Input worked at the shell and not in Snake, and that split is the whole diagnosis: the shell blocks on a read, Snake polls the READY bit. Only the polling path was broken. RAYLIB CLEARS ITS CHARACTER QUEUE ON EVERY POLL, and a poll happens inside EndDrawing, so a key survives exactly one frame unless something takes it in that frame. The window presents sixty times a second and Snake looks about ten, so five keys in six were thrown away by the next present before the game ever glanced at them. A blocking read presented and then looked immediately, which is why the shell never noticed. The window now keeps its own queue, drained from Raylib at every present and emptied only when the console actually takes a byte. That is what this machine already promises about its console, and Snake's own comment is the specification: "the console keeps the next key until it is asked for, so a key pressed while the snake was moving is still there next frame". The hook was not honouring it. Asking the queue first also makes the two questions the same question. A poll takes whatever is waiting and returns at once, and a blocking read takes whatever is waiting, then presents a frame and looks again - so neither path can see a key the other would have missed. The queue drops its oldest when it fills, so somebody leaning on the keyboard while a program ignores it cannot push out what they typed most recently. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
284 lines
12 KiB
C
284 lines
12 KiB
C
// voyager.c
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// The Segan Voyager
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// A SplitBit with a screen and a speaker attached
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// Written by Anachronaut
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//
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// ---- What this is ----
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//
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// The same machine SplitBit runs, presented through a window instead of a terminal. Every
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// instruction, every device and every cycle is in machine.c and shared; this file opens a
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// window, gives the machine a slice of time per frame, and shows what came out.
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//
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// THAT ORDER MATTERS AND IS THE WHOLE DESIGN. The devices belong to the machine and advance
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// on emulated cycles, so the same program produces the same frames and the same samples
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// whether or not anybody is looking. Raylib presents; it does not decide. Which is what
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// lets a test suite with no display hold this binary to the same behaviour as the other
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// one.
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//
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// The window shows what the video device produced and decides nothing about it. Render is a
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// pure function of video memory, so the same program draws the same picture whether or not
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// anybody is watching - which is what lets a suite with no display check a screen.
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#include "machine.h"
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#include "video.h"
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#include "io.h"
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#include "utility.h"
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#include "raylib.h"
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#include <stdio.h>
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#include <string.h>
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#include <getopt.h>
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// The window opens at the largest screen the device can produce, doubled, because a 640 by
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// 400 window is small on a modern display and a 320 by 200 one is a postage stamp.
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#define SCREEN_SCALE 2
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// ---- Running without a window ----
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//
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// Taken out of the arguments here rather than in the shared parser, because it is a fact
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// about this front end and the shared parser should not learn about a window that only one
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// binary has. Everything else on the command line means exactly what it means to SplitBit.
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//
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// It exists so the suite can run this binary at all: a test machine has no display, and a
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// front end that could only be exercised by a person looking at it would be a front end
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// nothing checks. Headless, Voyager must print byte for byte what SplitBit prints, and
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// Tests/voyager.sh holds it to that.
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static int takeHeadless(int *argc, char *argv[]) {
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int headless = 0;
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int out = 0;
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for (int i = 0; i < *argc; i++) {
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if (strcmp(argv[i], "--headless") == 0) {
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headless = 1;
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continue;
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}
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argv[out++] = argv[i];
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}
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argv[out] = NULL;
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*argc = out;
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return headless;
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}
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// ---- The window, kept in one place ----
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//
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// Both the frame loop and the input hook have to be able to present, because a machine
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// waiting for a key is still a machine somebody is looking at. A window that froze while a
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// program asked a question would look broken every time it asked one.
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static Texture2D screenTexture;
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static int windowOpen = 0;
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// ---- Keys are kept until they are asked for ----
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//
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// RAYLIB CLEARS ITS CHARACTER QUEUE ON EVERY POLL, and a poll happens inside EndDrawing, so
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// a key survives exactly one frame unless something takes it. That is fine for a game that
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// reads input every frame and wrong for everything else: Snake looks about ten times a
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// second, so five keys in six were being thrown away by the next present before it ever
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// glanced at them. The shell worked the whole time, because a blocking read presents and
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// then looks immediately.
