2022-11-21 11:32:38 +08:00
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#include <blah_app.h>
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#include <blah_common.h>
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#include <blah_time.h>
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#include "internal/blah_internal.h"
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#include "internal/blah_platform.h"
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#include "internal/blah_renderer.h"
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#endif
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using namespace Blah;
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namespace
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{
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// Global App State
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Config app_config;
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bool app_is_running = false;
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bool app_is_exiting = false;
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bool app_is_audio_running = false;
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u64 app_time_last;
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u64 app_time_accumulator = 0;
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u32 app_flags = 0;
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TargetRef app_backbuffer;
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Renderer* app_renderer_api;
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void get_drawable_size(int* w, int* h)
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{
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// Some renderer implementations might return their own size
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if (app_renderer_api->get_draw_size(w, h))
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return;
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// otherwise fallback to the platform size
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Platform::get_draw_size(w, h);
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}
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void set_audio_system(bool on)
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{
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if (on && !app_is_audio_running)
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{
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int more_on_emscripten = 1;
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#ifdef __EMSCRIPTEN__
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more_on_emscripten = 4;
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#endif
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app_is_audio_running = Internal::audio_init(app_config.audio_frequency_in_Hz, 1024 * more_on_emscripten);
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}
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else if (!on && app_is_audio_running)
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{
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Internal::audio_shutdown();
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app_is_audio_running = false;
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}
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}
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// A dummy Target that represents the Back Buffer.
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// It doesn't contain any data, rather it forwards calls along to the actual BackBuffer.
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class BackBuffer final : public Target
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{
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public:
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Attachments empty_textures;
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Attachments& textures() override { BLAH_ASSERT(false, "Backbuffer doesn't have any textures"); return empty_textures; }
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const Attachments& textures() const override { BLAH_ASSERT(false, "Backbuffer doesn't have any textures"); return empty_textures; }
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int width() const override { int w, h; get_drawable_size(&w, &h); return w; }
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int height() const override { int w, h; get_drawable_size(&w, &h); return h; }
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void clear(Color color, float depth, u8 stencil, ClearMask mask) override
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{
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BLAH_ASSERT_RENDERER();
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if (app_renderer_api)
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app_renderer_api->clear_backbuffer(color, depth, stencil, mask);
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}
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};
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}
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bool App::run(const Config* c)
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{
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BLAH_ASSERT(!app_is_running, "The Application is already running");
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// copy config over
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app_config = *c;
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// exit the application by default
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if (!app_config.on_exit_request)
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app_config.on_exit_request = App::exit;
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// default renderer type
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if (app_config.renderer_type == RendererType::None)
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app_config.renderer_type = Renderer::default_type();
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// exit out if setup is wrong
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BLAH_ASSERT(c != nullptr, "The Application requires a valid Config");
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BLAH_ASSERT(c->name != nullptr, "The Application Name cannot be null");
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BLAH_ASSERT(c->width > 0 && c->height > 0, "The Width and Height must be larget than 0");
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BLAH_ASSERT(c->max_updates > 0, "Max Updates must be >= 1");
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BLAH_ASSERT(c->target_framerate > 0, "Target Framerate must be >= 1");
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if (app_is_running || c == nullptr || c->width <= 0 || c->height <= 0 || c->max_updates <= 0 || c->target_framerate <= 0)
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{
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Internal::app_shutdown();
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return false;
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}
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// default values
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app_is_running = true;
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app_is_exiting = false;
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app_flags = app_config.flags;
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app_backbuffer = TargetRef(new BackBuffer());
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// initialize the system
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{
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if (!Platform::init(app_config))
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{
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Log::error("Failed to initialize Platform module");
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Internal::app_shutdown();
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return false;
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}
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}
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// initialize audio
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if (get_flag(Flags::AudioEnabled))
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set_audio_system(true);
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// initialize graphics
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{
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app_renderer_api = Renderer::try_make_renderer(app_config.renderer_type);
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if (app_renderer_api == nullptr)
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{
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Log::error("Renderer module was not found");
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Internal::app_shutdown();
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return false;
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}
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if (!app_renderer_api->init())
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{
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Log::error("Failed to initialize Renderer module");
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Internal::app_shutdown();
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return false;
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}
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}
