forked from Green-Sky/tomato
249 lines
6.5 KiB
C++
249 lines
6.5 KiB
C++
#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <imgui/imgui.h>
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#include <imgui/backends/imgui_impl_sdl3.h>
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#include <imgui/backends/imgui_impl_sdlrenderer3.h>
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#include "./theme.hpp"
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#include "./chat_gui/theme.hpp"
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#include "./sys_check.hpp"
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#include "./start_screen.hpp"
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#include <filesystem>
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#include <memory>
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#include <iostream>
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#include <string_view>
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#include <thread>
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#include <chrono>
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int main(int argc, char** argv) {
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// better args
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std::vector<std::string_view> args;
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for (int i = 0; i < argc; i++) {
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args.push_back(argv[i]);
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}
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runSysCheck();
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SDL_SetAppMetadata("tomato", "0.0.0-wip", nullptr);
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#ifdef __ANDROID__
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// change current working dir to internal storage
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std::filesystem::current_path(SDL_GetAndroidInternalStoragePath());
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#endif
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// setup hints
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#ifndef __ANDROID__
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if (!SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1")) {
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std::cerr << "Failed to set '" << SDL_HINT_VIDEO_ALLOW_SCREENSAVER << "' to 1\n";
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}
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#endif
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auto last_time_render = std::chrono::steady_clock::now();
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auto last_time_tick = std::chrono::steady_clock::now();
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// actual setup
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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std::cerr << "SDL_Init failed (" << SDL_GetError() << ")\n";
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return 1;
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}
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// more RAII
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std::unique_ptr<SDL_Window, decltype(&SDL_DestroyWindow)> window {
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SDL_CreateWindow("tomato", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY),
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&SDL_DestroyWindow
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};
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if (!window) {
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std::cerr << "SDL_CreateWindow failed (" << SDL_GetError() << ")\n";
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return 1;
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}
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std::unique_ptr<SDL_Renderer, decltype(&SDL_DestroyRenderer)> renderer {
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SDL_CreateRenderer(window.get(), nullptr),
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&SDL_DestroyRenderer
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};
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if (!renderer) {
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std::cerr << "SDL_CreateRenderer failed (" << SDL_GetError() << ")\n";
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return 1;
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}
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SDL_SetRenderVSync(renderer.get(), SDL_RENDERER_VSYNC_ADAPTIVE);
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std::cout << "SDL Renderer: " << SDL_GetRendererName(renderer.get()) << "\n";
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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// TODO: test android behaviour
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float display_scale = SDL_GetWindowDisplayScale(window.get());
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if (display_scale < 0.001f) {
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// error?
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display_scale = 1.f;
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}
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ImGui::GetStyle().ScaleAllSizes(display_scale);
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Theme theme;
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if (SDL_GetSystemTheme() == SDL_SYSTEM_THEME_LIGHT) {
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ImGui::StyleColorsLight();
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theme = getDefaultThemeLight();
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} else {
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//ImGui::StyleColorsDark();
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setThemeGreen();
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theme = getDefaultThemeDark();
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}
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ImGui_ImplSDL3_InitForSDLRenderer(window.get(), renderer.get());
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ImGui_ImplSDLRenderer3_Init(renderer.get());
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std::unique_ptr<Screen> screen = std::make_unique<StartScreen>(args, renderer.get(), theme);
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bool is_background = false;
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bool quit = false;
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while (!quit) {
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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();
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const float time_delta_render = std::chrono::duration<float, std::chrono::seconds::period>(new_time - last_time_render).count();
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bool tick = time_delta_tick >= screen->nextTick();
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bool render = time_delta_render >= screen->nextRender();
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if (tick) {
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Screen* ret_screen = screen->tick(time_delta_tick, quit);
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if (ret_screen != nullptr) {
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screen.reset(ret_screen);
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}
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last_time_tick = new_time;
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}
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// do events outside of tick/render, so they can influence reported intervals
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT) {
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quit = true;
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break;
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} else if (event.type == SDL_EVENT_WILL_ENTER_BACKGROUND) {
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is_background = true;
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} else if (event.type == SDL_EVENT_DID_ENTER_FOREGROUND) {
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is_background = false;
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}
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if (screen->handleEvent(event)) {
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continue;
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}
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ImGui_ImplSDL3_ProcessEvent(&event);
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}
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if (quit) {
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break;
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}
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if (is_background) {
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render = false;
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}
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// can do both in the same loop
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if (render) {
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ImGui_ImplSDLRenderer3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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{ // render
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Screen* ret_screen = screen->render(time_delta_render, quit);
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if (ret_screen != nullptr) {
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screen.reset(ret_screen);
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}
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}
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ImGui::Render();
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ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer.get());
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SDL_RenderPresent(renderer.get());
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// clearing after present is (should) more performant, but first frame is a mess
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SDL_SetRenderDrawColor(renderer.get(), 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE);
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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
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//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
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//std::chrono::duration<float, std::chrono::seconds::period>(time_to_next_loop)
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//- std::chrono::duration<float, std::chrono::seconds::period>(std::chrono::steady_clock::now() - new_time) // time used for rendering
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//);
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#if 1
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if (render || tick) {
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// why is windows like this
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//std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
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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
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// if next loop >= 1ms away, wait 1ms
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if (time_delta_tick+0.001f < screen->nextTick() && time_delta_render+0.001f < screen->nextRender()) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
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}
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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>(
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//std::min<float>(
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//screen->nextTick() - time_delta_tick,
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//screen->nextRender() - time_delta_render
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//)
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//));
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const float min_delay =
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std::min<float>(
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std::min<float>(
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screen->nextTick() - time_delta_tick,
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screen->nextRender() - time_delta_render
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),
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0.25f // dont sleep too long
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) * 1000.f;
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if (min_delay > 0.f) {
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SDL_Delay(uint32_t(min_delay));
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}
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// better in theory, but consumes more cpu on linux for some reason
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//SDL_WaitEventTimeout(nullptr, int32_t(
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//std::min<float>(
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//screen->nextTick() - time_delta_tick,
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//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
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// why is windows like this
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//std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
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SDL_Delay(1); // yield for 1ms
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#endif
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}
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// TODO: use scope for the unique ptrs
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screen.reset();
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ImGui_ImplSDLRenderer3_Shutdown();
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ImGui_ImplSDL3_Shutdown();
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ImGui::DestroyContext();
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renderer.reset();
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window.reset();
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SDL_Quit();
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return 0;
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}
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