ref: 61fe9fb2c3a8b3bfa3c7247978ad60e0a6fa4fdd
parent: 8d3fade26a10b6fe03f543ded533890c1655c0df
author: Jonne Kokkonen <jonne.kokkonen@gmail.com>
date: Thu Apr 17 19:18:45 EDT 2025
Start working on event based gamepad input system
--- a/src/common.h
+++ b/src/common.h
@@ -2,7 +2,7 @@
#define COMMON_H_
#include "config.h"
-enum app_state { QUIT, WAIT_FOR_DEVICE, RUN };+enum app_state { QUIT, INITIALIZE, WAIT_FOR_DEVICE, RUN }; struct app_context {config_params_s conf;
--- a/src/events.c
+++ b/src/events.c
@@ -19,7 +19,7 @@
ret_val = SDL_APP_SUCCESS;
break;
case SDL_EVENT_DID_ENTER_BACKGROUND:
- // iOS: Application entered into background on iOS. About 5 seconds to stop things.
+ // iOS: Application entered into the background on iOS. About 5 seconds to stop things.
SDL_LogDebug(SDL_LOG_CATEGORY_SYSTEM, "Received SDL_EVENT_DID_ENTER_BACKGROUND");
ctx->app_suspended = 1;
if (ctx->device_connected)
@@ -26,10 +26,10 @@
m8_pause_processing();
break;
case SDL_EVENT_WILL_ENTER_BACKGROUND:
- // iOS: App about to enter into background
+ // iOS: App about to enter into the background
break;
case SDL_EVENT_WILL_ENTER_FOREGROUND:
- // iOS: App returning to foreground
+ // iOS: App returning to the foreground
SDL_LogDebug(SDL_LOG_CATEGORY_SYSTEM, "Received SDL_EVENT_WILL_ENTER_FOREGROUND");
break;
case SDL_EVENT_DID_ENTER_FOREGROUND:
@@ -42,7 +42,7 @@
}
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_MOVED:
- // If window size is changed, some operating systems might need a little nudge to fix scaling
+ // If the window size is changed, some operating systems might need a little nudge to fix scaling
renderer_fix_texture_scaling_after_window_resize();
break;
@@ -60,6 +60,19 @@
case SDL_EVENT_KEY_UP:
input_handle_key_up_event(ctx, event);
break;
+
+ case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
+ input_handle_gamepad_button(ctx, event->gbutton.button, true);
+ break;
+
+ case SDL_EVENT_GAMEPAD_BUTTON_UP:
+ input_handle_gamepad_button(ctx, event->gbutton.button, false);
+ break;
+
+ case SDL_EVENT_GAMEPAD_AXIS_MOTION:
+ input_handle_gamepad_axis(ctx, event->gaxis.axis, event->gaxis.value);
+ break;
+
default:
break;
--- a/src/gamecontrollers.c
+++ b/src/gamecontrollers.c
@@ -3,16 +3,30 @@
//
#include "gamecontrollers.h"
+#include "backends/m8.h"
#include "config.h"
#include "events.h"
+#include "render.h"
#include <SDL3/SDL.h>
#include <stdio.h>
+// Maximum number of game controllers to support
+#define MAX_CONTROLLERS 4
+
static int num_joysticks = 0;
SDL_Gamepad *game_controllers[MAX_CONTROLLERS];
-// Opens available game controllers and returns the amount of opened controllers
+/**
+ * Initializes available game controllers and loads game controller mappings.
+ *
+ * This function scans for connected joysticks and attempts to open those that are recognized
+ * as game controllers. It also loads the game controller mapping database to improve compatibility
+ * with various devices. Any errors during initialization are logged.
+ *
+ * @return The number of successfully initialized game controllers. Returns -1 if an error occurs
+ * during the initialization process.
