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https://github.com/ZDoom/raze-gles.git
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222e593437
Using that higher precision, interpolate at a higher granularity. Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts. Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions). Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated. git-svn-id: https://svn.eduke32.com/eduke32@8050 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/build/src/build.cpp # source/build/src/sdlayer.cpp
403 lines
9.1 KiB
C++
403 lines
9.1 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "keys.h"
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#include "game.h"
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#include "mytypes.h"
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#include "fx_man.h"
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#include "music.h"
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#include "scriplib.h"
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#include "gamedefs.h"
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#include "keyboard.h"
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#include "control.h"
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#include "config.h"
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#include "sounds.h"
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#include "function.h"
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#include "rts.h"
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/*
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===================
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=
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= SetupGameButtons
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=
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===================
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*/
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void SetupGameButtons(void)
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{
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// processes array from function.h - char * gamefunctions[];
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short gamefunc;
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for (gamefunc = 0; gamefunc < NUMGAMEFUNCTIONS; gamefunc++)
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{
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CONTROL_DefineFlag(gamefunc,FALSE);
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}
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}
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void CenterCenter(void)
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{
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printf("\nCenter the joystick and press a button\n");
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}
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void UpperLeft(void)
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{
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printf("Move joystick to upper-left corner and press a button\n");
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}
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void LowerRight(void)
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{
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printf("Move joystick to lower-right corner and press a button\n");
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}
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void CenterThrottle(void)
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{
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printf("Center the throttle control and press a button\n");
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}
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void CenterRudder(void)
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{
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printf("Center the rudder control and press a button\n");
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}
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/*
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===================
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=
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= GetTime
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=
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===================
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*/
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static int32_t timert;
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int32_t GetTime(void)
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{
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return (int32_t) totalclock;
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//return timert++;
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}
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void InitSetup(void)
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{
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int i;
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//RegisterShutdownFunction( ShutDown );
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//StartWindows();
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//initkeys();
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//CONFIG_GetSetupFilename();
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//InitializeKeyDefList();
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//CONFIG_ReadSetup();
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if (CONTROL_Startup(controltype_keyboardandmouse, &GetTime, /*120*/ 140)) exit(1);
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SetupGameButtons();
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CONFIG_SetupMouse();
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CONFIG_SetupJoystick();
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CONTROL_JoystickEnabled = (UseJoystick && CONTROL_JoyPresent);
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CONTROL_MouseEnabled = (UseMouse && CONTROL_MousePresent);
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/*{
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int i;
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CONTROL_PrintKeyMap();
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for(i=0;i<NUMGAMEFUNCTIONS;i++) CONTROL_PrintControlFlag(i);
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CONTROL_PrintAxes();
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}*/
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RTS_Init(RTSName);
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}
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#if 0
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void TermSetup(void)
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{
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//FreeKeyDefList();
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}
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#endif
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// BELOW IS FROM A TEST SETUP BY MARK DOC
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//******************************************************************************
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//******************************************************************************
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//******************************************************************************
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//******************************************************************************
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#if 0
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#include <conio.h>
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#include <stdio.h>
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#include <string.h>
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#include "types.h"
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#include "sndcards.h"
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#include "fx_man.h"
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#include "music.h"
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#include "scriplib.h"
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#include "gamedefs.h"
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#include "keyboard.h"
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#include "control.h"
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#include "config.h"
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#include "sounds.h"
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#include "function.h"
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#include "rts.h"
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#include "timer.h"
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int32_t timerhandle=0;
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volatile int32_t timer;
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/*
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===================
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=
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= Shutdown
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=
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===================
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*/
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void ShutDown(void)
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{
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KB_Shutdown();
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TIME_RemoveTimer(timerhandle);
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SoundShutdown();
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MusicShutdown();
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CONFIG_WriteSetup();
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}
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/*
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===================
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=
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= SetupGameButtons
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=
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===================
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*/
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void SetupGameButtons(void)
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{
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CONTROL_DefineFlag(gamefunc_Move_Forward, FALSE);
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CONTROL_DefineFlag(gamefunc_Move_Backward, FALSE);
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CONTROL_DefineFlag(gamefunc_Turn_Left, FALSE);
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CONTROL_DefineFlag(gamefunc_Turn_Right, FALSE);
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CONTROL_DefineFlag(gamefunc_Strafe, FALSE);
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CONTROL_DefineFlag(gamefunc_Strafe_Left, FALSE);
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CONTROL_DefineFlag(gamefunc_Strafe_Right, FALSE);
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CONTROL_DefineFlag(gamefunc_TurnAround, FALSE);
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CONTROL_DefineFlag(gamefunc_Jump, FALSE);
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CONTROL_DefineFlag(gamefunc_Crouch, FALSE);
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CONTROL_DefineFlag(gamefunc_Fire, FALSE);
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CONTROL_DefineFlag(gamefunc_Open, FALSE);
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CONTROL_DefineFlag(gamefunc_Look_Up, FALSE);
