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- #include <time.h>
- #include <unistd.h>
- #include <vector>
- #include <memory>
- #include <chrono>
- #include <ratio>
-
- #include <SDL2/SDL.h>
- #include <SDL2/SDL_image.h>
- #include <string.h>
- #include <imgui.h>
- #include <imgui_sdl/imgui_sdl.h>
-
- #include <swan/swan.h>
-
- using namespace Swan;
-
- #define errassert(expr, str, errfn) do { \
- if (!(expr)) { \
- panic << (str) << ": " << errfn(); \
- return EXIT_FAILURE; \
- } \
- } while (0)
-
- #define sdlassert(expr, str) errassert(expr, str, SDL_GetError);
- #define imgassert(expr, str) errassert(expr, str, IMG_GetError);
-
- // ImGUI and SDL have different numbers for mouse buttons
- int sdlButtonToImGuiButton(uint8_t button) {
- switch (button) {
- case SDL_BUTTON_LEFT:
- return 0;
- case SDL_BUTTON_RIGHT:
- return 1;
- case SDL_BUTTON_MIDDLE:
- return 2;
- case SDL_BUTTON_X1:
- return 3;
- case SDL_BUTTON_X2:
- return 4;
- default:
- warn << "Unknown mouse button: " << button;
- return 4; // Let's call that X2?
- }
- }
-
- int main(int argc, char **argv) {
- uint32_t winFlags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
- uint32_t renderFlags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC;
- float guiScale = 1;
-
- for (int i = 1; i < argc; ++i) {
- if (strcmp(argv[i], "--lodpi") == 0) {
- winFlags &= ~SDL_WINDOW_ALLOW_HIGHDPI;
- } else if (strcmp(argv[i], "--fullscreen") == 0) {
- winFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
- } else if (strcmp(argv[i], "--no-vsync") == 0) {
- renderFlags &= ~SDL_RENDERER_PRESENTVSYNC;
- } else if (strcmp(argv[i], "--vulkan") == 0) {
- winFlags |= SDL_WINDOW_VULKAN;
- } else if (strcmp(argv[i], "--sw-render") == 0) {
- renderFlags &= ~SDL_RENDERER_ACCELERATED;
- renderFlags |= SDL_RENDERER_SOFTWARE;
- } else if (strcmp(argv[i], "--2x") == 0) {
- guiScale = 2;
- } else if (strcmp(argv[i], "--gles") == 0) {
- SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengles2");
- } else {
- warn << "Unknown argument: " << argv[i];
- }
- }
-
- sdlassert(SDL_Init(SDL_INIT_VIDEO) >= 0, "Could not initialize SDL");
- Deferred<SDL_Quit> sdl;
-
- int imgFlags = IMG_INIT_PNG;
- imgassert(IMG_Init(imgFlags) == imgFlags, "Could not initialize SDL_Image");
- Deferred<IMG_Quit> sdlImage;
-
- // Create the window
- CPtr<SDL_Window, SDL_DestroyWindow> window(
- SDL_CreateWindow(
- "Project: SWAN",
- SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
- (int)(640 * guiScale), (int)(480 * guiScale), winFlags));
-
- // Load and display application icon
- CPtr<SDL_Surface, SDL_FreeSurface> icon(
- IMG_Load("assets/icon.png"));
- sdlassert(icon, "Could not load icon");
- SDL_SetWindowIcon(window.get(), icon.get());
-
- CPtr<SDL_Renderer, SDL_DestroyRenderer> renderer(
- SDL_CreateRenderer(window.get(), -1, renderFlags));
- sdlassert(renderer, "Could not create renderer");
- SDL_SetRenderDrawBlendMode(renderer.get(), SDL_BLENDMODE_BLEND);
- SDL_SetRenderDrawColor(renderer.get(), 0, 0, 0, 255);
-
- Win win(window.get(), renderer.get(), guiScale);
-
- // Init ImGUI and ImGUI_SDL
- IMGUI_CHECKVERSION();
- CPtr<ImGuiContext, ImGui::DestroyContext> context(
- ImGui::CreateContext());
- ImGuiSDL::Initialize(renderer.get(), (int)win.getPixSize().x, (int)win.getPixSize().y);
- Deferred<ImGuiSDL::Deinitialize> imguiSDL;
- info << "Initialized with window size " << win.getPixSize();
-
- // ImGuiIO is to glue SDL and ImGUI together
- ImGuiIO& imguiIO = ImGui::GetIO();
- imguiIO.BackendPlatformName = "imgui_sdl + Project: SWAN";
-
- // Create a world
- Game game(win);
