Added Steam support for Windows
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@@ -11,133 +11,127 @@
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#include <emscripten/html5.h>
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#endif
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// For Emscripten the game is heap-allocated so it can be destroyed and
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// re-created when the WebGL context is lost and restored (e.g. fullscreen).
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// For Android and Desktop a plain global value is used (no context loss).
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#ifdef EMSCRIPTEN
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ZL::Game* g_game = nullptr;
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//static SDL_Window* win_x = nullptr;
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static SDL_GLContext glContext_x; // Не указатель, а сам объект (который суть void*)
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#else
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ZL::Game game;
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#ifdef STEAMSDK
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#include "steam_api.h"
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#endif
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#ifdef EMSCRIPTEN
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#if defined(EMSCRIPTEN)
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static SDL_GLContext glContext_x;
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#endif
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// Единый указатель на объект игры для всех платформ
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ZL::Game* g_game = nullptr;
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void MainLoop() {
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g_game->update();
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}
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#else
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void MainLoop() {
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game.update();
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}
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#endif
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#ifdef EMSCRIPTEN
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EM_BOOL onWebGLContextLost(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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return EM_TRUE;
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return EM_TRUE;
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}
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EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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return EM_TRUE;
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return EM_TRUE;
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}
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static void applyResize(int logicalW, int logicalH) {
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// Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung)
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double dpr = emscripten_get_device_pixel_ratio();
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//double dpr = 1; // low quality
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// Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung)
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double dpr = emscripten_get_device_pixel_ratio();
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//double dpr = 1; // low quality
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// Вычисляем реальные физические пиксели
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int physicalW = static_cast<int>(logicalW * dpr);
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int physicalH = static_cast<int>(logicalH * dpr);
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// Вычисляем реальные физические пиксели
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int physicalW = static_cast<int>(logicalW * dpr);
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int physicalH = static_cast<int>(logicalH * dpr);
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// Устанавливаем размер внутреннего буфера канваса
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emscripten_set_canvas_element_size("#canvas", physicalW, physicalH);
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// Устанавливаем размер внутреннего буфера канваса
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emscripten_set_canvas_element_size("#canvas", physicalW, physicalH);
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// Сообщаем SDL о новом размере.
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// ВАЖНО: SDL2 в Emscripten ожидает здесь именно физические пиксели
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// для корректной работы последующих вызовов glViewport.
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if (ZL::Environment::window) {
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SDL_SetWindowSize(ZL::Environment::window, physicalW, physicalH);
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}
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// Сообщаем SDL о новом размере.
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// ВАЖНО: SDL2 в Emscripten ожидает здесь именно физические пиксели
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// для корректной работы последующих вызовов glViewport.
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if (ZL::Environment::window) {
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SDL_SetWindowSize(ZL::Environment::window, physicalW, physicalH);
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}
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// Пушим событие, чтобы движок пересчитал матрицы проекции
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SDL_Event e = {};
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e.type = SDL_WINDOWEVENT;
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e.window.event = SDL_WINDOWEVENT_RESIZED;
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e.window.data1 = physicalW;
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e.window.data2 = physicalH;
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SDL_PushEvent(&e);
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// Пушим событие, чтобы движок пересчитал матрицы проекции
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SDL_Event e = {};
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e.type = SDL_WINDOWEVENT;
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e.window.event = SDL_WINDOWEVENT_RESIZED;
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e.window.data1 = physicalW;
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e.window.data2 = physicalH;
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SDL_PushEvent(&e);
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std::cout << "Resized, new size: " << logicalW << "x" << logicalH
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<< " (physical: " << physicalW << "x" << physicalH
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std::cout << "Resized, new size: " << logicalW << "x" << logicalH
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<< " (physical: " << physicalW << "x" << physicalH
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<< ", DPR: " << dpr << ")" << std::endl;
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}
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EM_BOOL onWindowResized(int /*eventType*/, const EmscriptenUiEvent* e, void* /*userData*/) {
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// Use the event's window dimensions — querying the canvas element would
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// return its old fixed size (e.g. 1280x720) before it has been resized.
