fix: Resource leak in video player initializer and call cleanup before returning false
- use early returns in `init_video_player` to use `goto error` pattern - fix formatting
This commit is contained in:
676
src/gsplash.c
676
src/gsplash.c
@@ -1,409 +1,361 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <unistd.h>
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#include <ctype.h>
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#include <errno.h>
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#include <math.h>
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#include <stdarg.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <string.h>
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#include <sys/types.h>
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#include <sys/wait.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include <errno.h>
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#include <string.h>
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#include <math.h>
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#include <stdbool.h>
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#include <ctype.h>
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#include <unistd.h>
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#include "video.h"
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static void log_info(const char *fmt, ...)
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{
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va_list args;
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fprintf(stderr, "[splash] ");
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va_start(args, fmt);
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vfprintf(stderr, fmt, args);
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va_end(args);
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fputc('\n', stderr);
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fflush(stderr);
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static void log_info(const char* fmt, ...) {
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va_list args;
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fprintf(stderr, "[splash] ");
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va_start(args, fmt);
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vfprintf(stderr, fmt, args);
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va_end(args);
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fputc('\n', stderr);
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fflush(stderr);
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}
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static void log_error(const char *fmt, ...)
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{
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va_list args;
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fprintf(stderr, "[splash][error] ");
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va_start(args, fmt);
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vfprintf(stderr, fmt, args);
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va_end(args);
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fputc('\n', stderr);
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fflush(stderr);
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static void log_error(const char* fmt, ...) {
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va_list args;
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fprintf(stderr, "[splash][error] ");
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va_start(args, fmt);
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vfprintf(stderr, fmt, args);
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va_end(args);
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fputc('\n', stderr);
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fflush(stderr);
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}
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typedef enum RenderMode
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{
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RENDER_STRETCH = 0,
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RENDER_CENTER,
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RENDER_CROP
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typedef enum RenderMode {
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RENDER_STRETCH = 0,
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RENDER_CENTER,
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RENDER_CROP
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} RenderMode;
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static RenderMode parse_render_mode(const char *value)
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{
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if (strcmp(value, "center") == 0)
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{
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return RENDER_CENTER;
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}
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if (strcmp(value, "crop") == 0)
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{
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return RENDER_CROP;
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}
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return RENDER_STRETCH;
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static RenderMode parse_render_mode(const char* value) {
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if (strcmp(value, "center") == 0) {
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return RENDER_CENTER;
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}
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if (strcmp(value, "crop") == 0) {
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return RENDER_CROP;
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}
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return RENDER_STRETCH;
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}
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static void compute_dest_rect(int src_w, int src_h, int out_w, int out_h, RenderMode mode, SDL_Rect *dst)
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{
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dst->x = 0;
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dst->y = 0;
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dst->w = out_w;
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dst->h = out_h;
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static void compute_dest_rect(int src_w, int src_h, int out_w, int out_h,
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RenderMode mode, SDL_Rect* dst) {
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dst->x = 0;
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dst->y = 0;
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dst->w = out_w;
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dst->h = out_h;
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if (src_w <= 0 || src_h <= 0 || out_w <= 0 || out_h <= 0)
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{
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return;
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}
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if (src_w <= 0 || src_h <= 0 || out_w <= 0 || out_h <= 0) {
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return;
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}
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if (mode == RENDER_CENTER)
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{
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float scale = fminf((float)out_w / (float)src_w, (float)out_h / (float)src_h);
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dst->w = (int)(src_w * scale);
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dst->h = (int)(src_h * scale);
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dst->x = (out_w - dst->w) / 2;
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dst->y = (out_h - dst->h) / 2;
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}
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else if (mode == RENDER_CROP)
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{
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float scale = fmaxf((float)out_w / (float)src_w, (float)out_h / (float)src_h);
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dst->w = (int)(src_w * scale);
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dst->h = (int)(src_h * scale);
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dst->x = (out_w - dst->w) / 2;
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dst->y = (out_h - dst->h) / 2;
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}
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if (mode == RENDER_CENTER) {
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float scale =
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fminf((float)out_w / (float)src_w, (float)out_h / (float)src_h);
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dst->w = (int)(src_w * scale);
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dst->h = (int)(src_h * scale);
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dst->x = (out_w - dst->w) / 2;
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dst->y = (out_h - dst->h) / 2;
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} else if (mode == RENDER_CROP) {
