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SakuraVNE_old/SakuraVNE/src/Application.cpp

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#include "Application.h"
#include "Log.h"
#include "Event.h"
#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer2.h"
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
WindowData Application::m_WindowData;
bool Application::m_isRunning = false;
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Application::Application()
: m_Renderer(nullptr){}
Application::~Application()
{
Shutdown();
}
bool Application::Init()
{
SetRunningState(true);
SakuraVNE::Log::Init();
LOG_INFO("Initialized logger library");
LOG_INFO("window width: {0}, height: {1}", GetWindowData().width, GetWindowData().height);
// Init sdl
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER /*| SDL_INIT_GAMECONTROLLER*/) < 0)
{
LOG_ERROR("SDL could not be initialized! {0}", SDL_GetError());
Shutdown();
return false;
}
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
//TODO: add the resizable flag and update the window size with the event system
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SDL_WindowFlags windowFlags = (SDL_WindowFlags)(SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE);
m_Window = SDL_CreateWindow(GetWindowData().title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, GetWindowData().width, GetWindowData().height, windowFlags);
if (!m_Window)
{
LOG_ERROR("SDL window could not be created! {0}", SDL_GetError());
Shutdown();
return false;
}
else
{
LOG_INFO("SDl window created");
}
m_Renderer = SDL_CreateRenderer(m_Window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if(!m_Renderer){
LOG_ERROR("Renderer could not be created! {0}", SDL_GetError());
}else{
LOG_INFO("SDL renderer created");
SDL_RendererInfo info;
SDL_GetRendererInfo(m_Renderer, &info);
}
m_Surface = SDL_GetWindowSurface(m_Window);
if (!m_Surface)
{
LOG_ERROR("SDL surface could not be created! {0}", SDL_GetError());
Shutdown();
return false;
}
else
{
LOG_INFO("SDl surface created");
}
//Imgui init
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void) io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsDark();
ImGui_ImplSDL2_InitForSDLRenderer(m_Window, m_Renderer);
ImGui_ImplSDLRenderer2_Init(m_Renderer);
return true;
}
void Application::Run()
{
bool demoWindowShow = true;
bool showOtherWindow = false;
ImVec4 clearColor = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
ImGuiIO& io = ImGui::GetIO();
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while (GetRunningState())
{
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SDL_Event event;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
SetRunningState(false);
LOG_INFO("Running state: {0}", GetRunningState());
}
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(GetSDLWindow()))
{
SetRunningState(false);
}
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
SDL_GetWindowSize(GetSDLWindow(), &GetWindowData().width, &GetWindowData().height);
SetSDLWindowSurface(SDL_GetWindowSurface(GetSDLWindow()));
}
}
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
if(demoWindowShow){
ImGui::ShowDemoWindow(&demoWindowShow);
}
//imgui demo window stuff or frame stuff
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello World!"); //creates window and add later stuff to it
ImGui::Text("text stuff");
ImGui::Checkbox("Demo checkbox", &showOtherWindow);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color edit", (float*)&clearColor);
if(ImGui::Button("Button")) counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application avg %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
//Rendering
ImGui::Render();
SDL_RenderSetScale(m_Renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(m_Renderer, (Uint8)(clearColor.x * 255), (Uint8)(clearColor.y * 255), (Uint8)(clearColor.z * 255), (Uint8)(clearColor.w * 255));
SDL_RenderClear(m_Renderer);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), m_Renderer);
SDL_RenderPresent(m_Renderer);
}
}
void Application::Shutdown()
{
LOG_WARN("Shutting down the application!");
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(m_Renderer);
SDL_FreeSurface(m_Surface);
// Destroy window
SDL_DestroyWindow(m_Window);
// Quit SDL subsystems
SDL_Quit();
}