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//
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// So the window keeps its own queue, drained from Raylib at every present and emptied only
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// when the console actually takes a byte. That is what the machine already promises - Snake's
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// own comment says "the console keeps the next key until it is asked for" - and it makes the
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// console's timing nobody else's business.
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#define KEY_QUEUE 64
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static unsigned char keyQueue[KEY_QUEUE];
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static int keyHead = 0;
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static int keyTail = 0;
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static void keyPush(unsigned char byte) {
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const int next = (keyTail + 1) % KEY_QUEUE;
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if (next == keyHead) {
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// Full, so the oldest goes. Somebody leaning on the keyboard while a program ignores
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// it should not be able to push out what they typed most recently.
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keyHead = (keyHead + 1) % KEY_QUEUE;
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}
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keyQueue[keyTail] = byte;
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keyTail = next;
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}
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static int keyTake(void) {
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if (keyHead == keyTail) {
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return CONSOLE_NOTHING_YET;
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}
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const int byte = keyQueue[keyHead];
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keyHead = (keyHead + 1) % KEY_QUEUE;
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return byte;
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}
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// Everything Raylib has, taken before it can throw any of it away.
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static void drainKeyboard(void) {
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int character;
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while ((character = GetCharPressed()) > 0) {
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if (character < 128) {
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keyPush((unsigned char)character);
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}
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}
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int key;
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while ((key = GetKeyPressed()) > 0) {
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// Only the keys a character queue does not carry, because they are not characters.
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// Everything else has already arrived above, and taking it again would double it.
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switch (key) {
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case KEY_ENTER: case KEY_KP_ENTER: keyPush('\n'); break;
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case KEY_BACKSPACE: keyPush(0x08); break;
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case KEY_TAB: keyPush('\t'); break;
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case KEY_ESCAPE: keyPush(0x1B); break;
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default: break;
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}
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}
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}
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static void presentFrame(void) {
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// The device turns video memory into pixels; this puts them on the glass. Everything
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// that decides what the screen looks like is in the machine, where the suite can
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// reach it.
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videoRender();
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int width, height;
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const uint8_t *frame = videoPixels(&width, &height);
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if (width > 0 && height > 0) {
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UpdateTextureRec(screenTexture, (Rectangle){ 0, 0, (float)width, (float)height },
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frame);
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}
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BeginDrawing();
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// Clearly not the screen. What is left over when the window's shape does not match the
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// picture's is a bezel, and it should look like one rather than like more screen.
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ClearBackground((Color){ 40, 40, 40, 255 });
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if (width > 0 && height > 0) {
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// ---- Filling the window, in whole pixels ----
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//
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// The largest whole-number scale that still fits. Whole numbers because a 320 by 200
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// picture stretched by 2.7 is a picture with some rows twice as tall as their
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// neighbours, which on eight pixel glyphs is the difference between text and mush.
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//
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// The two modes are exactly a factor of two apart and the window opens at twice the
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// larger, so both fill it exactly: 320 by 200 at four, and 640 by 400 at two.
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// Changing mode therefore changes how sharp the screen is and not how big it is.
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const int windowWidth = GetScreenWidth();
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const int windowHeight = GetScreenHeight();
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int scale = windowWidth / width;
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const int fits = windowHeight / height;
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if (fits < scale) scale = fits;
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if (scale < 1) scale = 1;
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const int drawnWidth = width * scale;
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const int drawnHeight = height * scale;
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Rectangle from = { 0, 0, (float)width, (float)height };
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Rectangle to = {
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(float)((windowWidth - drawnWidth) / 2),
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(float)((windowHeight - drawnHeight) / 2),
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(float)drawnWidth, (float)drawnHeight
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};
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DrawTexturePro(screenTexture, from, to, (Vector2){ 0, 0 }, 0.0f, WHITE);
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}
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EndDrawing();
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// EndDrawing has just polled, which is the one moment Raylib's queues hold anything.
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drainKeyboard();
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}
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// What the console asks while it is waiting. Presenting from in here is what keeps the
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// window answering, and EndDrawing paces it, so waiting for a key costs a frame rather
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// than a spin.
