Added Steam support for Windows

This commit is contained in:
Vladislav Khorev 2026-07-14 19:41:36 +03:00
parent 9da0ae1016
commit 76287dda46
2 changed files with 412 additions and 306 deletions

View File

@ -1,16 +1,19 @@
cmake_minimum_required(VERSION 3.16) cmake_minimum_required(VERSION 3.16)
project(witcher001 LANGUAGES C CXX) project(ShadowOverBishkekDemo LANGUAGES C CXX)
set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Опция для интеграции Steamworks SDK (по умолчанию выключена)
option(STEAMSDK "Enable Steamworks SDK integration" OFF)
include(${CMAKE_CURRENT_SOURCE_DIR}/../cmake/ThirdParty.cmake) include(${CMAKE_CURRENT_SOURCE_DIR}/../cmake/ThirdParty.cmake)
# =========================================== # ===========================================
# Основной проект witcher001 # Основной проект ShadowOverBishkekDemo
# =========================================== # ===========================================
add_executable(witcher001 add_executable(ShadowOverBishkekDemo
../src/main.cpp ../src/main.cpp
../src/Game.cpp ../src/Game.cpp
../src/Game.h ../src/Game.h
@ -42,34 +45,34 @@ add_executable(witcher001
../src/SparkEmitter.h ../src/SparkEmitter.h
../src/TeleportZone.h ../src/TeleportZone.h
../src/TeleportZone.cpp ../src/TeleportZone.cpp
../src/utils/TaskManager.cpp ../src/utils/TaskManager.cpp
../src/utils/TaskManager.h ../src/utils/TaskManager.h
../src/render/FrameBuffer.cpp ../src/render/FrameBuffer.cpp
../src/render/FrameBuffer.h ../src/render/FrameBuffer.h
../src/render/ShadowMap.cpp ../src/render/ShadowMap.cpp
../src/render/ShadowMap.h ../src/render/ShadowMap.h
../src/UiManager.cpp ../src/UiManager.cpp
../src/UiManager.h ../src/UiManager.h
../src/render/TextRenderer.h ../src/render/TextRenderer.h
../src/render/TextRenderer.cpp ../src/render/TextRenderer.cpp
../src/MenuManager.h ../src/MenuManager.h
../src/MenuManager.cpp ../src/MenuManager.cpp
../src/Location.h ../src/Location.h
../src/Location.cpp ../src/Location.cpp
../src/LocationState.h ../src/LocationState.h
../src/LocationState.cpp ../src/LocationState.cpp
../src/LocationEditor.h ../src/LocationEditor.h
../src/LocationEditor.cpp ../src/LocationEditor.cpp
../src/NpcCar.h ../src/NpcCar.h
../src/NpcCar.cpp ../src/NpcCar.cpp
../src/GameConstants.h ../src/GameConstants.h
../src/GameConstants.cpp ../src/GameConstants.cpp
../src/GameState.h ../src/GameState.h
../src/GameState.cpp ../src/GameState.cpp
../src/ScriptEngine.h ../src/ScriptEngine.h
../src/ScriptEngine.cpp ../src/ScriptEngine.cpp
../src/navigation/PathFinder.h ../src/navigation/PathFinder.h
../src/navigation/PathFinder.cpp ../src/navigation/PathFinder.cpp
../src/items/GameObjectLoader.h ../src/items/GameObjectLoader.h
../src/items/GameObjectLoader.cpp ../src/items/GameObjectLoader.cpp
../src/items/Item.h ../src/items/Item.h
@ -79,73 +82,121 @@ add_executable(witcher001
../src/items/InteractiveObject.h ../src/items/InteractiveObject.h
../src/items/InteractiveObject.cpp ../src/items/InteractiveObject.cpp
../src/items/InteractiveObjectState.h ../src/items/InteractiveObjectState.h
../src/dialogue/DialogueTypes.h ../src/dialogue/DialogueTypes.h
../src/dialogue/DialogueDatabase.h ../src/dialogue/DialogueDatabase.h
../src/dialogue/DialogueDatabase.cpp ../src/dialogue/DialogueDatabase.cpp
../src/dialogue/DialogueRuntime.h ../src/dialogue/DialogueRuntime.h
../src/dialogue/DialogueRuntime.cpp ../src/dialogue/DialogueRuntime.cpp
../src/dialogue/DialogueOverlay.h ../src/dialogue/DialogueOverlay.h