+ */
int gamecontrollers_initialize() {SDL_GetJoysticks(&num_joysticks);
@@ -22,8 +36,11 @@
SDL_Delay(10); // Some controllers like XBone wired need a little while to get ready
// Try to load the game controller database file
- char db_filename[1024] = {0};- snprintf(db_filename, sizeof(db_filename), "%sgamecontrollerdb.txt", SDL_GetPrefPath("", "m8c"));+ char db_filename[2048] = {0};+ if (snprintf(db_filename, sizeof(db_filename), "%sgamecontrollerdb.txt", SDL_GetPrefPath("", "m8c")) >= sizeof(db_filename)) {+ SDL_LogError(SDL_LOG_CATEGORY_INPUT, "Path too long for buffer");
+ return -1;
+}
SDL_Log("Trying to open game controller database from %s", db_filename);SDL_IOStream *db_rw = SDL_IOFromFile(db_filename, "rb");
if (db_rw == NULL) {@@ -34,10 +51,12 @@
if (db_rw != NULL) {const int mappings = SDL_AddGamepadMappingsFromIO(db_rw, true);
- if (mappings != -1)
+ if (mappings != -1) { SDL_Log("Found %d game controller mappings", mappings);- else
+ } else {SDL_LogError(SDL_LOG_CATEGORY_INPUT, "Error loading game controller mappings.");
+ }
+ SDL_CloseIO(db_rw);
} else {SDL_LogError(SDL_LOG_CATEGORY_INPUT, "Unable to open game controller database file.");
}
@@ -49,6 +68,10 @@
if (controller_index >= MAX_CONTROLLERS)
break;
game_controllers[controller_index] = SDL_OpenGamepad(i);
+ if (game_controllers[controller_index] == NULL) {+ SDL_LogError(SDL_LOG_CATEGORY_INPUT, "Failed to open gamepad %d: %s", i, SDL_GetError());
+ continue;
+ }
SDL_Log("Controller %d: %s", controller_index + 1,SDL_GetGamepadName(game_controllers[controller_index]));
controller_index++;
@@ -65,87 +88,3 @@
SDL_CloseGamepad(game_controllers[i]);
}
}
-
-// Check whether a button is pressed on a gamepad and return 1 if pressed.
-static int get_game_controller_button(const config_params_s *conf, SDL_Gamepad *controller,
- const int button) {-
- const int button_mappings[8] = {conf->gamepad_up, conf->gamepad_down, conf->gamepad_left,- conf->gamepad_right, conf->gamepad_opt, conf->gamepad_edit,
- conf->gamepad_select, conf->gamepad_start};
-
- // Check digital buttons
- if (SDL_GetGamepadButton(controller, button_mappings[button])) {- return 1;
- }
-
- // If digital button isn't pressed, check the corresponding analog control
- switch (button) {- case INPUT_UP:
- return SDL_GetGamepadAxis(controller, conf->gamepad_analog_axis_updown) <
- -conf->gamepad_analog_threshold;
- case INPUT_DOWN:
- return SDL_GetGamepadAxis(controller, conf->gamepad_analog_axis_updown) >
- conf->gamepad_analog_threshold;
- case INPUT_LEFT:
- return SDL_GetGamepadAxis(controller, conf->gamepad_analog_axis_leftright) <
- -conf->gamepad_analog_threshold;
- case INPUT_RIGHT:
- return SDL_GetGamepadAxis(controller, conf->gamepad_analog_axis_leftright) >
- conf->gamepad_analog_threshold;
- case INPUT_OPT:
- return SDL_GetGamepadAxis(controller, conf->gamepad_analog_axis_opt) >
- conf->gamepad_analog_threshold;
- case INPUT_EDIT:
- return SDL_GetGamepadAxis(controller, conf->gamepad_analog_axis_edit) >
- conf->gamepad_analog_threshold;
- case INPUT_SELECT:
- return SDL_GetGamepadAxis(controller, conf->gamepad_analog_axis_select) >
- conf->gamepad_analog_threshold;
- case INPUT_START:
- return SDL_GetGamepadAxis(controller, conf->gamepad_analog_axis_start) >
- conf->gamepad_analog_threshold;
- default:
- return 0;
- }
-}
-
-// Handle game controllers, simply check all buttons and analog axis on every
-// cycle
-int gamecontrollers_handle_buttons(const config_params_s *conf) {-
- const int keycodes[8] = {key_up, key_down, key_left, key_right,- key_opt, key_edit, key_select, key_start};
-
- int key = 0;
-
- // Cycle through every active game controller
