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https://github.com/NoelFB/blah.git
synced 2024-11-25 16:18:57 +08:00
added App flags, implemented v-sync and fixed timestep flags
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parent
05b58706d7
commit
c94e372e7d
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@ -11,6 +11,15 @@ namespace Blah
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// Application Logging Functions
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using AppLogFn = Func<void, const char*, Log::Category>;
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// Application flags
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namespace Flags
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{
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constexpr u32 FixedTimestep = 1 << 0;
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constexpr u32 VSync = 1 << 1;
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constexpr u32 Fullscreen = 1 << 2;
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constexpr u32 Resizable = 1 << 3;
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}
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// Application Configuration
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struct Config
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{
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@ -34,10 +43,13 @@ namespace Blah
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// defaults to 5.
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int max_updates = 5;
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// target framerate.
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// target framerate when running with Fixed Timestep
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// defaults to 60.
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int target_framerate = 60;
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// default starting flags
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u32 flags = Flags::VSync | Flags::Resizable | Flags::FixedTimestep;
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// Callback on application startup
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AppEventFn on_startup = nullptr;
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@ -113,9 +125,23 @@ namespace Blah
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// If the window is currently focused or has mouse input
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bool focused();
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// Toggles fullscreen if supported on the platform.
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// Otherwise this function does nothing.
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void fullscreen(bool enabled);
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// Toggles a specific flag
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void set_flag(u32 flag, bool enabled);
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// Gets whether a specific flag is enabled
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bool get_flag(u32 flag);
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// Toggles the fullscreen flag
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inline void set_fullscreen(bool enabled) { set_flag(Flags::Fullscreen, enabled); }
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// Toggles the V-Sync flag
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inline void set_vsync(bool enabled) { set_flag(Flags::VSync, enabled); }
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// Toggles the resizable flag
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inline void set_resizable(bool enabled) { set_flag(Flags::Resizable, enabled); }
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// Toggles whether to update with Fixed Timestep
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inline void set_fixedtimestep(bool enabled) { set_flag(Flags::FixedTimestep, enabled); }
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// Retrieves the Renderer Information
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const RendererInfo& renderer();
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94
src/app.cpp
94
src/app.cpp
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@ -28,6 +28,7 @@ namespace
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bool app_is_exiting = 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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void get_drawable_size(int* w, int* h)
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@ -90,6 +91,7 @@ bool App::run(const Config* c)
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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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@ -128,6 +130,10 @@ bool App::run(const Config* c)
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}
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}
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// apply default flags
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Internal::platform->set_app_flags(app_flags);
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Internal::renderer->set_app_flags(app_flags);
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// input + poll the platform once
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Input::Internal::init();
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Input::Internal::step_state();
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@ -164,14 +170,26 @@ bool App::is_running()
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void App::Internal::iterate()
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{
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// update at a fixed timerate
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// TODO: allow a non-fixed step update?
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static const auto step = []()
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{
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Input::Internal::step_state();
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platform->update(Input::state);
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Input::Internal::update_bindings();
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renderer->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 = 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 time_curr = App::Internal::platform->ticks();
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u64 time_diff = time_curr - app_time_last;
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app_time_last = time_curr;
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app_time_accumulator += time_diff;
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u64 ticks_curr = App::Internal::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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@ -179,10 +197,10 @@ void App::Internal::iterate()
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int milliseconds = (int)(time_target - app_time_accumulator) / (Time::ticks_per_second / 1000);
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App::Internal::platform->sleep(milliseconds);
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time_curr = App::Internal::platform->ticks();
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time_diff = time_curr - app_time_last;
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app_time_last = time_curr;
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app_time_accumulator += time_diff;
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ticks_curr = App::Internal::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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@ -212,23 +230,39 @@ void App::Internal::iterate()
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Time::previous_seconds = Time::seconds;
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Time::seconds += Time::delta;
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Input::Internal::step_state();
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platform->update(Input::state);
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Input::Internal::update_bindings();
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renderer->update();
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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 = App::Internal::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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if (app_config.on_update != nullptr)
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app_config.on_update();
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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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// render
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// Draw Frame
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{
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renderer->before_render();
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if (app_config.on_render != nullptr)
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app_config.on_render();
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renderer->after_render();
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platform->present();
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}
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@ -353,10 +387,28 @@ bool App::focused()
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return Internal::platform->get_focused();
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}
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void App::fullscreen(bool enabled)
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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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Internal::platform->set_fullscreen(enabled);
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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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Internal::platform->set_app_flags(app_flags);
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Internal::renderer->set_app_flags(app_flags);
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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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@ -35,6 +35,9 @@ namespace Blah
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// Called to present the window contents
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virtual void present() = 0;
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// Called when the App sets flags
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virtual void set_app_flags(u32 flags) = 0;
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// Gets the Application Window Title in UTF-8