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float scale =
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fmaxf((float)out_w / (float)src_w, (float)out_h / (float)src_h);
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dst->w = (int)(src_w * scale);
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dst->h = (int)(src_h * scale);
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dst->x = (out_w - dst->w) / 2;
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dst->y = (out_h - dst->h) / 2;
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}
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}
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int main(int argc, char *argv[])
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{
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RenderMode render_mode = RENDER_CENTER;
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int arg_index = 1;
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int main(int argc, char* argv[]) {
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RenderMode render_mode = RENDER_CENTER;
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int arg_index = 1;
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if (argc >= 3 && strncmp(argv[1], "--mode=", 7) == 0)
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{
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render_mode = parse_render_mode(argv[1] + 7);
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arg_index += 1;
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if (argc >= 3 && strncmp(argv[1], "--mode=", 7) == 0) {
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render_mode = parse_render_mode(argv[1] + 7);
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arg_index += 1;
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} else if (argc >= 2 && strcmp(argv[1], "-m") == 0) {
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if (argc < 4) {
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log_error(
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"Usage: %s [--mode=stretch|center|crop] <image_path> "
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"<game_executable> [args...]",
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argv[0]);
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log_error(
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" %s -m stretch|center|crop <image_path> <game_executable> "
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"[args...]",
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argv[0]);
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return 1;
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}
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else if (argc >= 2 && strcmp(argv[1], "-m") == 0)
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{
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if (argc < 4)
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{
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log_error("Usage: %s [--mode=stretch|center|crop] <image_path> <game_executable> [args...]", argv[0]);
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log_error(" %s -m stretch|center|crop <image_path> <game_executable> [args...]", argv[0]);
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return 1;
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render_mode = parse_render_mode(argv[2]);
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arg_index += 2;
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}
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if (argc - arg_index < 2) {
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log_error(
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"Usage: %s [--mode=stretch|center|crop] <image_path> <game_executable> "
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"[args...]",
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argv[0]);
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log_error(
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" %s -m stretch|center|crop <image_path> <game_executable> "
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"[args...]",
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argv[0]);
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return 1;
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}
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const char* image_path = argv[arg_index];
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const char* game_path = argv[arg_index + 1];
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log_info("Starting splash: image='%s', game='%s', mode=%d", image_path,
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game_path, render_mode);
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// Initialize SDL2 Video subsystems
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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log_error("SDL Init Failed: %s", SDL_GetError());
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return 1;
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}
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
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log_info("SDL initialized");
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// Initialize JPEG and PNG decoders
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if (!(IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG) &
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(IMG_INIT_JPG | IMG_INIT_PNG))) {
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log_error("SDL_image Init Failed: %s", IMG_GetError());
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SDL_Quit();
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return 1;
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}
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log_info("SDL_image initialized (JPG/PNG)");
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// Create a native borderless fullscreen window
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SDL_Window* window = SDL_CreateWindow(
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"Game Splash Screen", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 0,
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0, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_BORDERLESS);
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if (!window) {
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log_error("Window Creation Failed: %s", SDL_GetError());
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IMG_Quit();
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SDL_Quit();
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return 1;
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}
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log_info("Fullscreen borderless window created");
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SDL_ShowCursor(SDL_DISABLE); // Hide the mouse pointer
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// Create a hardware-accelerated renderer
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SDL_Renderer* renderer =
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SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (renderer) {
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log_info("Renderer created (accelerated)");
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}
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SDL_Texture* texture = NULL;
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VideoPlayer video_player;
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bool video_active = false;
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if (has_video_extension(image_path)) {
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if (init_video_player(&video_player, renderer, image_path)) {
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video_active = true;
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} else {
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log_error("Failed to open video '%s'; showing black screen", image_path);
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}
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} else {
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SDL_Surface* surface = IMG_Load(image_path);
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if (surface) {
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SDL_Surface* rgba_surface =
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SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_RGBA32, 0);
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SDL_FreeSurface(surface);
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if (rgba_surface) {
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32,
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SDL_TEXTUREACCESS_STREAMING,
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rgba_surface->w, rgba_surface->h);
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if (texture) {
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SDL_UpdateTexture(texture, NULL, rgba_surface->pixels,
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rgba_surface->pitch);
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} else {
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log_error("Failed to create texture: %s", SDL_GetError());
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}
