mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-23 06:02:55 +00:00
Mostly-working Horizon port
This commit is contained in:
parent
f91513edd2
commit
67979a03ea
3
.gitignore
vendored
3
.gitignore
vendored
|
@ -9,6 +9,9 @@
|
|||
debug/
|
||||
target/
|
||||
|
||||
# Shader binary files
|
||||
*.dksh
|
||||
|
||||
# Remove Cargo.lock from gitignore if creating an executable, leave it for libraries
|
||||
# More information here https://doc.rust-lang.org/cargo/guide/cargo-toml-vs-cargo-lock.html
|
||||
Cargo.lock
|
||||
|
|
|
@ -21,13 +21,14 @@ panic = "abort"
|
|||
|
||||
[profile.dev.package."*"]
|
||||
opt-level = 3
|
||||
overflow-checks = false
|
||||
|
||||
[package.metadata.bundle]
|
||||
name = "doukutsu-rs"
|
||||
identifier = "io.github.doukutsu_rs"
|
||||
version = "0.100.0"
|
||||
resources = ["data"]
|
||||
copyright = "Copyright (c) 2020-2022 doukutsu-rs dev team"
|
||||
copyright = "Copyright (c) 2020-2022 doukutsu-rs contributors"
|
||||
category = "Game"
|
||||
osx_minimum_system_version = "10.12"
|
||||
|
||||
|
@ -37,6 +38,7 @@ default-base = ["ogg-playback"]
|
|||
ogg-playback = ["lewton"]
|
||||
backend-sdl = ["sdl2", "sdl2-sys"]
|
||||
backend-glutin = ["winit", "glutin", "render-opengl"]
|
||||
backend-horizon = []
|
||||
render-opengl = []
|
||||
scripting-lua = ["lua-ffi"]
|
||||
netplay = ["serde_cbor"]
|
||||
|
@ -50,10 +52,11 @@ android = []
|
|||
#winit = { path = "./3rdparty/winit", optional = true, default_features = false, features = ["x11"] }
|
||||
#sdl2 = { path = "./3rdparty/rust-sdl2", optional = true, features = ["unsafe_textures", "bundled", "static-link"] }
|
||||
#sdl2-sys = { path = "./3rdparty/rust-sdl2/sdl2-sys", optional = true, features = ["bundled", "static-link"] }
|
||||
cpal = { path = "./3rdparty/cpal" }
|
||||
byteorder = "1.4"
|
||||
case_insensitive_hashmap = "1.0.0"
|
||||
chrono = { version = "0.4", default-features = false, features = ["clock", "std"] }
|
||||
cpal = "0.14"
|
||||
#cpal = "0.14"
|
||||
directories = "3"
|
||||
downcast = "0.11"
|
||||
#glutin = { git = "https://github.com/doukutsu-rs/glutin.git", rev = "8dd457b9adb7dbac7ade337246b6356c784272d9", optional = true, default_features = false, features = ["x11"] }
|
||||
|
@ -102,3 +105,5 @@ ndk-sys = "0.4"
|
|||
jni = "0.20"
|
||||
|
||||
[target.'cfg(target_os = "horizon")'.dependencies]
|
||||
#deko3d = { path = "./3rdparty/deko3d" }
|
||||
deko3d = { git = "https://github.com/doukutsu-rs/deko3d-rs", branch = "master" }
|
||||
|
|
|
@ -4,7 +4,18 @@ description = "doukutsu-rs targeted for Nintendo Switch"
|
|||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
[profile.release]
|
||||
opt-level = 3
|
||||
#incremental = true
|
||||
|
||||
[profile.dev.package."*"]
|
||||
opt-level = 3
|
||||
overflow-checks = false
|
||||
incremental = true
|
||||
[profile.dev.package."doukutsu-rs"]
|
||||
opt-level = 3
|
||||
overflow-checks = false
|
||||
incremental = true
|
||||
|
||||
[dependencies]
|
||||
doukutsu-rs = { path = "../", default-features = false, features = ["default-base"] }
|
||||
doukutsu-rs = { path = "../", default-features = false, features = ["default-base", "backend-horizon"] }
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
"exe-suffix": ".elf",
|
||||
"features": "+a57,+strict-align,+crc,+crypto",
|
||||
"has-rpath": false,
|
||||
"has-thread-local": false,
|
||||
"linker": "/opt/devkitpro/devkitA64/bin/aarch64-none-elf-gcc",
|
||||
"linker-flavor": "gcc",
|
||||
"llvm-target": "aarch64-unknown-none",
|
||||
|
@ -26,14 +27,18 @@
|
|||
"-L",
|
||||
"/opt/devkitpro/portlibs/switch/lib",
|
||||
"-L",
|
||||
"/opt/devkitpro/libnx/lib"
|
||||
"/opt/devkitpro/libnx/lib",
|
||||
"-I",
|
||||
"/opt/devkitpro/libnx/include"
|
||||
]
|
||||
},
|
||||
"relocation-model": "pic",
|
||||
"requires-uwtable": true,
|
||||
"target-c-int-width": "32",
|
||||
"target-endian": "little",
|
||||
"target-family": ["unix"],
|
||||
"target-family": [
|
||||
"unix"
|
||||
],
|
||||
"target-pointer-width": "64",
|
||||
"trap-unreachable": true,
|
||||
"vendor": "nintendo"
|
||||
|
|
|
@ -3,17 +3,31 @@
|
|||
cd "$(dirname "$0")" || exit
|
||||
set -e
|
||||
|
||||
DARK_GRAY=$(tput setaf 8)
|
||||
YELLOW=$(tput bold)$(tput setaf 3)
|
||||
RESET=$(tput sgr0)
|
||||
|
||||
function message() {
|
||||
echo "${DARK_GRAY}----${RESET} ${YELLOW}$*${RESET}"
|
||||
}
|
||||
|
||||
message "Compiling shaders..."
|
||||
uam -s vert -o ../src/framework/shaders/deko3d/vertex_basic.dksh ../src/framework/shaders/deko3d/vertex_basic.glsl
|
||||
uam -s frag -o ../src/framework/shaders/deko3d/fragment_textured.dksh ../src/framework/shaders/deko3d/fragment_textured.glsl
|
||||
uam -s frag -o ../src/framework/shaders/deko3d/fragment_color.dksh ../src/framework/shaders/deko3d/fragment_color.glsl
|
||||
|
||||
message "Building crate..."
