tomato/src/main.cpp

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#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
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#include <imgui/imgui.h>
#include <imgui/backends/imgui_impl_sdl3.h>
#include <imgui/backends/imgui_impl_sdlrenderer3.h>
#include "./theme.hpp"
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#include "./start_screen.hpp"
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#include <memory>
#include <future>
#include <iostream>
#include <thread>
#include <chrono>
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int main(int argc, char** argv) {
// setup hints
if (SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1") != SDL_TRUE) {
std::cerr << "Failed to set '" << SDL_HINT_VIDEO_ALLOW_SCREENSAVER << "' to 1\n";
}
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auto last_time_render = std::chrono::steady_clock::now();
auto last_time_tick = std::chrono::steady_clock::now();
// actual setup
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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std::cerr << "SDL_Init failed (" << SDL_GetError() << ")\n";
return 1;
}
// me just messing with RAII cleanup
auto sdl_scope = std::async(std::launch::deferred, &SDL_Quit);
// more RAII
std::unique_ptr<SDL_Window, decltype(&SDL_DestroyWindow)> window {
SDL_CreateWindow("tomato", 640, 480, SDL_WINDOW_RESIZABLE),
&SDL_DestroyWindow
};
if (!window) {
std::cerr << "SDL_CreateWindow failed (" << SDL_GetError() << ")\n";
return 1;
}
std::unique_ptr<SDL_Renderer, decltype(&SDL_DestroyRenderer)> renderer {
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SDL_CreateRenderer(window.get(), nullptr, SDL_RENDERER_PRESENTVSYNC),
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&SDL_DestroyRenderer
};
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if (!renderer) {
std::cerr << "SDL_CreateRenderer failed (" << SDL_GetError() << ")\n";
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return 1;
}
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IMGUI_CHECKVERSION();
ImGui::CreateContext();
//ImGui::StyleColorsDark();
setThemeGreen();
ImGui_ImplSDL3_InitForSDLRenderer(window.get(), renderer.get());
auto imgui_sdl_scope = std::async(std::launch::deferred, &ImGui_ImplSDL3_Shutdown);
ImGui_ImplSDLRenderer3_Init(renderer.get());
auto imgui_sdlrenderer_scope = std::async(std::launch::deferred, &ImGui_ImplSDLRenderer3_Shutdown);
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std::unique_ptr<Screen> screen = std::make_unique<StartScreen>(renderer.get());
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bool quit = false;
while (!quit) {
auto new_time = std::chrono::steady_clock::now();
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const float time_delta_tick = std::chrono::duration<float, std::chrono::seconds::period>(new_time - last_time_tick).count();
const float time_delta_render = std::chrono::duration<float, std::chrono::seconds::period>(new_time - last_time_render).count();
bool tick = time_delta_tick >= screen->nextTick();
bool render = time_delta_render >= screen->nextRender();
if (tick) {
Screen* ret_screen = screen->tick(time_delta_tick, quit);
if (ret_screen != nullptr) {
screen.reset(ret_screen);
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}
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last_time_tick = new_time;
}
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// can do both in the same loop
if (render) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) {
quit = true;
break;
}
if (screen->handleEvent(event)) {
continue;
}
ImGui_ImplSDL3_ProcessEvent(&event);
}
if (quit) {
break;
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}
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//float fps_target = 60.f;
//if (SDL_GetWindowFlags(window.get()) & (SDL_WINDOW_HIDDEN | SDL_WINDOW_MINIMIZED)) {
//fps_target = 30.f;
//}
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ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
{ // render
Screen* ret_screen = screen->render(time_delta_render, quit);
if (ret_screen != nullptr) {
screen.reset(ret_screen);
}
}
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ImGui::Render();
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
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SDL_RenderPresent(renderer.get());
// clearing after present is (should) more performant, but first frame is a mess
SDL_SetRenderDrawColor(renderer.get(), 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer.get());
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last_time_render = new_time;
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}
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//// TODO: seperate out render and tick
//const float time_to_next_loop = std::min<float>(screen->nextRender(), screen->nextTick());
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//std::this_thread::sleep_for( // time left to get to 60fps
//std::chrono::duration<float, std::chrono::seconds::period>(time_to_next_loop)
//- std::chrono::duration<float, std::chrono::seconds::period>(std::chrono::steady_clock::now() - new_time) // time used for rendering
//);
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#if 1
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if (render || tick) {
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// why is windows like this
//std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
SDL_Delay(1); // yield for 1ms
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} else {
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#if 0
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// pretty hacky and spins if close to next update
// if next loop >= 1ms away, wait 1ms
if (time_delta_tick+0.001f < screen->nextTick() && time_delta_render+0.001f < screen->nextRender()) {
std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
}
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#else
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// dynamic sleep, sleeps the reminder till next update
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//std::this_thread::sleep_for(std::chrono::duration<float, std::chrono::seconds::period>(
//std::min<float>(
//screen->nextTick() - time_delta_tick,
//screen->nextRender() - time_delta_render
//)
//));
SDL_Delay(uint32_t(
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std::min<float>(
screen->nextTick() - time_delta_tick,
screen->nextRender() - time_delta_render
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) * 1000.f
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));
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#endif
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}
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#else
// why is windows like this
//std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
SDL_Delay(1); // yield for 1ms
#endif
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}
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return 0;
}