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virtual const char* get_title() = 0;
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@ -50,9 +53,6 @@ namespace Blah
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// Gets whether the Window has focus
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virtual bool get_focused() = 0;
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// Sets the Window Fullscreen if enabled is not 0
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virtual void set_fullscreen(bool enabled) = 0;
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// Gets the Application Window Size, in Screen Coordinates
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virtual void get_size(int* width, int* height) = 0;
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@ -89,12 +89,12 @@ namespace Blah
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void update(InputState& state) override;
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void sleep(int milliseconds) override;
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void present() override;
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void set_app_flags(u32 flags) override;
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const char* get_title() override;
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void set_title(const char* title) override;
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void get_position(int* x, int* y) override;
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void set_position(int x, int y) override;
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bool get_focused() override;
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void set_fullscreen(bool enabled) override;
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void get_size(int* width, int* height) override;
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void set_size(int width, int height) override;
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void get_draw_size(int* width, int* height) override;
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@ -158,7 +158,7 @@ bool SDL2_Platform::init(const Config& config)
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return false;
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}
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int flags = SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE;
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int flags = SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN;
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// enable OpenGL
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if (config.renderer_type == RendererType::OpenGL)
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@ -192,22 +192,12 @@ bool SDL2_Platform::init(const Config& config)
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return false;
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}
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// set window properties
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SDL_SetWindowResizable(window, SDL_TRUE);
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SDL_SetWindowMinimumSize(window, 256, 256);
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return true;
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}
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void SDL2_Platform::ready()
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{
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#ifndef __EMSCRIPTEN__
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// enable V-Sync
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// TODO:
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// This should be a toggle or controllable in some way
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if (App::renderer().type == RendererType::OpenGL)
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SDL_GL_SetSwapInterval(1);
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#endif
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}
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void SDL2_Platform::shutdown()
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void SDL2_Platform::present()
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{
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if (App::renderer().type == RendererType::OpenGL)
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{
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SDL_GL_SwapWindow(window);
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}
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// display the window
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// this avoids a short black screen on macoS
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}
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}
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void SDL2_Platform::set_app_flags(u32 flags)
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{
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// Toggle Fullscreen
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SDL_SetWindowFullscreen(window, ((flags & Flags::Fullscreen) != 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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// Toggle Resizable
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SDL_SetWindowResizable(window, ((flags & Flags::Resizable) != 0) ? SDL_TRUE : SDL_FALSE);
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// Toggle V-Sync for OpenGL
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#ifndef __EMSCRIPTEN__
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if (App::renderer().type == RendererType::OpenGL)
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SDL_GL_SetSwapInterval(((flags & Flags::VSync) != 0) ? 1 : 0);
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#endif
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}
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const char* SDL2_Platform::get_title()
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{
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return SDL_GetWindowTitle(window);
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return (flags & SDL_WINDOW_INPUT_FOCUS) != 0 && (flags & SDL_WINDOW_MINIMIZED) == 0;
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}
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void SDL2_Platform::set_fullscreen(bool enabled)
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{
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if (enabled)
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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else
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SDL_SetWindowFullscreen(window, 0);
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}
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void SDL2_Platform::get_size(int* width, int* height)
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{
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SDL_GetWindowSize(window, width, height);
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@ -99,7 +99,7 @@ namespace Blah
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void get_position(int* x, int* y) override;
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void set_position(int x, int y) override;
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bool get_focused() override;
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void set_fullscreen(bool enabled) override;
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void set_app_flags(u32 flags) override;
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void get_size(int* width, int* height) override;
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void set_size(int width, int height) override;
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void get_draw_size(int* width, int* height) override;
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return true;
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}
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void Win32_Platform::set_fullscreen(bool enabled)
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void Win32_Platform::set_app_flags(u32 flags)
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{
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// toggle fullscreen
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{
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bool enabled = (flags & Flags::Fullscreen) != 0;
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if (fullscreen == enabled)
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return;
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fullscreen = enabled;
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if (fullscreen)
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}
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}
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// toggle resizable
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// TODO: ...
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}
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void Win32_Platform::get_size(int* width, int* height)
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{
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RECT rect;
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@ -32,6 +32,9 @@ namespace Blah
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// Called after renderings ends
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virtual void after_render() = 0;
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// Called when the App sets flags
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virtual void set_app_flags(u32 flags) { }
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// Optional implementation to get the drawable backbuffer size in pixels.
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// Not all implementations will use this so it can be up to the Platform.
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virtual bool get_draw_size(int* w, int* h) { return false; }
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@ -932,7 +932,8 @@ namespace Blah
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void Renderer_D3D11::after_render()
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{
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auto hr = swap_chain->Present(1, 0);
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auto vsync = App::get_flag(Flags::VSync);
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auto hr = swap_chain->Present(vsync ? 1 : 0, 0);
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BLAH_ASSERT(SUCCEEDED(hr), "Failed to Present swap chain");
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}
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