|
||||
rustup run rust-switch cargo build -Z build-std=core,alloc,std,panic_abort --target aarch64-nintendo-switch.json
|
||||
|
||||
rm -f target/aarch64-nintendo-switch/debug/drshorizon.nro
|
||||
rm -f target/aarch64-nintendo-switch/debug/drshorizon.nacp
|
||||
|
||||
echo "Creating NACP..."
|
||||
message "Creating NACP..."
|
||||
nacptool --create 'doukutsu-rs' 'doukutsu-rs contributors' '0.100.0' target/aarch64-nintendo-switch/debug/drshorizon.nacp
|
||||
|
||||
echo "Running elf2nro..."
|
||||
message "Running elf2nro..."
|
||||
elf2nro target/aarch64-nintendo-switch/debug/drshorizon.elf target/aarch64-nintendo-switch/debug/drshorizon.nro \
|
||||
--icon=../res/nx_icon.jpg \
|
||||
--nacp=target/aarch64-nintendo-switch/debug/drshorizon.nacp
|
||||
|
||||
echo "done."
|
||||
message "done!"
|
||||
|
|
33
drshorizon/build_release.sh
Executable file
33
drshorizon/build_release.sh
Executable file
|
@ -0,0 +1,33 @@
|
|||
#!/bin/bash
|
||||
|
||||
cd "$(dirname "$0")" || exit
|
||||
set -e
|
||||
|
||||
DARK_GRAY=$(tput setaf 8)
|
||||
YELLOW=$(tput bold)$(tput setaf 3)
|
||||
RESET=$(tput sgr0)
|
||||
|
||||
function message() {
|
||||
echo "${DARK_GRAY}----${RESET} ${YELLOW}$*${RESET}"
|
||||
}
|
||||
|
||||
message "Compiling shaders..."
|
||||
uam -s vert -o ../src/framework/shaders/deko3d/vertex_basic.dksh ../src/framework/shaders/deko3d/vertex_basic.glsl
|
||||
uam -s frag -o ../src/framework/shaders/deko3d/fragment_textured.dksh ../src/framework/shaders/deko3d/fragment_textured.glsl
|
||||
uam -s frag -o ../src/framework/shaders/deko3d/fragment_color.dksh ../src/framework/shaders/deko3d/fragment_color.glsl
|
||||
|
||||
message "Building crate..."
|
||||
rustup run rust-switch cargo build -Z build-std=core,alloc,std,panic_abort --target aarch64-nintendo-switch.json --release
|
||||
|
||||
rm -f target/aarch64-nintendo-switch/release/drshorizon.nro
|
||||
rm -f target/aarch64-nintendo-switch/release/drshorizon.nacp
|
||||
|
||||
message "Creating NACP..."
|
||||
nacptool --create 'doukutsu-rs' 'doukutsu-rs contributors' '0.100.0' target/aarch64-nintendo-switch/release/drshorizon.nacp
|
||||
|
||||
message "Running elf2nro..."
|
||||
elf2nro target/aarch64-nintendo-switch/release/drshorizon.elf target/aarch64-nintendo-switch/release/drshorizon.nro \
|
||||
--icon=../res/nx_icon.jpg \
|
||||
--nacp=target/aarch64-nintendo-switch/release/drshorizon.nacp
|
||||
|
||||
message "done!"
|
|
@ -3,15 +3,36 @@
|
|||
#[repr(C)]
|
||||
pub struct PrintConsole {}
|
||||
|
||||
extern "C" {
|
||||
pub fn consoleInit(unk: *mut PrintConsole) -> *mut PrintConsole;
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Eq, PartialEq)]
|
||||
pub enum ApmCpuBoostMode {
|
||||
Normal = 0,
|
||||
FastLoad = 1,
|
||||
}
|
||||
|
||||
pub fn consoleUpdate(unk: *mut PrintConsole);
|
||||
extern "C" {
|
||||
fn consoleInit(unk: *mut PrintConsole) -> *mut PrintConsole;
|
||||
fn consoleUpdate(unk: *mut PrintConsole);
|
||||
|
||||
fn socketInitialize(unk: *const std::ffi::c_void) -> u32;
|
||||
fn nxlinkConnectToHost(redir_stdout: bool, redir_stderr: bool) -> i32;
|
||||
|
||||
fn appletSetCpuBoostMode(mode: ApmCpuBoostMode) -> u32;
|
||||
|
||||
static __text_start: u32;
|
||||
}
|
||||
|
||||
fn main() {
|
||||
unsafe {
|
||||
consoleInit(std::ptr::null_mut());
|
||||
if socketInitialize(std::ptr::null()) == 0 {
|
||||
nxlinkConnectToHost(true, true);
|
||||
}
|
||||
|
||||
appletSetCpuBoostMode(ApmCpuBoostMode::FastLoad);
|
||||
|
||||
std::env::set_var("RUST_BACKTRACE", "full");
|
||||
|
||||
println!("__text_start = {:#x}", (&__text_start) as *const _ as usize);
|
||||
|
||||
let options = doukutsu_rs::game::LaunchOptions { server_mode: false, editor: false };
|
||||
let result = doukutsu_rs::game::init(options);
|
||||
|
@ -19,7 +40,6 @@ fn main() {
|
|||
if let Err(e) = result {
|
||||
println!("Initialization error: {}", e);
|
||||
loop {
|
||||
consoleUpdate(std::ptr::null_mut());
|
||||
std::thread::sleep(std::time::Duration::from_millis(100));
|
||||
}
|
||||
}
|
||||
|
|
51
drshorizon/symbolize.js
Normal file
51
drshorizon/symbolize.js
Normal file
|
@ -0,0 +1,51 @@
|
|||
// <reference types="node" />
|
||||
|
||||
const readline = require('readline');
|
||||
const childProcess = require('child_process');
|
||||
|
||||
const rl = readline.createInterface({
|
||||
input: process.stdin,
|
||||
terminal: false
|
||||
});
|
||||
|
||||
let textStart = 0;
|
||||
const textStartRegex = /__text_start = 0x([0-9a-f]+)/i;
|
||||
let symbolize = false;
|
||||
|
||||
if (process.argv.length <= 2) {
|
||||
console.error('Usage: node symbolize.js <path to ELF file>');
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
const elfPath = process.argv[2];
|
||||
|
||||
rl.on('line', (line) => {
|
||||
if (textStart === 0) {
