engine/src/engine.cpp

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#include "engine.hpp"
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#include "window.hpp"
#include "gfx_device.hpp"
#include "resource_manager.hpp"
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namespace engine {
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Application::Application(const char* appName, const char* appVersion)
{
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m_win = std::make_unique<Window>(appName, false);
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m_gfx = std::make_unique<GFXDevice>(appName, appVersion, m_win->getHandle());
engine::ResourceManager resMan{};
m_gfx->createPipeline(resMan.getFilePath("shader.vert.spv").string().c_str(), resMan.getFilePath("shader.frag.spv").string().c_str());
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}
Application::~Application()
{
}
void Application::gameLoop()
{
uint64_t lastTick = m_win->getNanos();
constexpr int TICKFREQ = 1; // in hz
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// single-threaded game loop
while (m_win->isRunning()) {
/* logic */
if (m_win->getLastFrameStamp() >= lastTick + (BILLION / TICKFREQ)) {
lastTick = m_win->getLastFrameStamp();
// do tick stuff here
m_win->setTitle("frame time: " + std::to_string(m_win->dt() * 1000.0f) + " ms");
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}
if (m_win->getKeyPress(inputs::Key::F11)) {
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m_win->toggleFullscreen();
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}
if (m_win->getKeyPress(inputs::Key::ESCAPE)) {
m_win->setCloseFlag();
}
/* draw */
m_gfx->draw();
/* poll events */
m_win->getInputAndEvents();
}
m_gfx->waitIdle();
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}
}