(u32 level)
{
texAnisotropicFilter = level;
renderingAPI->set_anisotropy_level(level);
}
void videoSetDetailTextures(s32 detail)
{
texDetail = !!detail;
gfx_detail_textures_enabled = (bool)texDetail;
}
void videoSetGlareBrightness(f32 bright)
{
vidGlareBrightness = (bright < 0.f ? 0.f : (bright > 1.f ? 1.f : bright));
}
void videoSetOverexposureScale(f32 scale)
{
vidOverexposureScale = (scale < 0.f ? 0.f : (scale > 1.f ? 1.f : scale));
}
s32 videoCreateFramebuffer(u32 w, u32 h, s32 upscale, s32 autoresize)
{
return gfx_create_framebuffer(w, h, upscale, autoresize);
@@ -515,6 +553,11 @@ void videoFreeCachedTexture(const void *texptr)
gfx_texture_cache_delete(texptr);
}
void videoFreeCachedTextures(const void *start, const void *end)
{
gfx_texture_cache_delete_range(start, end);
}
void videoShutdown(void)
{
free(vidModes);
@@ -538,4 +581,8 @@ PD_CONSTRUCTOR static void videoConfigInit(void)
configRegisterInt("Video.TextureFilter", &texFilter, 0, 2);
configRegisterInt("Video.TextureFilter2D", &texFilter2D, 0, 1);
configRegisterInt("Video.DetailTextures", &texDetail, 0, 1);
configRegisterInt("Video.MipmapFilter", &texMipmapFilter, 0, 2);
configRegisterInt("Video.AnisotropicFilter", &texAnisotropicFilter, 0, 16);
configRegisterFloat("Video.GlareBrightness", &vidGlareBrightness, 0.f, 1.f);
configRegisterFloat("Video.OverexposureScale", &vidOverexposureScale, 0.f, 1.f);
}
+167 -38
View File
@@ -7,7 +7,7 @@
#include "game/game_0b2150.h"
#include "game/tex.h"
#include "game/sky.h"
#include "game/game_13c510.h"
#include "game/artifact.h"
#include "game/bg.h"
#include "game/stagetable.h"
#include "game/room.h"
@@ -21,8 +21,73 @@
#include "lib/lib_17ce0.h"
#include "game/player.h"
#include "game/prop.h"
#include "video.h"
#endif
/**
* Artifacts are points of interest in the z-buffer.
*
* They correspond to:
* - Individual circles in the lens flare effect from the sun.
* - Individual corners of each light fixture's box.
*
* The game needs to do line of sight checks to these points. The collision
* system would normally be used for line of sight checks, but it only works
* with basic geometric volumes and also doesn't take into account the player's
* gun. Instead, the checks are done by reading from the previous frame's
* z-buffer.
*
* Typically, the z-buffer would be read by the scheduler after a graphics frame
* is rendered, but this only works if the z-buffer is a complete image.
* PD draws the scene, then clears the z-buffer before drawing the player's gun,
* so the z-buffer at the end only contains the player's gun. To work around
* this, the GPU is given commands to read the z-buffer as a texture and copy
* depth values to a safe place before clearing it. Then once the frame is
* rendered, the scheduler compares the saved depths with the current z-buffer
* and updates the artifact, applying the minimum of the two depths.
*
* The scheduler maintains 3 arrays of artifacts, each referenced by indexes
* which rotate between them.
* - Artifacts are written by the main thread using the write index.
* The write and front indexes are then incremented.
* - The same artifacts are updated by the scheduler using the pending index.
* The pending index is then updated.
* - The artifacts are then rendered on a later frame using the front index.
*
* In each artifacts array, the first several slots are reserved for the sun
* flare artifacts. The quantity depends on the number of suns in the stage
* (Skedar Ruins has 3) and there are 8 artifacts per sun. The remaining slots
* are used for light fixture corners. The array is big enough to handle at
* least 90 lights on screen at a time.
*
* The initial state of the indexes are write=0, front=1, pending=0.
* These are set in sched_reset_artifacts.
*
* The detailed workflow is:
* - CPU: Light artifacts are determined and added to write artifacts (0) array
* - CPU: Constructs the gdl in this order:
* - Render scene
* - Copy relevant parts of z-buffer to write depths (0) array
* - Clear z-buffer and render gun
* - Render artifacts by reading from front artifacts (1) array
* - CPU: increments write (0 -> 1) and front (1 -> 2) indexes
* - GPU: Executes above task. g_ArtifactDepths0 now contains depths, and is
* pointed to by pending.
* - Scheduler: Reads the z-buffer, which at this point only contains the gun
* depth information, and updates the artifact with the minimum of the two
* - Scheduler: Increments pending (0 -> 1)
*
* It appears that the front index should be initialised to 2 instead, so that
* it's one frame behind the others rather than two frames behind.
*
* There's no doubt this went through several iterations before landing on this
* implementation. It's likely that this was implemented using a single and full
* z-buffer and it worked well until they decided to clear the z-buffer before
* rendering the gun. There is evidence in zbuf.c that they allocated a second
* z-buffer and swapped it. But when memory got too tight they had to change it
* to this texture read method.
*/
u8 *var800a41a0;
u32 var800a41a4;
u32 var800a41a8;
@@ -44,11 +109,25 @@ void artifactsTick(void)
schedIncrementFrontArtifacts();
}
u16 func0f13c574(f32 arg0)
u16 floatToN64Depth(f32 arg0)
{
/**
* Method to convert a 32 bit floating point depth value to the
* unsigned 16 bit integer format used by the zbuffer on the N64.
* The argument arg0 represents z normalized to [0, 1] * 32704.0f.
*
* It works by converting the depth value to a large, unsigned 32 bit
* integer before scaling back down to an unsigned 16 bit integer.
* The scaling is done using bit shift operations on the most & least
* significant bytes of the resulting 16 bit integer, likely because
* bit shift operations are faster than division. The segmentation of
* this calculation at values 0x3f800, 0x3f000, etc. is probably
* intended to reduce z-fighting by adding more differentiation for
* distant z values.
*/
u32 value = arg0 * 8.0f;
u32 left;
u32 right = value;
u32 left; // forms the most significant byte of the final u16
u32 right = value; // forms the least significant byte of the final u16
if (value > 0x3f800) {
right = value & 0x7ff;
@@ -87,7 +166,7 @@ u16 func0f13c574(f32 arg0)
return left << 13 | (right << 2);
}
s32 func0f13c710(f32 arg0)
s32 artifactsFloatToInt(f32 arg0)
{
if (arg0 > 0.0f) {
if (arg0 > 2147483520.0f) {
@@ -168,6 +247,12 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
struct coord *campos = &g_Vars.currentplayer->cam_pos;
struct artifact *artifact;
#ifndef PLATFORM_N64
if (videoGetGlareBrightness() <= 0.f) {
return;
}
#endif
if (g_Rooms[roomnum].gfxdata != NULL && g_Rooms[roomnum].loaded240) {
numlights = g_Rooms[roomnum].gfxdata->numlights;
@@ -232,8 +317,8 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
if (spdc[3] > 0.0001f) {
f20 = 1.0f / spdc[3];
x = func0f13c710(viewleft + (1.0f + spdc[0] * f20) * (viewwidth * 0.5f));
y = func0f13c710(viewtop + (1.0f - spdc[1] * f20) * (viewheight * 0.5f));
x = artifactsFloatToInt(viewleft + (1.0f + spdc[0] * f20) * (viewwidth * 0.5f));
y = artifactsFloatToInt(viewtop + (1.0f - spdc[1] * f20) * (viewheight * 0.5f));
f0 = (spdc[2] * f20 * 511.0f + 511.0f) * 32.0f;
if (f0 < 32576.0f) {
@@ -335,8 +420,8 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
f20 = -9999.0f;
}
xi = func0f13c710(viewleft + (1.0f + spdc[0] * f20) * (viewwidth * 0.5f));
yi = func0f13c710(viewtop + (1.0f - spdc[1] * f20) * (viewheight * 0.5f));
xi = artifactsFloatToInt(viewleft + (1.0f + spdc[0] * f20) * (viewwidth * 0.5f));
yi = artifactsFloatToInt(viewtop + (1.0f - spdc[1] * f20) * (viewheight * 0.5f));
f0 = (spdc[2] * f20 * 511.0f + 511.0f) * 32.0f;
if (g_ZbufPtr1
@@ -357,14 +442,20 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
if (index < MAX_ARTIFACTS) {
#ifndef PLATFORM_N64
artifact->unk02 = artifactTestLos(&spec, &g_BgRooms[roomnum].pos, xi, yi);
artifact->visiblelos = artifactTestLos(&spec, &g_BgRooms[roomnum].pos, xi, yi);
#endif
artifact->unk04 = func0f13c574(f0) >> 2;
artifact->unk08 = &g_ZbufPtr1[viGetWidth() * yi + xi];
/**
* the original game performs artifact depth comparison
* using the N64 depth values divided by 4. This is
* accomplished by bit shifting the N64 depth value
* to the right using >> 2
*/
artifact->expecteddepth = floatToN64Depth(f0) >> 2;
artifact->zbufptr = &g_ZbufPtr1[viGetWidth() * yi + xi];
artifact->light = &roomlights[i];
artifact->type = ARTIFACTTYPE_GLARE;
artifact->unk0c.u16_2 = xi;
artifact->unk0c.u16_1 = yi;
artifact->screenx = xi;
artifact->screeny = yi;
}
}
}
@@ -375,7 +466,7 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
}
}
u8 func0f13d3c4(u8 arg0, u8 arg1)
u8 artifactsClamp(u8 arg0, u8 arg1)
{
if (arg1 >= arg0 + 7) {
return arg0 + 7;
@@ -423,18 +514,18 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
u16 min;
u16 max;
f32 lightop_cur_frac;
s32 t2;
s32 numgood;
struct light *light;
u8 *s3;
s32 k;
s32 count;
u16 t4;
u16 actualdepth;
f32 add;
s32 l;
f32 brightness;
s32 avg;
s32 tolerance;
f32 f0;
s32 v1;
s32 difference;
s32 r;
s32 g;
s32 b;
@@ -448,6 +539,13 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
f32 f24;
bool extra;
f32 f26;
#ifndef PLATFORM_N64
const f32 pfov = g_Vars.currentplayerstats ? PLAYER_DEFAULT_FOV : 60.f;
const f32 brightscale = videoGetGlareBrightness();
if (brightscale <= 0.f) {
return gdl;
}
#endif
artifacts = schedGetFrontArtifacts();
lightop_cur_frac = roomGetLightOpCurFrac(roomnum);
@@ -460,6 +558,12 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
struct light *light2 = artifacts[i].light;
count = 0;
/**
* light arifacts are created from several, closely spaced
* textures that give the appearance of a dynamic light glare
* as the character moves. Loop to count all the sub-artifacts
* in this light.
*/
for (j = i; j < MAX_ARTIFACTS && artifacts[j].type == ARTIFACTTYPE_GLARE && artifacts[j].light == light2; j++) {
count++;
}
@@ -470,52 +574,70 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
if (roomnum == light->roomnum) {
lightindex = ((uintptr_t)light - (uintptr_t)g_BgLightsFileData) / sizeof(struct light);
s3 = &var800a41a0[lightindex * 3];
t2 = 0;
numgood = 0;
min = 0xffff;
max = 0;
/**
* loop to determine the min & max depth of
* the sub-artifacts composing this room light.