|
||||
const match = textStartRegex.exec(line);
|
||||
if (match) {
|
||||
textStart = parseInt(match[1], 16);
|
||||
}
|
||||
}
|
||||
|
||||
if (line.includes("stack backtrace:")) {
|
||||
symbolize = true;
|
||||
}
|
||||
|
||||
if (symbolize) {
|
||||
const match = /0x([0-9a-f]+) - \<unknown\>/.exec(line);
|
||||
if (match) {
|
||||
const addr = parseInt(match[1], 16);
|
||||
const relative = addr - textStart;
|
||||
// run addr2line on the address
|
||||
const addr2line = childProcess.spawnSync('addr2line', ['-e', elfPath, '-j', '.text', '-f', '-C', '0x' + relative.toString(16)]);
|
||||
if (addr2line.status === 0) {
|
||||
const output = addr2line.stdout.toString();
|
||||
const lines = output.split('\n');
|
||||
const [func, file] = lines;
|
||||
line = line.replace(match[0], `0x${addr.toString(16)} - ${func} (${file})`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
console.log(line);
|
||||
});
|
|
@ -1,4 +1,4 @@
|
|||
edition = "2018"
|
||||
edition = "2021"
|
||||
max_width = 120
|
||||
use_small_heuristics = "Max"
|
||||
newline_style = "Unix"
|
||||
|
|
|
@ -107,15 +107,20 @@ pub fn init_backend(headless: bool, size_hint: (u16, u16)) -> GameResult<Box<dyn
|
|||
return crate::framework::backend_null::NullBackend::new();
|
||||
}
|
||||
|
||||
#[cfg(all(feature = "backend-horizon"))]
|
||||
{
|
||||
return crate::framework::backend_horizon::HorizonBackend::new();
|
||||
}
|
||||
|
||||
#[cfg(all(feature = "backend-glutin"))]
|
||||
{
|
||||
return crate::framework::backend_glutin::GlutinBackend::new();
|
||||
}
|
||||
{
|
||||
return crate::framework::backend_glutin::GlutinBackend::new();
|
||||
}
|
||||
|
||||
#[cfg(feature = "backend-sdl")]
|
||||
{
|
||||
return crate::framework::backend_sdl2::SDL2Backend::new(size_hint);
|
||||
}
|
||||
{
|
||||
return crate::framework::backend_sdl2::SDL2Backend::new(size_hint);
|
||||
}
|
||||
|
||||
log::warn!("No backend compiled in, using null backend instead.");
|
||||
crate::framework::backend_null::NullBackend::new()
|
||||
|
|
1378
src/framework/backend_horizon.rs
Normal file
1378
src/framework/backend_horizon.rs
Normal file
File diff suppressed because it is too large
Load diff
|
@ -27,23 +27,10 @@ impl Backend for NullBackend {
|
|||
}
|
||||
}
|
||||
|
||||
#[cfg(target_os = "horizon")]
|
||||
#[repr(C)]
|
||||
pub struct PrintConsole {}
|
||||
|
||||
#[cfg(target_os = "horizon")]
|
||||
extern "C" { fn consoleUpdate(unk: *mut PrintConsole); }
|
||||
|
||||
pub struct NullEventLoop;
|
||||
|
||||
impl BackendEventLoop for NullEventLoop {
|
||||
fn run(&mut self, game: &mut Game, ctx: &mut Context) {
|
||||
println!("BackendEventLoop::run");
|
||||
#[cfg(target_os = "horizon")]
|
||||
unsafe {
|
||||
consoleUpdate(std::ptr::null_mut());
|
||||
}
|
||||
|
||||
let state_ref = unsafe { &mut *game.state.get() };
|
||||
|
||||
ctx.screen_size = (640.0, 480.0);
|
||||
|
@ -67,11 +54,6 @@ impl BackendEventLoop for NullEventLoop {
|
|||
std::thread::sleep(std::time::Duration::from_millis(10));
|
||||
|
||||
game.draw(ctx).unwrap();
|
||||
|
||||
#[cfg(target_os = "horizon")]
|
||||
unsafe {
|
||||
consoleUpdate(std::ptr::null_mut());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -7,10 +7,9 @@ use std::ptr::{null, null_mut};
|
|||
use std::rc::Rc;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use imgui::{ConfigFlags, DrawCmd, DrawData, DrawIdx, DrawVert, Key, MouseCursor, TextureId, Ui};
|
||||
use imgui::internal::RawWrapper;
|
||||
use imgui::sys::{ImGuiKey_Backspace, ImGuiKey_Delete, ImGuiKey_Enter};
|
||||
use sdl2::{controller, EventPump, GameControllerSubsystem, keyboard, pixels, Sdl, VideoSubsystem};
|
||||
use imgui::{ConfigFlags, DrawCmd, DrawData, DrawIdx, DrawVert, Key, MouseCursor, TextureId, Ui};
|
||||
use sdl2::controller::GameController;
|
||||
use sdl2::event::{Event, WindowEvent};
|
||||
use sdl2::keyboard::Scancode;
|
||||
|
@ -20,9 +19,13 @@ use sdl2::render::{Texture, TextureCreator, TextureQuery, WindowCanvas};
|
|||
use sdl2::video::GLProfile;
|
||||
use sdl2::video::Window;
|
||||
use sdl2::video::WindowContext;
|
||||
use sdl2::{controller, keyboard, pixels, EventPump, GameControllerSubsystem, Sdl, VideoSubsystem};
|
||||
|
||||
use crate::common::{Color, Rect};
|
||||
use crate::framework::backend::{Backend, BackendEventLoop, BackendGamepad, BackendRenderer, BackendShader, BackendTexture, SpriteBatchCommand, VertexData};
|
||||
use crate::framework::backend::{
|
||||
Backend, BackendEventLoop, BackendGamepad, BackendRenderer, BackendShader, BackendTexture, SpriteBatchCommand,
|
||||
VertexData,
|
||||
};
|
||||
use crate::framework::context::Context;
|
||||
use crate::framework::error::{GameError, GameResult};
|
||||
use crate::framework::filesystem;
|
||||
|
@ -31,9 +34,9 @@ use crate::framework::graphics::BlendMode;