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applyResize(e->windowInnerWidth, e->windowInnerHeight);
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return EM_FALSE;
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// Use the event's window dimensions — querying the canvas element would
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// return its old fixed size (e.g. 1280x720) before it has been resized.
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applyResize(e->windowInnerWidth, e->windowInnerHeight);
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return EM_FALSE;
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}
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EM_BOOL onFullscreenChanged(int /*eventType*/, const EmscriptenFullscreenChangeEvent* e, void* /*userData*/) {
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ZL::Environment::isFullscreen = e->isFullscreen;
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ZL::Environment::isFullscreen = e->isFullscreen;
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// Вместо window.innerWidth, попробуйте запросить размер целевого элемента
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// так как после перехода в FS именно он растягивается на весь экран.
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double clientW, clientH;
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emscripten_get_element_css_size("#canvas", &clientW, &clientH);
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applyResize(clientW, clientH);
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return EM_FALSE;
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// Вместо window.innerWidth, попробуйте запросить размер целевого элемента
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// так как после перехода в FS именно он растягивается на весь экран.
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double clientW, clientH;
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emscripten_get_element_css_size("#canvas", &clientW, &clientH);
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applyResize(clientW, clientH);
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return EM_FALSE;
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}
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int main(int argc, char* argv[]) {
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); // Для WebGL 2.0
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); // Для WebGL 2.0
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ZL::Environment::window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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glContext_x = SDL_GL_CreateContext(ZL::Environment::window);
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ZL::Environment::window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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glContext_x = SDL_GL_CreateContext(ZL::Environment::window);
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SDL_GL_MakeCurrent(ZL::Environment::window, glContext_x);
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SDL_GL_MakeCurrent(ZL::Environment::window, glContext_x);
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g_game = new ZL::Game();
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g_game->setup();
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emscripten_set_webglcontextlost_callback("#canvas", nullptr, EM_TRUE, onWebGLContextLost);
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emscripten_set_webglcontextrestored_callback("#canvas", nullptr, EM_TRUE, onWebGLContextRestored);
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emscripten_set_webglcontextrestored_callback("#canvas", nullptr, EM_TRUE, onWebGLContextRestored);
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// Keep Environment::width/height in sync when the canvas is resized.
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emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized);
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emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_FALSE, onFullscreenChanged);
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// 2. ИНИЦИАЛИЗАЦИЯ РАЗМЕРОВ:
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// Получаем реальные размеры окна браузера на момент запуска
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int canvasW = EM_ASM_INT({ return window.innerWidth; });
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int canvasH = EM_ASM_INT({ return window.innerHeight; });
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// Keep Environment::width/height in sync when the canvas is resized.
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emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized);
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emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_FALSE, onFullscreenChanged);
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// 2. ИНИЦИАЛИЗАЦИЯ РАЗМЕРОВ:
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// Получаем реальные размеры окна браузера на момент запуска
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int canvasW = EM_ASM_INT({ return window.innerWidth; });
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int canvasH = EM_ASM_INT({ return window.innerHeight; });
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// Вызываем вашу функцию — она сама применит DPR, выставит физический размер
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// канваса и отправит SDL_WINDOWEVENT_RESIZED для настройки проекции.
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applyResize(canvasW, canvasH);
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// Вызываем вашу функцию — она сама применит DPR, выставит физический размер
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// канваса и отправит SDL_WINDOWEVENT_RESIZED для настройки проекции.
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applyResize(canvasW, canvasH);
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// Prevent mouse clicks from generating fake SDL_FINGERDOWN events (desktop browser)
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SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
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// Prevent touch events from generating fake SDL_MOUSEBUTTONDOWN events (mobile browser),
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// since we now handle SDL_FINGERDOWN directly for multi-touch support.