*/
for (k = i; k < i + count; k++) {
if (artifacts[k].unk04 > max) {
max = artifacts[k].unk04;
if (artifacts[k].expecteddepth > max) {
max = artifacts[k].expecteddepth;
}
if (artifacts[k].unk04 < min) {
min = artifacts[k].unk04;
if (artifacts[k].expecteddepth < min) {
min = artifacts[k].expecteddepth;
}
}
avg = (max - min) >> 1;
/**
* Define a depth tolerance from the min & max
* depths of sub-artifacts for a given light.
* This will be used to determine which light
* artifacts are visible when comparing depth
* values of lights to other items rendered
* on screen. Without this, the lights would
* constantly flicker due to z-fighting caused
* by the low precision of the N64 depth.
*/
tolerance = (max - min) >> 1;
if (avg < 25) {
avg = 25;
if (tolerance < 25) {
tolerance = 25;
}
for (k = i; k < i + count; k++) {
#ifdef PLATFORM_N64
u16 tmp;
t4 = (artifacts[k].unk02 & 0xfffc) >> 2;
tmp = artifacts[k].unk04;
u16 expecteddepth;
actualdepth = (artifacts[k].actualdepth & 0xfffc) >> 2;
expecteddepth = artifacts[k].expecteddepth;
if (tmp < t4) {
v1 = t4 - tmp;
if (expecteddepth < actualdepth) {
difference = actualdepth - expecteddepth;
} else {
v1 = tmp - t4;
difference = expecteddepth - actualdepth;
}
if (avg >= v1) {
t2++;
if (difference <= tolerance) {
numgood++;
}
#else
t2 += artifacts[k].unk02;
numgood += artifacts[k].visiblelos;
#endif
artifacts[k].type = ARTIFACTTYPE_FREE;
}
s3[0] = func0f13d3c4(s3[0], t2 * 2);
s3[0] = artifactsClamp(s3[0], numgood * 2);
if (t2 > 0) {
if (numgood > 0) {
#ifndef PLATFORM_N64
brightness = viGetFovY() / pfov;
#else
brightness = viGetFovY() * 0.017453292f;
#endif
add = cosf(brightness) / sinf(brightness) * 14.6f;
if (lightIsHealthy(roomnum, lightindex - g_Rooms[roomnum].gfxdata->lightsindex)) {
@@ -545,6 +667,9 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
}
f0 = s3[2] * (1.0f / 255.0f);
#ifndef PLATFORM_N64
f0 *= (60.f / pfov);
#endif
skySetOverexposure((s32) ((f32)f0 * r), (s32) ((f32)f0 * g), (s32) ((f32)f0 * b));
@@ -594,6 +719,10 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
alpha *= (s3[1] / 255.0f);
alpha *= (s3[0] / 8.0f);
#ifndef PLATFORM_N64
alpha *= brightscale;
#endif
if (USINGDEVICE(DEVICE_NIGHTVISION)) {
alpha *= lightop_cur_frac * 7.0f;
}
+15 -1
View File
@@ -15,7 +15,7 @@
#include "game/sky.h"
#include "game/stars.h"
#include "game/dyntex.h"
#include "game/game_13c510.h"
#include "game/artifact.h"
#include "game/game_1531a0.h"
#include "game/gfxmemory.h"
#include "game/gfxreplace.h"
@@ -135,6 +135,9 @@ s32 g_BgMostAttemptedDrawSlots = 0;
s32 g_BgNumRoomLoadCandidates = 0;
u16 g_BgFrameCount = 0xfffe;
s32 g_BgNumPortalCameraCacheItems = 0;
#ifndef PLATFORM_N64
bool g_BgHitXluDisabled = false;
#endif
void bgUnpausePropsInRoom(u32 roomnum, bool tintedglassonly)
{
@@ -4590,6 +4593,10 @@ bool bgTestHitInRoom(struct coord *frompos, struct coord *topos, s32 roomnum, st
numbatches = g_Rooms[roomnum].numvtxbatches;
for (i = 0; i < numbatches; batch++, i++) {
#ifndef PLATFORM_N64
if (g_BgHitXluDisabled && batch->type == VTXBATCHTYPE_XLU)
continue;
#endif
j = bg0f1612e4(&batch->bbmin, &batch->bbmax, &from, &dist, &sp94, &hitthing->pos);
if (j == 0) {
@@ -6417,6 +6424,10 @@ void bgCalculateGlaresForVisibleRooms(void)
g_NumRoomsWithGlares = 0;
// disable line-of-sight hits for transparent background
// surfaces before testing for light obstructions
g_BgHitXluDisabled = true;
if (!g_Vars.mplayerisrunning) {
for (i = 1; i < g_Vars.roomcount; i++) {
if (g_Rooms[i].flags & ROOMFLAG_ONSCREEN) {
@@ -6427,6 +6438,9 @@ void bgCalculateGlaresForVisibleRooms(void)
}
}
}
// re-enable background hits for transparent surfaces
g_BgHitXluDisabled = false;
}
#endif
+4 -4
View File
@@ -8477,7 +8477,7 @@ glabel var7f1aca90
/* f0a71e4: 100002d5 */ b .L0f0a7d3c
/* f0a71e8: 8fbf0034 */ lw $ra,0x34($sp)
.L0f0a71ec:
/* f0a71ec: 0fc5d9ad */ jal zbufDrawArtifactsOffscreen
/* f0a71ec: 0fc5d9ad */ jal zbufSaveArtifactDepths
/* f0a71f0: 8fa4014c */ lw $a0,0x14c($sp)
/* f0a71f4: afa2014c */ sw $v0,0x14c($sp)
/* f0a71f8: 0c002ca0 */ jal viPrepareZbuf
@@ -9318,7 +9318,7 @@ glabel var7f1aca90
/* f0a71e4: 100002d5 */ b .L0f0a7d3c
/* f0a71e8: 8fbf0034 */ lw $ra,0x34($sp)
.L0f0a71ec:
/* f0a71ec: 0fc5d9ad */ jal zbufDrawArtifactsOffscreen
/* f0a71ec: 0fc5d9ad */ jal zbufSaveArtifactDepths
/* f0a71f0: 8fa4014c */ lw $a0,0x14c($sp)
/* f0a71f4: afa2014c */ sw $v0,0x14c($sp)
/* f0a71f8: 0c002ca0 */ jal viPrepareZbuf
@@ -10159,7 +10159,7 @@ glabel var7f1aca90
/* f0a4f30: 100002cd */ beqz $zero,.NB0f0a5a68
/* f0a4f34: 8fbf0034 */ lw $ra,0x34($sp)
.NB0f0a4f38:
/* f0a4f38: 0fc5c4d5 */ jal zbufDrawArtifactsOffscreen
/* f0a4f38: 0fc5c4d5 */ jal zbufSaveArtifactDepths
/* f0a4f3c: 8fa40144 */ lw $a0,0x144($sp)
/* f0a4f40: afa20144 */ sw $v0,0x144($sp)
/* f0a4f44: 0c002d00 */ jal viPrepareZbuf
@@ -10957,7 +10957,7 @@ void bgunRender(Gfx **gdlptr)
}
#ifdef PLATFORM_N64 // TODO
gdl = zbufDrawArtifactsOffscreen(gdl);
gdl = zbufSaveArtifactDepths(gdl);
#endif
gdl = viPrepareZbuf(gdl);
gdl = vi0000b1d0(gdl);
+59 -42
View File
@@ -329,11 +329,11 @@ void bmoveUpdateSpeedTheta(void)
f32 bmoveGetSpeedVertaLimit(f32 value)
{
if (value > 0) {
return (viGetFovY() * value * -0.7f) / 60.0f;
return (viGetFovY() * value * -0.7f) / PLAYER_DEFAULT_FOV;
}
if (value < 0) {
return (viGetFovY() * -value * 0.7f) / 60.0f;
return (viGetFovY() * -value * 0.7f) / PLAYER_DEFAULT_FOV;
}
return 0;
@@ -341,7 +341,7 @@ f32 bmoveGetSpeedVertaLimit(f32 value)
void bmoveUpdateSpeedVerta(f32 value)
{
f32 mult = viGetFovY() / 60.0f;
f32 mult = viGetFovY() / PLAYER_DEFAULT_FOV;
f32 limit = bmoveGetSpeedVertaLimit(value);
if (value > 0) {
@@ -384,11 +384,11 @@ void bmoveUpdateSpeedVerta(f32 value)
f32 bmoveGetSpeedThetaControlLimit(f32 value)
{
if (value > 0) {
return (viGetFovY() * value * -0.7f) / 60.0f;
return (viGetFovY() * value * -0.7f) / PLAYER_DEFAULT_FOV;
}
if (value < 0) {
return (viGetFovY() * -value * 0.7f) / 60.0f;
return (viGetFovY() * -value * 0.7f) / PLAYER_DEFAULT_FOV;
}
return 0;
@@ -396,7 +396,7 @@ f32 bmoveGetSpeedThetaControlLimit(f32 value)
void bmoveUpdateSpeedThetaControl(f32 value)
{
f32 mult = viGetFovY() / 60.0f;
f32 mult = viGetFovY() / PLAYER_DEFAULT_FOV;
f32 limit = bmoveGetSpeedThetaControlLimit(value);
if (value > 0) {
@@ -436,6 +436,38 @@ void bmoveUpdateSpeedThetaControl(f32 value)
}
}
/**
* Apply crosshair swivel based on camera movement with input detection
*/
static void bmoveApplyCrosshairSwivel(struct movedata *movedata, f32 mlookscale, f32 *x, f32 *y)
{
#ifdef PLATFORM_N64
*x = g_Vars.currentplayer->speedtheta * 0.3f + g_Vars.currentplayer->gunextraaimx;
*y = -g_Vars.currentplayer->speedverta * 0.1f + g_Vars.currentplayer->gunextraaimy;
#else
f32 xscale, yscale;
bool mouse_active = (movedata->freelookdx || movedata->freelookdy);
bool joystick_active = (movedata->c1stickxraw != 0 || movedata->c1stickyraw != 0);
if ((mouse_active) && joystick_active) {
// Mouse + joystick sway
xscale = PLAYER_EXTCFG().crosshairsway * 0.80f; // 80% for precision+joystick sway
yscale = PLAYER_EXTCFG().crosshairsway * 0.80f; // 80% for precision+joystick sway
} else if (mouse_active) {
// Mouse sway
xscale = PLAYER_EXTCFG().crosshairsway * 0.20f; // 20% for mouse sway
yscale = PLAYER_EXTCFG().crosshairsway * 0.30f; // 30% for mouse sway
} else {
// Joystick only or no input - full sway
xscale = yscale = PLAYER_EXTCFG().crosshairsway;
}
// Joystick x/y scaling
// 0.3f for x, 0.1f for y
*x = g_Vars.currentplayer->speedtheta * 0.3f * xscale + g_Vars.currentplayer->gunextraaimx;
*y = -g_Vars.currentplayer->speedverta * 0.1f * yscale + g_Vars.currentplayer->gunextraaimy;
#endif
}
/**
* Calculate the lookahead angle.
