added audio enabled flag

This commit is contained in:
Noel Berry 2022-11-20 19:32:38 -08:00
parent b161457c66
commit 4d7f7a993a
4 changed files with 880 additions and 875 deletions

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@ -1,161 +1,162 @@
#pragma once
#include <blah_common.h>
#include <blah_graphics.h>
#include <blah_spatial.h>
namespace Blah
{
// Application Event Functions
using AppEventFn = Func<void>;
// Application Logging Functions
using AppLogFn = Func<void, const char*, Log::Category>;
// Application flags
namespace Flags
{
constexpr u32 FixedTimestep = 1 << 0;
constexpr u32 VSync = 1 << 1;
constexpr u32 Fullscreen = 1 << 2;
constexpr u32 Resizable = 1 << 3;
}
// Application Configuration
struct Config
{
// Application name.
const char* name = "blah";
// Which renderer to use
// Default depends on the Platform
RendererType renderer_type = RendererType::None;
// Starting width, in pixels.
// Depending on the OS DPI, the true window size may be a multiple of this.
int width = 1280;
// Starting height, in pixels.
// Depending on the OS DPI, the true window size may be a multiple of this.
int height = 720;
// maximum updates to run before "giving up" and reducing frame rate.
// this avoids the 'spiral of death'.
// defaults to 5.
int max_updates = 5;
// target framerate when running with Fixed Timestep
// defaults to 60.
int target_framerate = 60;
// The expected freqeuncy of audio files and how quickly to play audio.
int audio_frequency_in_Hz = 44100;
// default starting flags
u32 flags = Flags::VSync | Flags::Resizable | Flags::FixedTimestep;
// Callback on application startup
AppEventFn on_startup = nullptr;
// Callback on application shutdown
AppEventFn on_shutdown = nullptr;
// Callback on application update
AppEventFn on_update = nullptr;
// Callback on application render
AppEventFn on_render = nullptr;
// Callback when the user has requested the application close.
// For example, pressing the Close button, ALT+F4, etc.
// By default this calls `App::exit()`
AppEventFn on_exit_request = nullptr;
// Callback when the application logs info/warning/errors
// Defaults to printf.
AppLogFn on_log = nullptr;
};
// Application
namespace App
{
// Runs the application
bool run(const Config* config);
// Checks if the Application is running yet
bool is_running();
// Exits the application.
// This only signals for the application to close, it will not stop
// until the current update and render calls are finished.
void exit();
// Gets the config data used to run the application
const Config& config();
// Gets the working path
const char* path();
// Gets the user path
const char* user_path();
// Gets the Window Title
const char* get_title();
// Sets the Window Title
void set_title(const char* title);
// Gets the Window Position in Screen Coordinates
Point get_position();
// Sets the Window Position in Screen Coordinates
void set_position(Point point);
// Gets the size of the Window in Screen Coordinates.
// On High DPI displays this may not be 1:1 with pixels.
// For the size in pixels, use App::get_backbuffer_size()
Point get_size();
// Sets the Window Size in Screen Coordinates
void set_size(Point point);
// Gets the size of the BackBuffer, in pixels
Point get_backbuffer_size();
// Gets the content scale based on the platform.
// macOS is usually 2.0, other platforms vary.
float content_scale();
// If the window is currently focused or has mouse input
bool focused();
// Toggles a specific flag
void set_flag(u32 flag, bool enabled);
// Gets whether a specific flag is enabled
bool get_flag(u32 flag);
// Toggles the fullscreen flag
inline void set_fullscreen(bool enabled) { set_flag(Flags::Fullscreen, enabled); }
// Toggles the V-Sync flag
inline void set_vsync(bool enabled) { set_flag(Flags::VSync, enabled); }
// Toggles the resizable flag
inline void set_resizable(bool enabled) { set_flag(Flags::Resizable, enabled); }
// Toggles whether to update with Fixed Timestep
inline void set_fixedtimestep(bool enabled) { set_flag(Flags::FixedTimestep, enabled); }
// Retrieves the Renderer Information
const RendererInfo& renderer();
// Gets the BackBuffer
const TargetRef& backbuffer();
}
namespace System
{
// Tries to open the given URL in a web browser
void open_url(const char* url);
}
#pragma once
#include <blah_common.h>
#include <blah_graphics.h>
#include <blah_spatial.h>
namespace Blah
{
// Application Event Functions
using AppEventFn = Func<void>;
// Application Logging Functions
using AppLogFn = Func<void, const char*, Log::Category>;
// Application flags
namespace Flags
{
constexpr u32 FixedTimestep = 1 << 0;
constexpr u32 VSync = 1 << 1;
constexpr u32 Fullscreen = 1 << 2;
constexpr u32 Resizable = 1 << 3;
constexpr u32 AudioEnabled = 1 << 4;
}
// Application Configuration
struct Config
{
// Application name.
