Without this, `fixedloop` will loop infinitely until focus is regained.
However, Emscripten won't actually know that focus is regained until
`fixedloop` returns.
Also, add a sync parameter to avoid calling syncfs too often.
Calling syncfs twice in a row is both inefficient and leads to errors
displaying twice. This allows us to bypass it when saving unlock.vvv as
part of savestatsandsettings.
The game will freeze the player immediately if they release a
directional button within 3 frames of pressing it. Similar to flipping,
this involves global state, and will only apply to the first player
entity.
Closes#484
Flipping only applies momentum to the player entity currently being
processed. This normally wouldn't be a problem. However, flipping
involves global state, and only one flip can occur per frame. This means
that additional player entities don't get this boost of momentum, which
feels somewhat unnatural during gameplay.
This commit fixes this by splitting flip logic out of the loop over
player entities, and applying the flip momentum to all player entities.
On Emscripten, SDL_Delay is implemented as a busy loop. In addition,
everything happens on a single thread. This effectively means that
you have to let Emscripten manage the main loop, since if you do it
yourself the browser will just be frozen.
The recently released SDL 2.0.14 adds a native function for opening URIs
from the host system, superseding the OS-specific implementations of
FILESYSTEM_openDirectory.
This works on macOS, Wayland, and a few more esoteric platforms. X11
doesn't have a concept of DPI-awareness. Note that with this flag
SDL_GetWindowSize() isn't guaranteed to return the actual window size.
This prevents issues when calling std::abs with a float on some older
compilers. While it would normally be promoted to an int, std::abs is
special due to being overloaded despite being a C function. This can
cause errors due to the compiler being unable to find a float overload.
SDL_abs doesn't have this problem, since it's a normal C function.