*
@@ -1412,31 +1444,31 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
}
#ifndef PLATFORM_N64
// Handle turning and looking up/down via mouselook when aiming
if (g_Vars.currentplayer->insightaimmode && allowmcross && bgunGetWeaponNum(HAND_RIGHT) != WEAPON_HORIZONSCANNER) {
if (g_Vars.currentplayer->swivelpos[0] > 0.9f) {
movedata.aimturnrightspeed = (g_Vars.currentplayer->swivelpos[0] - 0.9f) / 0.1f;
movedata.aimturnleftspeed = 0.f;
} else if (g_Vars.currentplayer->swivelpos[0] < -0.9f) {
movedata.aimturnleftspeed = (g_Vars.currentplayer->swivelpos[0] - -0.9f) / -0.1f;
movedata.aimturnrightspeed = 0.f;
// Handle turning and looking (x/y) via mouselook when aiming
bool allowcross = allowmcross;
if (g_Vars.currentplayer->insightaimmode && allowcross && bgunGetWeaponNum(HAND_RIGHT) != WEAPON_HORIZONSCANNER) {
float edge_boundary = PLAYER_EXTCFG().crosshairedgeboundary;
if (g_Vars.currentplayer->swivelpos[0] > edge_boundary) {
movedata.aimturnrightspeed += (g_Vars.currentplayer->swivelpos[0] - edge_boundary) / (1.0f - edge_boundary);
} else if (g_Vars.currentplayer->swivelpos[0] < -edge_boundary) {
movedata.aimturnleftspeed += (g_Vars.currentplayer->swivelpos[0] + edge_boundary) / -(1.0f - edge_boundary);
}
f32 vertaup = 0.f, vertadown = 0.f;
if (g_Vars.currentplayer->swivelpos[1] > 0.9f) {
vertaup = (g_Vars.currentplayer->swivelpos[1] - 0.9f) / 0.1f;
} else if (g_Vars.currentplayer->swivelpos[1] < -0.9f) {
vertadown = (g_Vars.currentplayer->swivelpos[1] - -0.9f) / -0.1f;
if (g_Vars.currentplayer->swivelpos[1] > edge_boundary) {
vertaup = (g_Vars.currentplayer->swivelpos[1] - edge_boundary) / (1.0f - edge_boundary);
} else if (g_Vars.currentplayer->swivelpos[1] < -edge_boundary) {
vertadown = (g_Vars.currentplayer->swivelpos[1] + edge_boundary) / -(1.0f - edge_boundary);
}
// Uninvert pitch if needed
if (movedata.invertpitch) {
movedata.speedvertaup = vertadown;
movedata.speedvertadown = vertaup;
movedata.speedvertaup += vertadown;
movedata.speedvertadown += vertaup;
} else {
movedata.speedvertaup = vertaup;
movedata.speedvertadown = vertadown;
movedata.speedvertaup += vertaup;
movedata.speedvertadown += vertadown;
}
} else {
// Reset mouse aim position when not mouse aiming
// Reset mouse aim position when not aiming
g_Vars.currentplayer->swivelpos[0] = 0.f;
g_Vars.currentplayer->swivelpos[1] = 0.f;
}
@@ -2032,7 +2064,7 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
}
} else {
if (movedata.cannaturalpitch) {
tmp = viGetFovY() / 60.0f;
tmp = viGetFovY() / PLAYER_DEFAULT_FOV;
fVar25 = movedata.analogpitch / 70.0f;
if (fVar25 > 1) {
@@ -2073,7 +2105,7 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
}
if (movedata.cannaturalturn) {
tmp = viGetFovY() / 60.0f;
tmp = viGetFovY() / PLAYER_DEFAULT_FOV;
fVar25 = movedata.analogturn / 70.0f;
if (fVar25 > 1) {
@@ -2186,15 +2218,8 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
x = g_Vars.currentplayer->speedtheta * 0.3f + g_Vars.currentplayer->gunextraaimx;
y = -g_Vars.currentplayer->speedverta * 0.1f + g_Vars.currentplayer->gunextraaimy;
#else
f32 xscale, yscale;
if (movedata.freelookdx || movedata.freelookdy) {
xscale = PLAYER_EXTCFG().crosshairsway * 0.20f;
yscale = PLAYER_EXTCFG().crosshairsway * 0.30f;
} else {
xscale = yscale = PLAYER_EXTCFG().crosshairsway;
}
x = g_Vars.currentplayer->speedtheta * 0.3f * xscale + g_Vars.currentplayer->gunextraaimx;
y = -g_Vars.currentplayer->speedverta * 0.1f * yscale + g_Vars.currentplayer->gunextraaimy;
// Crosshair swivel movement system
bmoveApplyCrosshairSwivel(&movedata, mlookscale, &x, &y);
#endif
bgunSwivelWithDamp(x, y, PAL ? 0.955f : 0.963f);
@@ -2390,14 +2415,6 @@ void bmoveTick(bool allowc1x, bool allowc1y, bool allowc1buttons, bool ignorec2)
void bmoveUpdateVerta(void)
{
while (g_Vars.currentplayer->vv_verta < -180) {
g_Vars.currentplayer->vv_verta += 360;
}
while (g_Vars.currentplayer->vv_verta >= 180) {
g_Vars.currentplayer->vv_verta -= 360;
}
if (g_Vars.currentplayer->vv_verta > 90) {
g_Vars.currentplayer->vv_verta = 90;
} else if (g_Vars.currentplayer->vv_verta < -90) {
+2 -1
View File
@@ -262,7 +262,8 @@ void botSpawn(struct chrdata *chr, u8 respawning)
func0f02e9a0(chr, 0);
#ifndef PLATFORM_N64
if ((g_MpSetup.options & MPOPTION_SPAWNWITHWEAPON)
if (g_Vars.normmplayerisrunning
&& (g_MpSetup.options & MPOPTION_SPAWNWITHWEAPON)
&& g_MpSetup.weapons[0] != MPWEAPON_NONE
&& g_MpSetup.weapons[0] != MPWEAPON_DISABLED
&& g_MpSetup.weapons[0] != MPWEAPON_SHIELD) {
+28 -4
View File
@@ -165,6 +165,17 @@ void cheatActivate(s32 cheat_id)
setCurrentPlayerNum(prevplayernum);
break;
case CHEAT_ALLGUNS:
#ifndef PLATFORM_N64
// Give all guns to all players
prevplayernum = g_Vars.currentplayernum;
for (playernum = 0; playernum < PLAYERCOUNT(); playernum++) {
setCurrentPlayerNum(playernum);
invSetAllGuns(true);
}
setCurrentPlayerNum(prevplayernum);
#else
// Give all guns if only one player playing
if (PLAYERCOUNT() == 1 && g_Vars.normmplayerisrunning == false) {
prevplayernum = g_Vars.currentplayernum;
@@ -176,6 +187,7 @@ void cheatActivate(s32 cheat_id)
setCurrentPlayerNum(prevplayernum);
}
#endif
break;
}
@@ -203,6 +215,16 @@ void cheatDeactivate(s32 cheat_id)
setCurrentPlayerNum(prevplayernum);
break;
case CHEAT_ALLGUNS:
#ifndef PLATFORM_N64
prevplayernum = g_Vars.currentplayernum;
for (playernum = 0; playernum < PLAYERCOUNT(); playernum++) {
setCurrentPlayerNum(playernum);
invSetAllGuns(false);
}
setCurrentPlayerNum(prevplayernum);
#else
if (PLAYERCOUNT() == 1 && g_Vars.normmplayerisrunning == false) {
prevplayernum = g_Vars.currentplayernum;
@@ -213,6 +235,7 @@ void cheatDeactivate(s32 cheat_id)
setCurrentPlayerNum(prevplayernum);
}
#endif
break;
}
@@ -309,7 +332,7 @@ MenuItemHandlerResult cheatCheckboxMenuHandler(s32 operation, struct menuitem *i
return false;
}
if (g_CheatsEnabledBank1 & (1 << item->param)) {
if (g_CheatsEnabledBank1 & (1 << (item->param - 32))) {
return true;
}
@@ -334,11 +357,12 @@ MenuItemHandlerResult cheatCheckboxMenuHandler(s32 operation, struct menuitem *i
}
} else {
// Bank 1
if (g_CheatsEnabledBank1 & (1 << item->param)) {
if (g_CheatsEnabledBank1 & (1 << (item->param - 32))) {
// We need to subtract 32 on lines like these to avoid undefined behavior, namely ensuring that all cheats are toggled correctly and regardless of build optimiaztion
if (1);
g_CheatsEnabledBank1 = g_CheatsEnabledBank1 & ~(1 << item->param);
g_CheatsEnabledBank1 = g_CheatsEnabledBank1 & ~(1 << (item->param - 32));
} else {
g_CheatsEnabledBank1 = g_CheatsEnabledBank1 | 1 << item->param;
g_CheatsEnabledBank1 = g_CheatsEnabledBank1 | (1 << (item->param - 32));
}
}
}
+11 -1
View File
@@ -4544,7 +4544,17 @@ void chrTestHit(struct prop *prop, struct shotdata *shotdata, bool isshooting, b
if (hitpart) {
if (chrGetShield(chr) > 0.0f) {
var8005efc0 = 10.0f / model->scale;
#ifndef PLATFORM_N64
/**
* var8005efc0 > 0.0f adds a padding to bbox hit detection
* in modelTestBboxNodeForHit() that accounts for a character's
* surrounding shield. We skip this step on PC when checking
* line-of-sight hits to light artifacts because lights should
* be visible through the transparent shield.