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render_mode = parse_render_mode(argv[2]);
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arg_index += 2;
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SDL_FreeSurface(rgba_surface);
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}
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}
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if (argc - arg_index < 2)
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{
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log_error("Usage: %s [--mode=stretch|center|crop] <image_path> <game_executable> [args...]", argv[0]);
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log_error(" %s -m stretch|center|crop <image_path> <game_executable> [args...]", argv[0]);
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return 1;
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if (!texture && init_video_player(&video_player, renderer, image_path)) {
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video_active = true;
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}
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}
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const char *image_path = argv[arg_index];
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const char *game_path = argv[arg_index + 1];
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if (!texture && !video_active) {
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log_error("Failed to load splash image '%s': %s; showing black screen",
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image_path, IMG_GetError());
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// Fallback: Clear to solid black if image file is broken
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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} else {
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SDL_Rect dst_rect = {0, 0, 0, 0};
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int out_w = 0;
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int out_h = 0;
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log_info("Starting splash: image='%s', game='%s', mode=%d", image_path, game_path, render_mode);
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SDL_GetRendererOutputSize(renderer, &out_w, &out_h);
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// Initialize SDL2 Video subsystems
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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{
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log_error("SDL Init Failed: %s", SDL_GetError());
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return 1;
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if (video_active) {
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log_info("Video splash loaded");
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compute_dest_rect(video_player.width, video_player.height, out_w, out_h,
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render_mode, &dst_rect);
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decode_next_frame(&video_player);
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, video_player.texture, NULL, &dst_rect);
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SDL_RenderPresent(renderer);
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} else if (texture) {
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int tex_w = 0;
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int tex_h = 0;
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log_info("Splash image loaded");
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if (SDL_QueryTexture(texture, NULL, NULL, &tex_w, &tex_h) == 0) {
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compute_dest_rect(tex_w, tex_h, out_w, out_h, render_mode, &dst_rect);
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}
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SDL_RenderClear(renderer);
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if (dst_rect.w > 0 && dst_rect.h > 0) {
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SDL_RenderCopy(renderer, texture, NULL, &dst_rect);
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} else {
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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}
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SDL_RenderPresent(renderer);
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}
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
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log_info("SDL initialized");
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}
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// Initialize JPEG and PNG decoders
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if (!(IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG) & (IMG_INIT_JPG | IMG_INIT_PNG)))
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{
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log_error("SDL_image Init Failed: %s", IMG_GetError());
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SDL_Quit();
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return 1;
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}
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log_info("SDL_image initialized (JPG/PNG)");
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// Fork the process to run the game
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log_info("Launching game executable");
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pid_t pid = fork();
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if (pid == 0) {
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// Inside Child Process: Hand over execution directly to the game binary
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log_info("Execing game: %s", game_path);
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execvp(game_path, &argv[arg_index + 1]);
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log_error("Failed to launch target game executable '%s': %s", game_path,
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strerror(errno));
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_exit(1);
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} else if (pid < 0) {
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log_error("Failed to fork process: %s", strerror(errno));
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} else {
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log_info("Game process started (pid=%d)", pid);
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// Inside Parent Process: Manage splash screen lifecycle
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int running = 1;
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SDL_Event event;
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bool hide_scheduled = false;
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Uint32 hide_time = 0;
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// Create a native borderless fullscreen window
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SDL_Window *window = SDL_CreateWindow(
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"Game Splash Screen",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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0, 0,
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SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_BORDERLESS);
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|
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if (!window)
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{
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log_error("Window Creation Failed: %s", SDL_GetError());
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IMG_Quit();
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SDL_Quit();
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return 1;
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}
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log_info("Fullscreen borderless window created");
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SDL_ShowCursor(SDL_DISABLE); // Hide the mouse pointer
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|
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// Create a hardware-accelerated renderer
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
|
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if (renderer)
|
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{
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log_info("Renderer created (accelerated)");
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}
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SDL_Texture *texture = NULL;
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VideoPlayer video_player;
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bool video_active = false;
|
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|
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if (has_video_extension(image_path))
|
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{
|
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if (init_video_player(&video_player, renderer, image_path))
|
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{
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video_active = true;
|
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while (running) {
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// Non-blocking check: Has the game quit?
