blah/src/blah_app.cpp

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