*/
if (g_BgHitXluDisabled == false)
#endif
var8005efc0 = 10.0f / model->scale;
}
child = prop->child;
+7 -11
View File
@@ -15336,21 +15336,17 @@ bool chrMoveToPos(struct chrdata *chr, struct coord *pos, RoomNum *rooms, f32 an
propDeregisterRooms(chr->prop);
roomsCopy(rooms2, chr->prop->rooms);
chr0f0220ac(chr);
modelSetRootPosition(chr->model, &pos2);
if (chr->model) {
modelSetRootPosition(chr->model, &pos2);
nodetype = chr->model->definition->rootnode->type;
if ((nodetype & 0xff) == MODELNODETYPE_CHRINFO) {
rwdata = modelGetNodeRwData(chr->model, chr->model->definition->rootnode);
rwdata->chrinfo.ground = ground;
}
nodetype = chr->model->definition->rootnode->type;
if ((nodetype & 0xff) == MODELNODETYPE_CHRINFO) {
rwdata = modelGetNodeRwData(chr->model, chr->model->definition->rootnode);
rwdata->chrinfo.ground = ground;
}
chr->chrflags |= CHRCFLAG_FORCETOGROUND;
if (chr->model || chr->aibot) {
chrSetLookAngle(chr, angle);
}
chrSetLookAngle(chr, angle);
if (chr->prop->type == PROPTYPE_PLAYER) {
player = g_Vars.players[playermgrGetPlayerNumByProp(chr->prop)];
+1 -1
View File
@@ -2330,7 +2330,7 @@ bool aiGiveObjectToChr(void)
}
#endif
something = propPickupByPlayer(obj->prop, 0);
something = propPickupByPlayer(obj->prop, 1);
propExecuteTickOperation(obj->prop, something);
playernum = playermgrGetPlayerNumByProp(chr->prop);
obj2->hidden = (playernum << 28) | (obj2->hidden & 0x0fffffff);
+1 -1
View File
@@ -35,7 +35,7 @@
#endif
struct explosion *g_Explosions;
s32 g_MaxExplosions;
s32 g_MaxExplosions = MAX_EXPLOSIONS_DEFAULT;
s32 g_ExplosionShakeTotalTimer = 0;
s32 g_ExplosionShakeIntensityTimer = 0;
-6
View File
@@ -14,12 +14,6 @@ void explosionsReset(void)
g_ExplosionShakeIntensityTimer = 0;
g_ExplosionDamageTxScale = 1;
g_MaxExplosions = MAX_EXPLOSIONS;
if (g_Vars.stagenum >= STAGE_TITLE) {
g_MaxExplosions = 0;
}
if (g_MaxExplosions == 0) {
g_Explosions = NULL;
} else {
+1 -1
View File
@@ -14,7 +14,7 @@ void explosionsStop(void)
viShake(0);
if (g_Explosions) {
for (i = 0; i < MAX_EXPLOSIONS; i++) {
for (i = 0; i < g_MaxExplosions; i++) {
if (g_Explosions[i].prop) {
propDelist(g_Explosions[i].prop);
propDisable(g_Explosions[i].prop);
+5
View File
@@ -19,6 +19,7 @@
#include "lib/str.h"
#include "data.h"
#include "types.h"
#include "mpsetups.h"
// bss
struct fileguid g_FilemgrFileToCopy;
@@ -2732,6 +2733,10 @@ MenuItemHandlerResult filemgrChooseAgentListMenuHandler(s32 operation, struct me
g_GameFileGuid.fileid = file->fileid;
g_GameFileGuid.deviceserial = file->deviceserial;
filemgrSaveOrLoad(&g_GameFileGuid, FILEOP_LOAD_GAME, 0);
// load the setup file when loading the agent
mpsetupCopyAllFromPak();
mpsetupLoadCurrentFile();
}
}
break;
+4
View File
@@ -12,11 +12,15 @@ void invReset(void)
{
s32 i;
#ifndef PLATFORM_N64
g_Vars.currentplayer->equipallguns = cheatIsActive(CHEAT_ALLGUNS);
#else
if (PLAYERCOUNT() == 1 && g_Vars.normmplayerisrunning == false) {
g_Vars.currentplayer->equipallguns = cheatIsActive(CHEAT_ALLGUNS);
} else {
g_Vars.currentplayer->equipallguns = false;
}
#endif
for (i = 0; i != ARRAYCOUNT(g_Vars.currentplayer->gunheldarr); i++) {
g_Vars.currentplayer->gunheldarr[i].totaltime240_60 = -1;
+1 -5
View File
@@ -28,7 +28,7 @@
#include "game/portal.h"
#include "game/fmb.h"
#include "game/sky.h"
#include "game/game_13c510.h"
#include "game/artifact.h"
#include "game/game_1531a0.h"
#include "game/zbuf.h"
#include "game/challenge.h"
@@ -97,7 +97,6 @@
#include "lib/vi.h"
#include "types.h"
#ifndef PLATFORM_N64
#include "debugger.h"
#include "video.h"
#endif
@@ -300,8 +299,6 @@ void lvReset(s32 stagenum)
g_MiscAudioHandle = NULL;
debuggerUpdatePropInfo(true);
musicReset();
modelmgrSetLvResetting(true);
surfaceReset();
@@ -1249,7 +1246,6 @@ Gfx *lvRender(Gfx *gdl)
#ifndef PLATFORM_N64
// glares calculated earlier on PC, before prop matrices turn into garbage
bgCalculateGlaresForVisibleRooms();
debuggerUpdatePropInfo(false);
#endif
// Calculate lookingatprop
+44 -6
View File
@@ -147,6 +147,33 @@ s32 g_MouseDimmedMode = false;
s32 g_MouseEndDeferredSlider = false;
#endif
s32 menuAlt1Pressed(s32 playerNum)
{
const s32 rshoulderKey = VK_JOY1_RSHOULDER + playerNum * INPUT_MAX_CONTROLLER_BUTTONS;
if (playerNum == 0) {
return inputKeyJustPressed(VK_LCTRL) || inputKeyJustPressed(rshoulderKey);
}
return inputKeyJustPressed(rshoulderKey);
}
s32 menuAlt2Pressed(s32 playerNum)
{
const s32 lshoulderKey = VK_JOY1_LSHOULDER + playerNum * INPUT_MAX_CONTROLLER_BUTTONS;
if (playerNum == 0) {
return inputKeyJustPressed(VK_LALT) || inputKeyJustPressed(lshoulderKey);
}
return inputKeyJustPressed(lshoulderKey);
}
s32 menuAltAnyPressed(s32 playerNum)
{
return menuAlt1Pressed(playerNum) || menuAlt2Pressed(playerNum);
}
void menuPlaySound(s32 menusound)
{
s32 sound = -1;
@@ -1901,6 +1928,10 @@ Gfx *menuRenderModel(Gfx *gdl, struct menumodel *menumodel, s32 modeltype)
totalfilelen += 0x4000;
#endif
#ifndef PLATFORM_N64
videoFreeCachedTextures(menumodel->allocstart, menumodel->allocstart + menumodel->alloclen);
#endif
texInitPool(&texpool, menumodel->allocstart + totalfilelen, menumodel->alloclen - totalfilelen);
menumodel->headnum = headnum;
@@ -1933,6 +1964,10 @@ Gfx *menuRenderModel(Gfx *gdl, struct menumodel *menumodel, s32 modeltype)
totalfilelen = ALIGN64(fileGetInflatedSize(menumodel->newparams, LOADTYPE_MODEL)) + 0x4000;
if (1);
#ifndef PLATFORM_N64
videoFreeCachedTextures(menumodel->allocstart, menumodel->allocstart + menumodel->alloclen);
#endif
texInitPool(&texpool, &menumodel->allocstart[(u32)totalfilelen], menumodel->alloclen - totalfilelen);
menumodel->headnum = -1;
@@ -3581,8 +3616,8 @@ void func0f0f820c(struct menudialogdef *dialogdef, s32 root)
g_MpPlayerNum = prevplayernum;
g_MenuData.unk008 = root;
g_MenuData.unk00c = dialogdef;
g_MenuData.prevmenuroot = root;
g_MenuData.prevmenudialog = dialogdef;
}
void menuSetBackground(s32 bg)
@@ -3656,7 +3691,7 @@ void menuPushRootDialog(struct menudialogdef *dialogdef, s32 root)
g_Menus[g_MpPlayerNum].unk820 = 1;
g_MenuData.root = root;
g_MenuData.unk008 = -1;
g_MenuData.prevmenuroot = -1;
g_MenuData.unk5d5_02 = false;
if (root == MENUROOT_MAINMENU
@@ -3978,13 +4013,13 @@ void menuReset(void)
}
g_MenuData.unk668 = -1;
g_MenuData.unk00c = 0;
g_MenuData.unk008 = -1;
g_MenuData.prevmenudialog = 0;
g_MenuData.prevmenuroot = -1;
g_MenuData.count = 0;
g_MenuData.root = 0;
g_MenuData.unk010 = 0;
g_MenuData.bg = 0;
g_MenuData.unk5d5_06 = false;
g_MenuData.isdialogopen = false;
g_MenuData.nextbg = 255;
g_MenuData.bannernum = -1;
@@ -4579,6 +4614,9 @@ void dialogTick(struct menudialog *dialog, struct menuinputs *inputs, u32 tickfl
s32 adjustment = (s32)(inputs->yaxis * g_Vars.diffframe60freal / 20) - (s32)(inputs->updownheld * g_Vars.diffframe60freal);
#else
s32 adjustment = inputs->yaxis * g_Vars.diffframe60 / 20 - inputs->updownheld * g_Vars.diffframe60;
#endif
#ifndef PLATFORM_N64
adjustment -= inputs->mousescroll * (LINEHEIGHT + 1);
#endif
dialog->dstscroll += adjustment;
+19 -2
View File
@@ -1334,7 +1334,7 @@ Gfx *menuitemKeyboardRender(Gfx *gdl, struct menurendercontext *context)
// make the button yellow if it's active
if (g_MenuKeyboardPlayer == g_MpPlayerNum) {
textcolour = (textcolour & 0xff) | 0xffff0000;
kbtext = (char *)"ESC: CANCEL ENTER: OK";
kbtext = (char *)"ESC: OK";
} else {
kbtext = (char *)"TYPE WITH KEYBOARD";
}
@@ -1531,6 +1531,14 @@ bool menuitemKeyboardTick(struct menuitem *item, struct menuinputs *inputs, u32
u8 maxlen = item->param == 0 ? 10 : item->param;
#ifndef PLATFORM_N64
if (g_MenuKeyboardPlayer != g_MpPlayerNum && inputKeyJustPressed(VK_A + ('i' - 'a'))) {
inputClearLastKey();
inputClearLastTextChar();
g_MenuKeyboardPlayer = g_MpPlayerNum;
inputStartTextInput();
menuPlaySound(MENUSOUND_SELECT);
}
if (g_MenuKeyboardPlayer == g_MpPlayerNum) {
// match caps state to keyboard shift/caps if typing with keyboard
const u32 kmod = inputGetKeyModState();
@@ -1541,7 +1549,7 @@ bool menuitemKeyboardTick(struct menuitem *item, struct menuinputs *inputs, u32
// handle text input
s32 prevpos = strlen(kb->string);
s32 pos = prevpos;
s32 result = inputTextHandler(kb->string, maxlen-1, &pos, true);
s32 result = inputTextHandler(kb->string, maxlen + 1, &pos, true);
if (result == -1) {
// cancel
kb->row = 5;
@@ -3220,6 +3228,9 @@ bool menuitemScrollableTick(struct menuitem *item, struct menudialog *dialog, st
intval = intval + (s32)(((f32)inputs->updownheld + (f32)inputs->updownheld) * g_Vars.diffframe60freal);
#else
intval += inputs->updownheld * 2 * g_Vars.diffframe60;
#endif
#ifndef PLATFORM_N64
intval += inputs->mousescroll * (LINEHEIGHT - 2) * 3;
#endif
data->scrollable.scrolloffset += intval;
@@ -3743,6 +3754,9 @@ bool menuitemRankingTick(struct menuinputs *inputs, u32 tickflags, union menuite
intval = intval + (s32)(((f32)inputs->updownheld + (f32)inputs->updownheld) * g_Vars.diffframe60freal);
#else
intval += inputs->updownheld * 2 * g_Vars.diffframe60;
#endif
#ifndef PLATFORM_N64
intval += inputs->mousescroll * (LINEHEIGHT - 1);
#endif
data->ranking.scrolloffset += intval;