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int status;
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pid_t result = waitpid(pid, &status, WNOHANG);
|
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if (result > 0) {
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if (WIFEXITED(status)) {
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log_info("Game exited (code=%d)", WEXITSTATUS(status));
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} else if (WIFSIGNALED(status)) {
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log_info("Game terminated by signal %d", WTERMSIG(status));
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} else {
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log_info("Game exited");
|
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}
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break; // Game closed, break the loop and close the script
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} else if (result < 0) {
|
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log_error("waitpid failed: %s", strerror(errno));
|
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break; // Process error safetynet
|
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}
|
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|
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if (video_active && SDL_GetTicks() >= video_player.next_frame_tick) {
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if (!decode_next_frame(&video_player)) {
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// If decoding fails or loops, try again on next tick
|
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}
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video_player.next_frame_tick += (Uint32)video_player.frame_delay_ms;
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Uint32 now = SDL_GetTicks();
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if ((Sint32)(now - video_player.next_frame_tick) > 100) {
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video_player.next_frame_tick = now;
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}
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else
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{
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log_error("Failed to open video '%s'; showing black screen", image_path);
|
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}
|
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}
|
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else
|
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{
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SDL_Surface *surface = IMG_Load(image_path);
|
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if (surface)
|
||||
{
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SDL_Surface *rgba_surface = SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_RGBA32, 0);
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SDL_FreeSurface(surface);
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if (rgba_surface)
|
||||
{
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32,
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||||
SDL_TEXTUREACCESS_STREAMING,
|
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rgba_surface->w, rgba_surface->h);
|
||||
if (texture)
|
||||
{
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SDL_UpdateTexture(texture, NULL, rgba_surface->pixels, rgba_surface->pitch);
|
||||
}
|
||||
else
|
||||
{
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log_error("Failed to create texture: %s", SDL_GetError());
|
||||
}
|
||||
SDL_FreeSurface(rgba_surface);
|
||||
}
|
||||
}
|
||||
if (!texture && init_video_player(&video_player, renderer, image_path))
|
||||
{
|
||||
video_active = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!texture && !video_active)
|
||||
{
|
||||
log_error("Failed to load splash image '%s': %s; showing black screen", image_path, IMG_GetError());
|
||||
// Fallback: Clear to solid black if image file is broken
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_Rect dst_rect = {0, 0, 0, 0};
|
||||
int out_w = 0;