|
|||
use crate::framework::keyboard::ScanCode;
|
||||
use crate::framework::render_opengl::{GLContext, OpenGLRenderer};
|
||||
use crate::framework::ui::init_imgui;
|
||||
use crate::game::shared_game_state::WindowMode;
|
||||
use crate::game::Game;
|
||||
use crate::game::GAME_SUSPENDED;
|
||||
use crate::game::shared_game_state::WindowMode;
|
||||
|
||||
pub struct SDL2Backend {
|
||||
context: Sdl,
|
||||
|
@ -165,7 +168,7 @@ impl SDL2EventLoop {
|
|||
window.resizable();
|
||||
|
||||
#[cfg(feature = "render-opengl")]
|
||||
window.opengl();
|
||||
window.opengl();
|
||||
|
||||
let window = window.build().map_err(|e| GameError::WindowError(e.to_string()))?;
|
||||
let opengl_available = if let Ok(v) = std::env::var("CAVESTORY_NO_OPENGL") { v != "1" } else { true };
|
||||
|
@ -207,7 +210,7 @@ impl BackendEventLoop for SDL2EventLoop {
|
|||
|
||||
loop {
|
||||
#[cfg(target_os = "macos")]
|
||||
unsafe {
|
||||
unsafe {
|
||||
use objc::*;
|
||||
|
||||
// no UB: fields are initialized by SDL_GetWindowWMInfo
|
||||
|
@ -321,7 +324,8 @@ impl BackendEventLoop for SDL2EventLoop {
|
|||
ctx.gamepad_context.add_gamepad(SDL2Gamepad::new(controller), axis_sensitivity);
|
||||
|
||||
unsafe {
|
||||
let controller_type = get_game_controller_type(sdl2_sys::SDL_GameControllerTypeForIndex(id as _));
|
||||
let controller_type =
|
||||
get_game_controller_type(sdl2_sys::SDL_GameControllerTypeForIndex(id as _));
|
||||
ctx.gamepad_context.set_gamepad_type(id, controller_type);
|
||||
}
|
||||
}
|
||||
|
@ -404,19 +408,19 @@ impl BackendEventLoop for SDL2EventLoop {
|
|||
|
||||
fn new_renderer(&self, ctx: *mut Context) -> GameResult<Box<dyn BackendRenderer>> {
|
||||
#[cfg(feature = "render-opengl")]
|
||||
{
|
||||
let mut refs = self.refs.borrow_mut();
|
||||
match refs.window.window().gl_create_context() {
|
||||
Ok(gl_ctx) => {
|
||||
refs.window.window().gl_make_current(&gl_ctx).map_err(|e| GameError::RenderError(e.to_string()))?;
|
||||
refs.gl_context = Some(gl_ctx);
|
||||
}
|
||||
Err(err) => {
|
||||
*self.opengl_available.borrow_mut() = false;
|
||||
log::error!("Failed to initialize OpenGL context, falling back to SDL2 renderer: {}", err);
|
||||
}
|
||||
{
|
||||
let mut refs = self.refs.borrow_mut();
|
||||
match refs.window.window().gl_create_context() {
|
||||
Ok(gl_ctx) => {
|
||||
refs.window.window().gl_make_current(&gl_ctx).map_err(|e| GameError::RenderError(e.to_string()))?;
|
||||
refs.gl_context = Some(gl_ctx);
|
||||
}
|
||||
Err(err) => {
|
||||
*self.opengl_available.borrow_mut() = false;
|
||||
log::error!("Failed to initialize OpenGL context, falling back to SDL2 renderer: {}", err);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(feature = "render-opengl")]
|
||||
if *self.opengl_available.borrow() {
|
||||
|
@ -493,15 +497,14 @@ struct SDL2Gamepad {
|
|||
}
|
||||
|
||||
impl SDL2Gamepad {
|
||||
pub fn new(inner: GameController) -> Box<dyn BackendGamepad> {
|
||||
fn new(inner: GameController) -> Box<dyn BackendGamepad> {
|
||||
Box::new(SDL2Gamepad { inner })
|
||||
}
|
||||
}
|
||||
|
||||
impl BackendGamepad for SDL2Gamepad {
|
||||
fn set_rumble(&mut self, low_freq: u16, high_freq: u16, duration_ms: u32) -> GameResult {
|
||||
self.inner.set_rumble(low_freq, high_freq, duration_ms)
|
||||
.map_err(|e| GameError::GamepadError(e.to_string()))
|
||||
self.inner.set_rumble(low_freq, high_freq, duration_ms).map_err(|e| GameError::GamepadError(e.to_string()))
|
||||
}
|
||||
|
||||
fn instance_id(&self) -> u32 {
|
||||
|
|
|
@ -3,6 +3,8 @@
|
|||
pub mod backend;
|
||||
#[cfg(feature = "backend-glutin")]
|
||||
pub mod backend_glutin;
|
||||
#[cfg(feature = "backend-horizon")]
|
||||
pub mod backend_horizon;
|
||||
pub mod backend_null;
|
||||
#[cfg(feature = "backend-sdl")]
|
||||
pub mod backend_sdl2;
|
||||
|
|
|
@ -301,149 +301,14 @@ fn check_shader_compile_status(shader: u32, gl: &Gl) -> GameResult {
|
|||
Ok(())
|
||||
}
|
||||
|
||||
const VERTEX_SHADER_BASIC: &str = r"
|
||||
#version 110
|
||||
const VERTEX_SHADER_BASIC: &str = include_str!("shaders/opengl/vertex_basic_110.glsl");
|
||||
const FRAGMENT_SHADER_TEXTURED: &str = include_str!("shaders/opengl/fragment_textured_110.glsl");
|
||||
const FRAGMENT_SHADER_COLOR: &str = include_str!("shaders/opengl/fragment_color_110.glsl");
|
||||
const FRAGMENT_SHADER_WATER: &str = include_str!("shaders/opengl/fragment_water_110.glsl");
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
attribute vec2 Position;
|
||||
attribute vec2 UV;
|
||||
attribute vec4 Color;
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
||||
}
|
||||
|
||||
";
|
||||
|
||||
const FRAGMENT_SHADER_TEXTURED: &str = r"
|
||||
#version 110
|
||||
|
||||
uniform sampler2D Texture;
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