const char* name = "blah";
// Which renderer to use
// Default depends on the Platform
RendererType renderer_type = RendererType::None;
// Starting width, in pixels.
// Depending on the OS DPI, the true window size may be a multiple of this.
int width = 1280;
// Starting height, in pixels.
// Depending on the OS DPI, the true window size may be a multiple of this.
int height = 720;
// maximum updates to run before "giving up" and reducing frame rate.
// this avoids the 'spiral of death'.
// defaults to 5.
int max_updates = 5;
// target framerate when running with Fixed Timestep
// defaults to 60.
int target_framerate = 60;
// The expected freqeuncy of audio files and how quickly to play audio.
int audio_frequency_in_Hz = 44100;
// default starting flags
u32 flags = Flags::VSync | Flags::Resizable | Flags::FixedTimestep | Flags::AudioEnabled;
// Callback on application startup
AppEventFn on_startup = nullptr;
// Callback on application shutdown
AppEventFn on_shutdown = nullptr;
// Callback on application update
AppEventFn on_update = nullptr;
// Callback on application render
AppEventFn on_render = nullptr;
// Callback when the user has requested the application close.
// For example, pressing the Close button, ALT+F4, etc.
// By default this calls `App::exit()`
AppEventFn on_exit_request = nullptr;
// Callback when the application logs info/warning/errors
// Defaults to printf.
AppLogFn on_log = nullptr;
};
// Application
namespace App
{
// Runs the application
bool run(const Config* config);
// Checks if the Application is running yet
bool is_running();
// Exits the application.
// This only signals for the application to close, it will not stop
// until the current update and render calls are finished.
void exit();
// Gets the config data used to run the application
const Config& config();
// Gets the working path
const char* path();
// Gets the user path
const char* user_path();
// Gets the Window Title
const char* get_title();
// Sets the Window Title
void set_title(const char* title);
// Gets the Window Position in Screen Coordinates
Point get_position();
// Sets the Window Position in Screen Coordinates
void set_position(Point point);
// Gets the size of the Window in Screen Coordinates.
// On High DPI displays this may not be 1:1 with pixels.
// For the size in pixels, use App::get_backbuffer_size()
Point get_size();
// Sets the Window Size in Screen Coordinates
void set_size(Point point);
// Gets the size of the BackBuffer, in pixels
Point get_backbuffer_size();
// Gets the content scale based on the platform.
// macOS is usually 2.0, other platforms vary.
