ref: 22c28f1c0de3a76cac067309abfd77f8d508c2bb
dir: /src/ft2_main.c/
// for finding memory leaks in debug mode with Visual Studio
#if defined _DEBUG && defined _MSC_VER
#include <crtdbg.h>
#endif
#include <stdio.h>
#include <stdint.h>
#include <math.h> // modf()
#ifdef _WIN32
#define WIN32_MEAN_AND_LEAN
#include <windows.h>
#include <SDL2/SDL_syswm.h>
#else
#include <unistd.h> // chdir()
#endif
#include "ft2_header.h"
#include "ft2_gui.h"
#include "ft2_video.h"
#include "ft2_audio.h"
#include "ft2_mouse.h"
#include "ft2_keyboard.h"
#include "ft2_config.h"
#include "ft2_sample_ed.h"
#include "ft2_diskop.h"
#include "ft2_scopes.h"
#include "ft2_about.h"
#include "ft2_pattern_ed.h"
#include "ft2_module_loader.h"
#include "ft2_sampling.h"
#include "ft2_audioselector.h"
#include "ft2_help.h"
#include "ft2_midi.h"
#include "ft2_events.h"
#include "ft2_bmp.h"
#include "ft2_structs.h"
#ifdef HAS_MIDI
static SDL_Thread *initMidiThread;
#endif
static void setupPerfFreq(void);
static void initializeVars(void);
static void cleanUpAndExit(void); // never call this inside the main loop
#ifdef __APPLE__
static void osxSetDirToProgramDirFromArgs(char **argv);
#endif
#ifdef _WIN32
static void disableWasapi(void);
#endif
int main(int argc, char *argv[])
{
#if defined _WIN32 || defined __APPLE__
SDL_version sdlVer;
#endif
// for finding memory leaks in debug mode with Visual Studio
#if defined _DEBUG && defined _MSC_VER
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif
#if SDL_PATCHLEVEL < 5
#pragma message("WARNING: The SDL2 dev lib is older than ver 2.0.5. You'll get fullscreen mode issues and no audio input sampling.")
#pragma message("At least version 2.0.7 is recommended.")
#endif
SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
initializeVars();
setupCrashHandler();
// on Windows and macOS, test what version SDL2.DLL is (against library version used in compilation)
#if defined _WIN32 || defined __APPLE__
SDL_GetVersion(&sdlVer);
if (sdlVer.major != SDL_MAJOR_VERSION || sdlVer.minor != SDL_MINOR_VERSION || sdlVer.patch != SDL_PATCHLEVEL)
{
#ifdef _WIN32
showErrorMsgBox("SDL2.dll is not the expected version, the program will terminate.\n\n" \
"Loaded dll version: %d.%d.%d\n" \
"Required (compiled with) version: %d.%d.%d\n\n",
sdlVer.major, sdlVer.minor, sdlVer.patch,
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL);
#else
showErrorMsgBox("The loaded SDL2 library is not the expected version, the program will terminate.\n\n" \
"Loaded library version: %d.%d.%d\n" \
"Required (compiled with) version: %d.%d.%d",
sdlVer.major, sdlVer.minor, sdlVer.patch,
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL);
#endif
return 0;
}
#endif
#if SDL_PATCHLEVEL >= 4 // SDL 2.0.4 or later
SDL_SetHint(SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4, "1"); // windows only - prevent ALT+F4 from exiting (FT2 uses ALT+F4)
#endif
#ifdef _WIN32
if (!cpu.hasSSE)
{
showErrorMsgBox("Your computer's processor doesn't have the SSE instruction set\n" \
"which is needed for this program to run. Sorry!");
return 0;
}
if (!cpu.hasSSE2)
{
showErrorMsgBox("Your computer's processor doesn't have the SSE2 instruction set\n" \
"which is needed for this program to run. Sorry!");
return 0;
}
setupWin32Usleep();
disableWasapi(); // disable problematic WASAPI SDL2 audio driver on Windows (causes clicks/pops sometimes...)
// 13.03.2020: This is still needed with SDL 2.0.12...
#endif
/* SDL 2.0.9 for Windows has a serious bug where you need to initialize the joystick subsystem
** (even if you don't use it) or else weird things happen like random stutters, keyboard (rarely) being
** reinitialized in Windows and what not.
** Ref.: https://bugzilla.libsdl.org/show_bug.cgi?id=4391
*/
#if defined _WIN32 && SDL_PATCHLEVEL == 9
if (SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) != 0)
#else
if (SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO) != 0)
#endif
{
showErrorMsgBox("Couldn't initialize SDL:\n%s", SDL_GetError());
return 1;
}
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
/* Text input is started by default in SDL2, turn it off to remove ~2ms spikes per key press.