||||
}
|
||||
|
||||
";
|
||||
|
||||
const FRAGMENT_SHADER_COLOR: &str = r"
|
||||
#version 110
|
||||
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color;
|
||||
}
|
||||
|
||||
";
|
||||
|
||||
const FRAGMENT_SHADER_WATER: &str = r"
|
||||
#version 110
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Time;
|
||||
uniform float Scale;
|
||||
uniform vec2 FrameOffset;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 resolution_inv = vec2(ProjMtx[0][0], -ProjMtx[1][1]) * 0.5;
|
||||
vec2 uv = gl_FragCoord.xy * resolution_inv;
|
||||
uv.y += 1.0;
|
||||
vec2 wave = uv;
|
||||
wave.x += sin((-FrameOffset.y * resolution_inv.y + uv.x * 16.0) + Time / 20.0) * Scale * resolution_inv.x;
|
||||
wave.y -= cos((-FrameOffset.x * resolution_inv.x + uv.y * 16.0) + Time / 5.0) * Scale * resolution_inv.y;
|
||||
float off = 0.35 * Scale * resolution_inv.y;
|
||||
float off2 = 2.0 * off;
|
||||
|
||||
vec3 color = texture2D(Texture, wave).rgb * 0.25;
|
||||
color += texture2D(Texture, wave + vec2(0, off)).rgb * 0.125;
|
||||
color += texture2D(Texture, wave + vec2(0, -off)).rgb * 0.125;
|
||||
|
||||
color.rg += texture2D(Texture, wave + vec2(-off, -off)).rg * 0.0625;
|
||||
color.rg += texture2D(Texture, wave + vec2(-off, 0)).rg * 0.125;
|
||||
color.rg += texture2D(Texture, wave + vec2(-off, off)).rg * 0.0625;
|
||||
color.b += texture2D(Texture, wave + vec2(-off2, -off)).b * 0.0625;
|
||||
color.b += texture2D(Texture, wave + vec2(-off2, 0)).b * 0.125;
|
||||
color.b += texture2D(Texture, wave + vec2(-off2, off)).b * 0.0625;
|
||||
|
||||
color.rg += texture2D(Texture, wave + vec2(off, off)).gb * 0.0625;
|
||||
color.rg += texture2D(Texture, wave + vec2(off, 0)).gb * 0.125;
|
||||
color.rg += texture2D(Texture, wave + vec2(off, -off)).gb * 0.0625;
|
||||
color.b += texture2D(Texture, wave + vec2(off2, off)).r * 0.0625;
|
||||
color.b += texture2D(Texture, wave + vec2(off2, 0)).r * 0.125;
|
||||
color.b += texture2D(Texture, wave + vec2(off2, -off)).r * 0.0625;
|
||||
|
||||
color *= (1.0 - Frag_Color.a);
|
||||
color += Frag_Color.rgb * Frag_Color.a;
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
|
||||
";
|
||||
|
||||
const VERTEX_SHADER_BASIC_GLES: &str = r"
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
attribute vec2 Position;
|
||||
attribute vec2 UV;
|
||||
attribute vec4 Color;
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
||||
}
|
||||
|
||||
";
|
||||
|
||||
const FRAGMENT_SHADER_TEXTURED_GLES: &str = r"
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
||||
}
|
||||
|
||||
";
|
||||
|
||||
const FRAGMENT_SHADER_COLOR_GLES: &str = r"
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color;
|
||||
}
|
||||
|
||||
";
|
||||
const VERTEX_SHADER_BASIC_GLES: &str = include_str!("shaders/opengles/vertex_basic_100.glsl");
|
||||
const FRAGMENT_SHADER_TEXTURED_GLES: &str = include_str!("shaders/opengles/fragment_textured_100.glsl");
|
||||
const FRAGMENT_SHADER_COLOR_GLES: &str = include_str!("shaders/opengles/fragment_color_100.glsl");
|
||||
|
||||
#[derive(Copy, Clone)]
|
||||
struct RenderShader {
|
||||
|
|
11
src/framework/shaders/deko3d/fragment_color.glsl
Normal file
11
src/framework/shaders/deko3d/fragment_color.glsl
Normal file
|
@ -0,0 +1,11 @@
|
|||
#version 460
|
||||
|
||||
layout (location = 0) in vec2 Frag_UV;
|
||||
layout (location = 1) in vec4 Frag_Color;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = Frag_Color;
|
||||
}
|
13
src/framework/shaders/deko3d/fragment_textured.glsl
Normal file
13
src/framework/shaders/deko3d/fragment_textured.glsl
Normal file
|
@ -0,0 +1,13 @@
|
|||
#version 460
|
||||
|
||||
layout (location = 0) in vec2 Frag_UV;
|
||||
layout (location = 1) in vec4 Frag_Color;
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = Frag_Color * texture(Texture, Frag_UV);
|
||||
}
|
20
src/framework/shaders/deko3d/vertex_basic.glsl
Normal file
20
src/framework/shaders/deko3d/vertex_basic.glsl
Normal file
|
@ -0,0 +1,20 @@
|
|||
#version 460
|
||||
|
||||
layout (location = 0) in vec2 Position;
|
||||
layout (location = 1) in vec2 UV;
|
||||
layout (location = 2) in vec4 Color;
|
||||
|
||||
layout (location = 0) out vec2 Frag_UV;
|
||||
layout (location = 1) out vec4 Frag_Color;
|
||||
|
||||
layout (std140, binding = 0) uniform VertUBO
|
||||
{
|
||||
mat4 proj;
|
||||
} ProjMtx;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx.proj * vec4(Position.xy, 0.0, 1.0);
|
||||
}
|
9
src/framework/shaders/opengl/fragment_color_110.glsl
Normal file
9
src/framework/shaders/opengl/fragment_color_110.glsl
Normal file
|
@ -0,0 +1,9 @@
|
|||
#version 110
|
||||
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color;
|
||||
}
|
10
src/framework/shaders/opengl/fragment_textured_110.glsl
Normal file
10
