X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg.h;h=6aeadc9a0032a8c678d2a052bc750f134afae1e8;hb=13737a7a9faa5b31696c711f153b7de4201c404e;hp=9ad04b1f659ca600fc9529fcd3399ef9f9dfea0b;hpb=651edda3736812c89f43c11319c6b485ff14ea19;p=vg.git diff --git a/vg.h b/vg.h index 9ad04b1..6aeadc9 100644 --- a/vg.h +++ b/vg.h @@ -52,6 +52,8 @@ #ifndef VG_HEADER_H #define VG_HEADER_H + const char *vg_get_basepath(void); + #include "vg_platform.h" #include "vg_mem.h" @@ -86,7 +88,7 @@ VG_STATIC void vg_print_backtrace(void) #ifdef VG_GAME #include "dep/glad/glad.h" - #include "submodules/SDL/include/SDL.h" + #include "dep/sdl/include/SDL.h" #include "vg_stdint.h" void vg_register_exit( void( *funcptr )(void), const char *name ); @@ -95,7 +97,6 @@ VG_STATIC void vg_print_backtrace(void) #include "vg_io.h" #include "vg_log.h" #include "vg_steam.h" - #include //#define VG_SYNC_DEBUG #ifdef VG_SYNC_DEBUG @@ -122,24 +123,23 @@ VG_STATIC void vg_update_fixed(void); VG_STATIC void vg_update_post(void); VG_STATIC void vg_render(void); -VG_STATIC void vg_ui(void); +VG_STATIC void vg_gui(void); -struct vg -{ +struct vg{ /* Engine sync */ SDL_Window *window; SDL_GLContext gl_context; + const char *base_path; SDL_sem *sem_loader; /* allows only one loader at a time */ - jmp_buf env_loader_exit; SDL_threadID thread_id_main, thread_id_loader; + void *thread_data; SDL_SpinLock sl_status; - enum engine_status - { + enum engine_status{ k_engine_status_none, k_engine_status_load_internal, k_engine_status_running, @@ -156,8 +156,7 @@ struct vg int display_refresh_rate, fps_limit; /* 0: use vsync, >0: cap fps to this, no vsync */ - enum vsync_feature - { + enum vsync_feature{ k_vsync_feature_disabled=0, k_vsync_feature_enabled=1, k_vsync_feature_enabled_adaptive=2, @@ -182,8 +181,7 @@ struct vg int fixed_iterations; - enum engine_stage - { + enum engine_stage{ k_engine_stage_none, k_engine_stage_update, k_engine_stage_update_fixed, @@ -194,14 +192,18 @@ struct vg /* graphics */ m4x4f pv; - enum quality_profile - { + enum quality_profile{ k_quality_profile_high = 0, k_quality_profile_low = 1, } quality_profile; + + float loader_ring; } VG_STATIC vg = { .time_rate = 1.0 }; +const char *vg_get_basepath(void){ + return vg.base_path; +} enum vg_thread_purpose { @@ -251,6 +253,7 @@ VG_STATIC void vg_checkgl( const char *src_info ); #include "vg_tex.h" #include "vg_input.h" #include "vg_ui.h" +#include "vg_imgui.h" #include "vg_lines.h" #include "vg_loader.h" #include "vg_opt.h" @@ -282,9 +285,7 @@ VG_STATIC void async_vg_bake_shaders( void *payload, u32 size ) VG_STATIC void vg_bake_shaders(void) { vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL ); - - vg_async_item *call = vg_async_alloc(0); - vg_async_dispatch( call, async_vg_bake_shaders ); + vg_async_call( async_vg_bake_shaders, NULL, 0 ); } void async_internal_complete( void *payload, u32 size ) @@ -303,7 +304,7 @@ void async_internal_complete( void *payload, u32 size ) SDL_AtomicUnlock( &vg.sl_status ); } -VG_STATIC void _vg_load_full(void) +VG_STATIC void _vg_load_full( void *data ) { vg_preload(); @@ -313,8 +314,7 @@ VG_STATIC void _vg_load_full(void) vg_loader_step( vg_audio_init, vg_audio_free ); vg_loader_step( vg_profiler_init, NULL ); - vg_async_item *test_async = vg_async_alloc( 0 ); - vg_async_dispatch( test_async, async_internal_complete ); + vg_async_call( async_internal_complete, NULL, 0 ); /* client */ vg_load(); @@ -325,22 +325,52 @@ VG_STATIC void _vg_process_events(void) v2_zero( vg.mouse_wheel ); v2_zero( vg.mouse_delta ); + /* Update input */ + vg_process_inputs(); + /* SDL event loop */ SDL_Event event; while( SDL_PollEvent( &event ) ){ if( event.type == SDL_KEYDOWN ){ - console_proc_key( event.key.keysym ); + if( vg_console.enabled ){ + if( event.key.keysym.sym == SDLK_ESCAPE || + event.key.keysym.sym == SDLK_BACKQUOTE ){ + vg_console.enabled = 0; + ui_defocus_all(); + } + else if( (event.key.keysym.mod & KMOD_CTRL) && + event.key.keysym.sym == SDLK_n ){ + _console_suggest_next(); + } + else if( (event.key.keysym.mod & KMOD_CTRL ) && + event.key.keysym.sym == SDLK_p ){ + _console_suggest_prev(); + } + else{ + _ui_proc_key( event.key.keysym ); + } + } + else{ + if( event.key.keysym.sym == SDLK_BACKQUOTE ){ + vg_console.enabled = 1; + } + else { + _ui_proc_key( event.key.keysym ); + } + } } else if( event.type == SDL_MOUSEWHEEL ){ vg.mouse_wheel[0] += event.wheel.preciseX; vg.mouse_wheel[1] += event.wheel.preciseY; } + else