- for (int gc = 0; gc < num_joysticks; gc++) {- // Cycle through all M8 buttons
- for (int button = 0; button < INPUT_MAX; button++) {- // If the button is active, add the keycode to the variable containing
- // active keys
- if (get_game_controller_button(conf, game_controllers[gc], button)) {- key |= keycodes[button];
- }
- }
- }
-
- return key;
-}
-
-input_msg_s gamecontrollers_handle_special_messages(const config_params_s *conf) {- input_msg_s msg = {0};- // Read special case game controller buttons quit and reset
- for (int gc = 0; gc < num_joysticks; gc++) {- if (SDL_GetGamepadButton(game_controllers[gc], conf->gamepad_quit) &&
- (SDL_GetGamepadButton(game_controllers[gc], conf->gamepad_select) ||
- SDL_GetGamepadAxis(game_controllers[gc], conf->gamepad_analog_axis_select)))
- msg = (input_msg_s){special, msg_quit, 0};- else if (SDL_GetGamepadButton(game_controllers[gc], conf->gamepad_reset) &&
- (SDL_GetGamepadButton(game_controllers[gc], conf->gamepad_select) ||
- SDL_GetGamepadAxis(game_controllers[gc], conf->gamepad_analog_axis_select)))
- msg = (input_msg_s){special, msg_reset_display, 0};- }
- return msg;
-}
\ No newline at end of file
--- a/src/gamecontrollers.h
+++ b/src/gamecontrollers.h
@@ -8,8 +8,6 @@
#include "config.h"
#include "input.h"
-#define MAX_CONTROLLERS 4
-
int gamecontrollers_initialize();
void gamecontrollers_close();
int gamecontrollers_handle_buttons(const config_params_s *conf);
--- a/src/input.c
+++ b/src/input.c
@@ -15,6 +15,12 @@
static unsigned char keycode = 0; // value of the pressed key
static input_msg_s key = {normal, 0, 0};+// Store gamepad state
+static struct {+ int current_buttons;
+ int analog_values[SDL_GAMEPAD_AXIS_COUNT];
+} gamepad_state = {0};+
static unsigned char toggle_input_keyjazz() {keyjazz_enabled = !keyjazz_enabled;
SDL_LogDebug(SDL_LOG_CATEGORY_SYSTEM, keyjazz_enabled ? "Keyjazz enabled" : "Keyjazz disabled");
@@ -119,7 +125,7 @@
* no match is found.
*/
static input_msg_s handle_m8_keys(const SDL_Event *event, const config_params_s *conf) {- // Default message with normal type and no value
+ // Default message with a normal type and no value
input_msg_s key = {normal, 0, 0};// Get the current scancode
@@ -145,14 +151,6 @@
{conf->key_delete, key_opt | key_edit},};
- // Handle special messages (different message type)
- const struct {- SDL_Scancode scancode;
- special_messages_t message;
- } special_key_map[] = {- {conf->key_reset, msg_reset_display},- };
-
// Check normal key mappings
for (size_t i = 0; i < sizeof(normal_key_map) / sizeof(normal_key_map[0]); i++) { if (scancode == normal_key_map[i].scancode) {@@ -161,29 +159,32 @@
}
}
- // Check special key mappings
- for (size_t i = 0; i < sizeof(special_key_map) / sizeof(special_key_map[0]); i++) {- if (scancode == special_key_map[i].scancode) {- key.type = special;
- key.value = special_key_map[i].message;
- return key;
- }
- }
-
- // No matching key found, return default key message
+ // No matching key found, return the default key message
return key;
}
+/**
+ * Handles the key down events during the application runtime.
+ * Processes specific key inputs for actions such as toggling fullscreen,
+ * quitting the application, toggling audio, resetting display, or handling keyjazz
+ * and M8 key mappings. Integrates input settings based on the current context and input state.
+ *
+ * @param ctx Pointer to the app_context structure containing the current application
+ * context and configuration parameters.
+ * @param event Pointer to the SDL_Event structure containing data about the key down
+ * event, including key and modifier states.