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// apply default flags
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Platform::set_app_flags(app_flags);
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app_renderer_api->set_app_flags(app_flags);
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// input + poll the platform once
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Internal::input_init();
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Internal::input_step_state();
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Platform::update(Input::state);
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// startup
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if (app_config.on_startup != nullptr)
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app_config.on_startup();
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app_time_last = Platform::ticks();
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app_time_accumulator = 0;
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// display window
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Platform::ready();
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// Begin main loop
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(Internal::iterate, 0, 1);
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#else
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while (!app_is_exiting)
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Internal::app_step();
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#endif
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// shutdown
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if (app_config.on_shutdown != nullptr)
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app_config.on_shutdown();
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Internal::app_shutdown();
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return true;
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}
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bool App::is_running()
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{
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return app_is_running;
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}
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void Internal::app_step()
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{
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static const auto step = []()
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{
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Internal::input_step_state();
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Platform::update(Input::state);
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Internal::input_step_bindings();
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app_renderer_api->update();
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if (app_config.on_update != nullptr)
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app_config.on_update();
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};
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bool is_fixed_timestep = App::get_flag(Flags::FixedTimestep);
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// Update in Fixed Timestep
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if (is_fixed_timestep)
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{
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u64 time_target = (u64)((1.0 / app_config.target_framerate) * Time::ticks_per_second);
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u64 ticks_curr = Platform::ticks();
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u64 ticks_diff = ticks_curr - app_time_last;
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app_time_last = ticks_curr;
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app_time_accumulator += ticks_diff;
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// do not let us run too fast
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while (app_time_accumulator < time_target)
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{
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int milliseconds = (int)(time_target - app_time_accumulator) / (Time::ticks_per_second / 1000);
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Platform::sleep(milliseconds);
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ticks_curr = Platform::ticks();
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ticks_diff = ticks_curr - app_time_last;
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app_time_last = ticks_curr;
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app_time_accumulator += ticks_diff;
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}
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// Do not allow us to fall behind too many updates
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// (otherwise we'll get spiral of death)
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u64 time_maximum = app_config.max_updates * time_target;
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if (app_time_accumulator > time_maximum)
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app_time_accumulator = time_maximum;
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// do as many updates as we can
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while (app_time_accumulator >= time_target)
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{
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app_time_accumulator -= time_target;
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Time::delta = (1.0f / app_config.target_framerate);
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if (Time::pause_timer > 0)
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{
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Time::pause_timer -= Time::delta;
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if (Time::pause_timer <= -0.0001)
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Time::delta = -Time::pause_timer;
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else
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continue;
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}
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Time::previous_ticks = Time::ticks;
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Time::ticks += time_target;
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Time::previous_seconds = Time::seconds;
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Time::seconds += Time::delta;
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step();
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}
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}
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// Update with Variable Timestep
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else
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{
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u64 ticks_curr = Platform::ticks();
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u64 ticks_diff = ticks_curr - app_time_last;
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app_time_last = ticks_curr;
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app_time_accumulator += ticks_diff;
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Time::delta = ticks_diff / (float)Time::ticks_per_second;
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if (Time::pause_timer > 0)
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{
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Time::pause_timer -= Time::delta;
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}
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else
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{
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Time::previous_ticks = Time::ticks;
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Time::ticks += ticks_diff;
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Time::previous_seconds = Time::seconds;
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Time::seconds += Time::delta;
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step();
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}
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}
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// Draw Frame
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{
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app_renderer_api->before_render();
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if (app_config.on_render != nullptr)
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app_config.on_render();
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app_renderer_api->after_render();
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Platform::present();
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}
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// Update audio
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if (app_is_audio_running)
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Blah::Internal::audio_update();
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}
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void Internal::app_shutdown()
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{
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// shutdown systems
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Internal::input_shutdown();
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if (app_renderer_api)
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{
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app_renderer_api->shutdown();
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delete app_renderer_api;