|
||||
int out_h = 0;
|
||||
|
||||
SDL_GetRendererOutputSize(renderer, &out_w, &out_h);
|
||||
compute_dest_rect(video_player.width, video_player.height, out_w, out_h,
|
||||
render_mode, &dst_rect);
|
||||
SDL_RenderCopy(renderer, video_player.texture, NULL, &dst_rect);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
if (video_active)
|
||||
{
|
||||
log_info("Video splash loaded");
|
||||
compute_dest_rect(video_player.width, video_player.height, out_w, out_h, render_mode, &dst_rect);
|
||||
decode_next_frame(&video_player);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderCopy(renderer, video_player.texture, NULL, &dst_rect);
|
||||
SDL_RenderPresent(renderer);
|
||||
// Check desktop server window events
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
log_info("Splash dismissed via window close");
|
||||
running = 0;
|
||||
}
|
||||
else if (texture)
|
||||
{
|
||||
int tex_w = 0;
|
||||
int tex_h = 0;
|
||||
|
||||
log_info("Splash image loaded");
|
||||
if (SDL_QueryTexture(texture, NULL, NULL, &tex_w, &tex_h) == 0)
|
||||
{
|
||||
compute_dest_rect(tex_w, tex_h, out_w, out_h, render_mode, &dst_rect);
|
||||
}
|
||||
|
||||
if (event.type == SDL_WINDOWEVENT) {
|
||||
// THE MOMENT THE GAME WINDOW STEALS FOCUS:
|
||||
if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST &&
|
||||
!hide_scheduled) {
|
||||
log_info("Splash window hidden (focus lost), scheduling hide");
|
||||
hide_scheduled = true;
|
||||
hide_time =
|
||||
SDL_GetTicks() + 100; // 100ms delay to prevent desktop flash
|
||||
}
|
||||
// Re-render static image when compositor requests a redraw
|
||||
if (event.window.event == SDL_WINDOWEVENT_EXPOSED && texture &&
|
||||
!video_active) {
|
||||
int out_w = 0, out_h = 0;
|
||||
SDL_GetRendererOutputSize(renderer, &out_w, &out_h);
|
||||
int tex_w = 0, tex_h = 0;
|
||||
SDL_QueryTexture(texture, NULL, NULL, &tex_w, &tex_h);
|
||||
SDL_Rect dst_rect = {0, 0, 0, 0};
|
||||
compute_dest_rect(tex_w, tex_h, out_w, out_h, render_mode,
|
||||
&dst_rect);
|
||||
SDL_RenderClear(renderer);
|
||||
if (dst_rect.w > 0 && dst_rect.h > 0)
|
||||
{
|
||||
SDL_RenderCopy(renderer, texture, NULL, &dst_rect);
|
||||
}
|
||||
SDL_RenderCopy(renderer, texture, NULL, &dst_rect);
|
||||
else
|
||||
{
|
||||
SDL_RenderCopy(renderer, texture, NULL, NULL);
|
||||
}
|
||||
SDL_RenderCopy(renderer, texture, NULL, NULL);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fork the process to run the game
|
||||
log_info("Launching game executable");
|
||||
pid_t pid = fork();
|
||||
if (pid == 0)
|
||||
{
|
||||
// Inside Child Process: Hand over execution directly to the game binary
|
||||
log_info("Execing game: %s", game_path);
|
||||
execvp(game_path, &argv[arg_index + 1]);
|
||||
log_error("Failed to launch target game executable '%s': %s", game_path, strerror(errno));
|
||||
_exit(1);
|
||||
}
|
||||
else if (pid < 0)
|
||||
{
|
||||
log_error("Failed to fork process: %s", strerror(errno));
|
||||
}
|
||||
else
|
||||
{
|
||||
log_info("Game process started (pid=%d)", pid);
|
||||
// Inside Parent Process: Manage splash screen lifecycle
|
||||
int running = 1;
|
||||
SDL_Event event;
|
||||
bool hide_scheduled = false;
|
||||
Uint32 hide_time = 0;
|
||||
|
||||
while (running)
|
||||
{
|
||||
// Non-blocking check: Has the game quit?
|
||||
int status;
|
||||
pid_t result = waitpid(pid, &status, WNOHANG);
|
||||
if (result > 0)
|
||||
{
|
||||
if (WIFEXITED(status))
|
||||
{
|
||||
log_info("Game exited (code=%d)", WEXITSTATUS(status));
|
||||
}
|
||||
else if (WIFSIGNALED(status))
|
||||
{
|
||||
log_info("Game terminated by signal %d", WTERMSIG(status));
|
||||
}
|
||||
else
|
||||
{
|
||||
log_info("Game exited");
|
||||
}
|
||||
break; // Game closed, break the loop and close the script
|
||||
}
|
||||
else if (result < 0)
|
||||
{
|
||||
log_error("waitpid failed: %s", strerror(errno));
|
||||
break; // Process error safetynet
|
||||
}
|
||||
|
||||
if (video_active && SDL_GetTicks() >= video_player.next_frame_tick)
|
||||
{
|
||||
if (!decode_next_frame(&video_player))
|
||||
{
|
||||
// If decoding fails or loops, try again on next tick
|
||||
}
|
||||
video_player.next_frame_tick += (Uint32)video_player.frame_delay_ms;
|
||||
Uint32 now = SDL_GetTicks();
|
||||
if ((Sint32)(now - video_player.next_frame_tick) > 100)
|
||||
{
|
||||
video_player.next_frame_tick = now;
|
||||
}
|
||||
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_Rect dst_rect = {0, 0, 0, 0};
|
||||
int out_w = 0;
|
||||
int out_h = 0;
|
||||
SDL_GetRendererOutputSize(renderer, &out_w, &out_h);
|
||||
compute_dest_rect(video_player.width, video_player.height, out_w, out_h, render_mode, &dst_rect);
|
||||
SDL_RenderCopy(renderer, video_player.texture, NULL, &dst_rect);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
// Check desktop server window events
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
if (event.type == SDL_QUIT)
|
||||
{
|
||||
log_info("Splash dismissed via window close");
|
||||
running = 0;
|
||||
}
|
||||
if (event.type == SDL_WINDOWEVENT)
|
||||
{
|
||||
// THE MOMENT THE GAME WINDOW STEALS FOCUS:
|
||||
if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST && !hide_scheduled)
|
||||
{
|
||||
log_info("Splash window hidden (focus lost), scheduling hide");
|
||||
hide_scheduled = true;
|
||||
hide_time = SDL_GetTicks() + 100; // 100ms delay to prevent desktop flash
|
||||
}
|
||||
// Re-render static image when compositor requests a redraw
|
||||
if (event.window.event == SDL_WINDOWEVENT_EXPOSED && texture && !video_active)
|
||||
{
|
||||
int out_w = 0, out_h = 0;
|
||||
SDL_GetRendererOutputSize(renderer, &out_w, &out_h);
|
||||
int tex_w = 0, tex_h = 0;
|
||||
SDL_QueryTexture(texture, NULL, NULL, &tex_w, &tex_h);
|
||||
SDL_Rect dst_rect = {0, 0, 0, 0};
|
||||
compute_dest_rect(tex_w, tex_h, out_w, out_h, render_mode, &dst_rect);
|
||||
SDL_RenderClear(renderer);
|
||||
if (dst_rect.w > 0 && dst_rect.h > 0)
|
||||
SDL_RenderCopy(renderer, texture, NULL, &dst_rect);
|
||||
else
|
||||
SDL_RenderCopy(renderer, texture, NULL, NULL);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
}
|
||||
if (event.type == SDL_KEYDOWN)
|
||||
{
|
||||
if (event.key.keysym.sym == SDLK_ESCAPE)
|
||||
{
|
||||
log_info("Splash dismissed via escape key");
|
||||
running = 0; // Emergency escape key loop override
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (hide_scheduled && SDL_GetTicks() >= hide_time)
|
||||
{
|
||||
log_info("Hiding splash window (delayed)");
|
||||
SDL_HideWindow(window);
|
||||
hide_scheduled = false;
|
||||
}
|
||||
|
||||
if (video_active)
|
||||
{
|
||||
Uint32 now = SDL_GetTicks();
|
||||
if ((Sint32)(video_player.next_frame_tick - now) > 0)
|
||||
{
|
||||
Uint32 delay = video_player.next_frame_tick - now;
|
||||
SDL_Delay(delay > 33 ? 33 : delay);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_Delay(33); // ~30 FPS polling loop to ensure near-zero CPU usage
|
||||
}
|
||||
if (event.type == SDL_KEYDOWN) {
|
||||
if (event.key.keysym.sym == SDLK_ESCAPE) {
|
||||
log_info("Splash dismissed via escape key");
|
||||
running = 0; // Emergency escape key loop override
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up memory space
|
||||
if (texture)
|
||||
SDL_DestroyTexture(texture);
|
||||
if (video_active)
|
||||
cleanup_video_player(&video_player);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
IMG_Quit();
|
||||
SDL_Quit();
|
||||
log_info("Splash shutdown complete");
|
||||
return 0;
|
||||
if (hide_scheduled && SDL_GetTicks() >= hide_time) {
|
||||
log_info("Hiding splash window (delayed)");
|
||||
SDL_HideWindow(window);
|
||||
hide_scheduled = false;
|
||||
}
|
||||
|
||||
if (video_active) {
|
||||
Uint32 now = SDL_GetTicks();
|
||||
if ((Sint32)(video_player.next_frame_tick - now) > 0) {
|
||||
Uint32 delay = video_player.next_frame_tick - now;
|
||||
SDL_Delay(delay > 33 ? 33 : delay);
|
||||
}
|
||||
} else {
|
||||
SDL_Delay(33); // ~30 FPS polling loop to ensure near-zero CPU usage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up memory space
|
||||
if (texture) SDL_DestroyTexture(texture);
|
||||
if (video_active) cleanup_video_player(&video_player);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
IMG_Quit();
|
||||
SDL_Quit();
|
||||
log_info("Splash shutdown complete");
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user