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Copy pathapplication.cpp
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127 lines (98 loc) · 3.68 KB
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#include "application.h"
#include "im_sketch.h"
#include "GUI.h"
Application::Application() {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
Logger::Log(Logger::ERROR, "SDL_Init Error: {}", SDL_GetError());
exit(1);
}
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
window = SDL_CreateWindow("Boid Simulation", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width,
window_height, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (window == nullptr) {
Logger::Log(Logger::ERROR, "SDL_CreateWindow Error: {}", SDL_GetError());
exit(1);
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == nullptr) {
Logger::Log(Logger::ERROR, "SDL_CreateRenderer Error: {}", SDL_GetError());
exit(1);
}
SDL_GetRendererInfo(renderer, &info);
boid_texture = IMG_LoadTexture(renderer, "./assets/boid.png");
if (boid_texture == nullptr) {
Logger::Log(Logger::ERROR, "IMG_LoadTexture Error: {}", IMG_GetError());
}
SDL_SetTextureScaleMode(boid_texture, SDL_ScaleModeLinear);
simulator.Repopulate(reset_boid_count, window_width, window_height);
}
void Application::Run() {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io->Fonts->AddFontFromFileTTF("./assets/font.ttf", 18.0f);
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer2_Init(renderer);
ImSketch::Setup();
while (keep_alive) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
HandleEvent(event);
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) {
SDL_Delay(100);
continue;
}
Render();
}
}
void Application::Render() {
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
GUI::Draw(this);
SDL_RenderSetScale(renderer, io->DisplayFramebufferScale.x, io->DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
simulator.Advance(window, &configuration);
simulator.Render(renderer, boid_texture);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer);
}
void Application::HandleEvent(SDL_Event& event) {
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) {
keep_alive = false;
}
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE &&
event.window.windowID == SDL_GetWindowID(window)) {
keep_alive = true;
}
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED &&
event.window.windowID == SDL_GetWindowID(window)) {
SDL_GetWindowSize(window, &window_width, &window_height);
}
if (event.type == SDL_MOUSEBUTTONDOWN) {
if (event.button.button == SDL_BUTTON_LEFT) {
if (!ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) {
Boid boid {
{(float) event.button.x - 18, (float) event.button.y - 18},
{randomFloat() * 10 - 5, randomFloat() * 10 - 5}
};
simulator.boids.insert(simulator.boids.end(), boid);
}
}
}
}
Application::~Application() {
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_DestroyTexture(boid_texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}