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app_renderer_api = nullptr;
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}
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set_audio_system(false);
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Platform::shutdown();
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// clear static App state
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app_config = Config();
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app_is_running = false;
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app_is_exiting = false;
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app_time_last = 0;
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app_time_accumulator = 0;
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app_backbuffer = TargetRef();
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// clear static Time state
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Time::ticks = 0;
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Time::seconds = 0;
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Time::previous_ticks = 0;
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Time::previous_seconds = 0;
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Time::delta = 0;
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}
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Renderer* Internal::app_renderer()
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{
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BLAH_ASSERT_RUNNING();
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return app_renderer_api;
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}
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void App::exit()
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{
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BLAH_ASSERT_RUNNING();
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if (!app_is_exiting && app_is_running)
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app_is_exiting = true;
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}
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const Config& App::config()
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{
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BLAH_ASSERT_RUNNING();
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return app_config;
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}
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const char* App::path()
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{
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BLAH_ASSERT_RUNNING();
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return Platform::app_path();
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}
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const char* App::user_path()
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{
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BLAH_ASSERT_RUNNING();
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return Platform::user_path();
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}
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const char* App::get_title()
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{
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BLAH_ASSERT_RUNNING();
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return Platform::get_title();
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}
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void App::set_title(const char* title)
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{
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BLAH_ASSERT_RUNNING();
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Platform::set_title(title);
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}
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Point App::get_position()
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{
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BLAH_ASSERT_RUNNING();
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Point result;
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Platform::get_position(&result.x, &result.y);
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return result;
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}
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void App::set_position(Point point)
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{
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BLAH_ASSERT_RUNNING();
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Platform::set_position(point.x, point.y);
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}
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Point App::get_size()
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{
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BLAH_ASSERT_RUNNING();
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Point result;
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Platform::get_size(&result.x, &result.y);
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return result;
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}
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void App::set_size(Point point)
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{
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BLAH_ASSERT_RUNNING();
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Platform::set_size(point.x, point.y);
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}
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Point App::get_backbuffer_size()
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{
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BLAH_ASSERT_RUNNING();
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if (app_renderer_api)
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return Point(app_backbuffer->width(), app_backbuffer->height());
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return Point(0, 0);
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}
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float App::content_scale()
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{
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BLAH_ASSERT_RUNNING();
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return Platform::get_content_scale();
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}
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bool App::focused()
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{
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BLAH_ASSERT_RUNNING();
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return Platform::get_focused();
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}
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void App::set_flag(u32 flag, bool enabled)
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{
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BLAH_ASSERT_RUNNING();
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u32 was = app_flags;
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if (enabled)
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app_flags |= flag;
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else
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app_flags &= ~flag;
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if (was != app_flags)
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{
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// tell platform & renderer
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Platform::set_app_flags(app_flags);
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if (app_renderer_api)
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app_renderer_api->set_app_flags(app_flags);
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// potentially toggle audio system
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set_audio_system(get_flag(Flags::AudioEnabled));
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}
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}
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bool App::get_flag(u32 flag)
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{
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BLAH_ASSERT_RUNNING();
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return ((app_flags & flag) == flag);
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}
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const RendererInfo& App::renderer()
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{
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BLAH_ASSERT_RUNNING();
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BLAH_ASSERT_RENDERER();
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return app_renderer_api->info;
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}
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const TargetRef& App::backbuffer()
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{
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BLAH_ASSERT_RUNNING();
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return app_backbuffer;
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}
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void System::open_url(const char* url)
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{
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BLAH_ASSERT_RUNNING();
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Platform::open_url(url);
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2022-02-10 10:49:47 +08:00
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}
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