blah/src/app.cpp

293 lines
5.8 KiB
C++

#include <blah/app.h>
#include <blah/common.h>
#include <blah/time.h>
#include <blah/numerics/point.h>
#include <blah/graphics/target.h>
#include "internal/platform_backend.h"
#include "internal/graphics_backend.h"
#include "internal/input_backend.h"
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#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_log = nullptr;
}
namespace
{
Config app_config;
bool app_is_running = false;
bool app_is_exiting = false;
u64 time_last;
u64 time_accumulator = 0;
void app_iterate()
{
// poll system events
PlatformBackend::frame();
// update at a fixed timerate
// TODO: allow a non-fixed step update?
{
u64 time_target = (u64)((1.0 / app_config.target_framerate) * Time::ticks_per_second);
u64 time_curr = PlatformBackend::ticks();
u64 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)
{
int milliseconds = (int)(time_target - time_accumulator) / (Time::ticks_per_second / 1000);
PlatformBackend::sleep(milliseconds);
time_curr = PlatformBackend::ticks();
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)
u64 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 <= -0.0001)
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;
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::ticks();
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::ticks = 0;
Time::seconds = 0;
Time::previous_ticks = 0;
Time::previous_seconds = 0;
Time::delta = 0;
return true;
}
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 Target
{
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
{
return App::draw_width();
}
int height() const override
{
return App::draw_height();
}
void clear(Color color, float depth, u8 stencil, ClearMask mask) override
{
GraphicsBackend::clear_backbuffer(color, depth, stencil, mask);
}
};
}
const TargetRef App::backbuffer = TargetRef(new BackBuffer());