../src/dialogue/DialogueOverlay.cpp ../src/dialogue/DialogueOverlay.cpp
../src/dialogue/DialogueSystem.h ../src/dialogue/DialogueSystem.h
../src/dialogue/DialogueSystem.cpp ../src/dialogue/DialogueSystem.cpp
../src/dialogue/TranslationDatabase.h ../src/dialogue/TranslationDatabase.h
../src/dialogue/TranslationDatabase.cpp ../src/dialogue/TranslationDatabase.cpp
../src/quest/QuestTypes.h ../src/quest/QuestTypes.h
../src/quest/QuestJournal.h ../src/quest/QuestJournal.h
../src/quest/QuestJournal.cpp ../src/quest/QuestJournal.cpp
../src/cutscene/CutsceneTypes.h ../src/cutscene/CutsceneTypes.h
../src/cutscene/CutsceneDatabase.h ../src/cutscene/CutsceneDatabase.h
../src/cutscene/CutsceneDatabase.cpp ../src/cutscene/CutsceneDatabase.cpp
../src/cutscene/CutsceneRuntime.h ../src/cutscene/CutsceneRuntime.h
../src/cutscene/CutsceneRuntime.cpp ../src/cutscene/CutsceneRuntime.cpp
../src/cutscene/CutsceneOverlay.h ../src/cutscene/CutsceneOverlay.h
../src/cutscene/CutsceneOverlay.cpp ../src/cutscene/CutsceneOverlay.cpp
../src/render/UiQuad.h ../src/render/UiQuad.h
) )
# Установка проекта по умолчанию для Visual Studio # Установка проекта по умолчанию для Visual Studio
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT witcher001) set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ShadowOverBishkekDemo)
# include-пути проекта # include-пути проекта
target_include_directories(witcher001 PRIVATE target_include_directories(ShadowOverBishkekDemo PRIVATE
"${CMAKE_CURRENT_SOURCE_DIR}/../src" "${CMAKE_CURRENT_SOURCE_DIR}/../src"
) )
set_target_properties(witcher001 PROPERTIES set_target_properties(ShadowOverBishkekDemo PROPERTIES
OUTPUT_NAME "witcher001" OUTPUT_NAME "ShadowOverBishkekDemo"
) )
# Определения препроцессора: # Определения препроцессора:
# PNG_ENABLED включает код PNG в TextureManager # PNG_ENABLED включает код PNG в TextureManager
# SDL_MAIN_HANDLED отключает переопределение main -> SDL_main # SDL_MAIN_HANDLED отключает переопределение main -> SDL_main
target_compile_definitions(witcher001 PRIVATE target_compile_definitions(ShadowOverBishkekDemo PRIVATE
WIN32_LEAN_AND_MEAN WIN32_LEAN_AND_MEAN
PNG_ENABLED PNG_ENABLED
SDL_MAIN_HANDLED SDL_MAIN_HANDLED
# DEBUG_LIGHT # DEBUG_LIGHT
# SHOW_PATH # SHOW_PATH
) )
# Линкуем с SDL2main, если он вообще установлен # Линкуем с SDL2main, если он вообще установлен
target_link_libraries(witcher001 PRIVATE SDL2main_external_lib) target_link_libraries(ShadowOverBishkekDemo PRIVATE SDL2main_external_lib)
# Линкуем сторонние библиотеки # Линкуем сторонние библиотеки
target_link_libraries(witcher001 PRIVATE target_link_libraries(ShadowOverBishkekDemo PRIVATE
SDL2_external_lib SDL2_external_lib
libpng_external_lib libpng_external_lib
zlib_external_lib zlib_external_lib
libzip_external_lib libzip_external_lib
freetype_external_lib freetype_external_lib
SDL2_ttf_external_lib SDL2_ttf_external_lib
eigen_external_lib eigen_external_lib
boost_external_lib boost_external_lib
sol2_external_lib sol2_external_lib
SDL2_mixer_external_lib SDL2_mixer_external_lib
) )
# Линкуем OpenGL (Windows) # Линкуем OpenGL (Windows)
if(WIN32) if(WIN32)
target_link_libraries(witcher001 PRIVATE opengl32) target_link_libraries(ShadowOverBishkekDemo PRIVATE opengl32)
endif()
# ===========================================
# Интеграция Steamworks SDK (если STEAMSDK=ON)
# ===========================================
if(STEAMSDK)
message(STATUS "Steamworks SDK integration is ENABLED.")
