#include #include #include #include #include #include "../internal/platform_backend.h" #include "../internal/graphics_backend.h" #include "../internal/input_backend.h" #ifdef __EMSCRIPTEN__ #include #include #endif using namespace Blah; Config::Config() { name = nullptr; width = 0; height = 0; target_framerate = 60; max_updates = 5; on_startup = nullptr; on_shutdown = nullptr; on_update = nullptr; on_render = nullptr; on_exit_request = App::exit; on_info = nullptr; on_warn = nullptr; on_error = nullptr; } namespace { Config app_config; bool app_is_running = false; bool app_is_exiting = false; uint64_t time_last; uint64_t time_accumulator = 0; void app_iterate() { // poll system events PlatformBackend::frame(); // update at a fixed timerate // TODO: allow a non-fixed step update? { uint64_t time_target = (uint64_t)((1.0f / app_config.target_framerate) * 1000); uint64_t time_curr = PlatformBackend::time(); uint64_t time_diff = time_curr - time_last; time_last = time_curr; time_accumulator += time_diff; // do not let us run too fast while (time_accumulator < time_target) { PlatformBackend::sleep((int)(time_target - time_accumulator)); time_curr = PlatformBackend::time(); time_diff = time_curr - time_last; time_last = time_curr; time_accumulator += time_diff; } // Do not allow us to fall behind too many updates // (otherwise we'll get spiral of death) uint64_t time_maximum = app_config.max_updates * time_target; if (time_accumulator > time_maximum) time_accumulator = time_maximum; // do as many updates as we can while (time_accumulator >= time_target) { 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 <= -0.0001f) Time::delta = -Time::pause_timer; else continue; } Time::milliseconds += time_target; Time::previous_elapsed = Time::elapsed; Time::elapsed += Time::delta; InputBackend::frame(); GraphicsBackend::frame(); if (app_config.on_update != nullptr) app_config.on_update(); } } // render { GraphicsBackend::before_render(); if (app_config.on_render != nullptr) app_config.on_render(); GraphicsBackend::after_render(); PlatformBackend::present(); } } } bool App::run(const Config* c) { BLAH_ASSERT(!app_is_running, "The Application is already running"); 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"); app_config = *c; app_is_running = true; app_is_exiting = false; // initialize the system if (!PlatformBackend::init(&app_config)) { Log::error("Failed to initialize Platform module"); return false; } // initialize graphics if (!GraphicsBackend::init()) { Log::error("Failed to initialize Graphics module"); return false; } // input InputBackend::init(); // startup if (app_config.on_startup != nullptr) app_config.on_startup(); time_last = PlatformBackend::time(); time_accumulator = 0; // display window PlatformBackend::ready(); // Begin main loop // Emscripten requires the main loop be separated into its own call #ifdef __EMSCRIPTEN__ emscripten_set_main_loop(app_iterate, 0, 1); #else while (!app_is_exiting) app_iterate(); #endif // shutdown if (app_config.on_shutdown != nullptr) app_config.on_shutdown(); GraphicsBackend::shutdown(); PlatformBackend::shutdown(); // clear static state app_is_running = false; app_is_exiting = false; Time::milliseconds = 0; Time::elapsed = 0; Time::delta = 0; return true; } bool App::is_running() { return app_is_running; } void App::exit() { if (!app_is_exiting && app_is_running) app_is_exiting = true; } const Config* App::config() { return &app_config; } const char* App::path() { return PlatformBackend::app_path(); } const char* App::user_path() { return PlatformBackend::user_path(); } int App::width() { int w, h; PlatformBackend::get_size(&w, &h); return w; } int App::height() { int w, h; PlatformBackend::get_size(&w, &h); return h; } int App::draw_width() { int w, h; PlatformBackend::get_draw_size(&w, &h); return w; } int App::draw_height() { int w, h; PlatformBackend::get_draw_size(&w, &h); return h; } float App::content_scale() { return PlatformBackend::get_content_scale(); } void App::fullscreen(bool enabled) { PlatformBackend::set_fullscreen(enabled); } Renderer App::renderer() { return GraphicsBackend::renderer(); } const RendererFeatures& Blah::App::renderer_features() { return GraphicsBackend::features(); } namespace { // A dummy Frame Buffer that represents the Back Buffer // it doesn't actually contain any textures or details. class BackBuffer final : public FrameBuffer { Attachments empty_attachments; TextureRef empty_texture; virtual Attachments& attachments() override { BLAH_ASSERT(false, "Backbuffer doesn't have any attachments"); return empty_attachments; } virtual const Attachments& attachments() const override { BLAH_ASSERT(false, "Backbuffer doesn't have any attachments"); return empty_attachments; } virtual TextureRef& attachment(int index) override { BLAH_ASSERT(false, "Backbuffer doesn't have any attachments"); return empty_texture; } virtual const TextureRef& attachment(int index) const override { BLAH_ASSERT(false, "Backbuffer doesn't have any attachments"); return empty_texture; } virtual int width() const override { return App::draw_width(); } virtual int height() const override { return App::draw_height(); } virtual void clear(Color color) override { GraphicsBackend::clear_backbuffer(color); } }; } extern const FrameBufferRef App::backbuffer = FrameBufferRef(new BackBuffer());