- std::vector<std::string> mods{ "core.mod" };
- game.createWorld("core::default", mods);
-
- auto prevTime = std::chrono::steady_clock::now();
-
- float fpsAcc = 0;
- float tickAcc = 0;
-
- int fCount = 0;
- int slowFrames = 0;
- while (1) {
- ZoneScopedN("game loop");
- RTClock totalTimeClock;
-
- SDL_Event evt;
- while (SDL_PollEvent(&evt)) {
- switch (evt.type) {
- case SDL_QUIT:
- goto exit;
- break;
-
- case SDL_WINDOWEVENT:
- if (evt.window.event == SDL_WINDOWEVENT_RESIZED) {
- imguiIO.DisplaySize.x = (float)evt.window.data1;
- imguiIO.DisplaySize.y = (float)evt.window.data2;
- win.onResize(evt.window.data1, evt.window.data2);
- }
- break;
-
- case SDL_KEYDOWN:
- game.onKeyDown(evt.key.keysym);
- break;
-
- case SDL_KEYUP:
- game.onKeyUp(evt.key.keysym);
- break;
-
- case SDL_MOUSEMOTION:
- imguiIO.MousePos.x = (float)evt.motion.x;
- imguiIO.MousePos.y = (float)evt.motion.y;
- if (!imguiIO.WantCaptureMouse)
- game.onMouseMove(evt.motion.x, evt.motion.y);
- break;
-
- case SDL_MOUSEBUTTONDOWN:
- imguiIO.MouseDown[sdlButtonToImGuiButton(evt.button.button)] = true;
- if (!imguiIO.WantCaptureMouse)
- game.onMouseDown(evt.button.x, evt.button.y, evt.button.button);
- break;
-
- case SDL_MOUSEBUTTONUP:
- imguiIO.MouseDown[sdlButtonToImGuiButton(evt.button.button)] = false;
- if (!imguiIO.WantCaptureMouse)
- game.onMouseUp(evt.button.x, evt.button.y, evt.button.button);
- break;
-
- case SDL_MOUSEWHEEL:
- imguiIO.MouseWheel += (float)evt.wheel.y;
- if (!imguiIO.WantCaptureMouse)
- game.onScrollWheel(evt.wheel.y);
- break;
- }
- }
-
- auto now = std::chrono::steady_clock::now();
- std::chrono::duration<float> dur(now - prevTime);
- prevTime = now;
- float dt = dur.count();
-
- // Display FPS
- fpsAcc += dt;
- fCount += 1;
- if (fpsAcc >= 4) {
- info << "FPS: " << fCount / 4.0;
- fpsAcc -= 4;
- fCount = 0;
- }
-
- // We want to warn if one frame takes over 0.1 seconds...
- if (dt > 0.1) {
- if (slowFrames == 0)
- warn << "Delta time too high! (" << dt << "s)";
- slowFrames += 1;
-
- // And we never want to do physics as if our one frame is greater than
- // 0.5 seconds.
- if (dt > 0.5)
- dt = 0.5;
- } else if (slowFrames > 0) {
- if (slowFrames > 1)
- warn << slowFrames << " consecutive slow frames.";
- slowFrames = 0;
- }
-
- // Simple case: we can keep up, only need one physics update
- RTClock updateClock;
- if (dt <= 1 / 25.0) {
- ZoneScopedN("game update");
- game.update(dt);
-
- // Complex case: run multiple steps this iteration
- } else {
- int count = (int)ceil(dt / (1/30.0));
- float delta = dt / (float)count;
- info << "Delta time " << dt << "s. Running " << count
- << " updates in one frame, with a delta as if we had "
- << 1.0 / delta << " FPS.";
- for (int i = 0; i < count; ++i) {
- ZoneScopedN("game update");
- game.update(delta);
- }
- }
-
- // Tick at a consistent TICK_RATE
- tickAcc += dt;
- while (tickAcc >= 1.0 / TICK_RATE) {
- ZoneScopedN("game tick");
- tickAcc -= 1.0 / TICK_RATE;
- RTClock tickClock;
- game.tick(1.0 / TICK_RATE);
- }
-
- {
- auto [r, g, b, a] = game.backgroundColor();
- RenderDrawColor c(renderer.get(), r, g, b, a);
- SDL_RenderClear(renderer.get());
- }
-
- // ImGUI
- imguiIO.DeltaTime = dt;
- ImGui::NewFrame();
-
- {
- ZoneScopedN("game draw");
- RTClock drawClock;
- game.draw();
- }
-
- // Render ImGUI
- {
- ZoneScopedN("imgui render");
- ImGui::Render();
- ImGuiSDL::Render(ImGui::GetDrawData());
- }
-
- RTClock presentClock;
- {
- ZoneScopedN("render present");
- SDL_RenderPresent(renderer.get());
- }
- FrameMark
- }
-
- exit:
- return EXIT_SUCCESS;
- }
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