src/framework/shaders/opengl/fragment_textured_110.glsl
Normal file
|
@ -0,0 +1,10 @@
|
|||
#version 110
|
||||
|
||||
uniform sampler2D Texture;
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
||||
}
|
42
src/framework/shaders/opengl/fragment_water_110.glsl
Normal file
42
src/framework/shaders/opengl/fragment_water_110.glsl
Normal file
|
@ -0,0 +1,42 @@
|
|||
#version 110
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Time;
|
||||
uniform float Scale;
|
||||
uniform vec2 FrameOffset;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 resolution_inv = vec2(ProjMtx[0][0], -ProjMtx[1][1]) * 0.5;
|
||||
vec2 uv = gl_FragCoord.xy * resolution_inv;
|
||||
uv.y += 1.0;
|
||||
vec2 wave = uv;
|
||||
wave.x += sin((-FrameOffset.y * resolution_inv.y + uv.x * 16.0) + Time / 20.0) * Scale * resolution_inv.x;
|
||||
wave.y -= cos((-FrameOffset.x * resolution_inv.x + uv.y * 16.0) + Time / 5.0) * Scale * resolution_inv.y;
|
||||
float off = 0.35 * Scale * resolution_inv.y;
|
||||
float off2 = 2.0 * off;
|
||||
|
||||
vec3 color = texture2D(Texture, wave).rgb * 0.25;
|
||||
color += texture2D(Texture, wave + vec2(0, off)).rgb * 0.125;
|
||||
color += texture2D(Texture, wave + vec2(0, -off)).rgb * 0.125;
|
||||
|
||||
color.rg += texture2D(Texture, wave + vec2(-off, -off)).rg * 0.0625;
|
||||
color.rg += texture2D(Texture, wave + vec2(-off, 0)).rg * 0.125;
|
||||
color.rg += texture2D(Texture, wave + vec2(-off, off)).rg * 0.0625;
|
||||
color.b += texture2D(Texture, wave + vec2(-off2, -off)).b * 0.0625;
|
||||
color.b += texture2D(Texture, wave + vec2(-off2, 0)).b * 0.125;
|
||||
color.b += texture2D(Texture, wave + vec2(-off2, off)).b * 0.0625;
|
||||
|
||||
color.rg += texture2D(Texture, wave + vec2(off, off)).gb * 0.0625;
|
||||
color.rg += texture2D(Texture, wave + vec2(off, 0)).gb * 0.125;
|
||||
color.rg += texture2D(Texture, wave + vec2(off, -off)).gb * 0.0625;
|
||||
color.b += texture2D(Texture, wave + vec2(off2, off)).r * 0.0625;
|
||||
color.b += texture2D(Texture, wave + vec2(off2, 0)).r * 0.125;
|
||||
color.b += texture2D(Texture, wave + vec2(off2, -off)).r * 0.0625;
|
||||
|
||||
color *= (1.0 - Frag_Color.a);
|
||||
color += Frag_Color.rgb * Frag_Color.a;
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
15
src/framework/shaders/opengl/vertex_basic_110.glsl
Normal file
15
src/framework/shaders/opengl/vertex_basic_110.glsl
Normal file
|
@ -0,0 +1,15 @@
|
|||
#version 110
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
attribute vec2 Position;
|
||||
attribute vec2 UV;
|
||||
attribute vec4 Color;
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
||||
}
|
11
src/framework/shaders/opengles/fragment_color_100.glsl
Normal file
11
src/framework/shaders/opengles/fragment_color_100.glsl
Normal file
|
@ -0,0 +1,11 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color;
|
||||
}
|
12
src/framework/shaders/opengles/fragment_textured_100.glsl
Normal file
12
src/framework/shaders/opengles/fragment_textured_100.glsl
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
||||
}
|
17
src/framework/shaders/opengles/vertex_basic_100.glsl
Normal file
17
src/framework/shaders/opengles/vertex_basic_100.glsl
Normal file
|
@ -0,0 +1,17 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
attribute vec2 Position;
|
||||
attribute vec2 UV;
|
||||
attribute vec4 Color;
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
||||
}
|
|
@ -128,7 +128,7 @@ pub trait VFS: Debug {
|
|||
fn metadata(&self, path: &Path) -> GameResult<Box<dyn VMetadata>>;
|
||||
|
||||
/// Retrieve all file and directory entries in the given directory.
|
||||
fn read_dir(&self, path: &Path) -> GameResult<Box<dyn Iterator<Item=GameResult<PathBuf>>>>;
|
||||
fn read_dir(&self, path: &Path) -> GameResult<Box<dyn Iterator<Item = GameResult<PathBuf>>>>;
|
||||
|
||||
/// Retrieve the actual location of the VFS root, if available.
|
||||
fn to_path_buf(&self) -> Option<PathBuf>;
|
||||
|
@ -156,6 +156,7 @@ pub trait VMetadata {
|
|||
pub struct PhysicalFS {
|
||||
root: PathBuf,
|
||||
readonly: bool,
|
||||
lowercase: bool,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
|
@ -214,7 +215,11 @@ fn sanitize_path(path: &path::Path) -> Option<PathBuf> {
|
|||
impl PhysicalFS {
|
||||
/// Creates a new PhysicalFS
|
||||
pub fn new(root: &Path, readonly: bool) -> Self {
|
||||
PhysicalFS { root: root.into(), readonly }
|
||||
PhysicalFS { root: root.into(), readonly, lowercase: false }
|
||||
}
|
||||
|
||||
pub fn new_lowercase(root: &Path) -> Self {
|
||||
PhysicalFS { root: root.into(), readonly: true, lowercase: true }
|
||||
}
|
||||
|
||||
/// Takes a given path (&str) and returns
|
||||
|
@ -222,7 +227,11 @@ impl PhysicalFS {
|
|||
/// absolute path you get when appending it
|
||||
/// to this filesystem's root.