@@ -4038,6 +4052,9 @@ bool menuitemPlayerStatsTick(struct menuitem *item, struct menudialog *dialog, s
intval = intval + (s32)(((f32)inputs->updownheld + (f32)inputs->updownheld) * g_Vars.diffframe60freal);
#else
intval += inputs->updownheld * 2 * g_Vars.diffframe60;
#endif
#ifndef PLATFORM_N64
intval += inputs->mousescroll * (LINEHEIGHT - 1);
#endif
data->dropdown.scrolloffset += intval;
+31 -25
View File
@@ -59,7 +59,7 @@ void menuTick(void)
s32 i;
s32 j;
s32 k;
s32 sp344;
s32 isdialogopen;
s32 sp340 = true;
s32 anyopen = false;
@@ -285,7 +285,13 @@ void menuTick(void)
var8006294c = 1;
if (g_MenuData.root == MENUROOT_MPSETUP || g_MenuData.root == MENUROOT_4MBMAINMENU) {
if (g_MenuData.unk008 == -1) {
if (g_MenuData.prevmenuroot == -1) {
#ifndef PLATFORM_N64
if (g_MpSetup.storedbotbits) {
g_MpSetup.chrslots |= g_MpSetup.storedbotbits;
g_MpSetup.storedbotbits = 0;
}
#endif
g_MpSetup.chrslots &= 0xfff0;
}
@@ -295,7 +301,7 @@ void menuTick(void)
if (g_Menus[i].curdialog) {
g_Menus[i].playernum = g_MpNumJoined++;
if (g_MenuData.unk008 == -1) {
if (g_MenuData.prevmenuroot == -1) {
g_MpSetup.chrslots |= (1 << i);
}
}
@@ -485,31 +491,31 @@ void menuTick(void)
}
g_MpPlayerNum = 0;
sp344 = false;
isdialogopen = false;
for (i = 0; i < ARRAYCOUNT(g_Menus); i++) {
if (g_Menus[i].curdialog) {
sp344 = true;
isdialogopen = true;
}
}
if ((g_MenuData.unk5d5_06 || g_MenuData.unk008 != -1) && sp344 == false) {
if ((g_MenuData.isdialogopen || g_MenuData.prevmenuroot != -1) && isdialogopen == false) {
if ((g_MenuData.root == MENUROOT_MPSETUP || g_MenuData.root == MENUROOT_4MBMAINMENU)
&& g_MenuData.unk008 == -1) {
&& g_MenuData.prevmenuroot == -1) {
if (g_Vars.mpsetupmenu == MPSETUPMENU_GENERAL) {
g_MenuData.unk008 = MENUROOT_MAINMENU;
g_MenuData.unk00c = IS4MB() ? &g_CiMenuViaPauseMenuDialog : &g_CiMenuViaPcMenuDialog;
g_MenuData.prevmenuroot = MENUROOT_MAINMENU;
g_MenuData.prevmenudialog = IS4MB() ? &g_CiMenuViaPauseMenuDialog : &g_CiMenuViaPcMenuDialog;
} else if (IS4MB()) {
g_MenuData.unk008 = MENUROOT_4MBMAINMENU;
g_MenuData.unk00c = &g_MainMenu4MbMenuDialog;
g_MenuData.prevmenuroot = MENUROOT_4MBMAINMENU;
g_MenuData.prevmenudialog = &g_MainMenu4MbMenuDialog;
} else {
g_MenuData.unk008 = MENUROOT_MPSETUP;
g_MenuData.unk00c = &g_CombatSimulatorMenuDialog;
g_MenuData.prevmenuroot = MENUROOT_MPSETUP;
g_MenuData.prevmenudialog = &g_CombatSimulatorMenuDialog;
}
}
if (g_MenuData.unk008 != -1) {
if (g_MenuData.unk008 == -5) {
if (g_MenuData.prevmenuroot != -1) {
if (g_MenuData.prevmenuroot == -5) {
// Match is beginning
mpStartMatch();
menuStop();
@@ -518,7 +524,7 @@ void menuTick(void)
bossfileSave();
g_Vars.modifiedfiles &= ~MODFILE_MPSETUP;
}
} else if (g_MenuData.unk008 == -6) {
} else if (g_MenuData.prevmenuroot == -6) {
// Match is ending
s32 playernum = 0;
@@ -541,17 +547,17 @@ void menuTick(void)
setCurrentPlayerNum(playernum);
endscreenPushCoop();
setCurrentPlayerNum(prevplayernum);
sp344 = true;
isdialogopen = true;
}
} else if (g_Vars.antiplayernum >= 0) {
s32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(playernum);
endscreenPushAnti();
setCurrentPlayerNum(prevplayernum);
sp344 = true;
isdialogopen = true;
} else {
mpPushEndscreenDialog(playernum, i);
sp344 = true;
isdialogopen = true;
if (g_PlayerConfigsArray[i].fileguid.fileid && g_PlayerConfigsArray[i].fileguid.deviceserial) {
func0f0fd548(i);
@@ -561,7 +567,7 @@ void menuTick(void)
playernum++;
}
}
} else if (g_MenuData.unk008 == -7) {
} else if (g_MenuData.prevmenuroot == -7) {
menuStop();
g_FileState = FILESTATE_CHANGINGAGENT;
gamefileLoadDefaults(&g_GameFile);
@@ -570,8 +576,8 @@ void menuTick(void)
musicQueueStopAllEvent();
} else {
bool startmusic = false;
menuPushRootDialog(g_MenuData.unk00c, g_MenuData.unk008);
sp344 = true;
menuPushRootDialog(g_MenuData.prevmenudialog, g_MenuData.prevmenuroot);
isdialogopen = true;
if (g_MenuData.root == MENUROOT_MPSETUP || g_MenuData.root == MENUROOT_4MBMAINMENU) {
startmusic = true;
@@ -597,8 +603,8 @@ void menuTick(void)
}
}
g_MenuData.unk00c = NULL;
g_MenuData.unk008 = -1;
g_MenuData.prevmenudialog = NULL;
g_MenuData.prevmenuroot = -1;
} else {
switch (g_MenuData.root) {
case MENUROOT_ENDSCREEN:
@@ -750,5 +756,5 @@ void menuTick(void)
}
g_ScaleX = 1;
g_MenuData.unk5d5_06 = sp344 ? true : false;
g_MenuData.isdialogopen = isdialogopen ? true : false;
}
+2 -1
View File
@@ -139,6 +139,7 @@ struct mpweapon g_MpWeapons[NUM_MPWEAPONS] = {
.extcontrols = true, \
.crosshaircolour = 0x00ff0028, \
.crosshairsize = 2, \
.crosshairedgeboundary = 0.7f, \
.crosshairhealth = CROSSHAIR_HEALTH_OFF, \
.usereloads = false, \
}
@@ -600,7 +601,7 @@ void mpInit(bool resetplayers)
g_MpSetup.chrslots = 0;
for (i = 0; i < ARRAYCOUNT(g_Menus); i++) {
g_Menus[i].mpsetup.showpresets = 1;
g_Menus[i].mpsetupext.showpresets = 1;
}
#ifndef PLATFORM_N64
+4 -35
View File
@@ -11,6 +11,8 @@
* Players cannot score unless their briefcase is at the home base.
*/
extern struct menudialogdef g_ExtGameOptionsMenuDialog;
struct menuitem g_CtcOptionsMenuItems[] = {
{
MENUITEMTYPE_CHECKBOX,
@@ -60,40 +62,6 @@ struct menuitem g_CtcOptionsMenuItems[] = {
MPOPTION_NOAUTOAIM,
menuhandlerMpCheckboxOption,
},
#ifndef PLATFORM_N64
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"Start Armed",
MPOPTION_SPAWNWITHWEAPON,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Drug Blur",
MPOPTION_NODRUGBLUR,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR,
L_OPTIONS_257, // "Friendly Fire"
MPOPTION_FRIENDLYFIRE,
menuhandlerMpDisplayTeam,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Player on Radar",
MPOPTION_NOPLAYERONRADAR,
menuhandlerMpCheckboxOption,
},
#endif
{
MENUITEMTYPE_CHECKBOX,
0,
@@ -143,7 +111,8 @@ struct menudialogdef g_CtcOptionsMenuDialog = {
g_CtcOptionsMenuItems,
mpOptionsMenuDialog,
MENUDIALOGFLAG_MPLOCKABLE,
NULL,
&g_ExtGameOptionsMenuDialog,
// NULL,
};
struct weaponobj g_CtcTokenObj0;
+3 -35
View File
@@ -6,6 +6,8 @@
* There are no callback functions or special logic.
*/
extern struct menudialogdef g_ExtGameOptionsMenuDialog;
struct menuitem g_MpCombatOptionsMenuItems[] = {
{
MENUITEMTYPE_CHECKBOX,
@@ -55,40 +57,6 @@ struct menuitem g_MpCombatOptionsMenuItems[] = {
MPOPTION_NOAUTOAIM,
menuhandlerMpCheckboxOption,
},
#ifndef PLATFORM_N64
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"Start Armed",
MPOPTION_SPAWNWITHWEAPON,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Drug Blur",
MPOPTION_NODRUGBLUR,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR,
L_OPTIONS_257, // "Friendly Fire"
MPOPTION_FRIENDLYFIRE,
menuhandlerMpDisplayTeam,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Player on Radar",
MPOPTION_NOPLAYERONRADAR,
menuhandlerMpCheckboxOption,
},
#endif
{
MENUITEMTYPE_SEPARATOR,
0,
@@ -138,5 +106,5 @@ struct menudialogdef g_MpCombatOptionsMenuDialog = {
g_MpCombatOptionsMenuItems,
mpOptionsMenuDialog,
MENUDIALOGFLAG_MPLOCKABLE,
NULL,
&g_ExtGameOptionsMenuDialog,
};
+3 -35
View File
@@ -7,6 +7,8 @@
* cannot use weapons while uplinking.
*/
extern struct menudialogdef g_ExtGameOptionsMenuDialog;
#define HTM_NUM_TERMINALS 1
struct menuitem g_HtmOptionsMenuItems[] = {
@@ -58,40 +60,6 @@ struct menuitem g_HtmOptionsMenuItems[] = {
MPOPTION_NOAUTOAIM,
menuhandlerMpCheckboxOption,
},
#ifndef PLATFORM_N64
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"Start Armed",
MPOPTION_SPAWNWITHWEAPON,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Drug Blur",
MPOPTION_NODRUGBLUR,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR,
L_OPTIONS_257, // "Friendly Fire"
MPOPTION_FRIENDLYFIRE,
menuhandlerMpDisplayTeam,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Player on Radar",
MPOPTION_NOPLAYERONRADAR,
menuhandlerMpCheckboxOption,
},
#endif
{
MENUITEMTYPE_CHECKBOX,
0,
@@ -149,7 +117,7 @@ struct menudialogdef g_HtmOptionsMenuDialog = {
g_HtmOptionsMenuItems,
mpOptionsMenuDialog,
MENUDIALOGFLAG_MPLOCKABLE,
NULL,
&g_ExtGameOptionsMenuDialog,
};
struct weaponobj g_HtmUplinkObj;
@@ -9,6 +9,8 @@
* slightly slower but still have full access to their weaponry.
*/
extern struct menudialogdef g_ExtGameOptionsMenuDialog;
struct menuitem g_HtbOptionsMenuItems[] = {
{
MENUITEMTYPE_CHECKBOX,
@@ -58,40 +60,6 @@ struct menuitem g_HtbOptionsMenuItems[] = {
MPOPTION_NOAUTOAIM,
menuhandlerMpCheckboxOption,
},
#ifndef PLATFORM_N64
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"Start Armed",
MPOPTION_SPAWNWITHWEAPON,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Drug Blur",
MPOPTION_NODRUGBLUR,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR,
L_OPTIONS_257, // "Friendly Fire"
MPOPTION_FRIENDLYFIRE,
menuhandlerMpDisplayTeam,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Player on Radar",
MPOPTION_NOPLAYERONRADAR,
menuhandlerMpCheckboxOption,
},
#endif
{
MENUITEMTYPE_CHECKBOX,
0,
@@ -149,7 +117,7 @@ struct menudialogdef g_HtbOptionsMenuDialog = {
g_HtbOptionsMenuItems,
mpOptionsMenuDialog,
MENUDIALOGFLAG_MPLOCKABLE,
NULL,
&g_ExtGameOptionsMenuDialog,
};
struct defaultobj *var800869ec = NULL;
+3 -35
View File
@@ -13,6 +13,8 @@
* Points are awarded to each player in the hill at the time that it is won.
