2025-07-05 13:28:41 +03:30
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#include <engine/core/application.hpp>
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#include <engine/core/window.hpp>
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#include <engine/debug/instrumentor.hpp>
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#include <engine/events/event.hpp>
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#include <engine/graphics/graphics_context.hpp>
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#include <engine/graphics/render_command.hpp>
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#include <engine/graphics/renderer.hpp>
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#include <engine/layer/layer.hpp>
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#include <engine/time/timer.hpp>
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#include <engine/user_interface/user_interface.hpp>
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2021-07-01 19:25:46 +04:30
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2021-05-20 10:21:08 +04:30
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namespace Light {
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Application *Application::s_context = nullptr;
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Application::Application()
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: m_instrumentor(nullptr)
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, m_layer_stack(nullptr)
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, m_input(nullptr)
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, m_window(nullptr)
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{
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lt_assert(!s_context, "Repeated singleton construction");
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s_context = this;
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m_logger = logger::create();
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log_debug_data();
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m_instrumentor = Instrumentor::create();
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m_instrumentor->begin_session("Logs/ProfileResults_Startup.json");
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m_layer_stack = LayerStack::create();
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m_input = Input::create();
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m_resource_manager = ResourceManager::create();
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m_window = Window::create(std::bind(&Application::on_event, this, std::placeholders::_1));
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}
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Application::~Application()
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{
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lt_log(trace, "Application::~Application()");
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m_instrumentor->end_session(); // ProfileResults_Termination //
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}
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void Application::game_loop()
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{
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// check
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lt_assert(!m_layer_stack->is_empty(), "layer_stack is empty");
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// log debug data
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m_logger->log_debug_data();
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m_window->get_graphics_context()->log_debug_data();
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m_window->get_graphics_context()->get_user_interface()->log_debug_data();
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// reveal window
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m_window->set_visibility(true);
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m_instrumentor->end_session(); // ProfileResults_GameLoop //
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m_instrumentor->begin_session("Logs/ProfileResults_GameLoop.json");
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/* game loop */
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auto delta_timer = DeltaTimer {};
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while (!m_window->is_closed())
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{
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{
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// update layers
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lt_profile_scope("game_loop::update");
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for (auto it = m_layer_stack->begin(); it != m_layer_stack->end(); it++)
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(*it)->on_update(delta_timer.get_delta_time());
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}
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{
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// render layers
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lt_profile_scope("game_loop::Render");
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m_window->get_graphics_context()->get_renderer()->begin_frame();
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for (auto it = m_layer_stack->begin(); it != m_layer_stack->end(); it++)
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(*it)->on_render();
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m_window->get_graphics_context()->get_renderer()->end_frame();
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}
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{
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// render user interface
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lt_profile_scope("game_loop::UserInterface");
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m_window->get_graphics_context()->get_user_interface()->begin();
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for (auto it = m_layer_stack->begin(); it != m_layer_stack->end(); it++)
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(*it)->on_user_interface_update();
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m_window->get_graphics_context()->get_user_interface()->end();
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}
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{
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// poll events
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lt_profile_scope("game_loop::Events");
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m_window->poll_events();
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}
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/// update delta time
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delta_timer.update();
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}
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m_instrumentor->end_session(); // ProfileResults_GameLoop //
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m_instrumentor->begin_session("Logs/ProfileResults_Termination.json");
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}
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void Application::quit()
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{
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s_context->m_window->close();
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}
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void Application::on_event(const Event &event)
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{
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// window
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if (event.has_category(WindowEventCategory))
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{
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m_window->on_event(event);
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if (event.get_event_type() == EventType::WindowResized)
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m_window->get_graphics_context()->get_renderer()->on_window_resize(
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(const WindowResizedEvent &)event
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);
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}
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// input
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if (event.has_category(InputEventCategory))
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{
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m_input->on_event(event);
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if (!m_input->is_receiving_game_events()) // return if the event is an input event and
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// 'Input' has disabled the game events
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return;
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}
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/* layers */
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for (auto it = m_layer_stack->rbegin(); it != m_layer_stack->rend(); it++)
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if ((*it)->on_event(event))
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return;
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}
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void Application::log_debug_data()
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{
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// #todo: log more information
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lt_log(info, "________________________________________");
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lt_log(info, "Platform::");
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lt_log(info, " OS: {}", LT_BUILD_PLATFORM);
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lt_log(info, " DIR: {}", std::filesystem::current_path().generic_string());
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lt_log(info, "________________________________________");
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}
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} // namespace Light
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