Implement play/stop cap and shell music
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This commit is contained in:
2026-05-27 19:00:04 -05:00
parent a499b4f032
commit d6bafb4403
9 changed files with 868 additions and 73 deletions
+113
View File
@@ -0,0 +1,113 @@
#include "context.h"
#include <string.h>
#include "imgui/imgui.h"
#include "imgui/backends/imgui_impl_sdl2.h"
static SDL_Window *s_sdlWindow;
static SDL_GLContext s_sdlGlContext;
static SDL_GameController *s_controller;
int WINDOW_WIDTH;
int WINDOW_HEIGHT;
void context_init(const char *title, int width, int height, int major, int minor)
{
int profile;
#ifndef __APPLE__
GLenum glewInitResult;
#endif
int i;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) goto err;
profile = major < 3 ? SDL_GL_CONTEXT_PROFILE_COMPATIBILITY : SDL_GL_CONTEXT_PROFILE_CORE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile);
WINDOW_WIDTH = width;
WINDOW_HEIGHT = height;
s_sdlWindow = SDL_CreateWindow(
title,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width, height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
);
if (!s_sdlWindow) goto err;
s_sdlGlContext = SDL_GL_CreateContext(s_sdlWindow);
SDL_GL_SetSwapInterval(1);
if (!s_sdlGlContext) goto err;
#ifndef __APPLE__
glewExperimental = GL_TRUE;
glewInitResult = glewInit();
if (glewInitResult != GLEW_OK) goto err;
#endif
s_controller = NULL;
for (i = 0; i < SDL_NumJoysticks(); ++i)
{
if (!SDL_IsGameController(i)) continue;
s_controller = SDL_GameControllerOpen(i);
printf("Using game controller: %s", SDL_GameControllerName(s_controller));
if (s_controller) break;
}
return;
err:
SDL_GL_DeleteContext(s_sdlGlContext);
SDL_DestroyWindow(s_sdlWindow);
SDL_Quit();
}
SDL_GameController *context_get_controller(void)
{
return s_controller;
}
SDL_Window *context_get_window(void)
{
return s_sdlWindow;
}
SDL_GLContext context_get_gl_context(void)
{
return s_sdlGlContext;
}
bool context_flip_frame_poll_events(void)
{
bool still_running = true;
SDL_GL_SwapWindow(s_sdlWindow);
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
switch (event.type)
{
case SDL_QUIT:
still_running = false;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE)
still_running = false;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
WINDOW_WIDTH = event.window.data1;
WINDOW_HEIGHT = event.window.data2;
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
}
break;
}
}
return still_running;
}
void context_terminate(void)
{
if (!s_sdlWindow)
return;
if (s_controller)
SDL_GameControllerClose(s_controller);
SDL_GL_DeleteContext(s_sdlGlContext);
SDL_DestroyWindow(s_sdlWindow);
SDL_Quit();
s_sdlWindow = NULL;
}