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SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
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ZL::emscriptenInitFileSystem();
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ZL::emscriptenInitFileSystem();
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emscripten_set_main_loop(MainLoop, 0, 1);
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return 0;
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emscripten_set_main_loop(MainLoop, 0, 1);
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return 0;
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}
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#endif
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@@ -147,82 +141,83 @@ int main(int argc, char* argv[]) {
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extern "C" int SDL_main(int argc, char* argv[]) {
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// Инициализация SDL перед получением информации о дисплее
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL init failed: %s", SDL_GetError());
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return 1;
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}
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL init failed: %s", SDL_GetError());
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return 1;
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}
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SDL_DisplayMode displayMode;
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if (SDL_GetCurrentDisplayMode(0, &displayMode) != 0) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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ZL::Environment::width = displayMode.w;
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ZL::Environment::height = displayMode.h;
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SDL_DisplayMode displayMode;
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if (SDL_GetCurrentDisplayMode(0, &displayMode) != 0) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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ZL::Environment::width = displayMode.w;
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ZL::Environment::height = displayMode.h;
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__android_log_print(ANDROID_LOG_INFO, "Game", "Display resolution: %dx%d",
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ZL::Environment::width, ZL::Environment::height);
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__android_log_print(ANDROID_LOG_INFO, "Game", "Display resolution: %dx%d",
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ZL::Environment::width, ZL::Environment::height);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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ZL::Environment::window = SDL_CreateWindow(
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"Shadow Over Bishkek",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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ZL::Environment::width, ZL::Environment::height,
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SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
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);
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ZL::Environment::window = SDL_CreateWindow(
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"Shadow Over Bishkek",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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ZL::Environment::width, ZL::Environment::height,
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SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
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);
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if (!ZL::Environment::window) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "Failed to create window: %s", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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__android_log_print(ANDROID_LOG_ERROR, "Game", "Failed to create window: %s", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
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if (!ctx) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_CreateContext failed: %s", SDL_GetError());
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SDL_DestroyWindow(ZL::Environment::window);
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SDL_Quit();
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return 1;
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}
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if (!ctx) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_CreateContext failed: %s", SDL_GetError());
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SDL_DestroyWindow(ZL::Environment::window);
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SDL_Quit();
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return 1;
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}
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if (SDL_GL_MakeCurrent(ZL::Environment::window, ctx) != 0) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_MakeCurrent failed: %s", SDL_GetError());
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SDL_GL_DeleteContext(ctx);
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SDL_DestroyWindow(ZL::Environment::window);
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SDL_Quit();
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return 1;
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}
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if (SDL_GL_MakeCurrent(ZL::Environment::window, ctx) != 0) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_MakeCurrent failed: %s", SDL_GetError());
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SDL_GL_DeleteContext(ctx);
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SDL_DestroyWindow(ZL::Environment::window);
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SDL_Quit();
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return 1;
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}
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// Настройка VSync
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if (SDL_GL_SetSwapInterval(1) < 0) {
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__android_log_print(ANDROID_LOG_WARN, "Game", "Unable to set VSync: %s", SDL_GetError());
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}
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// Настройка VSync
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if (SDL_GL_SetSwapInterval(1) < 0) {
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__android_log_print(ANDROID_LOG_WARN, "Game", "Unable to set VSync: %s", SDL_GetError());
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}
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// Настройка игры
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try {
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game.setup();
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} catch (const std::exception &e) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "Game setup failed: %s", e.what());
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return 1;
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}
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// Настройка игры
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try {
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game.setup();
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}
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catch (const std::exception& e) {
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__android_log_print(ANDROID_LOG_ERROR, "Game", "Game setup failed: %s", e.what());
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return 1;
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}
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while (!game.shouldExit()) {
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game.update();
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SDL_Delay(16);
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}
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while (!game.shouldExit()) {
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game.update();
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SDL_Delay(16);
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}
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return 0;
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return 0;
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}
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@@ -231,113 +226,157 @@ extern "C" int SDL_main(int argc, char* argv[]) {
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#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__linux__)
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int main(int argc, char *argv[]) {
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try
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{
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int main(int argc, char* argv[]) {
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SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
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//SDL_SetHint(SDL_HINT_WINDOWS_DPI_SCALING, "1");
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SDL_GLContext ctx = nullptr;
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try
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{
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#ifdef STEAMSDK
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// Передаем явный App ID демо-версии
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if (SteamAPI_RestartAppIfNecessary(4945840)) {
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return 0;
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}
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constexpr int CONST_WIDTH = ZL::Environment::CONST_DEFAULT_WIDTH;
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constexpr int CONST_HEIGHT = ZL::Environment::CONST_DEFAULT_HEIGHT;
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if (!SteamAPI_Init()) {
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std::cerr << "SteamAPI_Init() failed! Steam client might not be running.\n";
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return 1;
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}
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#endif
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ZL::Environment::width = CONST_WIDTH;
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ZL::Environment::height = CONST_HEIGHT;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
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SDL_Log("SDL init failed: %s", SDL_GetError());
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return 1;
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}
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SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2");
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
constexpr int CONST_WIDTH = ZL::Environment::CONST_DEFAULT_WIDTH;
|
||||
constexpr int CONST_HEIGHT = ZL::Environment::CONST_DEFAULT_HEIGHT;
|
||||
|
||||
// Read the persisted fullscreen preference (if any) before creating the
|
||||
// window, so it opens directly in the right mode instead of flashing
|
||||
// windowed -> fullscreen once settings are loaded later during setupPart2().