+ */
void input_handle_key_down_event(struct app_context *ctx, const SDL_Event *event) { if (event->key.repeat > 0) {return;
}
+
if (event->key.key == SDLK_RETURN && (event->key.mod & SDL_KMOD_ALT) > 0) {toggle_fullscreen();
return;
}
if (event->key.key == SDLK_F4 && (event->key.mod & SDL_KMOD_ALT) > 0) {- key = (input_msg_s){special, msg_quit, 0};+ ctx->app_state = QUIT;
return;
}
if (event->key.key == SDLK_ESCAPE) {@@ -191,11 +192,17 @@
return;
}
- if (event->key.scancode == ctx->conf.key_toggle_audio) {+ if (event->key.scancode == ctx->conf.key_toggle_audio && ctx->device_connected) {ctx->conf.audio_enabled = !ctx->conf.audio_enabled;
audio_toggle(ctx->conf.audio_device_name, ctx->conf.audio_buffer_size);
+ return;
}
+ if (event->key.scancode == ctx->conf.key_reset && ctx->device_connected) {+ m8_reset_display();
+ return;
+ }
+
key = handle_m8_keys(event, &ctx->conf);
if (keyjazz_enabled) {key = handle_keyjazz(event, key.value, &ctx->conf);
@@ -205,6 +212,14 @@
input_process_and_send(ctx);
}
+/**
+ * Handles the "key up" SDL event and processes the associated input.
+ * Interprets the event based on key mappings (default and keyjazz mode) and updates the input
+ * state. Sends the processed input message for further handling.
+ *
+ * @param ctx Pointer to the app_context structure containing application state and configurations.
+ * @param event Pointer to the SDL_Event structure representing the "key up" event.
+ */
void input_handle_key_up_event(struct app_context *ctx, const SDL_Event *event) {key = handle_m8_keys(event, &ctx->conf);
if (keyjazz_enabled) {@@ -215,9 +230,102 @@
input_process_and_send(ctx);
}
-int input_process_and_send(struct app_context *ctx) {+// Function to get the current gamepad state
+int get_gamepad_input_state(void) { return gamepad_state.current_buttons; }+
+void input_handle_gamepad_button(struct app_context *ctx, const SDL_GamepadButton button,
+ const bool pressed) {+ const config_params_s *conf = &ctx->conf;
+ int key_value = 0;
+
+ // Handle standard buttons
+ const struct {+ int button;
+ unsigned char value;
+ } normal_key_map[] = {+ {conf->gamepad_up, key_up}, {conf->gamepad_left, key_left},+ {conf->gamepad_down, key_down}, {conf->gamepad_right, key_right},+ {conf->gamepad_select, key_select}, {conf->gamepad_start, key_start},+ {conf->gamepad_opt, key_opt}, {conf->gamepad_edit, key_edit},+ };
+
+ // Check normal key mappings
+ for (size_t i = 0; i < sizeof(normal_key_map) / sizeof(normal_key_map[0]); i++) {+ if (button == normal_key_map[i].button) {+ key_value = normal_key_map[i].value;
+ }
+ }
+
+ if (pressed) {+ gamepad_state.current_buttons |= key_value;
+ } else {+ gamepad_state.current_buttons &= ~key_value;
+ }
+
+ // Handle special button combinations
+ if (gamepad_state.current_buttons == (key_start | key_select | key_opt | key_edit)) {+ m8_reset_display();
+ return;
+ }
+
+ if (pressed && button == conf->gamepad_quit && gamepad_state.current_buttons == key_select) {+ ctx->app_state = QUIT;
+ return;
+ }
+
+ input_process_and_send(ctx);
+}
+
+/**
+ * Helper function to update button states based on analog axis value.