|
||||
fn to_absolute(&self, p: &Path) -> GameResult<PathBuf> {
|
||||
if let Some(safe_path) = sanitize_path(p) {
|
||||
if let Some(mut safe_path) = sanitize_path(p) {
|
||||
if self.lowercase {
|
||||
safe_path = PathBuf::from(p.to_string_lossy().to_lowercase())
|
||||
}
|
||||
|
||||
let mut root_path = self.root.clone();
|
||||
root_path.push(safe_path.clone());
|
||||
|
||||
|
@ -376,7 +385,7 @@ impl VFS for PhysicalFS {
|
|||
}
|
||||
|
||||
/// Retrieve the path entries in this path
|
||||
fn read_dir(&self, path: &Path) -> GameResult<Box<dyn Iterator<Item=GameResult<PathBuf>>>> {
|
||||
fn read_dir(&self, path: &Path) -> GameResult<Box<dyn Iterator<Item = GameResult<PathBuf>>>> {
|
||||
self.create_root()?;
|
||||
let p = self.to_absolute(path)?;
|
||||
// This is inconvenient because path() returns the full absolute
|
||||
|
@ -511,7 +520,7 @@ impl VFS for OverlayFS {
|
|||
}
|
||||
|
||||
/// Retrieve the path entries in this path
|
||||
fn read_dir(&self, path: &Path) -> GameResult<Box<dyn Iterator<Item=GameResult<PathBuf>>>> {
|
||||
fn read_dir(&self, path: &Path) -> GameResult<Box<dyn Iterator<Item = GameResult<PathBuf>>>> {
|
||||
// This is tricky 'cause we have to actually merge iterators together...
|
||||
// Doing it the simple and stupid way works though.
|
||||
let mut v = Vec::new();
|
||||
|
|
|
@ -265,7 +265,7 @@ pub fn init(options: LaunchOptions) -> GameResult {
|
|||
log::info!("Resource directory: {:?}", resource_dir);
|
||||
log::info!("Initializing engine...");
|
||||
|
||||
let mut context = Context::new();
|
||||
let mut context = Box::pin(Context::new());
|
||||
#[cfg(not(any(target_os = "android", target_os = "horizon")))]
|
||||
mount_vfs(&mut context, Box::new(PhysicalFS::new(&resource_dir, true)));
|
||||
|
||||
|
@ -294,6 +294,23 @@ pub fn init(options: LaunchOptions) -> GameResult {
|
|||
mount_vfs(&mut context, Box::new(PhysicalFS::new(&data_path, true)));
|
||||
mount_user_vfs(&mut context, Box::new(PhysicalFS::new(&user_path, false)));
|
||||
}
|
||||
#[cfg(target_os = "horizon")]
|
||||
{
|
||||
let mut data_path = PathBuf::from("sdmc:/switch/doukutsu-rs/data");
|
||||
let mut user_path = PathBuf::from("sdmc:/switch/doukutsu-rs/user");
|
||||
|
||||
let _ = std::fs::create_dir_all(&data_path);
|
||||
let _ = std::fs::create_dir_all(&user_path);
|
||||
|
||||
log::info!("Mounting VFS");
|
||||
mount_vfs(&mut context, Box::new(PhysicalFS::new(&data_path, true)));
|
||||
if crate::framework::backend_horizon::mount_romfs() {
|
||||
mount_vfs(&mut context, Box::new(PhysicalFS::new_lowercase(&PathBuf::from("romfs:/data"))));
|
||||
}
|
||||
log::info!("Mounting user VFS");
|
||||
mount_user_vfs(&mut context, Box::new(PhysicalFS::new(&user_path, false)));
|
||||
log::info!("ok");
|
||||
}
|
||||
|
||||
#[cfg(not(any(target_os = "android", target_os = "horizon")))]
|
||||
{
|
||||
|
@ -308,6 +325,7 @@ pub fn init(options: LaunchOptions) -> GameResult {
|
|||
}
|
||||
}
|
||||
|
||||
log::info!("Mounting built-in FS");
|
||||
mount_vfs(&mut context, Box::new(BuiltinFS::new()));
|
||||
|
||||
if options.server_mode {
|
||||
|
@ -315,15 +333,15 @@ pub fn init(options: LaunchOptions) -> GameResult {
|
|||
context.headless = true;
|
||||
}
|
||||
|
||||
let game = UnsafeCell::new(Game::new(&mut context)?);
|
||||
let state_ref = unsafe { &mut *((&mut *game.get()).state.get()) };
|
||||
let mut game = Box::pin(Game::new(&mut context)?);
|
||||
#[cfg(feature = "scripting-lua")]
|
||||
{
|
||||
state_ref.lua.update_refs(unsafe { (&*game.get()).state.get() }, &mut context as *mut Context);
|
||||
game.state.get().lua.update_refs(unsafe { &mut *game.state.get() }, &mut context as *mut Context);
|
||||
}
|
||||
|
||||
state_ref.next_scene = Some(Box::new(LoadingScene::new()));
|
||||
context.run(unsafe { &mut *game.get() })?;
|
||||
game.state.get_mut().next_scene = Some(Box::new(LoadingScene::new()));
|
||||
log::info!("Starting main loop...");
|
||||
context.run(game.as_mut().get_mut())?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
|
|
@ -39,9 +39,9 @@ pub struct Settings {
|
|||
pub pause_on_focus_loss: bool,
|
||||
#[serde(default = "default_interpolation")]
|
||||
pub organya_interpolation: InterpolationMode,
|
||||
#[serde(default = "default_controller_type")]
|
||||
#[serde(default = "default_p1_controller_type")]
|
||||
pub player1_controller_type: ControllerType,
|
||||
#[serde(default = "default_controller_type")]
|
||||
#[serde(default = "default_p2_controller_type")]
|
||||
pub player2_controller_type: ControllerType,
|
||||
#[serde(default = "p1_default_keymap")]
|
||||
pub player1_key_map: PlayerKeyMap,
|
||||
|
@ -133,8 +133,21 @@ fn default_screen_shake_intensity() -> ScreenShakeIntensity {
|
|||
}
|
||||
|
||||
#[inline(always)]
|
||||
fn default_controller_type() -> ControllerType {
|
||||
ControllerType::Keyboard
|
||||
