ref: c6e3fa8685606b0ebab5db65fcbcc4fb95998b82
dir: /src/Main.cpp/
#include <stddef.h> #include "Types.h" #include "CommonDefines.h" #include <stdint.h> #include <string> #include <SDL.h> #include "WindowsWrapper.h" #include "Input.h" #include "Config.h" #include "KeyControl.h" char gModulePath[PATH_LENGTH]; char gDataPath[PATH_LENGTH]; int gJoystickButtonTable[8]; int gWindowWidth; int gWindowHeight; SDL_Window *gWindow; SDL_Renderer *gRenderer; bool gbUseJoystick; bool bFullscreen; bool bFps; bool bActive; int main(int argc, char *argv[]) { //Get executable's path strcpy(gModulePath, SDL_GetBasePath()); if (gModulePath[strlen(gModulePath) - 1] == '/' || gModulePath[strlen(gModulePath) - 1] == '\\') gModulePath[strlen(gModulePath) - 1] = 0; //String cannot end in slash or stuff will probably break (original does this through a windows.h provided function) //Get path of the data folder strcpy(gDataPath, gModulePath); memcpy(&gDataPath[strlen(gDataPath)], "/data", 6); //Pixel didn't use a strcat //Initialize SDL if (SDL_Init(SDL_INIT_VIDEO) >= 0) { //Load configuration CONFIG config; if (!LoadConfigData(&config)) DefaultConfigData(&config); //Apply keybinds //Swap X and Z buttons if (config.attack_button_mode) { if (config.attack_button_mode == 1) { gKeyJump = KEY_X; gKeyShot = KEY_Z; } } else { gKeyJump = KEY_Z; gKeyShot = KEY_X; } //Swap Okay and Cancel buttons if (config.ok_button_mode) { if (config.ok_button_mode == 1) { gKeyOk = gKeyShot; gKeyCancel = gKeyJump; } } else { gKeyOk = gKeyJump; gKeyCancel = gKeyShot; } //Alternate movement keys if (config.move_button_mode) { if (config.move_button_mode == 1) { gKeyLeft = KEY_ALT_LEFT; gKeyUp = KEY_ALT_UP; gKeyRight = KEY_ALT_RIGHT; gKeyDown = KEY_ALT_DOWN; } } else { gKeyLeft = KEY_LEFT; gKeyUp = KEY_UP; gKeyRight = KEY_RIGHT; gKeyDown = KEY_DOWN; } //Set gamepad inputs for (int i = 0; i < 8; i++) { switch (config.joystick_button[i]) { case 1: gJoystickButtonTable[i] = gKeyJump; break; case 2: gJoystickButtonTable[i] = gKeyShot; break; case 3: gJoystickButtonTable[i] = gKeyArms; break; case 6: gJoystickButtonTable[i] = gKeyArmsRev; break; case 4: gJoystickButtonTable[i] = gKeyItem; break; case 5: gJoystickButtonTable[i] = gKeyMap; break; default: continue; } } RECT unused_rect = {0, 0, 320, 240}; //Get window dimensions and colour depth int windowScale; int colourDepth = 16; switch (config.display_mode) { case 1: case 2: //Set window dimensions if (config.display_mode == 1) { gWindowWidth = 320; gWindowHeight = 240; windowScale = 1; } else { gWindowWidth = 640; gWindowHeight = 480; windowScale = 2; } break; case 0: case 3: case 4: //Set window dimensions gWindowWidth = 640; gWindowHeight = 480; windowScale = 2; //Set colour depth if (config.display_mode) { if (config.display_mode == 3) colourDepth = 24; else if (config.display_mode == 4) colourDepth = 32; } else colourDepth = 16; bFullscreen = true; SDL_ShowCursor(0); break; } #ifdef JAPANESE const char *windowTitle = "洞窟物語エンジン"; #else const char *windowTitle = "Cave Story Engine ~ Doukutsu Monogatari Enjin"; #endif gWindow = SDL_CreateWindow(windowTitle, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, gWindowWidth, gWindowHeight, bFullscreen ? SDL_WINDOW_FULLSCREEN : 0); if (gWindow) { StartDirectDraw(window, windowScale); } } else { return -1; } return 0; } void