+ *
+ * @param axis_value The current value of the axis
+ * @param threshold The threshold that determines when a direction is activated
+ * @param negative_key The key to activate when axis value is below negative threshold
+ * @param positive_key The key to activate when axis value is above positive threshold
+ */
+static void update_button_state_from_axis(Sint16 axis_value, int threshold,
+ int negative_key, int positive_key) {+ if (axis_value < -threshold) {+ gamepad_state.current_buttons |= negative_key;
+ } else if (axis_value > threshold) {+ gamepad_state.current_buttons |= positive_key;
+ } else {+ gamepad_state.current_buttons &= ~(negative_key | positive_key);
+ }
+}
+
+
+void input_handle_gamepad_axis(const struct app_context *ctx, const SDL_GamepadAxis axis,
+ const Sint16 value) {+ const config_params_s *conf = &ctx->conf;
+ gamepad_state.analog_values[axis] = value;
+
+ // Process directional axes and update button states
+ if (axis == conf->gamepad_analog_axis_updown) {+ update_button_state_from_axis(value, conf->gamepad_analog_threshold, key_up, key_down);
+ } else if (axis == conf->gamepad_analog_axis_leftright) {+ update_button_state_from_axis(value, conf->gamepad_analog_threshold, key_left, key_right);
+ } else if (axis == conf->gamepad_analog_axis_select) {+ update_button_state_from_axis(value, conf->gamepad_analog_threshold, key_select, key_select);
+ } else if (axis == conf->gamepad_analog_axis_opt) {+ update_button_state_from_axis(value, conf->gamepad_analog_threshold, key_opt, key_opt);
+ } else if (axis == conf->gamepad_analog_axis_start) {+ update_button_state_from_axis(value, conf->gamepad_analog_threshold, key_start, key_start);
+ } else if (axis == conf->gamepad_analog_axis_edit) {+ update_button_state_from_axis(value, conf->gamepad_analog_threshold, key_edit, key_edit);
+ }
+}
+
+
+int input_process_and_send(const struct app_context *ctx) {+ if (!ctx->device_connected) {+ return 0;
+ }
static unsigned char prev_input = 0;
+ keycode |= gamepad_state.current_buttons;
+
// get current inputs
const input_msg_s input = (input_msg_s){key.type, keycode, 0};@@ -239,22 +347,7 @@
}
prev_input = input.value;
break;
- case special:
- if (input.value != prev_input) {- prev_input = input.value;
- switch (input.value) {- case msg_quit:
- SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Received msg_quit from input device.");
- ctx->app_state = QUIT;
- break;
- case msg_reset_display:
- m8_reset_display();
- break;
- default:
- break;
- }
- break;
- }
+ default:;
}
return 1;
}
\ No newline at end of file
--- a/src/input.h
+++ b/src/input.h
@@ -36,9 +36,7 @@
typedef enum input_type_t { normal, keyjazz, special } input_type_t; typedef enum special_messages_t {- msg_quit = 1,
- msg_reset_display = 2,
- msg_toggle_audio = 3
+ msg_reset_display = 2
} special_messages_t;
typedef struct input_msg_s {@@ -48,8 +46,10 @@
} input_msg_s;
input_msg_s input_get_msg(config_params_s *conf);
-int input_process_and_send(struct app_context *ctx);
+int input_process_and_send(const struct app_context *ctx);
void input_handle_key_down_event(struct app_context *ctx, const SDL_Event *event);
void input_handle_key_up_event(struct app_context *ctx, const SDL_Event *event);
+void input_handle_gamepad_button(struct app_context *ctx, SDL_GamepadButton button, bool pressed);
+void input_handle_gamepad_axis(const struct app_context *ctx, SDL_GamepadAxis axis, Sint16 value);
#endif // INPUT_H
--- a/src/main.c
+++ b/src/main.c
@@ -16,8 +16,8 @@
#include "backends/m8.h"
#include "common.h"
#include "config.h"
-#include "gamecontrollers.h"
#include "events.h"
+#include "gamecontrollers.h"
#include "render.h"
static void do_wait_for_device(struct app_context *ctx) {@@ -54,9 +54,9 @@
ctx->device_connected = 1;
screensaver_destroy();
screensaver_initialized = 0;
- //renderer_clear_screen();
+ // renderer_clear_screen();
SDL_Log("Device connected.");- SDL_Delay(100); // Give the device time to initialize
+ SDL_Delay(100); // Give the device time to initialize
m8_reset_display(); // Avoid display glitches.
} else {SDL_LogCritical(SDL_LOG_CATEGORY_ERROR, "Device not detected.");
@@ -98,7 +98,16 @@
return conf;
}
-static unsigned char handle_device_initialization(const unsigned char wait_for_device,
+/**
+ * Handles the initialization of a device and verifies its connection state.
