mirror of
https://github.com/The-Powder-Toy/The-Powder-Toy.git
synced 2025-08-13 03:44:05 +02:00
Make emscripten work with draw limits
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@@ -82,7 +82,11 @@ int main(int argc, char * argv[])
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while (engine.Running())
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{
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EngineProcess();
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auto delay = EngineProcess();
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if (delay.has_value())
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{
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SDL_Delay(std::max(*delay, UINT64_C(1)));
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}
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}
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Platform::Exit(0);
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return 0;
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@@ -319,7 +319,7 @@ void SDLSetScreen()
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SDL_SetWindowSize(sdl_window, size.X, size.Y);
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LoadWindowPosition();
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}
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UpdateFpsLimit();
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ApplyFpsLimit();
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if (newFrameOpsNorm.fullscreen)
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{
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SDL_RaiseWindow(sdl_window);
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@@ -450,7 +450,7 @@ static void EventProcess(const SDL_Event &event)
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}
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}
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void EngineProcess()
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std::optional<uint64_t> EngineProcess()
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{
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auto &engine = ui::Engine::Ref();
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auto correctedFrameTime = tickSchedule.GetFrameTime();
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@@ -509,8 +509,5 @@ void EngineProcess()
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delay = tickSchedule.Arm(fpsLimitExplicit->value) / UINT64_C(1'000'000);
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}
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}
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if (delay.has_value())
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{
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SDL_Delay(std::max(*delay, UINT64_C(1)));
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}
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return delay;
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}
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@@ -6,6 +6,7 @@
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#include <cstdint>
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#include <SDL.h>
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#include <variant>
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#include <optional>
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extern int desktopWidth;
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extern int desktopHeight;
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@@ -25,7 +26,7 @@ extern bool calculatedInitialMouse;
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extern bool hasMouseMoved;
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void MainLoop();
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void EngineProcess();
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std::optional<uint64_t> EngineProcess();
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void StartTextInput();
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void StopTextInput();
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void SetTextInputRect(int x, int y, int w, int h);
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@@ -37,9 +38,8 @@ void blit(pixel *vid);
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void SDLOpen();
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void SDLClose();
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void SDLSetScreen();
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void SetFpsLimit(FpsLimit newFpsLimit);
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void LoadWindowPosition();
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void SaveWindowPosition();
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void LargeScreenDialog();
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void TickClient();
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void UpdateFpsLimit();
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void ApplyFpsLimit();
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@@ -5,14 +5,14 @@ void MainLoop()
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{
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while (ui::Engine::Ref().Running())
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{
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EngineProcess();
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auto delay = EngineProcess();
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if (delay.has_value())
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{
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SDL_Delay(std::max(*delay, UINT64_C(1)));
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}
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}
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}
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void SetFpsLimit(FpsLimit newFpsLimit)
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{
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}
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void UpdateFpsLimit()
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void ApplyFpsLimit()
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{
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}
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@@ -14,7 +14,7 @@ static void MainLoopBody()
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Platform::MaybeTriggerSyncFs();
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}
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void SetFpsLimit(FpsLimit newFpsLimit)
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void ApplyFpsLimit()
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{
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static bool mainLoopSet = false;
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if (!mainLoopSet)
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@@ -22,31 +22,43 @@ void SetFpsLimit(FpsLimit newFpsLimit)
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emscripten_set_main_loop(MainLoopBody, 0, 0);
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mainLoopSet = true;
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}
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// if (std::get_if<FpsLimitVsync>(&newFpsLimit)) // TODO: DrawLimitVsync
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// {
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// emscripten_set_main_loop_timing(EM_TIMING_RAF, 1);
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// std::cerr << "implicit fps limit via vsync" << std::endl;
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// }
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// else
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// {
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auto delay = 0;
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if (auto *fpsLimitExplicit = std::get_if<FpsLimitExplicit>(&newFpsLimit))
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// this generally attempts to replicate the behaviour of EngineProcess
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std::optional<float> drawLimit;
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auto &engine = ui::Engine::Ref();
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auto fpsLimit = engine.GetFpsLimit();
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if (auto *fpsLimitExplicit = std::get_if<FpsLimitExplicit>(&fpsLimit))
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{
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drawLimit = fpsLimitExplicit->value;
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}
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else if (std::holds_alternative<FpsLimitFollowDraw>(fpsLimit))
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{
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auto effectiveDrawLimit = engine.GetEffectiveDrawCap();
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if (effectiveDrawLimit)
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{
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delay = int(1000.f / fpsLimitExplicit->value);
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drawLimit = float(*effectiveDrawLimit);
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}
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emscripten_set_main_loop_timing(EM_TIMING_SETTIMEOUT, delay);
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std::cerr << "explicit fps limit: " << delay << "ms delays" << std::endl;
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// }
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}
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void UpdateFpsLimit()
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{
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SetFpsLimit(ui::Engine::Ref().GetFpsLimit());
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// else // TODO: DrawLimitVsync
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// {
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// if (std::holds_alternative<DrawLimitVsync>(engine.GetDrawingFrequencyLimit()))
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// {
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// emscripten_set_main_loop_timing(EM_TIMING_RAF, 1);
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// std::cerr << "implicit fps limit via vsync" << std::endl;
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// return;
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// }
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// }
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}
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int delay = 0; // no cap
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if (drawLimit.has_value())
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{
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delay = int(1000.f / *drawLimit);
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}
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emscripten_set_main_loop_timing(EM_TIMING_SETTIMEOUT, delay);
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std::cerr << "explicit fps limit: " << delay << "ms delays" << std::endl;
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}
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// Is actually only called once at startup, the real main loop body is MainLoopBody.
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void MainLoop()
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{
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UpdateFpsLimit();
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ApplyFpsLimit();
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MainLoopBody();
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}
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@@ -39,7 +39,7 @@ Engine::~Engine()
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void Engine::ApplyFpsLimit()
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{
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::SetFpsLimit(GetFpsLimit());
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::ApplyFpsLimit();
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}
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void Engine::Begin()
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