InactiveWindow() { if (bActive) { bActive = false; //StopOrganyaMusic(); //SleepNoise(); } //PlaySoundObject(7, 0); } void ActiveWindow() { if (!bActive) { bActive = true; //StopOrganyaMusic(); //PlayOrganyaMusic(); //ResetNoise(); } //PlaySoundObject(7, -1); } void JoystickProc() { JOYSTICK_STATUS status; if (GetJoystickStatus(&status)) { //Set movement buttons if (status.bLeft) gKey |= gKeyLeft; if (status.bRight) gKey |= gKeyRight; if (status.bUp) gKey |= gKeyUp; if (status.bDown) gKey |= gKeyDown; //Clear previously held buttons for (int i = 0; i < 8; i++) gKey &= ~gJoystickButtonTable[i]; //Set held buttons for (int i = 0; i < 8; i++) { if (status.bButton[i]) gKey |= gJoystickButtonTable[i]; } } } bool SystemTask() { //Handle window events SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: return false; break; case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_FOCUS_GAINED: ActiveWindow(); break; case SDL_WINDOWEVENT_FOCUS_LOST: InactiveWindow(); break; default: break; } break; case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: gKey |= KEY_ESCAPE; break; case SDLK_w: gKey |= KEY_MAP; break; case SDLK_LEFT: gKey |= KEY_LEFT; break; case SDLK_RIGHT: gKey |= KEY_RIGHT; break; case SDLK_UP: gKey |= KEY_UP; break; case SDLK_DOWN: gKey |= KEY_DOWN; break; case SDLK_x: gKey |= KEY_X; break; case SDLK_z: gKey |= KEY_Z; break; case SDLK_s: gKey |= KEY_ARMS; break; case SDLK_a: gKey |= KEY_ARMSREV; break; case SDLK_RSHIFT: case SDLK_LSHIFT: gKey |= KEY_SHIFT; break; case SDLK_F1: gKey |= KEY_F1; break; case SDLK_F2: gKey |= KEY_F2; break; case SDLK_q: gKey |= KEY_ITEM; break; case SDLK_COMMA: gKey |= KEY_ALT_LEFT; break; case SDLK_PERIOD: gKey |= KEY_ALT_DOWN; break; case SDLK_SLASH: gKey |= KEY_ALT_RIGHT; break; case SDLK_l: gKey |= KEY_ALT_UP; break; #ifdef FIX_BUGS //BUG FIX: Pixel intended for the second alternate up key to be the plus key, Japanese keyboards have the plus key where the semi-colon key is, causing errors on other keyboard layouts) case SDLK_PLUS: #else case SDLK_SEMICOLON: #endif gKey |= KEY_PLUS; break; case SDLK_F5: gbUseJoystick = false; break; default: return true; } break; case SDL_KEYUP: switch (event.key.keysym.scancode) { case SDLK_ESCAPE: gKey &= ~KEY_ESCAPE; break; case SDLK_w: gKey &= ~KEY_MAP; break; case SDLK_LEFT: gKey &= ~KEY_LEFT; break; case SDLK_RIGHT: gKey &= ~KEY_RIGHT; break; case SDLK_UP: gKey &= ~KEY_UP; break; case SDLK_DOWN: gKey &= ~KEY_DOWN; break; case SDLK_x: gKey &= ~KEY_X; break; case SDLK_z: gKey &= ~KEY_Z; break; case SDLK_s: gKey &= ~KEY_ARMS; break; case SDLK_a: gKey &= ~KEY_ARMSREV; break; case SDLK_RSHIFT: case SDLK_LSHIFT: gKey &= ~KEY_SHIFT; break; case SDLK_F1: gKey &= ~KEY_F1; break; case SDLK_F2: gKey &= ~KEY_F2; break; case SDLK_q: gKey &= ~KEY_ITEM; break; case SDLK_COMMA: gKey &= ~KEY_ALT_LEFT; break; case SDLK_PERIOD: gKey &= ~KEY_ALT_DOWN; break; case SDLK_SLASH: gKey &= ~KEY_ALT_RIGHT; break; case SDLK_l: gKey &= ~KEY_ALT_UP; break; #ifdef FIX_BUGS //BUG FIX: Pixel intended for the second alternate up key to be the plus key, Japanese keyboards have the plus key where the semi-colon key is, causing errors on other keyboard layouts) case SDLK_PLUS: #else case SDLK_SEMICOLON: #endif gKey &= ~KEY_PLUS; break; default: return true; } break; } } //Run joystick code if (gbUseJoystick) JoystickProc(); return true; }