float content_scale();
// If the window is currently focused or has mouse input
bool focused();
// Toggles a specific flag
void set_flag(u32 flag, bool enabled);
// Gets whether a specific flag is enabled
bool get_flag(u32 flag);
// Toggles the fullscreen flag
inline void set_fullscreen(bool enabled) { set_flag(Flags::Fullscreen, enabled); }
// Toggles the V-Sync flag
inline void set_vsync(bool enabled) { set_flag(Flags::VSync, enabled); }
// Toggles the resizable flag
inline void set_resizable(bool enabled) { set_flag(Flags::Resizable, enabled); }
// Toggles whether to update with Fixed Timestep
inline void set_fixedtimestep(bool enabled) { set_flag(Flags::FixedTimestep, enabled); }
// Retrieves the Renderer Information
const RendererInfo& renderer();
// Gets the BackBuffer
const TargetRef& backbuffer();
}
namespace System
{
// Tries to open the given URL in a web browser
void open_url(const char* url);
}
}

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@ -1,442 +1,448 @@
#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"
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
using namespace Blah;
// Internal Audio bool
bool Internal::audio_is_init = false;
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);
}
};
}
bool App::run(const Config* c)
{
BLAH_ASSERT(!app_is_running, "The Application is already running");
// copy config over
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
app_is_running = true;
app_is_exiting = false;
app_flags = app_config.flags;
app_backbuffer = TargetRef(new BackBuffer());
// initialize the system
{
if (!Platform::init(app_config))
{
Log::error("Failed to initialize Platform module");
Internal::app_shutdown();
return false;
}
}
// initialize audio
{
if (!Internal::audio_is_init) {
int more_on_emscripten = 1;
#ifdef __EMSCRIPTEN__
more_on_emscripten = 4;
#endif
Internal::audio_is_init = Internal::audio_init(c->audio_frequency_in_Hz, 1024 * more_on_emscripten);
}
}
// 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;
}
}
// 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);
// startup
if (app_config.on_startup != nullptr)
app_config.on_startup();
app_time_last = Platform::ticks();
app_time_accumulator = 0;
// display window
Platform::ready();
// Begin main loop
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(Internal::iterate, 0, 1);
#else
while (!app_is_exiting)
Internal::app_step();
#endif
// shutdown
if (app_config.on_shutdown != nullptr)
app_config.on_shutdown();
Internal::app_shutdown();
return true;
}
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;
}
// 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();
}
// 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();
// clear static App state
app_config = Config();
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;
Time::delta = 0;
}
Renderer* Internal::app_renderer()
{
BLAH_ASSERT_RUNNING();
return app_renderer_api;
}
void App::exit()
{
BLAH_ASSERT_RUNNING();
if (!app_is_exiting && app_is_running)
app_is_exiting = true;
}
const Config& App::config()
{
BLAH_ASSERT_RUNNING();
return app_config;
}
const char* App::path()
{
BLAH_ASSERT_RUNNING();
return Platform::app_path();
}
const char* App::user_path()
{
BLAH_ASSERT_RUNNING();
return Platform::user_path();
}
const char* App::get_title()
{
BLAH_ASSERT_RUNNING();
return Platform::get_title();
}
void App::set_title(const char* title)
{
BLAH_ASSERT_RUNNING();
Platform::set_title(title);
}
Point App::get_position()
{
BLAH_ASSERT_RUNNING();
Point result;
Platform::get_position(&result.x, &result.y);
return result;
}
void App::set_position(Point point)
{
BLAH_ASSERT_RUNNING();
Platform::set_position(point.x, point.y);
}
Point App::get_size()
{
BLAH_ASSERT_RUNNING();
Point result;
Platform::get_size(&result.x, &result.y);
return result;
}
void App::set_size(Point point)
{
BLAH_ASSERT_RUNNING();
Platform::set_size(point.x, point.y);