** We manuallay start it again when a text edit box is activated, and stop it when done.
** Ref.: https://bugzilla.libsdl.org/show_bug.cgi?id=4166
*/
SDL_StopTextInput();
#ifdef __APPLE__
osxSetDirToProgramDirFromArgs(argv);
#endif
UNICHAR_GETCWD(editor.binaryPathU, PATH_MAX);
if (!loadBMPs())
{
cleanUpAndExit();
return 1;
}
loadConfigOrSetDefaults();
if (!setupWindow() || !setupRenderer())
{
cleanUpAndExit();
return 1;
}
#ifdef _WIN32
// allow only one instance, and send arguments to it (what song to play)
if (handleSingleInstancing(argc, argv))
{
cleanUpAndExit();
return 0; // close current instance, the main instance got a message now
}
#endif
if (!setupDiskOp())
{
cleanUpAndExit();
return 1;
}
audio.currOutputDevice = getAudioOutputDeviceFromConfig();
audio.currInputDevice = getAudioInputDeviceFromConfig();
setupPerfFreq();
if (!setupAudio(CONFIG_HIDE_ERRORS))
{
// one LAST attempt (with default audio device and settings)
config.audioFreq = 48000;
// try 48kHz 16-bit audio at 1024 samples
config.specialFlags &= ~(BITDEPTH_32 + BUFFSIZE_512 + BUFFSIZE_2048);
config.specialFlags |= (BITDEPTH_16 + BUFFSIZE_1024);
setToDefaultAudioOutputDevice();
if (!setupAudio(CONFIG_SHOW_ERRORS))
{
cleanUpAndExit(); // still no go...
return 1;
}
}
if (!setupReplayer() || !setupGUI() || !initScopes())
{
cleanUpAndExit();
return 1;
}
pauseAudio();
resumeAudio();
rescanAudioDevices();
#ifdef _WIN32 // on Windows we show the window at this point
SDL_ShowWindow(video.window);
#endif
if (config.windowFlags & START_IN_FULLSCR)
{
video.fullscreen = true;
enterFullscreen();
}
#ifdef HAS_MIDI
// set up MIDI input (in a thread because it can take quite a while on f.ex. macOS)
initMidiThread = SDL_CreateThread(initMidiFunc, NULL, NULL);
if (initMidiThread == NULL)
{
showErrorMsgBox("Couldn't create MIDI initialization thread!");
cleanUpAndExit();
return 1;
}
SDL_DetachThread(initMidiThread); // don't wait for this thread, let it clean up when done
#endif
setupWaitVBL(); // this is needed for potential okBox() calls in handleModuleLoadFromArg()
handleModuleLoadFromArg(argc, argv);
editor.mainLoopOngoing = true;
setupWaitVBL(); // this must be the very last thing done before entering the main loop
while (editor.programRunning)
{
beginFPSCounter();
handleThreadEvents();
readInput();
handleEvents();
handleRedrawing();
flipFrame();
endFPSCounter();
}
if (config.cfg_AutoSave)
saveConfig(CONFIG_HIDE_ERRORS);
cleanUpAndExit();
return 0;
}
static void initializeVars(void)
{
int32_t i;
cpu.hasSSE = SDL_HasSSE();
cpu.hasSSE2 = SDL_HasSSE2();
// clear common structs
memset(&video, 0, sizeof (video));
memset(&keyb, 0, sizeof (keyb));
memset(&mouse, 0, sizeof (mouse));
memset(&editor, 0, sizeof (editor));
memset(&pattMark, 0, sizeof (pattMark));
memset(&pattSync, 0, sizeof (pattSync));
memset(&chSync, 0, sizeof (chSync));
memset(&song, 0, sizeof (song));
for (i = 0; i < MAX_VOICES; i++)
{
lastChInstr[i].instrNr = 255;
lastChInstr[i].sampleNr = 255;
}
// now set data that must be initialized to non-zero values...
audio.locked = true;
audio.rescanAudioDevicesSupported = true;
strcpy(ui.fullscreenButtonText, "Go fullscreen");
// set non-zero values
editor.moduleSaveMode = MOD_SAVE_MODE_XM;
editor.sampleSaveMode = SMP_SAVE_MODE_WAV;
ui.sampleDataOrLoopDrag = -1;
mouse.lastUsedObjectID = OBJECT_ID_NONE;
editor.ID_Add = 1;
editor.srcInstr = 1;
editor.curInstr = 1;
editor.curOctave = 4;
editor.smpEd_NoteNr = 48 + 1; // middle-C
editor.ptnJumpPos[0] = 0x00;
editor.ptnJumpPos[1] = 0x10;
editor.ptnJumpPos[2] = 0x20;
editor.ptnJumpPos[3] = 0x30;
editor.copyMaskEnable = true;
memset(editor.copyMask, 1, sizeof (editor.copyMask));
memset(editor.pasteMask, 1, sizeof (editor.pasteMask));
#ifdef HAS_MIDI
midi.enable = true;
#endif
editor.diskOpReadOnOpen = true;
editor.programRunning = true;
audio.linearFreqTable = true;
calcAudioTables();
}
static void cleanUpAndExit(void) // never call this inside the main loop!