|
||||
{
|
||||
const std::string settingsContent = ZL::readSavedTextFile("settings.json");
|
||||
if (!settingsContent.empty()) {
|
||||
try {
|
||||
const nlohmann::json settingsRoot = nlohmann::json::parse(settingsContent);
|
||||
if (settingsRoot.contains("fullscreen")) {
|
||||
ZL::Environment::isFullscreen = settingsRoot["fullscreen"].get<bool>();
|
||||
}
|
||||
if (settingsRoot.contains("isHighDPIEnabled")) {
|
||||
ZL::Environment::isHighDPIEnabled = settingsRoot["isHighDPIEnabled"].get<bool>();
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "[settings] Failed to parse settings.json: " << e.what() << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
ZL::Environment::width = CONST_WIDTH;
|
||||
ZL::Environment::height = CONST_HEIGHT;
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
|
||||
SDL_Log("SDL init failed: %s", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
|
||||
if (ZL::Environment::isFullscreen) {
|
||||
windowFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
}
|
||||
|
||||
//ZL::Environment::isFullscreen = false;
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
// Read the persisted fullscreen preference (if any) before creating the
|
||||
// window, so it opens directly in the right mode instead of flashing
|
||||
// windowed -> fullscreen once settings are loaded later during setupPart2().
|
||||
{
|
||||
|
||||
const std::string settingsContent = ZL::readSavedTextFile("settings.json");
|
||||
if (!settingsContent.empty()) {
|
||||
try {
|
||||
const nlohmann::json settingsRoot = nlohmann::json::parse(settingsContent);
|
||||
if (settingsRoot.contains("fullscreen")) {
|
||||
ZL::Environment::isFullscreen = settingsRoot["fullscreen"].get<bool>();
|
||||
}
|
||||
|
||||
if (settingsRoot.contains("isHighDPIEnabled")) {
|
||||
ZL::Environment::isHighDPIEnabled = settingsRoot["isHighDPIEnabled"].get<bool>();
|
||||
}
|
||||
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "[settings] Failed to parse settings.json: " << e.what() << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
|
||||
if (ZL::Environment::isFullscreen) {
|
||||
windowFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
}
|
||||
|
||||
SDL_DisplayMode dm;
|
||||
if (SDL_GetCurrentDisplayMode(0, &dm) == 0) {
|
||||
std::cout << "Desktop resolution: " << dm.w << "x" << dm.h << " @ " << dm.refresh_rate << "Hz\n";
|
||||
}
|
||||
else {
|
||||
SDL_Log("SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
|
||||
}
|
||||
|
||||
SDL_DisplayMode dm;
|
||||
if (SDL_GetCurrentDisplayMode(0, &dm) == 0) {
|
||||
std::cout << "Desktop resolution: " << dm.w << "x" << dm.h << " @ " << dm.refresh_rate << "Hz\n";
|
||||
}
|
||||
else {
|
||||
SDL_Log("SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
|
||||
}
|
||||
|
||||
int windowWidth = ZL::Environment::width;
|
||||
int windowHeight = ZL::Environment::height;
|
||||
|
||||
//In case if the game is launched on a small screen
|
||||
if (dm.w <= 1280 && dm.h <= 720) {
|
||||
windowWidth = round(dm.w / 1.5);
|
||||
windowWidth = round(dm.w / 1.5);
|
||||
windowHeight = round(dm.h / 1.5);
|
||||
}
|
||||
|
||||
ZL::Environment::window = SDL_CreateWindow(
|
||||
"Shadow Over Bishkek",
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
windowWidth, windowHeight,
|
||||
windowFlags
|
||||
);
|
||||
ZL::Environment::window = SDL_CreateWindow(
|
||||
"Shadow Over Bishkek Demo",
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
windowWidth, windowHeight,
|
||||
windowFlags
|
||||
);
|
||||
|
||||
SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
|
||||
SDL_GL_MakeCurrent(ZL::Environment::window, ctx);
|
||||
ctx = SDL_GL_CreateContext(ZL::Environment::window);
|
||||
SDL_GL_MakeCurrent(ZL::Environment::window, ctx);
|
||||
|
||||
// On HiDPI displays the drawable (physical) size is larger than the
|
||||
// logical window size. Use the drawable size so the GL framebuffer
|
||||
// covers every physical pixel and the image stays sharp.