+ *
+ * @param wait_for_device A flag indicating whether the system should wait for the device to
+ * connect. If set to 0 and the device is not detected, the application exits.
+ * @param preferred_device A string representing the preferred device to initialize.
+ * @return An unsigned char indicating the connection state of the device.
+ * Returns 1 if the device is connected successfully, or 0 if not connected.
+ */
+static unsigned char handle_m8_connection_init(const unsigned char wait_for_device,
const char *preferred_device) {const unsigned char device_connected = m8_initialize(1, preferred_device);
if (!wait_for_device && device_connected == 0) {@@ -108,21 +117,26 @@
return device_connected;
}
-// Main callback loop - read inputs, process data from device, render screen
+// Main callback loop - read inputs, process data from the device, render screen
SDL_AppResult SDL_AppIterate(void *appstate) {+ if (appstate == NULL) {+ return SDL_APP_FAILURE;
+ }
+
struct app_context *ctx = appstate;
SDL_AppResult app_result = SDL_APP_CONTINUE;
switch (ctx->app_state) {+ case INITIALIZE:
+ break;
- case WAIT_FOR_DEVICE: {+ case WAIT_FOR_DEVICE:
if (ctx->conf.wait_for_device) {do_wait_for_device(ctx);
}
break;
- }
- case RUN: {+ case RUN:
const int result = m8_process_data(&ctx->conf);
if (result == DEVICE_DISCONNECTED) {ctx->device_connected = 0;
@@ -133,13 +147,11 @@
}
render_screen();
break;
- }
- case QUIT: {+ case QUIT:
app_result = SDL_APP_SUCCESS;
break;
}
- }
return app_result;
}
@@ -154,11 +166,13 @@
return SDL_APP_FAILURE;
}
- ctx->app_state = WAIT_FOR_DEVICE;
+ *appstate = ctx;
+ ctx->app_state = INITIALIZE;
ctx->conf = initialize_config(argc, argv, &ctx->preferred_device, &config_filename);
ctx->device_connected =
- handle_device_initialization(ctx->conf.wait_for_device, ctx->preferred_device);
+ handle_m8_connection_init(ctx->conf.wait_for_device, ctx->preferred_device);
+
if (!renderer_initialize(&ctx->conf)) {SDL_LogCritical(SDL_LOG_CATEGORY_ERROR, "Failed to initialize renderer.");
return SDL_APP_FAILURE;
@@ -170,29 +184,24 @@
SDL_LogDebug(SDL_LOG_CATEGORY_TEST, "Running a Debug build");
#endif
- gamecontrollers_initialize();
+ if (gamecontrollers_initialize() < 0) {+ SDL_LogCritical(SDL_LOG_CATEGORY_ERROR, "Failed to initialize game controllers.");
+ return SDL_APP_FAILURE;
+ }
- // Process the application's main callback roughly at 120hz
+ // Process the application's main callback roughly at 120 Hz
SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "120");
- *appstate = ctx;
-
- if (ctx->app_state == WAIT_FOR_DEVICE) {- if (!ctx->device_connected) {- ctx->device_connected =
- handle_device_initialization(ctx->conf.wait_for_device, ctx->preferred_device);
+ if (ctx->device_connected && m8_enable_display(0)) {+ if (ctx->conf.audio_enabled) {+ audio_initialize(ctx->conf.audio_device_name, ctx->conf.audio_buffer_size);
}
- if (ctx->device_connected && m8_enable_display(0)) {- if (ctx->conf.audio_enabled) {- audio_initialize(ctx->conf.audio_device_name, ctx->conf.audio_buffer_size);
- }
- ctx->app_state = RUN;
- m8_reset_display(); // Avoid display glitches.
- } else {- SDL_LogCritical(SDL_LOG_CATEGORY_ERROR, "Device not detected.");
- ctx->device_connected = 0;
- ctx->app_state = ctx->conf.wait_for_device ? WAIT_FOR_DEVICE : QUIT;
- }
+ ctx->app_state = RUN;
+ m8_reset_display(); // Avoid display glitches.
