#include "engine.hpp" #include "window.hpp" #include "gfx_device.hpp" #include "resource_manager.hpp" namespace engine { Application::Application(const char* appName, const char* appVersion) { m_win = std::make_unique(appName, true); m_gfx = std::make_unique(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()); } Application::~Application() { } void Application::gameLoop() { uint64_t lastTick = m_win->getNanos(); constexpr int TICKFREQ = 1; // in hz // 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, " + std::to_string(m_win->getFPS()) + " fps"); } if (m_win->getKeyPress(inputs::Key::F11)) { m_win->toggleFullscreen(); } if (m_win->getKeyPress(inputs::Key::ESCAPE)) { m_win->setCloseFlag(); } /* draw */ m_gfx->draw(); /* poll events */ m_win->getInputAndEvents(); } m_gfx->waitIdle(); } }