# Макрос STEAMSDK для условной компиляции в C++ коде (#ifdef STEAMSDK)
target_compile_definitions(ShadowOverBishkekDemo PRIVATE STEAMSDK)
set(STEAM_SDK_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/steamworks_sdk_164/sdk")
# Подключение заголовочных файлов Steamworks
target_include_directories(ShadowOverBishkekDemo PRIVATE
"${STEAM_SDK_DIR}/public"
"${STEAM_SDK_DIR}/public/steam"
)
# Определение разрядности сборки (x86 vs x64) для выбора версий lib и dll
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(STEAM_LIB_DIR "${STEAM_SDK_DIR}/redistributable_bin/win64")
set(STEAM_LIB_NAME "steam_api64")
set(STEAM_DLL_NAME "steam_api64.dll")
else()
set(STEAM_LIB_DIR "${STEAM_SDK_DIR}/redistributable_bin")
set(STEAM_LIB_NAME "steam_api")
set(STEAM_DLL_NAME "steam_api.dll")
endif()
# Поиск библиотеки линковки (.lib)
find_library(STEAM_LIBRARY
NAMES ${STEAM_LIB_NAME}
PATHS ${STEAM_LIB_DIR}
NO_DEFAULT_PATH
)
if(STEAM_LIBRARY)
target_link_libraries(ShadowOverBishkekDemo PRIVATE ${STEAM_LIBRARY})
message(STATUS "Found Steam API library: ${STEAM_LIBRARY}")
else()
message(FATAL_ERROR "Steam API library (${STEAM_LIB_NAME}) NOT found in ${STEAM_LIB_DIR}!")
endif()
# Генерация временного файла steam_appid.txt с ID демо-версии (4945840)
file(WRITE "${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt" "4945840")
else()
message(STATUS "Steamworks SDK integration is DISABLED.")
endif() endif()
# =========================================== # ===========================================
@ -155,19 +206,19 @@ if (WIN32)
# SDL2: в Debug - SDL2d.dll, в Release - SDL2.dll # SDL2: в Debug - SDL2d.dll, в Release - SDL2.dll
set(SDL2_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2_INSTALL_DIR}/bin/SDL2d.dll,${SDL2_INSTALL_DIR}/bin/SDL2.dll>") set(SDL2_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2_INSTALL_DIR}/bin/SDL2d.dll,${SDL2_INSTALL_DIR}/bin/SDL2.dll>")
set(SDL2_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:witcher001>/SDL2d.dll,$<TARGET_FILE_DIR:witcher001>/SDL2.dll>") set(SDL2_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/SDL2d.dll,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/SDL2.dll>")
set(LIBZIP_DLL_SRC "$<IF:$<CONFIG:Debug>,${LIBZIP_BASE_DIR}-Debug/bin/zip.dll,${LIBZIP_BASE_DIR}-Release/bin/zip.dll>") set(LIBZIP_DLL_SRC "$<IF:$<CONFIG:Debug>,${LIBZIP_BASE_DIR}-Debug/bin/zip.dll,${LIBZIP_BASE_DIR}-Release/bin/zip.dll>")
set(ZLIB_DLL_SRC "$<IF:$<CONFIG:Debug>,${ZLIB_INSTALL_DIR}/bin/zd.dll,${ZLIB_INSTALL_DIR}/bin/z.dll>") set(ZLIB_DLL_SRC "$<IF:$<CONFIG:Debug>,${ZLIB_INSTALL_DIR}/bin/zd.dll,${ZLIB_INSTALL_DIR}/bin/z.dll>")
set(ZLIB_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:witcher001>/zd.dll,$<TARGET_FILE_DIR:witcher001>/z.dll>") set(ZLIB_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/zd.dll,$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/z.dll>")
set(SDL2TTF_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2TTF_BASE_DIR}-Debug/bin/SDL2_ttfd.dll,${SDL2TTF_BASE_DIR}-Release/bin/SDL2_ttf.dll>") set(SDL2TTF_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2TTF_BASE_DIR}-Debug/bin/SDL2_ttfd.dll,${SDL2TTF_BASE_DIR}-Release/bin/SDL2_ttf.dll>")
set(SDL2MIXER_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2MIXER_BASE_DIR}-Debug/bin/SDL2_mixerd.dll,${SDL2MIXER_BASE_DIR}-Release/bin/SDL2_mixer.dll>") set(SDL2MIXER_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2MIXER_BASE_DIR}-Debug/bin/SDL2_mixerd.dll,${SDL2MIXER_BASE_DIR}-Release/bin/SDL2_mixer.dll>")
add_custom_command(TARGET witcher001 POST_BUILD add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "Copying DLLs to output folder..." COMMAND ${CMAKE_COMMAND} -E echo "Copying DLLs to output folder..."