}
Point App::get_backbuffer_size()
{
BLAH_ASSERT_RUNNING();
if (app_renderer_api)
return Point(app_backbuffer->width(), app_backbuffer->height());
return Point(0, 0);
}
float App::content_scale()
{
BLAH_ASSERT_RUNNING();
return Platform::get_content_scale();
}
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)
{
BLAH_ASSERT_RUNNING();
return ((app_flags & flag) == flag);
}
const RendererInfo& App::renderer()
{
BLAH_ASSERT_RUNNING();
BLAH_ASSERT_RENDERER();
return app_renderer_api->info;
}
const TargetRef& App::backbuffer()
{
BLAH_ASSERT_RUNNING();
return app_backbuffer;
}
void System::open_url(const char* url)
{
BLAH_ASSERT_RUNNING();
Platform::open_url(url);
#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"
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
using namespace Blah;
namespace
{
// Global App State
Config app_config;
bool app_is_running = false;
bool app_is_exiting = false;
bool app_is_audio_running = 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);
}
void set_audio_system(bool on)
{
if (on && !app_is_audio_running)
{
int more_on_emscripten = 1;
#ifdef __EMSCRIPTEN__
more_on_emscripten = 4;
#endif
app_is_audio_running = Internal::audio_init(app_config.audio_frequency_in_Hz, 1024 * more_on_emscripten);
}
else if (!on && app_is_audio_running)
{
Internal::audio_shutdown();
app_is_audio_running = false;
}
}
// 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);
}
};
}
bool App::run(const Config* c)
{
BLAH_ASSERT(!app_is_running, "The Application is already running");
// copy config over
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
app_is_running = true;
app_is_exiting = false;
app_flags = app_config.flags;
app_backbuffer = TargetRef(new BackBuffer());
// initialize the system
{
if (!Platform::init(app_config))
{
Log::error("Failed to initialize Platform module");
Internal::app_shutdown();
return false;
}
}
// initialize audio
if (get_flag(Flags::AudioEnabled))
set_audio_system(true);
// 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;
}
}
// 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);
// startup
if (app_config.on_startup != nullptr)
app_config.on_startup();
app_time_last = Platform::ticks();
app_time_accumulator = 0;
// display window
Platform::ready();
// Begin main loop
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(Internal::iterate, 0, 1);
#else
while (!app_is_exiting)
Internal::app_step();
#endif
// shutdown
if (app_config.on_shutdown != nullptr)
app_config.on_shutdown();
Internal::app_shutdown();
return true;
}
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;
}
// 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();
}
// Update audio
if (app_is_audio_running)
Blah::Internal::audio_update();
}
void Internal::app_shutdown()
{
// shutdown systems
Internal::input_shutdown();
if (app_renderer_api)
{
app_renderer_api->shutdown();
delete app_renderer_api;
app_renderer_api = nullptr;
}
set_audio_system(false);
Platform::shutdown();
// clear static App state
app_config = Config();
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;
Time::delta = 0;
}
Renderer* Internal::app_renderer()
{
BLAH_ASSERT_RUNNING();
return app_renderer_api;
}
void App::exit()
{
BLAH_ASSERT_RUNNING();
if (!app_is_exiting && app_is_running)
app_is_exiting = true;
}
const Config& App::config()
{
BLAH_ASSERT_RUNNING();
return app_config;
}
const char* App::path()
{
BLAH_ASSERT_RUNNING();
return Platform::app_path();
}
const char* App::user_path()
{
BLAH_ASSERT_RUNNING();
return Platform::user_path();
}
const char* App::get_title()
{
BLAH_ASSERT_RUNNING();
return Platform::get_title();
}
void App::set_title(const char* title)
{
BLAH_ASSERT_RUNNING();
Platform::set_title(title);
}
Point App::get_position()
{
BLAH_ASSERT_RUNNING();
Point result;
Platform::get_position(&result.x, &result.y);
return result;
}
void App::set_position(Point point)
{
BLAH_ASSERT_RUNNING();