*/
extern struct menudialogdef g_ExtGameOptionsMenuDialog;
MenuItemHandlerResult menuhandlerMpHillTime(s32 operation, struct menuitem *item, union handlerdata *data)
{
switch (operation) {
@@ -79,40 +81,6 @@ struct menuitem g_KohOptionsMenuItems[] = {
MPOPTION_NOAUTOAIM,
menuhandlerMpCheckboxOption,
},
#ifndef PLATFORM_N64
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"Start Armed",
MPOPTION_SPAWNWITHWEAPON,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Drug Blur",
MPOPTION_NODRUGBLUR,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR,
L_OPTIONS_257, // "Friendly Fire"
MPOPTION_FRIENDLYFIRE,
menuhandlerMpDisplayTeam,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Player on Radar",
MPOPTION_NOPLAYERONRADAR,
menuhandlerMpCheckboxOption,
},
#endif
{
MENUITEMTYPE_CHECKBOX,
0,
@@ -178,7 +146,7 @@ struct menudialogdef g_KohOptionsMenuDialog = {
g_KohOptionsMenuItems,
mpOptionsMenuDialog,
MENUDIALOGFLAG_MPLOCKABLE,
NULL,
&g_ExtGameOptionsMenuDialog,
};
void kohReadSave(struct savebuffer *buffer, u8 version)
+3 -35
View File
@@ -7,6 +7,8 @@
* chosen as the victim.
*/
extern struct menudialogdef g_ExtGameOptionsMenuDialog;
struct menuitem g_PacOptionsMenuItems[] = {
{
MENUITEMTYPE_CHECKBOX,
@@ -56,40 +58,6 @@ struct menuitem g_PacOptionsMenuItems[] = {
MPOPTION_NOAUTOAIM,
menuhandlerMpCheckboxOption,
},
#ifndef PLATFORM_N64
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"Start Armed",
MPOPTION_SPAWNWITHWEAPON,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Drug Blur",
MPOPTION_NODRUGBLUR,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR,
L_OPTIONS_257, // "Friendly Fire"
MPOPTION_FRIENDLYFIRE,
menuhandlerMpDisplayTeam,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Player on Radar",
MPOPTION_NOPLAYERONRADAR,
menuhandlerMpCheckboxOption,
},
#endif
{
MENUITEMTYPE_CHECKBOX,
0,
@@ -147,7 +115,7 @@ struct menudialogdef g_PacOptionsMenuDialog = {
g_PacOptionsMenuItems,
mpOptionsMenuDialog,
MENUDIALOGFLAG_MPLOCKABLE,
NULL,
&g_ExtGameOptionsMenuDialog,
};
void pacReset(void)
+57 -35
View File
@@ -43,33 +43,6 @@ extern struct menudialogdef g_FilemgrErrorMenuDialog;
extern s32 g_MpWeaponSetNum;
#endif
static inline s32 menuAlt1Pressed(s32 playerNum)
{
const s32 rshoulderKey = VK_JOY1_RSHOULDER + playerNum * INPUT_MAX_CONTROLLER_BUTTONS;
if (playerNum == 0) {
return inputKeyJustPressed(VK_LCTRL) || inputKeyJustPressed(rshoulderKey);
}
return inputKeyJustPressed(rshoulderKey);
}
static inline s32 menuAlt2Pressed(s32 playerNum)
{
const s32 lshoulderKey = VK_JOY1_LSHOULDER + playerNum * INPUT_MAX_CONTROLLER_BUTTONS;
if (playerNum == 0) {
return inputKeyJustPressed(VK_LALT) || inputKeyJustPressed(lshoulderKey);
}
return inputKeyJustPressed(lshoulderKey);
}
static inline s32 menuAltPressed(s32 playerNum)
{
return menuAlt1Pressed(playerNum) || menuAlt2Pressed(playerNum);
}
MenuItemHandlerResult menuhandlerMpDropOut(s32 operation, struct menuitem *item, union handlerdata *data)
{
if (operation == MENUOP_SET) {
@@ -2285,7 +2258,7 @@ MenuItemHandlerResult mpPlayerNameMenuHandler(s32 operation, struct menuitem *it
MenuItemHandlerResult mpLoadSettingsMenuHandler(s32 operation, struct menuitem *item, union handlerdata *data)
{
u8 presets = g_Menus[g_MpPlayerNum].mpsetup.showpresets;
u8 presets = g_Menus[g_MpPlayerNum].mpsetupext.showpresets;
s32 numpresets = mpGetNumUnlockedPresets()*presets;
switch (operation) {
@@ -2594,9 +2567,9 @@ MenuDialogHandlerResult menudialogMpSimulant(s32 operation, struct menudialogdef
MenuDialogHandlerResult mpLoadSettingsDialogHandler(s32 operation, struct menudialogdef *dialogdef, union handlerdata *data)
{
if (operation == MENUOP_TICK) {
if (menuAltPressed(g_MpPlayerNum)) {
u8 presets = g_Menus[g_MpPlayerNum].mpsetup.showpresets;
g_Menus[g_MpPlayerNum].mpsetup.showpresets = 1 - presets;
if (menuAltAnyPressed(g_MpPlayerNum)) {
u8 presets = g_Menus[g_MpPlayerNum].mpsetupext.showpresets;
g_Menus[g_MpPlayerNum].mpsetupext.showpresets = 1 - presets;
}
}
}
@@ -5421,10 +5394,6 @@ MenuDialogHandlerResult menudialogCombatSimulator(s32 operation, struct menudial
g_Vars.waitingtojoin[1] = false;
g_Vars.waitingtojoin[2] = false;
g_Vars.waitingtojoin[3] = false;
// load the setup file when entering the Combat Simulator
mpsetupCopyAllFromPak();
mpsetupLoadCurrentFile();
}
if (g_Menus[g_MpPlayerNum].curdialog
@@ -6186,3 +6155,56 @@ void func0f17fcb0(s32 silent)
sndStart(var80095200, SFX_EXPLOSION_809A, NULL, -1, -1, -1, -1, -1);
}
}
struct menuitem g_MpExtGameOptionsMenuItems[] = {
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"Start Armed",
MPOPTION_SPAWNWITHWEAPON,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Drug Blur",
MPOPTION_NODRUGBLUR,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR,
L_OPTIONS_257, // "Friendly Fire"
MPOPTION_FRIENDLYFIRE,
menuhandlerMpDisplayTeam,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Player on Radar",
MPOPTION_NOPLAYERONRADAR,
menuhandlerMpCheckboxOption,
},
{
MENUITEMTYPE_CHECKBOX,
0,
MENUITEMFLAG_LOCKABLEMINOR | MENUITEMFLAG_LITERAL_TEXT,
(uintptr_t)"No Doors",
MPOPTION_NODOORS,
menuhandlerMpCheckboxOption,
},
{ MENUITEMTYPE_END },
};
struct menudialogdef g_ExtGameOptionsMenuDialog = {
MENUDIALOGTYPE_DEFAULT,
(uintptr_t) "More Options\n",
g_MpExtGameOptionsMenuItems,
NULL,
MENUDIALOGFLAG_LITERAL_TEXT,
NULL,
};
+5
View File
@@ -859,6 +859,11 @@ PakErr2 pakReadHeaderAtOffset(s8 device, u32 offset, struct pakfileheader *heade
return PAK_ERR2_BADOFFSET;
}
if (offset > g_Paks[device].pdnumbytes - sizeof(sp38)) {
// not enough bytes left for a header
return PAK_ERR2_BADOFFSET;
}
if (!pakRetrieveHeaderFromCache(device, blocknum, headerptr)) {
result = pakReadWriteBlock(device, PFS(device), g_Paks[device].pdnoteindex, 0, offset, sizeof(sp38), sp38);
+3 -3
View File
@@ -71,10 +71,9 @@
#include "data.h"
#include "types.h"
#ifndef PLATFORM_N64
#include "platform.h"
#include "video.h"
#include "input.h"
#include "debugger.h"
#include "platform.h"
#endif
s32 g_DefaultWeapons[2];
@@ -1115,7 +1114,8 @@ void playerSpawn(void)
invGiveSingleWeapon(WEAPON_NIGHTVISION);
}
if ((g_MpSetup.options & MPOPTION_SPAWNWITHWEAPON)
if (g_Vars.normmplayerisrunning
&& (g_MpSetup.options & MPOPTION_SPAWNWITHWEAPON)
&& g_MpSetup.weapons[0] != MPWEAPON_NONE
&& g_MpSetup.weapons[0] != MPWEAPON_DISABLED
&& g_MpSetup.weapons[0] != MPWEAPON_SHIELD) {
+15 -8
View File
@@ -983,7 +983,7 @@ struct prop *shotCalculateHits(s32 handnum, bool isshooting, struct coord *gunpo
bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *gunpos3d, struct coord *gundir3d, struct coord *endpos3d)
{
struct prop **propptr;
struct hitthing sp664;
struct hitthing hitthing;
struct coord delta;
struct shotdata shotdata;
s32 i;
@@ -992,6 +992,8 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g
RoomNum spb8[8];
RoomNum *roomsptr;
struct prop *prop;
s16 texturenum;
u32 surfacetype;
shotdata.gunpos3d.x = gunpos3d->x;
shotdata.gunpos3d.y = gunpos3d->y;
@@ -1040,11 +1042,11 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g
// Check for BG hits first
for (i = 0; rooms[i] != -1; i++) {
if (bgTestHitInRoom(&shotdata.gunpos3d, endpos3d, rooms[i], &sp664)) {
if (bgTestHitInRoom(&shotdata.gunpos3d, endpos3d, rooms[i], &hitthing)) {
// check if it's far enough away from the end point
if (fabsf(sp664.pos.x - endpos3d->x) >= 0.1f ||
fabsf(sp664.pos.y - endpos3d->y) >= 0.1f ||
fabsf(sp664.pos.z - endpos3d->z) >= 0.1f) {
if (fabsf(hitthing.pos.x - endpos3d->x) >= 0.1f ||
fabsf(hitthing.pos.y - endpos3d->y) >= 0.1f ||
fabsf(hitthing.pos.z - endpos3d->z) >= 0.1f) {
return false;
}
}
@@ -1062,17 +1064,22 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g
prop = *propptr;
if (prop) {
if (prop->type == PROPTYPE_CHR
|| (prop->type == PROPTYPE_PLAYER && prop->chr && (g_Vars.in_cutscene || playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum))) {
|| (prop->type == PROPTYPE_PLAYER && prop->chr && (g_Vars.in_cutscene || playermgrGetPlayerNumByProp(prop) != g_Vars.currentplayernum
|| g_Vars.currentplayer->eyespy && g_Vars.currentplayer->eyespy->mode == EYESPYMODE_CAMSPY))) {
chrTestHit(prop, &shotdata, false, true);
} else if (prop->type == PROPTYPE_WEAPON || prop->type == PROPTYPE_DOOR
} else if (prop->type == PROPTYPE_WEAPON || (prop->type == PROPTYPE_DOOR && ((struct doorobj *)prop->obj)->doortype != DOORTYPE_LASER)