+ } else {+ SDL_LogCritical(SDL_LOG_CATEGORY_ERROR, "Device not detected.");
+ ctx->device_connected = 0;
+ ctx->app_state = ctx->conf.wait_for_device ? WAIT_FOR_DEVICE : QUIT;
}
return SDL_APP_CONTINUE;
--- a/src/render.c
+++ b/src/render.c
@@ -52,7 +52,7 @@
texture_scaling_mode = SDL_SCALEMODE_NEAREST;
} else {window_scaling_mode = SDL_LOGICAL_PRESENTATION_LETTERBOX;
- texture_scaling_mode = SDL_SCALEMODE_LINEAR;
+ texture_scaling_mode = SDL_SCALEMODE_NEAREST;
}
renderer_fix_texture_scaling_after_window_resize();
}
@@ -109,9 +109,7 @@
renderer_set_font_mode(0);
-#ifdef TARGET_OS_IOS
SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
-#endif
dirty = 1;
@@ -152,7 +150,7 @@
SDL_SetRenderTarget(rend, main_texture);
}
-// Set M8 hardware model in use. 0 = MK1, 1 = MK2
+// Set the M8 hardware model in use. 0 = MK1, 1 = MK2
void set_m8_model(const unsigned int model) { if (model == 1) {@@ -199,7 +197,7 @@
SDL_SetWindowFullscreen(win, fullscreen_state ? false : true);
SDL_SyncWindow(win);
if (fullscreen_state) {- // Show cursor when in windowed state
+ // Show cursor when in a windowed state
SDL_ShowCursor();
} else {SDL_HideCursor();
@@ -216,8 +214,8 @@
command->background.r << 16 | command->background.g << 8 | command->background.b;
/* Notes:
- If large font is enabled, offset the screen elements by a fixed amount.
- If background and foreground colors are the same, draw transparent
+ If a large font is enabled, offset the screen elements by a fixed amount.
+ If background and foreground colors are the same, draw a transparent
background. Due to the font bitmaps, a different pixel offset is needed for
both*/
@@ -290,7 +288,7 @@
SDL_SetRenderDrawColor(rend, command->color.r, command->color.g, command->color.b, 255);
- // Create a SDL_Point array of the waveform pixels for batch drawing
+ // Create an SDL_Point array of the waveform pixels for batch drawing
SDL_FPoint waveform_points[command->waveform_size];
for (int i = 0; i < command->waveform_size; i++) {@@ -339,15 +337,31 @@
void render_screen(void) { if (dirty) {dirty = 0;
- SDL_SetRenderTarget(rend, NULL);
- SDL_SetRenderDrawColor(rend, global_background_color.r, global_background_color.g,
- global_background_color.b, global_background_color.a);
+ if (!SDL_SetRenderTarget(rend, NULL)) {+ SDL_LogCritical(SDL_LOG_CATEGORY_RENDER, "Couldn't set renderer target to window: %s", SDL_GetError());
+ }
- SDL_RenderClear(rend);
- SDL_RenderTexture(rend, main_texture, NULL, NULL);
- SDL_RenderPresent(rend);
- SDL_SetRenderTarget(rend, main_texture);
+ if (!SDL_SetRenderDrawColor(rend, global_background_color.r, global_background_color.g,
+ global_background_color.b, global_background_color.a)) {+ SDL_LogCritical(SDL_LOG_CATEGORY_RENDER, "Couldn't set render draw color: %s", SDL_GetError());
+ }
+
+ if (!SDL_RenderClear(rend)) {+ SDL_LogCritical(SDL_LOG_CATEGORY_RENDER, "Couldn't clear renderer: %s", SDL_GetError());
+ }
+
+ if (!SDL_RenderTexture(rend, main_texture, NULL, NULL)) {+ SDL_LogCritical(SDL_LOG_CATEGORY_RENDER, "Couldn't render texture: %s", SDL_GetError());
+ }
+
+ if (!SDL_RenderPresent(rend)) {+ SDL_LogCritical(SDL_LOG_CATEGORY_RENDER, "Couldn't present renderer: %s", SDL_GetError());
+ }
+
+ if (!SDL_SetRenderTarget(rend, main_texture)) {+ SDL_LogCritical(SDL_LOG_CATEGORY_RENDER, "Couldn't set renderer target to texture: %s", SDL_GetError());
+ }
fps++;
--
⑨