premake finally working, todo add sdl support to linux build
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169
SakuraVNE/src/Application.cpp
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169
SakuraVNE/src/Application.cpp
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#include "Application.h"
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#include "Log.h"
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#include "Event.h"
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_sdlrenderer2.h"
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#if !SDL_VERSION_ATLEAST(2,0,17)
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#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
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#endif
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WindowData Application::m_WindowData;
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bool Application::m_isRunning = false;
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Application::Application(){}
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Application::~Application()
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{
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Shutdown();
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}
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bool Application::Init()
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{
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SetRunningState(true);
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SakuraVNE::Log::Init();
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LOG_INFO("Initialized logger library");
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LOG_INFO("window width: {0}, height: {1}", GetWindowData().width, GetWindowData().height);
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// Init sdl
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER /*| SDL_INIT_GAMECONTROLLER*/) < 0)
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{
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LOG_ERROR("SDL could not be initialized! {0}", SDL_GetError());
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Shutdown();
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return false;
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}
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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//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*/);
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m_Window = SDL_CreateWindow(GetWindowData().title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, GetWindowData().width, GetWindowData().height, windowFlags);
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if (!m_Window)
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{
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LOG_ERROR("SDL window could not be created! {0}", SDL_GetError());
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Shutdown();
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return false;
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}
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else
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{
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LOG_INFO("SDl window created");
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}
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m_Renderer = SDL_CreateRenderer(m_Window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
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if(!m_Renderer){
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LOG_ERROR("Renderer could not be created! {0}", SDL_GetError());
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}else{
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LOG_INFO("SDL renderer created");
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SDL_RendererInfo info;
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SDL_GetRendererInfo(m_Renderer, &info);
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}
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m_Surface = SDL_GetWindowSurface(m_Window);
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if (!m_Surface)
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{
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LOG_ERROR("SDL surface could not be created! {0}", SDL_GetError());
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Shutdown();
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return false;
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}
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else
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{
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LOG_INFO("SDl surface created");
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}
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//Imgui init
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void) io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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ImGui::StyleColorsDark();
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ImGui_ImplSDL2_InitForSDLRenderer(m_Window, m_Renderer);
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ImGui_ImplSDLRenderer2_Init(m_Renderer);
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return true;
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}
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void Application::Run()
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{
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bool demoWindowShow = true;
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bool showOtherWindow = false;
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ImVec4 clearColor = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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ImGuiIO& io = ImGui::GetIO();
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while (Application::GetRunningState())
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{
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SakuraVNE::ProcessEvents();
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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if(demoWindowShow){
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ImGui::ShowDemoWindow(&demoWindowShow);
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}
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//imgui demo window stuff or frame stuff
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello World!"); //creates window and add later stuff to it
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ImGui::Text("text stuff");
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ImGui::Checkbox("Demo checkbox", &showOtherWindow);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color edit", (float*)&clearColor);
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if(ImGui::Button("Button")) counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application avg %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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//Rendering
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ImGui::Render();
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SDL_RenderSetScale(m_Renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(m_Renderer, (Uint8)(clearColor.x * 255), (Uint8)(clearColor.y * 255), (Uint8)(clearColor.z * 255), (Uint8)(clearColor.w * 255));
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SDL_RenderClear(m_Renderer);
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), m_Renderer);
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SDL_RenderPresent(m_Renderer);
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}
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}
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void Application::Shutdown()
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{
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LOG_WARN("Shutting down the application!");
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ImGui_ImplSDLRenderer2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_DestroyRenderer(m_Renderer);
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SDL_FreeSurface(m_Surface);
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// Destroy window
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SDL_DestroyWindow(m_Window);
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// Quit SDL subsystems
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SDL_Quit();
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}
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