#include "Resources.h" #include "App.h" #include #include #include "Tools/Tool.h" #include "Version.h" App::App(int argc, char* argv[]) { // PARAMS for (int i = 0; i < argc; i++) { std::printf("%s ", argv[i]); } std::cout << "\n"; std::printf("%s ver.%d.%d.%d (%s)\n", APP_NAME, APP_VERSION_MAJOR, APP_VERSION_MINOR, APP_VERSION_PATCH, APP_VERSION_LEVEL); execName = argv[0]; std::string projectPath = "untitled.grdn"; for (int i = 0; i < argc; i++) { if (strcmp(argv[i], "--test") == 0) { testMode = true; std::printf("Running in test/automated mode\n"); } if (strcmp(argv[i], "--memcheck") == 0) { memCheck = true; } if (strcmp(argv[i], "--help") == 0) { std::printf("Usage: %s [options] [project]\n", argv[0]); std::printf("Options:\n"); std::printf(" --test Run in test/automated mode\n"); std::printf(" --memcheck Enable memory quota check\n"); std::printf(" --help Show this help message\n"); std::printf("Environment variables:\n"); std::printf(" GRADIEN_GPU_DEBUG Enable GPU validation layers (1 = true, 0 = false)\n"); std::printf(" GRADIEN_FRAMETIME Show frametime (1 = true, 0 = false)\n"); std::exit(0); } } bootTime = SDL_GetTicksNS(); // SDL INIT if (!SDL_Init(SDL_INIT_VIDEO)) { std::printf("SDL Initialization failed\n"); std::exit(1); } // Hints SDL_SetHintWithPriority(SDL_HINT_PEN_TOUCH_EVENTS, "0", SDL_HINT_OVERRIDE); Resources::Init(); window = SDL_CreateWindow("Gradien", 800, 600, SDL_WINDOW_RESIZABLE | SDL_WINDOW_VULKAN); if (!window) { std::printf("Window creation failed: %s\n", SDL_GetError()); SDL_Quit(); std::exit(1); } if (!GPU::Init()) { const char* err = SDL_GetError(); std::printf("Graphics device creation failed: %s\n", err ? err : "Unknown Error"); std::string errorMessagegGPU = "Failed to start the app because the graphics device is not usable, Details: " + (std::string)(err ? err : "Result from SDL_GetError() unavailable") + " Device information: " + GPU::GetDetails() + " The Application will now close."; SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", errorMessagegGPU.c_str(), window); SDL_Quit(); std::exit(1); } if (!GPU::ClaimWindow(window)) { std::printf("Window claim failed: %s\n", SDL_GetError()); SDL_Quit(); std::exit(1); } // INPUT input = new InputHandler(); // IMGUI imGuiApp = new DearImGuiApp(window); History = new HistoryManager(); AppLayer::SetHistory(History); Tool::SetHistory(History); initLayers(); initPanels(); } void App::activateLayers(std::vector> layers) { for (auto& layer : layers) { layer->OnActivate(); } } void App::deactivateLayers(std::vector> layers) { for (auto& layer : layers) { layer->OnDeactivate(); } } bool App::areAllLayersActive(std::vector> layers) { for (auto& layer : layers) { if (!layer->IsActive()) { return false; } } return true; } #include "AppLayers/CanvasLayer.h" #include "AppLayers/ToolbarLayer.h" #include "AppLayers/NotifyLayer.h" #include "AppLayers/ProjectsLayer.h" #include void App::initLayers() { auto canvasLayer = std::make_shared(); auto toolbarLayer = std::make_shared(); auto notifyLayer = std::make_shared(); auto projectsLayer = std::make_shared(); layers.push_back(notifyLayer); layers.push_back(canvasLayer); layers.push_back(toolbarLayer); layers.push_back(projectsLayer); projectsLayers.push_back(projectsLayer); editorLayers.push_back(canvasLayer); editorLayers.push_back(toolbarLayer); activateLayers(projectsLayers); Tool::SetColor(0.0f, 0.0f, 0.0f); input->RegisterOnDown(canvasLayer); notifyLayer->SetMessage("Welcome to Gradien!"); } void