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#include "main-impl.hpp"
#include "compat/fpu.hpp"
#include <algorithm>
#include <Corrade/Containers/StringView.h>
#include <Corrade/Containers/StringIterable.h>
namespace floormat {
main_impl::main_impl(floormat_app& app, fm_settings&& se, int& argc, char** argv) noexcept :
Platform::Sdl2Application{Arguments{argc, argv},
make_conf(se), make_gl_conf(se)},
s{std::move(se)}, app{app}, _shader{_tuc}
{
if (s.vsync)
{
(void)setSwapInterval(1);
if (const auto list = GL::Context::current().extensionStrings();
std::find(list.cbegin(), list.cend(), "EXT_swap_control_tear") != list.cend())
(void)setSwapInterval(-1);
}
else
(void)setSwapInterval(0);
set_fp_mask();
_clickable_scenery.reserve(128);
timeline.start();
}
auto main_impl::make_window_flags(const fm_settings& s) -> Configuration::WindowFlags
{
using flag = Configuration::WindowFlag;
Configuration::WindowFlags flags{};
if (s.resizable)
flags |= flag::Resizable;
if (s.fullscreen)
flags |= flag::Fullscreen;
if (s.fullscreen_desktop)
flags |= flag::FullscreenDesktop;
if (s.borderless)
flags |= flag::Borderless;
if (s.maximized)
flags |= flag::Maximized;
return flags;
}
auto main_impl::make_conf(const fm_settings& s) -> Configuration
{
return Configuration{}
.setTitle(s.title ? (StringView)s.title : "floormat editor"_s)
.setSize(s.resolution)
.setWindowFlags(make_window_flags(s));
}
auto main_impl::make_gl_conf(const fm_settings&) -> GLConfiguration
{
GLConfiguration::Flags flags{};
flags |= GLConfiguration::Flag::ForwardCompatible;
return GLConfiguration{}
.setFlags(flags)
#ifdef FM_USE_DEPTH32
.setDepthBufferSize(0)
#endif
.setColorBufferSize({8, 8, 8, 0})
.setStencilBufferSize(0);
}
static int get_window_refresh_rate(SDL_Window* window)
{
fm_assert(window != nullptr);
if (int index = SDL_GetWindowDisplayIndex(window); index < 0)
fm_warn_once("SDL_GetWindowDisplayIndex: %s", SDL_GetError());
else if (SDL_DisplayMode dpymode; SDL_GetCurrentDisplayMode(index, &dpymode) < 0)
fm_warn_once("SDL_GetCurrentDisplayMode: %s", SDL_GetError());
else
return std::max(30, dpymode.refresh_rate);
return 30;
}
void main_impl::update_window_state()
{
const auto flags = (SDL_WindowFlags)SDL_GetWindowFlags(window());
dt_expected.do_sleep = true;
dt_expected.jitter = 0;
if (flags & SDL_WINDOW_HIDDEN)
dt_expected.value = 1;
else if (int interval = std::abs(SDL_GL_GetSwapInterval()); s.vsync && interval > 0)
{
int hz = get_window_refresh_rate(window()) / interval;
if (!(flags & SDL_WINDOW_INPUT_FOCUS))
dt_expected.value = 2.f / hz;
else
dt_expected.value = std::floor((1.f/hz - 1e-3f) * 1e3f) * 1e-3f;
}
else
{
dt_expected.do_sleep = false;
dt_expected.value = 1e-1f;
}
}
auto main_impl::meshes() noexcept -> struct meshes
{
return { _ground_mesh, _wall_mesh, _anim_mesh, };
};
class world& main_impl::reset_world() noexcept
{
return reset_world(floormat::world{});
}
class world& main_impl::reset_world(class world&& w) noexcept
{
_clickable_scenery.clear();
_world = std::move(w);
return _world;
}
} // namespace floormat
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