forked from Green-Sky/tomato
		
	
		
			
				
	
	
		
			124 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			3.3 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 "./start_screen.hpp"
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#include <memory>
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#include <future>
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#include <iostream>
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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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	// setup hints
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	if (SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1") != SDL_TRUE) {
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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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	auto last_time = std::chrono::steady_clock::now();
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	// actual setup
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	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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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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	// me just messing with RAII cleanup
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	auto sdl_scope = std::async(std::launch::deferred, &SDL_Quit);
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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", 640, 480, SDL_WINDOW_RESIZABLE),
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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, SDL_RENDERER_PRESENTVSYNC),
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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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	IMGUI_CHECKVERSION();
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	ImGui::CreateContext();
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	//ImGui::StyleColorsDark();
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	setThemeGreen();
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	ImGui_ImplSDL3_InitForSDLRenderer(window.get(), renderer.get());
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	auto imgui_sdl_scope = std::async(std::launch::deferred, &ImGui_ImplSDL3_Shutdown);
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	ImGui_ImplSDLRenderer3_Init(renderer.get());
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	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;
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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 {std::chrono::duration<float, std::chrono::seconds::period>(new_time - last_time).count()};
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		last_time = new_time;
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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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			}
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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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		//float fps_target = 60.f;
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		//if (SDL_GetWindowFlags(window.get()) & (SDL_WINDOW_HIDDEN | SDL_WINDOW_MINIMIZED)) {
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			//fps_target = 30.f;
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		//}
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		ImGui_ImplSDLRenderer3_NewFrame();
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		ImGui_ImplSDL3_NewFrame();
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		ImGui::NewFrame();
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		//ImGui::ShowDemoWindow();
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		Screen* ret_screen = screen->poll(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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		ImGui::Render();
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		ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
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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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		std::this_thread::sleep_for( // time left to get to 60fps
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			std::chrono::duration<float, std::chrono::seconds::period>(0.0166f) // 60fps frame duration
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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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	}
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	return 0;
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}
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