light/modules/app/private/application.cpp

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#include <app/application.hpp>
#include <app/layer.hpp>
#include <app/layer_stack.hpp>
#include <asset_manager/asset_manager.hpp>
#include <input/events/event.hpp>
#include <input/events/keyboard.hpp>
#include <input/events/window.hpp>
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#include <input/input.hpp>
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#include <lt_debug/assertions.hpp>
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#include <ranges>
#include <renderer/blender.hpp>
#include <renderer/graphics_context.hpp>
#include <renderer/render_command.hpp>
#include <renderer/renderer.hpp>
#include <ui/ui.hpp>
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#include <window/window.hpp>
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namespace lt {
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Application *Application::s_instance = nullptr;
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Application::Application(): m_window(nullptr)
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{
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ensure(!s_instance, "Application constructed twice");
s_instance = this;
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m_window = Window::create([this](auto &&PH1) { on_event(std::forward<decltype(PH1)>(PH1)); });
// create graphics context
m_graphics_context = GraphicsContext::create(
GraphicsAPI::OpenGL,
(GLFWwindow *)m_window->get_handle()
);
AssetManager::load_shader(
"LT_ENGINE_RESOURCES_TEXTURE_SHADER",
"data/assets/shaders/texture/vs.asset",
"data/assets/shaders/texture/ps.asset"
);
AssetManager::load_shader(
"LT_ENGINE_RESOURCES_TINTED_TEXTURE_SHADER",
"data/assets/shaders/tinted_texture/vs.asset",
"data/assets/shaders/tinted_texture/ps.asset"
);
AssetManager::load_shader(
"LT_ENGINE_RESOURCES_QUAD_SHADER",
"data/assets/shaders/quads/vs.asset",
"data/assets/shaders/quads/ps.asset"
);
m_renderer = Renderer::create(
(GLFWwindow *)m_window->get_handle(),
lt::GraphicsContext::get_shared_context(),
Renderer::CreateInfo {
.quad_renderer_shader = AssetManager::get_shader("LT_ENGINE_RESOURCES_QUAD_SHADER"),
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.texture_renderer_shader = AssetManager::get_shader(
"LT_ENGINE_RESOURCES_TEXTURE_SHADER"
),
.tinted_texture_renderer_shader = AssetManager::get_shader(
"LT_ENGINE_RESOURCES_TINTED_"
"TEXTURE_SHADER"
),
}
);
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ensure(m_graphics_context, "lWindow::lWindow: failed to create 'GraphicsContext'");
m_user_interface = UserInterface::create(
(GLFWwindow *)m_window->get_handle(),
lt::GraphicsContext::get_shared_context()
);
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m_layer_stack = create_scope<LayerStack>();
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}
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Application::~Application()
{
/** This is required to make forward-declarations possible:
* https://stackoverflow.com/questions/34072862/why-is-error-invalid-application-of-sizeof-to-an-incomplete-type-using-uniqu
*/
}
void Application::game_loop()
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{
m_window->set_visibility(true);
while (!m_window->is_closed())
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{
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update_layers();
render_layers();
render_user_interface();
poll_events();
}
}
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void Application::quit()
{
s_instance->m_window->close();
}
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void Application::update_layers()
{
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for (auto &it : *m_layer_stack)
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{
// narrowing double -> float
it->on_update(static_cast<float>(m_timer.elapsed_time().count()));
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}
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// TODO(Light): each layer should have their own "delta time"
m_timer.reset();
}
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void Application::render_layers()
{
m_renderer->begin_frame();
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for (auto &it : *m_layer_stack)
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{
it->on_render();
}
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m_renderer->end_frame();
}
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void Application::render_user_interface()
{
m_user_interface->begin();
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for (auto &it : *m_layer_stack)
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{
it->on_user_interface_update();
}
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m_user_interface->end();
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}
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void Application::poll_events()
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{
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m_window->poll_events();
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}
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void Application::on_event(const Event &event)
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{
// window
if (event.has_category(WindowEventCategory))
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{
m_window->on_event(event);
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if (event.get_event_type() == EventType::WindowResized)
{
m_renderer->on_window_resize(dynamic_cast<const WindowResizedEvent &>(event));
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}
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}
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// input
if (event.has_category(InputEventCategory))
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{
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Input::instance().on_event(event);
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if (!Input::instance().is_receiving_game_events())
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{
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return;
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}
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}
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for (auto &it : std::ranges::reverse_view(*m_layer_stack))
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{
if (it->on_event(event))
{
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return;
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}
}
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}
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[[nodiscard]] auto Application::sanity_check() const -> bool
{
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log_inf("Checking application sanity...");
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ensure(s_instance, "Application not constructed!?");
ensure(m_window, "Window is not initialized");
ensure(m_user_interface, "User interface is not initialized");
ensure(m_graphics_context, "Graphics context is not initialized");
ensure(m_renderer, "Renderer is not initialized");
ensure(m_layer_stack, "Layer_stack is not initialized");
ensure(!m_layer_stack->is_empty(), "Layer_stack is empty");
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log_inf("Logging application state...");
this->log_debug_data();
m_graphics_context->log_debug_data();
m_user_interface->log_debug_data();
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return true;
}
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void Application::log_debug_data() const
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{
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log_inf("Platform::");
log_inf(" Platform name: {}", constants::platform_name);
log_inf(" Platform identifier: {}", std::to_underlying(constants::platform));
log_inf(" CWD: {}", std::filesystem::current_path().generic_string());
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}
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} // namespace lt