Platform::set_position(point.x, point.y);
}
Point App::get_size()
{
BLAH_ASSERT_RUNNING();
Point result;
Platform::get_size(&result.x, &result.y);
return result;
}
void App::set_size(Point point)
{
BLAH_ASSERT_RUNNING();
Platform::set_size(point.x, point.y);
}
Point App::get_backbuffer_size()
{
BLAH_ASSERT_RUNNING();
if (app_renderer_api)
return Point(app_backbuffer->width(), app_backbuffer->height());
return Point(0, 0);
}
float App::content_scale()
{
BLAH_ASSERT_RUNNING();
return Platform::get_content_scale();
}
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)
{
// tell platform & renderer
Platform::set_app_flags(app_flags);
if (app_renderer_api)
app_renderer_api->set_app_flags(app_flags);
// potentially toggle audio system
set_audio_system(get_flag(Flags::AudioEnabled));
}
}
bool App::get_flag(u32 flag)
{
BLAH_ASSERT_RUNNING();
return ((app_flags & flag) == flag);
}
const RendererInfo& App::renderer()
{
BLAH_ASSERT_RUNNING();
BLAH_ASSERT_RENDERER();
return app_renderer_api->info;
}
const TargetRef& App::backbuffer()
{
BLAH_ASSERT_RUNNING();
return app_backbuffer;
}
void System::open_url(const char* url)
{
BLAH_ASSERT_RUNNING();
Platform::open_url(url);
}

View File

@ -1,272 +1,272 @@
#include "blah_audio.h"
#include "blah_time.h"
#include "internal/blah_internal.h"
#define STB_VORBIS_HEADER_ONLY
#include "third_party/stb_vorbis.c"
#ifdef BLAH_PLATFORM_SDL2
#define CUTE_SOUND_FORCE_SDL
#endif
#define CUTE_SOUND_IMPLEMENTATION
#include "third_party/cute_sound.h"
namespace Blah
{
namespace Internal
{
bool audio_init(unsigned play_frequency_in_Hz, int buffered_samples)
{
cs_error_t err = cs_init(Platform::d3d11_get_hwnd(), play_frequency_in_Hz, buffered_samples, NULL);
if (err != CUTE_SOUND_ERROR_NONE) {
Log::error(cs_error_as_string(err));
return false;
} else {
return true;
}
#ifndef BLAH_NO_THREADING
cs_spawn_mix_thread();
#endif
}
void audio_shutdown()
{
cs_shutdown();
}
void audio_update()
{
cs_update(Time::delta);
}
}
Audio::Audio(void* audio)
{
m_ptr = audio;
}
Audio::~Audio()
{
cs_free_audio_source((cs_audio_source_t*)m_ptr);
}
u64 Audio::get_sample_count()
{
return m_ptr ? ((cs_audio_source_t*)m_ptr)->sample_count : 0;
}
AudioRef Audio::create(const FilePath& path)
{
FileStream fs(path, FileMode::OpenRead);
if (!fs.is_readable())
return AudioRef();
if (path.ends_with(".ogg")) {
return create_from_ogg(fs);
} else if (path.ends_with(".wav")) {
return create_from_wav(fs);
}
Log::error("Unable to load unrecognized audio file type.");
return AudioRef();
}
AudioRef Audio::create_from_wav(Stream& stream)
{
if (!stream.is_readable())
{
Log::error("Unable to load audio as the Stream was not readable");
return AudioRef();
}
// read into buffer
Vector<u8> buffer;
buffer.reserve((int)stream.length());
stream.read(buffer.data(), stream.length());
// load wav file from memory using cute_sound.h
cs_error_t err;
void* audio = cs_read_mem_wav((void*)buffer.data(), stream.length(), &err);
if (!audio) {
Log::error(cs_error_as_string(err));
return AudioRef();
}
else
return AudioRef(new Audio(audio));
}
AudioRef Audio::create_from_ogg(Stream& stream)
{
if (!stream.is_readable())
{
Log::error("Unable to load audio as the Stream was not readable");
return AudioRef();
}
// read into buffer
Vector<u8> buffer;
buffer.reserve((int)stream.length());
stream.read(buffer.data(), stream.length());
// load ogg file from memory using cute_sound.h
cs_error_t err;
void* audio = cs_read_mem_ogg((void*)buffer.data(), stream.length(), &err);
if (!audio) {
Log::error(cs_error_as_string(err));
return AudioRef();
}
else
return AudioRef(new Audio(audio));
}
void set_global_pan(float pan)
{
cs_set_global_pan(pan);
}
void set_global_volume(float volume)
{
cs_set_global_volume(volume);
}
void set_global_pause(bool true_for_paused)
{
cs_set_global_pause(true_for_paused);
}
void set_sound_volume(float volume)
{
cs_set_playing_sounds_volume(volume);
