create SDL window
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51
src/App.cpp
51
src/App.cpp
@@ -1,18 +1,49 @@
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#include "App.hpp"
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void App::run() {
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std::cout << "im an app and im running !!" << std::endl;
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(void)foo();
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return;
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#include <thread>
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#include <chrono>
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#include <SDL3/SDL_events.h>
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App::App(): window_(new Window()) {
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// smart pointers might be a good idea
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// since app will be the top level owner we can use unique ptrs for almost everything
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}
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int32_t App::foo() {
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int32_t App::run() {
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return 12;
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SDL_Event event;
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while (window_->open()) {
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// app loop for as long as the window is open
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}
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// pass events to the window
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while(SDL_PollEvent(&event) != 0) {
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window_->handleEvent(event);
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}
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// pass vulkan handling to engine
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// call engine.render() or something
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// engine will have a pointer to window so can handle pushing to the screen
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if(window_->rendering()) {
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// engine.draw();
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// TODO: performance profiling :3
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// static int counter = 0;
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// if(counter > 100) {
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// std::cout << "out" << std::endl;
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// counter = 0;
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// }
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// counter++;
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} else {
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// throttle while the window isn't active
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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}
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}
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// SDL teardown handled in window destructor
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return 0; // maybe want to have an error codes enum for better clarity
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}
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