if( event.type == SDL_CONTROLLERDEVICEADDED || + event.type == SDL_CONTROLLERDEVICEREMOVED ) + { + vg_input_device_event( &event ); + } else if( event.type == SDL_CONTROLLERAXISMOTION || event.type == SDL_CONTROLLERBUTTONDOWN || - event.type == SDL_CONTROLLERBUTTONUP || - event.type == SDL_CONTROLLERDEVICEADDED || - event.type == SDL_CONTROLLERDEVICEREMOVED - ) + event.type == SDL_CONTROLLERBUTTONUP ) { vg_input_controller_event( &event ); } @@ -369,15 +399,12 @@ VG_STATIC void _vg_process_events(void) } } else if( event.type == SDL_TEXTINPUT ){ - console_proc_utf8( event.text.text ); + ui_proc_utf8( event.text.text ); } } vg.mouse_pos[0] += vg.mouse_delta[0]; vg.mouse_pos[1] += vg.mouse_delta[1]; - - /* Update input */ - vg_update_inputs(); } VG_STATIC void _vg_gameloop_update(void) @@ -425,6 +452,21 @@ VG_STATIC void _vg_gameloop_render(void) /* ui */ vg.engine_stage = k_engine_stage_ui; { + ui_prerender(); + if( vg_console.enabled ){ + vg_ui.ignore_input_frames = 10; + vg_gui(); + vg_ui.ignore_input_frames = 0; + vg_ui.wants_mouse = 1; + _vg_console_draw(); + } + else vg_gui(); + + /* vg tools */ + audio_debug_ui( vg.pv ); + + ui_postrender(); +#if 0 ui_begin( vg.window_x, vg.window_y ); /* TODO */ @@ -470,12 +512,11 @@ VG_STATIC void _vg_gameloop_render(void) } /* FIXME */ - audio_debug_ui( vg.pv ); - vg_ui(); - _vg_console_draw(); + vg_gui(); ui_resolve(); ui_draw( NULL ); +#endif } vg_profile_end( &vg_prof_render ); @@ -549,11 +590,10 @@ VG_STATIC int vg_framefilter( double dt ) VG_STATIC int _vg_crashscreen(void) { - if( vg.window_should_close ) - return 1; - +#if 0 if( vg_getkey( SDLK_ESCAPE ) ) return 1; +#endif glBindFramebuffer( GL_FRAMEBUFFER, 0 ); glEnable(GL_BLEND); @@ -597,20 +637,20 @@ VG_STATIC void _vg_gameloop(void) enum engine_status status = _vg_engine_status(); + vg.time_delta = vg.time_frame_delta * vg.time_rate; + vg.time += vg.time_delta; + + vg_run_async_checked(); + _vg_process_events(); + + if( vg.window_should_close ) + break; + if( status == k_engine_status_crashed ){ if( _vg_crashscreen() ) break; } else{ - vg.time_delta = vg.time_frame_delta * vg.time_rate; - vg.time += vg.time_delta; - - vg_run_async_checked(); - _vg_process_events(); - - if( vg.window_should_close ) - break; - if( status == k_engine_status_running ){ _vg_gameloop_update(); _vg_gameloop_render(); @@ -620,6 +660,11 @@ VG_STATIC void _vg_gameloop(void) } } + if( vg.loader_ring > 0.01f ){ + vg.loader_ring -= vg.time_frame_delta * 0.5f; + _vg_loader_render_ring( vg.loader_ring ); + } + vg.time_frame_delta = 0.0; vg.time_spinning = 0; } @@ -665,6 +710,15 @@ VG_STATIC void _vg_init_window( const char *window_name ) SDL_InitSubSystem( SDL_INIT_AUDIO ); SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER ); + char *exe_basepath = SDL_GetBasePath(); + u32 len = vg_align8( strlen(exe_basepath)+1 ); + char *dest = vg_linear_alloc( vg_mem.rtmemory, len ); + strcpy( dest, exe_basepath ); + SDL_free( exe_basepath ); + vg.base_path = dest; + + vg_info( "Basepath: %s\n", vg.base_path ); + SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 ); @@ -746,6 +800,9 @@ VG_STATIC void _vg_init_window( const char *window_name ) vg_info( "CreateContext\n" ); + /* ????? */ + if( SDL_IsTextInputActive() ) SDL_StopTextInput(); + /* * OpenGL loading */ @@ -784,11 +841,9 @@ VG_STATIC void _vg_init_window( const char *window_name ) vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate ); -#ifdef _WIN32 +#if defined(_WIN32) || defined(VG_DEVWINDOW) vg.fps_limit = vg.display_refresh_rate; #else - /* request vsync by default on linux to avoid screen tearing. - * this does have its own issues with compositing on X11. */ vg.fps_limit = 0; #endif } @@ -813,6 +868,7 @@ VG_STATIC void _vg_terminate(void) VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) { + vg_rand_seed( 461 ); _vg_process_launch_opts_internal( argc, argv ); /* Systems init */ @@ -823,8 +879,8 @@ VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) _vg_init_window( window_name ); vg_async_init(); - SDL_SetRelativeMouseMode(1); + vg.thread_id_main = SDL_GetThreadID(NULL); /* Opengl-required systems */ @@ -834,7 +890,7 @@ VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) vg.engine_status = k_engine_status_load_internal; _vg_opengl_sync_init(); - vg_loader_start( _vg_load_full ); + vg_loader_start( _vg_load_full, NULL ); _vg_gameloop(); _vg_terminate(); }