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CONTROL_DefineFlag(gamefunc_Look_Down, FALSE);
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CONTROL_DefineFlag(gamefunc_Aim_Up, FALSE);
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CONTROL_DefineFlag(gamefunc_Aim_Down, FALSE);
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CONTROL_DefineFlag(gamefunc_Run, FALSE);
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CONTROL_DefineFlag(gamefunc_SendMessage, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_1, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_2, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_3, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_4, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_5, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_6, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_7, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_8, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_9, FALSE);
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CONTROL_DefineFlag(gamefunc_Weapon_10, FALSE);
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CONTROL_DefineFlag(gamefunc_Map, FALSE);
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CONTROL_DefineFlag(gamefunc_Look_Left, FALSE);
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CONTROL_DefineFlag(gamefunc_Look_Right, FALSE);
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CONTROL_DefineFlag(gamefunc_Shrink_Screen, FALSE);
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CONTROL_DefineFlag(gamefunc_Enlarge_Screen, FALSE);
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CONTROL_DefineFlag(gamefunc_AutoRun, FALSE);
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CONTROL_DefineFlag(gamefunc_Center_View, FALSE);
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CONTROL_DefineFlag(gamefunc_Holster_Weapon, FALSE);
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CONTROL_DefineFlag(gamefunc_Inventory_Left, FALSE);
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CONTROL_DefineFlag(gamefunc_Inventory_Right, FALSE);
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CONTROL_DefineFlag(gamefunc_Inventory, FALSE);
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}
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/*
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===================
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=
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= GetTime
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=
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===================
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*/
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int32_t GetTime(void)
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{
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return timer;
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}
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/*
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===================
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=
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= CenterCenter
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=
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===================
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*/
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void CenterCenter(void)
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{
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printf("Center the joystick and press a button\n");
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}
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/*
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===================
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=
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= UpperLeft
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=
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===================
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*/
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void UpperLeft(void)
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{
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printf("Move joystick to upper-left corner and press a button\n");
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}
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/*
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===================
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=
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= LowerRight
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=
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===================
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*/
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void LowerRight(void)
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{
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printf("Move joystick to lower-right corner and press a button\n");
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}
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/*
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===================
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=
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= CenterThrottle
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=
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===================
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*/
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void CenterThrottle(void)
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{
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printf("Center the throttle control and press a button\n");
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}
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/*
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===================
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=
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= CenterRudder
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=
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===================
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*/
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void CenterRudder(void)
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{
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printf("Center the rudder control and press a button\n");
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}
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void main()
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{
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char *song;
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char *voc;
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volatile int32_t lasttime;
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RegisterShutdownFunction(ShutDown);
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KB_Startup();
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timerhandle = TIME_AddTimer(40, &timer);
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//CONFIG_GetSetupFilename();
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CONFIG_ReadSetup();
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CONTROL_Startup(1, &GetTime, 1500);
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SetupGameButtons();
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MusicStartup();
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SoundStartup();
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RTS_Init(RTSName);
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// load in some test data
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LoadFile("test.mid",&song);
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LoadFile("test.voc",&voc);
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// start playing a song
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MUSIC_PlaySong(song, MUSIC_LoopSong);
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lasttime = timer;
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while (1)
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{
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int32_t i;
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ControlInfo info;
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while (lasttime==timer)
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{
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ServiceEvents();
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}
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lasttime = timer;
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// printf("timer=%ld\n",timer);
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CONTROL_GetInput(&info);
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if (
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info.dx!=0 ||
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info.dy!=0 ||
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info.dz!=0 ||
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info.dpitch!=0 ||
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info.dyaw!=0 ||
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info.droll!=0
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)
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printf("x=%6ld y=%6ld z=%6ld yaw=%6ld pitch=%6ld roll=%6ld\n",
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info.dx,info.dy,info.dz,info.dyaw,info.dpitch,info.droll);
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// Get Keyboard input and set appropiate game function states
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for (i=0; i<NUMGAMEFUNCTIONS; i++)
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{
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if (BUTTON(i) && !BUTTONHELD(i))
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{
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printf("%s\n",gamefunctions[i]);
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}
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}
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for (i=0; i<10; i++)
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{
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if (KB_KeyPressed(sc_F1+i))
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{
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uint8_t *ptr;
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KB_ClearKeyDown(sc_F1+i);
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ptr = (uint8_t *)RTS_GetSound(i);
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FX_PlayVOC(ptr, 0, 255, 255, 255, 255, 0);
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}
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}
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// Check to see if fire is being pressed so we can play a sound
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if (BUTTON(gamefunc_Fire) && !BUTTONHELD(gamefunc_Fire))
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{
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FX_PlayVOC(voc, 0, 255, 255, 255, 255, 0);
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}
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// Check to see if we want to exit
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if (KB_KeyPressed(sc_Escape))
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{
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break;
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}
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}
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ShutDown();
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}
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#endif
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