}
void set_music_volume(float volume)
{
cs_music_set_volume(volume);
}
namespace Music
{
void play(AudioRef audio, float fade_in_time)
{
cs_music_play((cs_audio_source_t*)audio->get_backend_handle(), fade_in_time);
}
void stop(float fade_out_time)
{
cs_music_stop(fade_out_time);
}
void set_volume(float volume)
{
cs_music_set_volume(volume);
}
void set_loop(bool true_to_loop)
{
cs_music_set_loop(true_to_loop);
}
void pause()
{
cs_music_pause();
}
void resume()
{
cs_music_resume();
}
void switch_to(AudioRef audio, float fade_out_time, float fade_in_time)
{
cs_music_switch_to((cs_audio_source_t*)audio->get_backend_handle(), fade_out_time, fade_in_time);
}
void crossfade(AudioRef audio, float cross_fade_time)
{
cs_music_crossfade((cs_audio_source_t*)audio->get_backend_handle(), cross_fade_time);
}
u64 get_sample_index()
{
return cs_music_get_sample_index();
}
void set_sample_index(u64 sample_index)
{
cs_music_set_sample_index(sample_index);
}
}
Sound Sound::play(AudioRef audio, SoundParams params)
{
cs_sound_params_t csparams;
csparams.paused = params.paused;
csparams.looped = params.looped;
csparams.volume = params.volume;
csparams.pan = params.pan;
csparams.delay = params.delay;
cs_playing_sound_t cssound = cs_play_sound((cs_audio_source_t*)audio->get_backend_handle(), csparams);
Sound sound;
sound.id = cssound.id;
return sound;
}
bool Sound::is_active()
{
cs_playing_sound_t cssound = { id };
return cs_sound_is_active(cssound);
}
bool Sound::is_paused()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_is_paused(cssound);
}
bool Sound::is_looped()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_is_looped(cssound);
}
float Sound::get_volume()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_volume(cssound);
}
u64 Sound::get_sample_index()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_sample_index(cssound);
}
void Sound::set_is_paused(bool true_for_paused)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_is_paused(cssound, true_for_paused);
}
void Sound::set_is_looped(bool true_for_looped)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_is_looped(cssound, true_for_looped);
}
void Sound::set_volume(float volume)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_volume(cssound, volume);
}
void Sound::set_sample_index(u64 sample_index)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_sample_index(cssound, sample_index);
}
}
#undef STB_VORBIS_HEADER_ONLY
#include "third_party/stb_vorbis.c"
#include "blah_audio.h"
#include "blah_time.h"
#include "internal/blah_internal.h"
#define STB_VORBIS_HEADER_ONLY
#include "third_party/stb_vorbis.c"
#ifdef BLAH_PLATFORM_SDL2
#define CUTE_SOUND_FORCE_SDL
#endif
#define CUTE_SOUND_IMPLEMENTATION
#include "third_party/cute_sound.h"
namespace Blah
{
namespace Internal
{
bool audio_init(unsigned play_frequency_in_Hz, int buffered_samples)
{
cs_error_t err = cs_init(Platform::d3d11_get_hwnd(), play_frequency_in_Hz, buffered_samples, NULL);
if (err != CUTE_SOUND_ERROR_NONE)
{
Log::error(cs_error_as_string(err));
return false;
}
#ifndef BLAH_NO_THREADING
cs_spawn_mix_thread();
#endif
return true;
}
void audio_shutdown()
{
cs_shutdown();
}
void audio_update()
{
cs_update(Time::delta);
}
}
Audio::Audio(void* audio)
{
m_ptr = audio;
}
Audio::~Audio()
{
cs_free_audio_source((cs_audio_source_t*)m_ptr);
}
u64 Audio::get_sample_count()
{
return m_ptr ? ((cs_audio_source_t*)m_ptr)->sample_count : 0;
}
AudioRef Audio::create(const FilePath& path)
{
FileStream fs(path, FileMode::OpenRead);
if (!fs.is_readable())
return AudioRef();
if (path.ends_with(".ogg")) {
return create_from_ogg(fs);
} else if (path.ends_with(".wav")) {
return create_from_wav(fs);
}
Log::error("Unable to load unrecognized audio file type.");
return AudioRef();
}
AudioRef Audio::create_from_wav(Stream& stream)
{
if (!stream.is_readable())
{
Log::error("Unable to load audio as the Stream was not readable");