|| (prop->type == PROPTYPE_OBJ && prop->obj->type != OBJTYPE_GLASS && prop->obj->type != OBJTYPE_TINTEDGLASS)) {
objTestHit(prop, &shotdata);
}
if (shotdata.hits[0].prop) {
texturenum = (prop->type == PROPTYPE_CHR || prop->type == PROPTYPE_PLAYER) ? -1 : shotdata.hits[0].hitthing.texturenum;
surfacetype = (texturenum >= 0 && texturenum < NUM_TEXTURES) ? g_Textures[texturenum].surfacetype : SURFACETYPE_DEFAULT;
// ignore some glass parts and shields
if (shotdata.hits[0].slowsbullet && shotdata.hits[0].hitthing.texturenum != 10000) {
if (shotdata.hits[0].slowsbullet && texturenum != 10000 &&
surfacetype != SURFACETYPE_GLASS && surfacetype != SURFACETYPE_GLASSXLU) {
return false;
}
shotdata.hits[0].prop = NULL;
}
}
propptr--;
+13 -18
View File
@@ -77,10 +77,6 @@
#include "textures.h"
#include "types.h"
#include "string.h"
#ifndef PLATFORM_N64
#include "system.h"
#include "debugger.h"
#endif
void rng2SetSeed(u32 seed);
@@ -6707,10 +6703,6 @@ s32 projectileTick(struct defaultobj *obj, bool *embedded)
|| prop->pos.y < -20000.0f || prop->pos.y > 32000.0f
|| prop->pos.x < -32000.0f || prop->pos.x > 32000.0f
|| prop->pos.z < -32000.0f || prop->pos.z > 32000.0f) {
if (g_DebuggerActive) {
sysLogPrintf(LOG_WARNING, "DBG: prop %p (%02x) obj %p (%02x) at (%.2f, %.2f, %.2f) expired",
prop, prop->type, obj, obj->type, prop->pos.x, prop->pos.y, prop->pos.z);
}
obj->hidden |= OBJHFLAG_DELETING;
}
@@ -10893,16 +10885,6 @@ u32 objTick(struct prop *prop)
u32 padnum;
struct defaultobj *newparent;
if (g_DebuggerActive) {
if (obj->type != OBJTYPE_HOVERCAR && prop->pos.y <= -20000.f) {
if ((obj->hidden & OBJHFLAG_FALLOUT) == 0) {
sysLogPrintf(LOG_WARNING, "DBG: prop %p (%02x) obj %p (%02x) at (%.2f, %.2f, %.2f) fell out of world",
prop, prop->type, obj, obj->type, prop->pos.x, prop->pos.y, prop->pos.z);
obj->hidden |= OBJHFLAG_FALLOUT;
}
}
}
if (prop->timetoregen > 0) {
// Prop is taken/unavailable
regenning = true;
@@ -17219,6 +17201,12 @@ void currentPlayerQueuePickupWeaponHudmsg(u32 weaponnum, bool dual)
{
char buffer[100] = "";
// Suppress pickup HUD during cutscenes
if (g_Vars.in_cutscene)
{
return;
}
weaponGetPickupText(buffer, weaponnum, dual);
hudmsgCreateWithFlags(buffer, HUDMSGTYPE_DEFAULT, HUDMSGFLAG_ONLYIFALIVE | HUDMSGFLAG_ALLOWDUPES);
}
@@ -17235,6 +17223,13 @@ s32 propPickupByPlayer(struct prop *prop, bool showhudmsg)
return TICKOP_NONE;
}
// Suppress HUD pickup messages during cutscenes (e.g. items given at
// mission start via aiGiveObjectToChr)
if (g_Vars.in_cutscene)
{
showhudmsg = false;
}
switch (obj->type) {
case OBJTYPE_KEY:
if (g_Vars.in_cutscene == false) {
+41 -3
View File
@@ -1460,6 +1460,34 @@ void setupLoadFiles(s32 stagenum)
g_Vars.maxprops = numobjs + numchrs + extra + 40;
}
static void setupMarkLiftDoors()
{
s32 index = 0;
struct defaultobj *obj = (struct defaultobj *)g_StageSetup.props;
while (obj->type != OBJTYPE_END) {
if (obj->type == OBJTYPE_LIFT) {
struct liftobj *lift = (struct liftobj *)obj;
for (int i = 0; i < ARRAYCOUNT(lift->doors); i++) {
if (lift->doors[i]) {
s32 doorindex = index + *(s32*)&lift->doors[i];
struct doorobj *door = (struct doorobj *)setupGetCmdByIndex(doorindex);
// we use this 'extra1' field here to mark the door, since its not used anywhere else
door->extra1 = 1;
if (door->sibling) {
s32 siblingidx = *(s32 *) &door->sibling + doorindex;
struct doorobj *sibling = (struct doorobj *) setupGetCmdByIndex(siblingidx);
sibling->extra1 = 1;
}
}
}
}
obj = (struct defaultobj *) ((u32 *) obj + setupGetCmdLength((u32 *) obj));
index++;
}
}
void setupCreateProps(s32 stagenum)
{
s32 withchrs = !argFindByPrefix(1, "-nochr") && !argFindByPrefix(1, "-noprop");
@@ -1532,6 +1560,12 @@ void setupCreateProps(s32 stagenum)
botmgrRemoveAll();
index = 0;
bool nodoors = (g_MpSetup.options & MPOPTION_NODOORS) != 0;
if (nodoors) {
setupMarkLiftDoors();
}
obj = (struct defaultobj *)g_StageSetup.props;
while (obj->type != OBJTYPE_END) {
@@ -1552,11 +1586,15 @@ void setupCreateProps(s32 stagenum)
bodyAllocateChr(stagenum, (struct packedchr *) obj, index);
}
break;
case OBJTYPE_DOOR:
if (withobjs && (obj->flags2 & diffflag) == 0) {
setupCreateDoor((struct doorobj *)obj, index);
case OBJTYPE_DOOR: {
struct doorobj *door = (struct doorobj *) obj;
// dont skip doors that are locked or are lift doors
bool skipdoor = nodoors && g_Vars.normmplayerisrunning && door->keyflags == 0 && door->extra1 == 0;
if (!skipdoor && withobjs && (obj->flags2 & diffflag) == 0) {
setupCreateDoor(door, index);
}
break;
}
case OBJTYPE_DOORSCALE:
{
struct doorscaleobj *scale = (struct doorscaleobj *)obj;
+10 -5
View File
@@ -1349,12 +1349,17 @@ Gfx *sightDrawZoom(Gfx *gdl, bool sighton, f32 crossx, f32 crossy)
viewbottom += 1;
viewtop += 1;
}
// Align box correctly for widescreen
const f32 leftx = sightGetAdjustedX(viewleft + marginleft);
const f32 rightx = sightGetAdjustedX(viewright - marginright);
#define BOXLEFT leftx
#define BOXRIGHT rightx
#else
#define BOXLEFT (viewleft + marginleft)
#define BOXRIGHT (viewright - marginright)
#endif
#define BOXLEFT (viewleft + marginleft)
#define BOXRIGHT (viewright - marginright)
#define BOXBOTTOM (viewbottom - marginbottom)
#define BOXTOP (viewtop + margintop)
#define BOXBOTTOM (viewbottom - marginbottom)
#define BOXTOP (viewtop + margintop)
if (cornerwidth > BOXRIGHT - BOXLEFT) {
cornerwidth = BOXRIGHT - BOXLEFT;
+19 -6
View File
@@ -17,7 +17,7 @@
#ifndef PLATFORM_N64
#include "video.h"
#include "game/gfxmemory.h"
#include "game/game_13c510.h"
#include "game/artifact.h"
#include "game/player.h"
#endif
@@ -2518,11 +2518,11 @@ void skyCreateSunArtifact(struct artifact *artifact, s32 x, s32 y)
sunpos.x = env->suns[i].pos[0];
sunpos.y = env->suns[i].pos[1];
sunpos.z = env->suns[i].pos[2];
artifact->unk02 = artifactTestLos(&sunpos, &zero, x, y) * 0xfffc;
artifact->visiblelos = artifactTestLos(&sunpos, &zero, x, y) * 0xfffc;
#endif
artifact->unk08 = &g_ZbufPtr1[(s32)camGetScreenWidth() * y + x];
artifact->unk0c.u16_2 = x;
artifact->unk0c.u16_1 = y;
artifact->zbufptr = &g_ZbufPtr1[(s32)camGetScreenWidth() * y + x];
artifact->screenx = x;
artifact->screeny = y;
artifact->type = ARTIFACTTYPE_CIRCLE;
}
}
@@ -2533,7 +2533,13 @@ f32 skyGetArtifactGroupIntensityFrac(struct artifact *artifacts)
s32 i;
for (i = 0; i < 8; i++) {
if (artifacts[i].type == ARTIFACTTYPE_CIRCLE && artifacts[i].unk02 == 0xfffc) {
const u16 test =
#ifdef PLATFORM_N64
artifacts[i].actualdepth;
#else
artifacts[i].visiblelos;
#endif
if (artifacts[i].type == ARTIFACTTYPE_CIRCLE && test == 0xfffc) {
sum += 0.125f;
}
}
@@ -3068,6 +3074,13 @@ Gfx *skyRenderArtifacts(Gfx *gdl)
void skySetOverexposure(s32 r, s32 g, s32 b)
{
#ifndef PLATFORM_N64
const f32 scale = videoGetOverexposureScale();
r *= scale;
g *= scale;
b *= scale;
#endif
g_Vars.currentplayer->overexposurered = sqrtf(g_Vars.currentplayer->overexposurered * g_Vars.currentplayer->overexposurered + r * r);
g_Vars.currentplayer->overexposuregreen = sqrtf(g_Vars.currentplayer->overexposuregreen * g_Vars.currentplayer->overexposuregreen + g * g);
g_Vars.currentplayer->overexposureblue = sqrtf(g_Vars.currentplayer->overexposureblue * g_Vars.currentplayer->overexposureblue + b * b);
+1 -1
View File
@@ -1544,7 +1544,7 @@ bool frIsAmmoWasted(void)
}
// Check if there are any explosions
for (i = 0; i != MAX_EXPLOSIONS; i++) {
for (i = 0; i != g_MaxExplosions; i++) {
if (g_Explosions[i].prop) {
return false;
}
+4 -2
View File
@@ -58,14 +58,16 @@ void vtxstoreFixRefs(void *find, void *replacement)
struct modeldef *modeldef = model->definition;
struct modelnode *node = modeldef->rootnode;
struct modelrodata_dl *rodata;
struct modelrwdata_dl *rwdata;
while (node) {
switch (node->type & 0xff) {
case MODELNODETYPE_DL:
rodata = &node->rodata->dl;
rwdata = (struct modelrwdata_dl *)&model->rwdatas[rodata->rwdataindex];
if (model->rwdatas[rodata->rwdataindex] == (uintptr_t) find) {
model->rwdatas[rodata->rwdataindex] = (uintptr_t) replacement;
if (rwdata->vertices == find) {
rwdata->vertices = replacement;
}
break;
case MODELNODETYPE_DISTANCE:
+26 -18
View File
@@ -177,23 +177,31 @@ u16 *zbufGetArtifactsCfb(s32 index)
return addr;
}
Gfx *zbufDrawArtifactsOffscreen(Gfx *gdl)
/**
* This method is designed to save artifact depths
* prior to drawing the hands and weapon on-screen
* since drawing them requires clearing the zbuffer
* to avoid clipping the gun model on floors and walls.