# Копируем SDL2 (целевое имя всегда SDL2.dll) # Копируем SDL2 (целевое имя всегда SDL2.dll)
@ -178,23 +229,39 @@ add_custom_command(TARGET witcher001 POST_BUILD
# Копируем LIBZIP (целевое имя всегда zip.dll) # Копируем LIBZIP (целевое имя всегда zip.dll)
COMMAND ${CMAKE_COMMAND} -E copy_if_different COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${LIBZIP_DLL_SRC}" "${LIBZIP_DLL_SRC}"
"$<TARGET_FILE_DIR:witcher001>/zip.dll" "$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/zip.dll"
COMMAND ${CMAKE_COMMAND} -E copy_if_different COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${ZLIB_DLL_SRC}" "${ZLIB_DLL_SRC}"
"${ZLIB_DLL_DST}" "${ZLIB_DLL_DST}"
COMMAND ${CMAKE_COMMAND} -E copy_if_different COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${SDL2TTF_DLL_SRC}" "${SDL2TTF_DLL_SRC}"
"$<TARGET_FILE_DIR:witcher001>" "$<TARGET_FILE_DIR:ShadowOverBishkekDemo>"
COMMAND ${CMAKE_COMMAND} -E copy_if_different COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/SDL_mixer-release-2.8.0/install-$<CONFIG>/bin/SDL2_mixer$<$<CONFIG:Debug>:d>.dll" "${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/SDL_mixer-release-2.8.0/install-$<CONFIG>/bin/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
# This is only for profiling:
#"${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/SDL_mixer-release-2.8.0/install-Release/bin/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
"$<TARGET_FILE_DIR:witcher001>/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
) )
# Если включен Steam, добавляем шаги копирования DLL и appid в этот же POST_BUILD
if(STEAMSDK)
add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "Copying Steam SDK components..."
# Копирование dll к исполняемому файлу
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${STEAM_LIB_DIR}/${STEAM_DLL_NAME}"
"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/${STEAM_DLL_NAME}"
# Копирование steam_appid.txt к исполняемому файлу
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt"
"$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/steam_appid.txt"
# Дублируем steam_appid.txt в корень сборки (полезно при отладке прямо из MSVC)
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_CURRENT_BINARY_DIR}/steam_appid.txt"
"${CMAKE_BINARY_DIR}/steam_appid.txt"
)
endif()
endif() endif()
# =========================================== # ===========================================
@ -204,20 +271,20 @@ endif()
# Какие папки с ресурсами нужно копировать # Какие папки с ресурсами нужно копировать
set(RUNTIME_RESOURCE_DIRS set(RUNTIME_RESOURCE_DIRS
"resources" "resources"
"audio" "audio"
) )
# Копируем ресурсы и шейдеры в папку exe и в корень build/ # Копируем ресурсы и шейдеры в папку exe и в корень build/
foreach(resdir IN LISTS RUNTIME_RESOURCE_DIRS) foreach(resdir IN LISTS RUNTIME_RESOURCE_DIRS)
add_custom_command(TARGET witcher001 POST_BUILD add_custom_command(TARGET ShadowOverBishkekDemo POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "Copying ${resdir} to runtime folders..." COMMAND ${CMAKE_COMMAND} -E echo "Copying ${resdir} to runtime folders..."
# 1) туда, где лежит exe (build/Debug, build/Release и т.п.) # 1) туда, где лежит exe (build/Debug, build/Release и т.п.)
COMMAND ${CMAKE_COMMAND} -E copy_directory COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_SOURCE_DIR}/../${resdir}" "${CMAKE_SOURCE_DIR}/../${resdir}"
"$<TARGET_FILE_DIR:witcher001>/${resdir}" "$<TARGET_FILE_DIR:ShadowOverBishkekDemo>/${resdir}"
# 2) в корень build, если захочешь запускать из этой папки # 2) в корень build, если захочешь запускать из этой папки
COMMAND ${CMAKE_COMMAND} -E copy_directory COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_SOURCE_DIR}/../${resdir}" "${CMAKE_SOURCE_DIR}/../${resdir}"
"${CMAKE_BINARY_DIR}/${resdir}" "${CMAKE_BINARY_DIR}/${resdir}"
) )
endforeach() endforeach()

View File

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