return AudioRef();
}
// read into buffer
Vector<u8> buffer;
buffer.reserve((int)stream.length());
stream.read(buffer.data(), stream.length());
// load wav file from memory using cute_sound.h
cs_error_t err;
void* audio = cs_read_mem_wav((void*)buffer.data(), stream.length(), &err);
if (!audio) {
Log::error(cs_error_as_string(err));
return AudioRef();
}
else
return AudioRef(new Audio(audio));
}
AudioRef Audio::create_from_ogg(Stream& stream)
{
if (!stream.is_readable())
{
Log::error("Unable to load audio as the Stream was not readable");
return AudioRef();
}
// read into buffer
Vector<u8> buffer;
buffer.reserve((int)stream.length());
stream.read(buffer.data(), stream.length());
// load ogg file from memory using cute_sound.h
cs_error_t err;
void* audio = cs_read_mem_ogg((void*)buffer.data(), stream.length(), &err);
if (!audio) {
Log::error(cs_error_as_string(err));
return AudioRef();
}
else
return AudioRef(new Audio(audio));
}
void set_global_pan(float pan)
{
cs_set_global_pan(pan);
}
void set_global_volume(float volume)
{
cs_set_global_volume(volume);
}
void set_global_pause(bool true_for_paused)
{
cs_set_global_pause(true_for_paused);
}
void set_sound_volume(float volume)
{
cs_set_playing_sounds_volume(volume);
}
void set_music_volume(float volume)
{
cs_music_set_volume(volume);
}
namespace Music
{
void play(AudioRef audio, float fade_in_time)
{
cs_music_play((cs_audio_source_t*)audio->get_backend_handle(), fade_in_time);
}
void stop(float fade_out_time)
{
cs_music_stop(fade_out_time);
}
void set_volume(float volume)
{
cs_music_set_volume(volume);
}
void set_loop(bool true_to_loop)
{
cs_music_set_loop(true_to_loop);
}
void pause()
{
cs_music_pause();
}
void resume()
{
cs_music_resume();
}
void switch_to(AudioRef audio, float fade_out_time, float fade_in_time)
{
cs_music_switch_to((cs_audio_source_t*)audio->get_backend_handle(), fade_out_time, fade_in_time);
}
void crossfade(AudioRef audio, float cross_fade_time)
{
cs_music_crossfade((cs_audio_source_t*)audio->get_backend_handle(), cross_fade_time);
}
u64 get_sample_index()
{
return cs_music_get_sample_index();
}
void set_sample_index(u64 sample_index)
{
cs_music_set_sample_index(sample_index);
}
}
Sound Sound::play(AudioRef audio, SoundParams params)
{
cs_sound_params_t csparams;
csparams.paused = params.paused;
csparams.looped = params.looped;
csparams.volume = params.volume;
csparams.pan = params.pan;
csparams.delay = params.delay;
cs_playing_sound_t cssound = cs_play_sound((cs_audio_source_t*)audio->get_backend_handle(), csparams);
Sound sound;
sound.id = cssound.id;
return sound;
}
bool Sound::is_active()
{
cs_playing_sound_t cssound = { id };
return cs_sound_is_active(cssound);
}
bool Sound::is_paused()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_is_paused(cssound);
}
bool Sound::is_looped()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_is_looped(cssound);
}
float Sound::get_volume()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_volume(cssound);
}
u64 Sound::get_sample_index()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_sample_index(cssound);
}
void Sound::set_is_paused(bool true_for_paused)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_is_paused(cssound, true_for_paused);
}
void Sound::set_is_looped(bool true_for_looped)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_is_looped(cssound, true_for_looped);
}
void Sound::set_volume(float volume)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_volume(cssound, volume);
}
void Sound::set_sample_index(u64 sample_index)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_sample_index(cssound, sample_index);
}
}
#undef STB_VORBIS_HEADER_ONLY
#include "third_party/stb_vorbis.c"

View File

@ -9,8 +9,6 @@ namespace Blah
{
namespace Internal
{
extern bool audio_is_init;
void app_step();
void app_shutdown();
Renderer* app_renderer();