mirror of
https://github.com/wiiu-env/ftpiiu_plugin.git
synced 2024-12-23 11:21:49 +01:00
49b2571336
More fine-grained locking
282 lines
6.4 KiB
C++
282 lines
6.4 KiB
C++
// ftpd is a server implementation based on the following:
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// - RFC 959 (https://tools.ietf.org/html/rfc959)
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// - RFC 3659 (https://tools.ietf.org/html/rfc3659)
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// - suggested implementation details from https://cr.yp.to/ftp/filesystem.html
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//
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// Copyright (C) 2020 Michael Theall
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include "platform.h"
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#include "imgui.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <cstdio>
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#include <memory>
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#include <mutex>
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#include <thread>
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namespace
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{
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/// \brief GLFW main window
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std::unique_ptr<GLFWwindow, void (*) (GLFWwindow *)> s_mainWindow (nullptr, glfwDestroyWindow);
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/// \brief Window resize callback
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/// \param window_ GLFW window
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/// \param width_ New window width
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/// \param height_ New window height
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void windowResize (GLFWwindow *const window_, int const width_, int const height_)
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{
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(void)window_;
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if (!width_ || !height_)
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return;
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glViewport (0, 0, width_, height_);
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}
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#ifndef NDEBUG
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/// \brief GL log callback
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/// \param source_ Message source
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/// \param type_ Message type
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/// \param id_ Message id
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/// \param severity_ Message severity
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/// \param length_ Message length
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/// \param userParam_ User parameter
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void logCallback (GLenum const source_,
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GLenum const type_,
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GLuint const id_,
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GLenum const severity_,
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GLsizei const length_,
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GLchar const *const message_,
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void const *const userParam_)
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{
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(void)source_;
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(void)type_;
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(void)id_;
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(void)severity_;
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(void)length_;
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(void)userParam_;
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std::fprintf (stderr, "%s\n", message_);
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}
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#endif
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}
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bool platform::init ()
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{
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// initialize GLFW
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if (!glfwInit ())
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{
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std::fprintf (stderr, "Failed to initialize GLFW\n");
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return false;
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}
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// use OpenGL 4.3 Core Profile
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glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifndef NDEBUG
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glfwWindowHint (GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
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#endif
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// set depth buffer size
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glfwWindowHint (GLFW_DEPTH_BITS, 24);
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glfwWindowHint (GLFW_STENCIL_BITS, 8);
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// create GLFW window
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s_mainWindow.reset (glfwCreateWindow (1280, 720, "Test Game", nullptr, nullptr));
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if (!s_mainWindow)
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{
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std::fprintf (stderr, "Failed to create window\n");
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glfwTerminate ();
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return false;
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}
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// enable vsync
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glfwSwapInterval (1);
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// create context
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glfwMakeContextCurrent (s_mainWindow.get ());
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glfwSetFramebufferSizeCallback (s_mainWindow.get (), windowResize);
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// load OpenGL
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if (!gladLoadGL ())
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{
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std::fprintf (stderr, "gladLoadGL: failed\n");
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platform::exit ();
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return false;
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}
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#ifndef NDEBUG
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GLint flags;
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glGetIntegerv (GL_CONTEXT_FLAGS, &flags);
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if (flags & GL_CONTEXT_FLAG_DEBUG_BIT)
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{
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glEnable (GL_DEBUG_OUTPUT);
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glEnable (GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback (logCallback, nullptr);
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glDebugMessageControl (GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
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}
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#endif
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glEnable (GL_CULL_FACE);
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glFrontFace (GL_CCW);
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glCullFace (GL_BACK);
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glEnable (GL_DEPTH_TEST);
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glDepthFunc (GL_LEQUAL);
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glClearColor (104.0f / 255.0f, 176.0f / 255.0f, 216.0f / 255.0f, 1.0f);
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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std::printf ("Renderer: %s\n", glGetString (GL_RENDERER));
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std::printf ("OpenGL Version: %s\n", glGetString (GL_VERSION));
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ImGui_ImplGlfw_InitForOpenGL (s_mainWindow.get (), true);
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ImGui_ImplOpenGL3_Init ("#version 150");
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auto &io = ImGui::GetIO ();
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// disable imgui.ini file
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io.IniFilename = nullptr;
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return true;
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}
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bool platform::networkVisible ()
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{
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return true;
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}
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bool platform::loop ()
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{
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bool inactive;
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do
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{
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inactive = glfwGetWindowAttrib (s_mainWindow.get (), GLFW_ICONIFIED);
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(inactive ? glfwWaitEvents : glfwPollEvents) ();
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if (glfwWindowShouldClose (s_mainWindow.get ()))
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return false;
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} while (inactive);
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ImGui_ImplOpenGL3_NewFrame ();
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ImGui_ImplGlfw_NewFrame ();
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ImGui::NewFrame ();
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return true;
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}
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void platform::render ()
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{
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ImGui::Render ();
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glClearColor (0.45f, 0.55f, 0.60f, 1.00f);
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glClear (GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData (ImGui::GetDrawData ());
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glfwSwapBuffers (s_mainWindow.get ());
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}
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void platform::exit ()
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{
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s_mainWindow.reset ();
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glfwTerminate ();
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}
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///////////////////////////////////////////////////////////////////////////
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/// \brief Platform thread pimpl
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class platform::Thread::privateData_t
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{
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public:
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privateData_t () = default;
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/// \brief Parameterized constructor
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/// \param func_ Thread entry point
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privateData_t (std::function<void ()> &&func_) : thread (std::move (func_))
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{
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}
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/// \brief Underlying thread object
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std::thread thread;
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};
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///////////////////////////////////////////////////////////////////////////
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platform::Thread::~Thread () = default;
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platform::Thread::Thread () : m_d (new privateData_t ())
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{
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}
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platform::Thread::Thread (std::function<void ()> &&func_)
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: m_d (new privateData_t (std::move (func_)))
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{
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}
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platform::Thread::Thread (Thread &&that_) : m_d (new privateData_t ())
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{
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std::swap (m_d, that_.m_d);
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}
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platform::Thread &platform::Thread::operator= (Thread &&that_)
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{
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std::swap (m_d, that_.m_d);
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return *this;
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}
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void platform::Thread::join ()
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{
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m_d->thread.join ();
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}
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void platform::Thread::sleep (std::chrono::milliseconds const timeout_)
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{
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std::this_thread::sleep_for (timeout_);
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}
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///////////////////////////////////////////////////////////////////////////
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/// \brief Platform mutex pimpl
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class platform::Mutex::privateData_t
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{
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public:
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/// \brief Underlying mutex
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std::mutex mutex;
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};
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///////////////////////////////////////////////////////////////////////////
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platform::Mutex::~Mutex () = default;
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platform::Mutex::Mutex () : m_d (new privateData_t ())
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{
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}
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void platform::Mutex::lock ()
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{
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m_d->mutex.lock ();
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}
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void platform::Mutex::unlock ()
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{
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m_d->mutex.unlock ();
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}
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