*
* TODO: determine if this works with the PC port
*/
Gfx *zbufSaveArtifactDepths(Gfx *gdl)
{
struct artifact *artifacts = schedGetWriteArtifacts();
u32 stack;
u16 *sp4c = g_ZbufPtr1;
u32 s4 = 0;
u16 *sp44;
u16 *s2;
u16 *image;
u16 *zbuf = g_ZbufPtr1;
u32 numsamples = 0;
u16 *samples;
u16 *thissample;
u16 *zbufrow;
s32 i;
viGetBackBuffer();
sp44 = zbufGetArtifactsCfb(g_SchedWriteArtifactsIndex);
samples = zbufGetArtifactsCfb(g_SchedWriteArtifactsIndex);
g_SchedSpecialArtifactIndexes[g_SchedWriteArtifactsIndex] = 1;
gDPPipeSync(gdl++);
gDPSetColorImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, viGetBufWidth(), OS_PHYSICAL_TO_K0(sp44));
gDPSetColorImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, viGetBufWidth(), OS_PHYSICAL_TO_K0(samples));
gDPSetScissor(gdl++, G_SC_NON_INTERLACE, 0, 0, SCREEN_320, SCREEN_240);
gDPSetCycleType(gdl++, G_CYC_COPY);
gDPSetTile(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0x0000, 5, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD);
@@ -220,24 +228,24 @@ Gfx *zbufDrawArtifactsOffscreen(Gfx *gdl)
if (1);
if (artifacts[i].type != ARTIFACTTYPE_FREE) {
s2 = &sp44[s4];
image = &sp4c[artifacts[i].unk0c.u16_1 * viGetWidth()];
thissample = &samples[numsamples];
zbufrow = &zbuf[artifacts[i].screeny * viGetWidth()];
gDPPipeSync(gdl++);
gDPSetTextureImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_320, image);
gDPSetTextureImage(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_320, zbufrow);
gDPLoadSync(gdl++);
gDPLoadBlock(gdl++, 5, 0, 0, viGetWidth() - 1, 0);
gDPPipeSync(gdl++);
gSPTextureRectangle(gdl++,
s4 << 2, 0,
(s4 + 3) << 2, 0,
G_TX_RENDERTILE, (artifacts[i].unk0c.u16_2 * 32) + 16, 0x0010, 0x1000, 0);
numsamples << 2, 0,
(numsamples + 3) << 2, 0,
G_TX_RENDERTILE, (artifacts[i].screenx * 32) + 16, 0x0010, 0x1000, 0);
artifacts[i].unk0c.u16p = s2;
s4++;
artifacts[i].depthptr = thissample;
numsamples++;
if (s2);
if (thissample);
}
}
@@ -251,7 +259,7 @@ Gfx *zbufDrawArtifactsOffscreen(Gfx *gdl)
gDPSetTexturePersp(gdl++, G_TP_PERSP);
gDPSetColorDither(gdl++, G_CD_BAYER);
if (sp44);
if (samples);
return gdl;
}
+1
View File
@@ -295,6 +295,7 @@ extern s32 g_JpnMaxCacheItems;
extern s32 var8009d370jf;
#ifndef PLATFORM_N64
extern bool g_ValidGbcRomFound;
extern bool g_BgHitXluDisabled;
#endif
#endif
+2 -2
View File
@@ -18,7 +18,6 @@
#define MAX_CHRSPERSQUADRON 16
#define MAX_CHRSPERTEAM 32
#define MAX_CHRWAYPOINTS 6
#define MAX_EXPLOSIONS 6
#define MAX_EYESPYDARTS 8
#define MAX_MPCHRS (MAX_PLAYERS + MAX_BOTS)
#define MAX_MPPLAYERCONFIGS (MAX_PLAYERS + 2)
@@ -28,6 +27,7 @@
#define MAX_ROOMPROPLISTCHUNKS 256
#define MAX_SQUADRONS 16
#define MAX_TEAMS 8
#define MAX_EXPLOSIONS_DEFAULT 6
#define NUM_BOTDIFFS 6
#define NUM_CYCLEABLE_WEAPONS 45
@@ -2898,6 +2898,7 @@
#define MPOPTION_AUTORANDOMWEAPON_END 0x01000000
#define MPOPTION_FRIENDLYFIRE 0x02000000
#define MPOPTION_NOPLAYERONRADAR 0x04000000
#define MPOPTION_NODOORS 0x08000000
#define MPPAUSEMODE_UNPAUSED 0
#define MPPAUSEMODE_PAUSED 1
@@ -3197,7 +3198,6 @@
#define OBJHFLAG_BLOCKEDPATH 0x02000000
#define OBJHFLAG_MOUNTED 0x04000000 // for hoverbike
#define OBJHFLAG_GRABBED 0x08000000
#define OBJHFLAG_FALLOUT 0x10000000
// obj->hidden2
#define OBJH2FLAG_HASOPA 0x01 // obj has opaque polygons (ie. most objects)
@@ -6,10 +6,10 @@
void artifactsClear(void);
void artifactsTick(void);
u16 func0f13c574(f32 arg0);
s32 func0f13c710(f32 arg0);
u16 floatToN64Depth(f32 arg0);
s32 artifactsFloatToInt(f32 arg0);
void artifactsCalculateGlaresForRoom(s32 roomnum);
u8 func0f13d3c4(u8 arg0, u8 arg1);
u8 artifactsClamp(u8 arg0, u8 arg1);
Gfx *artifactsConfigureForGlares(Gfx *gdl);
Gfx *artifactsUnconfigureForGlares(Gfx *gdl);
Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum);
+1 -1
View File
@@ -22,7 +22,7 @@ void bgLoadFile(void *memaddr, u32 offset, u32 len);
s32 bgGetStageIndex(s32 stagenum);
f32 bgCalculatePortalSurfaceArea(s32 portal);
u8 bgCalculatePortalAlpha(s32 portal);
u32 bgNot(u32 arg);
u32 not(u32 arg);
u32 bgXorBabebabe(u32 value);
void bgReset(s32 stagenum);
void bgBuildTables(s32 stagenum);
+4
View File
@@ -113,6 +113,10 @@ MenuItemHandlerResult menuhandlerRepairPak(s32 operation, struct menuitem *item,
MenuItemHandlerResult menuhandlerRetrySavePak(s32 operation, struct menuitem *item, union handlerdata *data);
MenuItemHandlerResult menuhandlerWarnRepairPak(s32 operation, struct menuitem *item, union handlerdata *data);
s32 menuAlt1Pressed(s32 playerNum);
s32 menuAlt2Pressed(s32 playerNum);
s32 menuAltAnyPressed(s32 playerNum);
extern const char var7f1b2658[];
extern const char var7f1b265c[];
extern const char var7f1b2660[];
+1 -1
View File
@@ -10,6 +10,6 @@ void zbufAllocate(void);
void zbufSwap(void);
Gfx *zbufConfigureRdp(Gfx *gdl);
Gfx *zbufClear(Gfx *gdl);
Gfx *zbufDrawArtifactsOffscreen(Gfx *gdl);
Gfx *zbufSaveArtifactDepths(Gfx *gdl);
#endif
+25 -13
View File
@@ -3494,17 +3494,19 @@ struct audioconfig {
struct artifact {
u16 type;
u16 unk02;
u16 unk04;
u16 unk06;
u16 *unk08;
u16 actualdepth;
u16 expecteddepth;
u16 *zbufptr;
#ifndef PLATFORM_N64
u16 visiblelos;
#endif
union {
u16 *u16p;
u16 *depthptr;
struct {
u16 u16_1;
u16 u16_2;
u16 screeny;
u16 screenx;
};
} unk0c;
};
struct light *light;
};
@@ -3774,10 +3776,13 @@ struct menudata_main {
struct menudata_mpsetup {
u32 slotindex;
u32 slotcount;
u8 showpresets;
u32 unke24;
};
struct menudata_mpsetup_ext {
u8 showpresets;
};
struct menudata_mppause {
u32 unke1c;
u32 unke20;
@@ -3988,9 +3993,10 @@ struct menu {
struct menudata_filemgr fm;
struct menudata_main4mb main4mb;
struct menudata_training training;
struct menudata_mpsetup mpsetup;
};
struct menudata_mpsetup mpsetup;
struct menudata_mpsetup_ext mpsetupext;
};
struct gamefile {
@@ -4101,6 +4107,11 @@ struct mpsetup {
/*0x800acba0*/ u8 weapons[NUM_MPWEAPONSLOTS];
/*0x800acba6*/ u8 paused;
/*0x800acba8*/ struct fileguid fileguid;
#ifndef PLATFORM_N64
// Used to restore the non-player bits of chrslots upon entering Combat
// Simulator, after playing Co-Op/Counter-Op with a human sim.
u16 storedbotbits;
#endif
};
struct bossfile {
@@ -4785,8 +4796,8 @@ struct menudata_5d8 {
struct menudata {
/*0x000*/ s32 count;
/*0x004*/ s32 root;
/*0x008*/ s32 unk008; // also a menuroot constant
/*0x00c*/ struct menudialogdef *unk00c;
/*0x008*/ s32 prevmenuroot; // also a menuroot constant
/*0x00c*/ struct menudialogdef *prevmenudialog;
/*0x010*/ f32 unk010;
/*0x014*/ u8 bg;
/*0x015*/ u8 nextbg;
@@ -4800,7 +4811,7 @@ struct menudata {
/*0x5d5*/ u8 usezbuf : 1;
/*0x5d5*/ u8 unk5d5_04 : 1;
/*0x5d5*/ u8 unk5d5_05 : 1;
/*0x5d5*/ u8 unk5d5_06 : 1;
/*0x5d5*/ u8 isdialogopen : 1;
/*0x5d5*/ u8 unk5d5_07 : 1;
/*0x5d5*/ u8 unk5d5_08 : 1;
/*0x5d8*/ struct menudata_5d8 unk5d8[12];
@@ -6154,6 +6165,7 @@ struct extplayerconfig {
s32 extcontrols;
u32 crosshaircolour;
u32 crosshairsize;
f32 crosshairedgeboundary;
s32 crosshairhealth;
s32 usereloads;
};
+2
View File
@@ -294,6 +294,7 @@ u32 mempGetPoolFree(u8 poolnum, u32 bank)
return pool->rightpos - pool->leftpos;
}
#ifdef DEBUG
u32 mempGetPoolSize(u8 poolnum, u32 bank)
{
struct memorypool *pool;
@@ -306,6 +307,7 @@ u32 mempGetPoolSize(u8 poolnum, u32 bank)
return pool->rightpos - pool->start;
}
#endif
#if VERSION < VERSION_NTSC_1_0
void *mempAllocFromPackedWord(u32 word)
+8 -8
View File
@@ -540,20 +540,20 @@ void schedUpdatePendingArtifacts(void)
struct artifact *artifact = &artifacts[i];
if (artifact->type != ARTIFACTTYPE_FREE) {
u16 *unk08 = artifact->unk08;
u16 value08 = unk08[0];
u16 *currdepthptr = artifact->zbufptr;
u16 currdepth = *currdepthptr;
if (g_SchedSpecialArtifactIndexes[g_SchedPendingArtifactsIndex] == 1) {
u16 *unk0c = artifact->unk0c.u16p;
u16 value0c = unk0c[0];
u16 *prevdepthptr = artifact->depthptr;
u16 prevdepth = *prevdepthptr;
if (value0c > value08) {
artifact->unk02 = value08;
if (currdepth < prevdepth) {
artifact->actualdepth = currdepth;
} else {
artifact->unk02 = value0c;
artifact->actualdepth = prevdepth;
}
} else {
artifact->unk02 = value08;
artifact->actualdepth = currdepth;
}
}
}