{
#ifdef HAS_MIDI
if (midi.closeMidiOnExit)
{
closeMidiInDevice();
freeMidiIn();
}
#endif
closeAudio();
closeReplayer();
closeVideo();
freeSprites();
freeDiskOp();
clearCopyBuffer();
freeAudioDeviceSelectorBuffers();
#ifdef HAS_MIDI
freeMidiInputDeviceList();
#endif
windUpFTHelp();
freeTextBoxes();
freeMouseCursors();
freeBMPs();
#ifdef HAS_MIDI
if (midi.inputDeviceName != NULL)
{
free(midi.inputDeviceName);
midi.inputDeviceName = NULL;
}
#endif
if (editor.audioDevConfigFileLocation != NULL)
{
free(editor.audioDevConfigFileLocation);
editor.audioDevConfigFileLocation = NULL;
}
if (editor.configFileLocation != NULL)
{
free(editor.configFileLocation);
editor.configFileLocation = NULL;
}
if (editor.midiConfigFileLocation != NULL)
{
free(editor.midiConfigFileLocation);
editor.midiConfigFileLocation = NULL;
}
#ifdef _WIN32
freeWin32Usleep();
closeSingleInstancing();
#endif
SDL_Quit();
}
#ifdef __APPLE__
static void osxSetDirToProgramDirFromArgs(char **argv)
{
char *tmpPath;
int32_t i, tmpPathLen;
/* OS X/macOS: hackish way of setting the current working directory to the place where we double clicked
** on the icon (for protracker.ini loading)
*/
// if we launched from the terminal, argv[0][0] would be '.'
if (argv[0] != NULL && argv[0][0] == DIR_DELIMITER) // don't do the hack if we launched from the terminal
{
tmpPath = strdup(argv[0]);
if (tmpPath != NULL)
{
// cut off program filename
tmpPathLen = strlen(tmpPath);
for (i = tmpPathLen - 1; i >= 0; i--)
{
if (tmpPath[i] == DIR_DELIMITER)
{
tmpPath[i] = '\0';
break;
}
}
chdir(tmpPath); // path to binary
chdir("../../../"); // we should now be in the directory where the config can be
free(tmpPath);
}
}
}
#endif
static void setupPerfFreq(void)
{
uint64_t perfFreq64;
double dInt, dFrac;
perfFreq64 = SDL_GetPerformanceFrequency();
assert(perfFreq64 != 0);
editor.dPerfFreq = (double)perfFreq64;
editor.dPerfFreqMulMicro = 1000000.0 / editor.dPerfFreq;
editor.dPerfFreqMulMs = 1.0 / (editor.dPerfFreq / 1000.0);
// calculate vblank time for performance counters and split into int/frac
dFrac = modf(editor.dPerfFreq / VBLANK_HZ, &dInt);
// integer part
video.vblankTimeLen = (int32_t)dInt;
// fractional part scaled to 0..2^32-1
dFrac *= UINT32_MAX;
dFrac += 0.5;
if (dFrac > UINT32_MAX)
dFrac = UINT32_MAX;
video.vblankTimeLenFrac = (uint32_t)dFrac;
}
#ifdef _WIN32
static void disableWasapi(void)
{
const char *audioDriver;
int32_t i, numAudioDrivers;
// disable problematic WASAPI SDL2 audio driver on Windows (causes clicks/pops sometimes...)
numAudioDrivers = SDL_GetNumAudioDrivers();
for (i = 0; i < numAudioDrivers; i++)
{
audioDriver = SDL_GetAudioDriver(i);
if (audioDriver != NULL && strcmp("directsound", audioDriver) == 0)
{
SDL_setenv("SDL_AUDIODRIVER", "directsound", true);
audio.rescanAudioDevicesSupported = false;
break;
}
}
if (i == numAudioDrivers)
{
// directsound is not available, try winmm
for (i = 0; i < numAudioDrivers; i++)
{
audioDriver = SDL_GetAudioDriver(i);
if (audioDriver != NULL && strcmp("winmm", audioDriver) == 0)
{
SDL_setenv("SDL_AUDIODRIVER", "winmm", true);
audio.rescanAudioDevicesSupported = false;
break;
}
}
}
// maybe we didn't find directsound or winmm, let's use wasapi after all then...
}
#endif