fn default_p1_controller_type() -> ControllerType {
|
||||
if cfg!(any(target_os = "horizon")) {
|
||||
ControllerType::Gamepad(0)
|
||||
} else {
|
||||
ControllerType::Keyboard
|
||||
}
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
fn default_p2_controller_type() -> ControllerType {
|
||||
if cfg!(any(target_os = "horizon")) {
|
||||
ControllerType::Gamepad(1)
|
||||
} else {
|
||||
ControllerType::Keyboard
|
||||
}
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
|
@ -216,8 +229,8 @@ impl Settings {
|
|||
|
||||
if self.version == 11 {
|
||||
self.version = 12;
|
||||
self.player1_controller_type = default_controller_type();
|
||||
self.player2_controller_type = default_controller_type();
|
||||
self.player1_controller_type = default_p1_controller_type();
|
||||
self.player2_controller_type = default_p2_controller_type();
|
||||
self.player1_controller_button_map = player_default_controller_button_map();
|
||||
self.player2_controller_button_map = player_default_controller_button_map();
|
||||
self.player1_controller_axis_sensitivity = default_controller_axis_sensitivity();
|
||||
|
@ -396,8 +409,8 @@ impl Default for Settings {
|
|||
timing_mode: default_timing(),
|
||||
pause_on_focus_loss: default_pause_on_focus_loss(),
|
||||
organya_interpolation: InterpolationMode::Linear,
|
||||
player1_controller_type: default_controller_type(),
|
||||
player2_controller_type: default_controller_type(),
|
||||
player1_controller_type: default_p1_controller_type(),
|
||||
player2_controller_type: default_p2_controller_type(),
|
||||
player1_key_map: p1_default_keymap(),
|
||||
player2_key_map: p2_default_keymap(),
|
||||
player1_controller_button_map: player_default_controller_button_map(),
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
use crate::common::Color;
|
||||
use crate::framework::context::Context;
|
||||
use crate::framework::error::{GameError, GameResult};
|
||||
use crate::framework::graphics;
|
||||
use crate::game::shared_game_state::SharedGameState;
|
||||
use crate::graphics::font::Font;
|
||||
use crate::scene::Scene;
|
||||
|
@ -49,6 +51,8 @@ impl Scene for NoDataScene {
|
|||
}
|
||||
|
||||
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
|
||||
graphics::clear(ctx, Color::from_rgb(30, 0, 0));
|
||||
|
||||
state.font.builder().center(state.canvas_size.0).y(10.0).color((255, 100, 100, 255)).draw(
|
||||
"doukutsu-rs internal error",
|
||||
ctx,
|
||||
|
@ -63,36 +67,57 @@ impl Scene for NoDataScene {
|
|||
&mut state.texture_set,
|
||||
)?;
|
||||
|
||||
let mut y = 60.0;
|
||||
#[cfg(target_os = "android")]
|
||||
{
|
||||
let yellow = (255, 255, 0, 255);
|
||||
state.font.builder().center(state.canvas_size.0).y(60.0).color(yellow).draw(
|
||||
state.font.builder().center(state.canvas_size.0).y(y).color(yellow).draw(
|
||||
"It's likely that you haven't extracted the game data properly.",
|
||||
ctx,
|
||||
&state.constants,
|
||||
&mut state.texture_set,
|
||||
)?;
|
||||
state.font.builder().center(state.canvas_size.0).y(80.0).color(yellow).draw(
|
||||
y += 20.0;
|
||||
state.font.builder().center(state.canvas_size.0).y(y).color(yellow).draw(
|
||||
"Click here to open the guide.",
|
||||
ctx,
|
||||
&state.constants,
|
||||
&mut state.texture_set,
|
||||
)?;
|
||||
state.font.builder().center(state.canvas_size.0).y(100.0).color(yellow).draw(
|
||||
y += 20.0;
|
||||
state.font.builder().center(state.canvas_size.0).y(y).color(yellow).draw(
|
||||
REL_URL,
|
||||
ctx,
|
||||
&state.constants,
|
||||
&mut state.texture_set,
|
||||
)?;
|
||||
y += 20.0;
|
||||
}
|
||||
|
||||
{
|
||||
state.font.builder().center(state.canvas_size.0).y(140.0).draw(
|
||||
&self.err,
|
||||
ctx,
|
||||
&state.constants,
|
||||
&mut state.texture_set,
|
||||
)?;
|
||||
// put max 80 chars per line
|
||||
let mut lines = Vec::new();
|
||||
let mut line = String::new();
|
||||
|
||||
for word in self.err.split(' ') {
|
||||
if line.len() + word.len() > 80 {
|
||||
lines.push(line);
|
||||
line = String::new();
|
||||
}
|
||||
line.push_str(word);
|
||||
line.push(' ');
|
||||
}
|
||||
lines.push(line);
|
||||
|
||||
for line in lines {
|
||||
state.font.builder().center(state.canvas_size.0).y(y).draw(
|
||||
&line,
|
||||
ctx,
|
||||
&state.constants,
|
||||
&mut state.texture_set,
|
||||
)?;
|
||||
y += 20.0;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
|
|
|
@ -2,7 +2,12 @@
|
|||
pub use webbrowser::open;
|
||||
|
||||
// stub for platforms webbrowser doesn't support, such as Horizon OS
|
||||
#[cfg(not(feature = "webbrowser"))]
|
||||
#[cfg(not(any(feature = "webbrowser", target_os = "horizon")))]
|
||||
pub fn open(_url: &str) -> std::io::Result<()> {
|
||||
Ok(())
|
||||
}
|
||||
|
||||
#[cfg(target_os = "horizon")]
|
||||
pub fn open(url: &str) -> std::io::Result<()> {
|
||||
crate::framework::backend_horizon::web_open(url)
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue