Various fixes, clean and window managing.

This commit is contained in:
dkeruza-neo
2025-04-26 01:10:23 -03:00
parent e9e62a3bd1
commit 5558718f29
6 changed files with 68 additions and 56 deletions
-28
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@@ -51,34 +51,6 @@ jobs:
- name: Display Downloaded Artifacts
run: find ./artifacts/
# # Step 3: Calculate the next tag version
# - name: Calculate Next Tag
# id: calculate_tag # Give the step an ID to potentially reference outputs elsewhere if needed
# run: |
# echo "Fetching tags..."
# git fetch --tags # Ensure all tags are fetched
# LATEST_TAG=$(git tag --sort=-creatordate | head -n 1)
# if [[ -z "$LATEST_TAG" ]]; then
# # No tags found, start with v1
# NEXT_TAG="v1"
# echo "No previous tags found. Starting with $NEXT_TAG"
# else
# echo "Latest tag found: $LATEST_TAG"
# # Assuming tag format is 'v' followed by a number (e.g., v1, v123)
# # Remove 'v' prefix
# CURRENT_VERSION=$(echo $LATEST_TAG | sed 's/^v//')
# # Increment the version number
# NEXT_VERSION=$((CURRENT_VERSION + 1))
# # Add 'v' prefix back
# NEXT_TAG="v$NEXT_VERSION"
# echo "Calculated next tag: $NEXT_TAG"
# fi
# # Set the calculated tag as an environment variable for subsequent steps
# echo "NEXT_TAG=$NEXT_TAG" >> $GITHUB_ENV
# Step 3: Extract the latest version from changelog.md
- name: Extract Version from Changelog
id: get_version
+10
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@@ -2,6 +2,16 @@
All notable changes to this project will be documented in this file.
## [2.0.13]
### Added
- Clear window when the game is loading to prevent ghosting in SDL
- Prevent the created windows to resize/maximize.
- Version in github now matches the version in the changelog.
### Fixed
- Fixed a bug in Let's Go Jungle Special Resolution Patch.
- Cleaned unnecessary global variables in resolution.c
- Fixed a bug in that prevented the loader to start when the current folder contained spaces and lindbergh.so was there.
## [2.0.12]
### Added
- AppImage support.
+3 -2
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@@ -240,14 +240,15 @@ char *findPreloadLibrary(const char *originalDir, const char *gameDir)
const char *folderCandidates[] = {"/app/lib32", appImageLib, originalDir, "/usr/lib/i386-linux-gnu", "/usr/lib/i686-linux-gnu",
"/usr/lib32", "/usr/lib", NULL};
if (fileExists(PRELOAD_FILE_NAME))
return PRELOAD_FILE_NAME;
for (int i = 0; i < sizeof(folderCandidates) / sizeof(folderCandidates[0]); i++)
{
snprintf(result, MAX_PATH_LENGTH, "%s/%s", folderCandidates[i], PRELOAD_FILE_NAME);
if (fileExists(result))
return result;
}
if (fileExists(PRELOAD_FILE_NAME))
return PRELOAD_FILE_NAME;
return NULL;
}
+18 -25
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@@ -48,11 +48,6 @@ float newReducedWidthABC, newReducedHeightABC;
float newHalfWidthABC, newHalfHeightABC;
float newWidthRangeABC, newHeightRangeABC;
double new410ABC, new330ABC, new280ABC, new200ABC;
uint32_t *newWidthRangePtr_CEI_ABC, *newHeightRangePtr_CEI_ABC;
uint32_t *newWidthPtrABC, *newHeightPtrABC;
uint32_t *newReducedWidthPtrABC, *newReducedHeightPtrABC;
uint32_t *newHalfWidthPtrABC, *newHalfHeightPtrABC;
uint32_t *new410PtrABC, *new330PtrABC, *new280PtrABC, *new200PtrABC;
float angleABC;
float newVT3, newVT3HW, newVT3HH;
@@ -68,6 +63,9 @@ int idTextShift = 0;
float id4NewCaptionY;
float idShiftX = 0.0;
float isShiftY = 0.0;
float newHeightLGJ, newWidth2LGJ, newWidthHLGJ, newWidthSLGJ;
bool myEnableScaling = false;
int hummerRespatch()
@@ -1062,15 +1060,15 @@ void patchABCMarkers(uint32_t addrCtrlEnemyInfo, uint32_t addrCtrlPlayerRivalFon
new280ABC = (gWidth / 2.0) - 40.0; // 280
new200ABC = (gHeight / 2.0) - 40.0; // 200
newWidthPtrABC = (uint32_t *)&newWidthABC;
newHeightPtrABC = (uint32_t *)&newHeightABC;
uint32_t *newWidthPtrABC = (uint32_t *)&newWidthABC;
uint32_t *newHeightPtrABC = (uint32_t *)&newHeightABC;
setVariable(addrCtrlPlayerRivalFont + 0x15b, (size_t)newWidthPtrABC); // 640
setVariable(addrCtrlPlayerRivalFont + 0x163, (size_t)newHeightPtrABC); // 480
setVariable(addrCtrlEnemyPursuit2d + 0x80, (size_t)newWidthPtrABC); // 640
setVariable(addrCtrlEnemyPursuit2d + 0x88, (size_t)newHeightPtrABC); // 480
newReducedWidthPtrABC = (uint32_t *)&newReducedWidthABC;
newReducedHeightPtrABC = (uint32_t *)&newReducedHeightABC;
uint32_t *newReducedWidthPtrABC = (uint32_t *)&newReducedWidthABC;
uint32_t *newReducedHeightPtrABC = (uint32_t *)&newReducedHeightABC;
setVariable(addrCtrlPlayerRivalFont + 0x272, (size_t)newReducedWidthPtrABC); // 600
setVariable(addrCtrlPlayerRivalFont + 0x29f, (size_t)newReducedHeightPtrABC); // 440
setVariable(addrCtrlPlayerRivalFont + 0x8ff, *(uint32_t *)&newReducedHeightABC); // 440
@@ -1081,8 +1079,8 @@ void patchABCMarkers(uint32_t addrCtrlEnemyInfo, uint32_t addrCtrlPlayerRivalFon
setVariable(addrCtrlEnemyPursuit2d + 0x7b3, *(uint32_t *)&newReducedHeightABC); // 440
setVariable(addrCtrlEnemyPursuit2d + 0x812, *(uint32_t *)&newReducedHeightABC); // 440
newHalfWidthPtrABC = (uint32_t *)&newHalfWidthABC;
newHalfHeightPtrABC = (uint32_t *)&newHalfHeightABC;
uint32_t *newHalfWidthPtrABC = (uint32_t *)&newHalfWidthABC;
uint32_t *newHalfHeightPtrABC = (uint32_t *)&newHalfHeightABC;
setVariable(addrCtrlPlayerRivalFont + 0x346, (size_t)newHalfWidthPtrABC); // 320
setVariable(addrCtrlPlayerRivalFont + 0x34e, (size_t)newHalfHeightPtrABC); // 240
setVariable(addrCtrlPlayerRivalFont + 0x4cb, (size_t)newHalfWidthPtrABC); // 320
@@ -1108,10 +1106,10 @@ void patchABCMarkers(uint32_t addrCtrlEnemyInfo, uint32_t addrCtrlPlayerRivalFon
setVariable(addrCtrlEnemyPursuit2d + 0x4ea, *(uint32_t *)&newWidthRangeABC); // 730
setVariable(addrCtrlEnemyPursuit2d + 0x77b, *(uint32_t *)&newHeightRangeABC); // 570
new410PtrABC = (uint32_t *)&new410ABC;
new330PtrABC = (uint32_t *)&new330ABC;
new280PtrABC = (uint32_t *)&new280ABC;
new200PtrABC = (uint32_t *)&new200ABC;
uint32_t *new410PtrABC = (uint32_t *)&new410ABC;
uint32_t *new330PtrABC = (uint32_t *)&new330ABC;
uint32_t *new280PtrABC = (uint32_t *)&new280ABC;
uint32_t *new200PtrABC = (uint32_t *)&new200ABC;
setVariable(addrCtrlPlayerRivalFont + 0x40e, (size_t)new410PtrABC); // 410
setVariable(addrCtrlPlayerRivalFont + 0x44a, (size_t)new330PtrABC); // 330
setVariable(addrCtrlPlayerRivalFont + 0x5de, (size_t)new280PtrABC); // 280
@@ -2436,23 +2434,18 @@ int initResolutionPatches()
setVariable(0x080d6ea0, gWidth); // 800
setVariable(0x080d6eaa, gHeight); // 600
patchMemory(0x08303c27, "01"); // FSAA
setVariable(0x080cf6ac, gWidth); // 800
setVariable(0x080cf6b9, gHeight); // 600
patchMemory(0x08303c27, "01"); // FSAA
float newWidthLGJ = (float)gWidth;
float newHeightLGJ = (float)gHeight;
uint32_t *newWidthPtrLGJ = (uint32_t *)&newWidthLGJ;
newHeightLGJ = (float)gHeight;
uint32_t *newHeightPtrLGJ = (uint32_t *)&newHeightLGJ;
float newWidth2LGJ = (float)gWidth * 2.0;
newWidth2LGJ = (float)gWidth * 2.0;
uint32_t *newWidth2PtrLGJ = (uint32_t *)&newWidth2LGJ;
unsigned int address = 0x080cb730;
float newWidthHLGJ = (float)gWidth / 2.0;
newWidthHLGJ = (float)gWidth / 2.0;
uint32_t *newWidthHPtrLGJ = (uint32_t *)&newWidthHLGJ;
float newWidthSLGJ = 1360.0 / (float)gWidth;
newWidthSLGJ = 1360.0 / (float)gWidth;
uint32_t *newWidthSPtrLGJ = (uint32_t *)&newWidthSLGJ;
unsigned int addressC = 0x080cb3be;
+11 -1
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@@ -119,7 +119,7 @@ void initSDL(int *argcp, char **argv)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1);
}
uint32_t windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
uint32_t windowFlags = SDL_WINDOW_OPENGL;
strcat(SDLgameTitle, getGameName());
@@ -156,6 +156,16 @@ void initSDL(int *argcp, char **argv)
fprintf(stderr, "OpenGL context could not be created! SDL_Error: %s\n", SDL_GetError());
exit(1);
}
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // Your bg color
// Force initial clear
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(SDLwindow);
// Now show the window
SDL_ShowWindow(SDLwindow);
printf(" SDL RESOLUTION: %dx%d\n\n", getConfig()->width, getConfig()->height);
if (getConfig()->fullscreen)
+26
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@@ -60,6 +60,20 @@ Display *XOpenDisplay(const char *display_name)
return x11Display;
}
void setWindowProperties(Display *display, Window window)
{
XSizeHints *hints = XAllocSizeHints();
hints->flags = PMinSize | PMaxSize;
hints->min_width = hints->max_width = getConfig()->width;
hints->min_height = hints->max_height = getConfig()->height;
XSetWMNormalHints(display, window, hints);
XFree(hints);
Atom hintsAtom = XInternAtom(display, "_MOTIF_WM_HINTS", False);
XMapWindow(display, window);
XFlush(display);
}
Window XCreateWindow(Display *display, Window parent, int x, int y, unsigned int width, unsigned int height, unsigned int border_width,
int depth, unsigned int class, Visual *visual, unsigned long valueMask, XSetWindowAttributes *attributes)
{
@@ -98,9 +112,21 @@ Window XCreateWindow(Display *display, Window parent, int x, int y, unsigned int
{
window = x11Window;
}
// Eliminate the maximize window button and no more resizing
if (!gettingGPUVendor && !creatingWindow)
setWindowProperties(display, window);
return window;
}
// Here we prevent the games to change the window properties
void XSetWMProperties(Display *display, Window w, XTextProperty *window_name, XTextProperty *icon_name, char **argv, int argc,
XSizeHints *normal_hints, XWMHints *wm_hints, XClassHint *class_hints)
{
return;
}
int XGrabPointer(Display *display, Window grab_window, Bool owner_events, unsigned int event_mask, int pointer_mode,
int keyboard_mode, Window confine_to, Cursor cursor, Time time)
{