|
||||
if (ZL::Environment::isHighDPIEnabled)
|
||||
{
|
||||
int drawW, drawH;
|
||||
SDL_GL_GetDrawableSize(ZL::Environment::window, &drawW, &drawH);
|
||||
ZL::Environment::width = drawW;
|
||||
ZL::Environment::height = drawH;
|
||||
std::cout << "HiDPI enabled, drawable size: " << drawW << "x" << drawH << std::endl;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ZL::Environment::isHighDPIEnabled) {
|
||||
int drawW, drawH;
|
||||
SDL_GL_GetDrawableSize(ZL::Environment::window, &drawW, &drawH);
|
||||
ZL::Environment::width = drawW;
|
||||
ZL::Environment::height = drawH;
|
||||
std::cout << "HiDPI enabled, drawable size: " << drawW << "x" << drawH << std::endl;
|
||||
}
|
||||
else {
|
||||
int winW, winH;
|
||||
SDL_GetWindowSize(ZL::Environment::window, &winW, &winH);
|
||||
ZL::Environment::width = winW;
|
||||
ZL::Environment::height = winH;
|
||||
SDL_GetWindowSize(ZL::Environment::window, &winW, &winH);
|
||||
ZL::Environment::width = winW;
|
||||
ZL::Environment::height = winH;
|
||||
std::cout << "HiDPI disabled, window size: " << winW << "x" << winH << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
game.setup();
|
||||
// Динамическое создание объекта игры
|
||||
g_game = new ZL::Game();
|
||||
g_game->setup();
|
||||
|
||||
while (!game.shouldExit()) {
|
||||
game.update();
|
||||
SDL_Delay(2);
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
std::cout << e.what() << std::endl;
|
||||
}
|
||||
while (!g_game->shouldExit()) {
|
||||
g_game->update();
|
||||
SDL_Delay(2);
|
||||
|
||||
return 0;
|
||||
#ifdef STEAMSDK
|
||||
SteamAPI_RunCallbacks();
|
||||
#endif
|
||||
}
|
||||
|
||||
// Явное уничтожение объекта игры ДО завершения работы Steamworks
|
||||
delete g_game;
|
||||
g_game = nullptr;
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
std::cerr << "Exception caught: " << e.what() << std::endl;
|
||||
if (g_game) {
|
||||
delete g_game;
|
||||
g_game = nullptr;
|
||||
}
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
std::cerr << "Unknown exception happened: " << std::endl;
|
||||
if (g_game) {
|
||||
delete g_game;
|
||||
g_game = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef STEAMSDK
|
||||
// Деинициализация Steamworks происходит только тогда, когда все объекты игры гарантированно уничтожены
|
||||
SteamAPI_Shutdown();
|
||||
#endif
|
||||
|
||||
// Очистка ресурсов SDL
|
||||
if (ctx) {
|
||||
SDL_GL_DeleteContext(ctx);
|
||||
}
|
||||
if (ZL::Environment::window) {
|
||||
SDL_DestroyWindow(ZL::Environment::window);
|
||||
}
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
Reference in new issue
Block a user