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static int voyagerKey(int mayWait) {
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if (!windowOpen) {
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return CONSOLE_GONE;
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}
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// Whatever is already waiting, however long ago it was typed. This is the answer to
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// both questions, and asking it first is what makes a program that polls rarely see
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// every key rather than one in six.
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const int waiting = keyTake();
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if (waiting != CONSOLE_NOTHING_YET) {
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return waiting;
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}
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if (!mayWait) {
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// A poll is a poll. Presenting here would charge a frame for every glance, and a
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// program that looks in a loop would run at the frame rate.
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return CONSOLE_NOTHING_YET;
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}
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if (WindowShouldClose()) {
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windowOpen = 0;
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return CONSOLE_GONE;
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}
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// Presenting is what keeps the window answering while the machine waits, and EndDrawing
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// paces it, so waiting for a key costs a frame rather than a spin. It drains the
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// keyboard on the way out, so anything just typed is here now.
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presentFrame();
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return keyTake();
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}
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int main(int argc, char *argv[]) {
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int headless = takeHeadless(&argc, argv);
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EmulatorOptions options;
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uint8_t result = parseOptions(argc, argv, &options);
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if (result == OPTIONS_HELP) {
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printf(" --headless Run with no window, which is how the tests run it.\n");
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return 0;
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} else if (result == OPTIONS_ERROR) {
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return 1;
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}
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char *programFile = NULL;
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if (optind < argc) {
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programFile = argv[optind];
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optind++;
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}
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if (optind < argc) {
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fprintf(stderr, "Error: Unexpected argument: %s\n", argv[optind]);
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return 1;
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}
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Machine machine;
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uint8_t started = machineStart(&machine, &options, programFile);
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if (started == MACHINE_NOTHING_TO_RUN) {
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fprintf(stderr, "Error: No boot image and no disk, so there is nothing to run.\n");
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printHelp(argv[0]);
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return 1;
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} else if (started != MACHINE_OK) {
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return 1;
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}
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if (headless) {
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// The same three lines SplitBit runs, and deliberately so: a headless Voyager is
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// not a reduced machine, it is the machine with nobody watching.
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while (machineRunning(&machine)) {
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machineRunSlice(&machine);
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}
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} else {
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// Resizable, because how big somebody wants a screen is not the machine's business.
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// The picture is rescaled to whatever the window becomes, in whole pixels.
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(VIDEO_MAX_WIDTH * SCREEN_SCALE, VIDEO_MAX_HEIGHT * SCREEN_SCALE,
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"Segan Voyager");
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SetTargetFPS(60);
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// One texture, updated in place. Making a new one every frame would be a new
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// allocation sixty times a second for a picture that is the same size every time.
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Image blank = GenImageColor(VIDEO_MAX_WIDTH, VIDEO_MAX_HEIGHT, BLACK);
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ImageFormat(&blank, PIXELFORMAT_UNCOMPRESSED_R8G8B8);
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screenTexture = LoadTextureFromImage(blank);
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UnloadImage(blank);
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windowOpen = 1;
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// The keyboard becomes the console's input, in place of a standard input the window
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// does not have.
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consoleSetInputHook(voyagerKey);
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// ---- A slice a frame ----
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//
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// The machine gets its turn, then the window gets its turn. Closing the window
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// stops the machine, and the machine halting leaves the window up so that whatever
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// it drew is still there to look at - a program that ends should not take its
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// output off the screen with it.
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// A slice, then a frame. The machine halting leaves the window up so that whatever
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// it drew is still there to look at - a program that ends should not take its output
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// off the screen with it.
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while (windowOpen && !WindowShouldClose()) {
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if (machineRunning(&machine)) {
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machineRunSlice(&machine);
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}
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presentFrame();
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}
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windowOpen = 0;
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// Taken back before the machine stops, so nothing can ask a window that has gone.
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consoleSetInputHook(NULL);
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UnloadTexture(screenTexture);
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CloseWindow();
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}
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machineStop(&machine);
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return machineReport(&machine);
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}
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