App::initPanels() { panelContext = new PanelManagementContext(); } App::~App() { delete imGuiApp; GPU::Shutdown(); SDL_DestroyWindow(window); SDL_Quit(); } void App::Run() { bootTime = SDL_GetTicksNS() - bootTime; std::printf("Init in %lu ns (%.3f s)\n", bootTime, (double)(bootTime) / 1.0E9); int counter = 0; const char* frametimeEnv = std::getenv("GRADIEN_FRAMETIME"); bool frametime = (frametimeEnv != nullptr && std::string(frametimeEnv) == "1"); long lastTicks = frametime ? SDL_GetTicksNS() : 0; bool running = true; SDL_Event event; while (running) { // switch layers (ts lowk sucks, TODO: figure out a better way to handle screens, we'll need this eventually) if (CurrentArtwork && areAllLayersActive(projectsLayers)) { History->Clear(); deactivateLayers(projectsLayers); activateLayers(editorLayers); } else if (!CurrentArtwork && areAllLayersActive(editorLayers)) { History->Clear(); deactivateLayers(editorLayers); activateLayers(projectsLayers); PanelManagementContext::CloseAll(); } // Parse SDL Events while (SDL_PollEvent(&event)) { if (imGuiApp->ProcessEvent(event)) { SDL_SetHintWithPriority(SDL_HINT_PEN_MOUSE_EVENTS, "1", SDL_HINT_OVERRIDE); continue; } else { SDL_SetHintWithPriority(SDL_HINT_PEN_MOUSE_EVENTS, "0", SDL_HINT_OVERRIDE); // TODO: UI V2 } if (input->OnSDLEvent(event)) { continue; } switch (event.type) { case SDL_EVENT_QUIT: running = false; break; default: break; } } counter++; SDL_GetWindowSizeInPixels(GPU::GetWindow(), &Width, &Height); imGuiApp->StartFrame(); if (!GPU::WaitAquireSwapchainWithCommandBuffer()) { std::printf("Swapchain aquire failed: %s\n", SDL_GetError()); SDL_Quit(); std::exit(1); } if (input->IsKeyHeld(SDLK_LCTRL)) { if (input->IsKeyDown(SDLK_Z)) { History->Undo(); } if (input->IsKeyDown(SDLK_Y)) { History->Redo(); } if (input->IsKeyDown(SDLK_S)) { CurrentArtwork->SaveProject(); NotifyAppLayer::SetMessage("Saved!"); } } SDL_GPUColorTargetInfo color_target_info; SDL_zero(color_target_info); color_target_info.texture = GPU::GetSwapchain(); color_target_info.clear_color.r = 0.75f; color_target_info.clear_color.g = 0.75f; color_target_info.clear_color.b = 0.75f; color_target_info.clear_color.a = 1.0f; color_target_info.load_op = SDL_GPU_LOADOP_CLEAR; color_target_info.store_op = SDL_GPU_STOREOP_STORE; GPU::BeginRendering({ &color_target_info }, nullptr); GPU::EndRendering(); for (auto& layer : layers) { if (layer->IsActive()) { layer->OnRender(); } } if (PanelManagementContext::GetMode() == PanelManagementMode::DEFAULT && Tool::GetActive()) { Tool::GetActive()->OnGuiRender(); } panelContext->OnRender(); if (memCheck) { const int limitMB = 300; // mb long pages = 0; FILE* f = fopen("/proc/self/statm", "r"); if (f) { long dummy; fscanf(f, "%ld %ld", &dummy, &pages); // field 2 = resident pages fclose(f); } long int kbytes = pages * sysconf(_SC_PAGESIZE) / 1024; ImGui::Begin("Memory usage", (bool*)NULL, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize); ImGui::Text("Memory usage: %ld kB (%ld MB)", kbytes, kbytes / 1024); ImGui::ProgressBar((float)kbytes / (limitMB * 1024), ImVec2(0.0f, 0.0f)); ImGui::End(); if (!(counter % 36)) { // every approx quarter second std::printf("Memory usage: %ld kB (%ld MB)\n", kbytes, kbytes / 1024); if (kbytes >= (limitMB * 1024)) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "High memory usage", "Memory usage is higher than expected and may indicate memory leaks are still present, check logs and refactor until this no longer occurs.", nullptr); running = false; } } } #ifdef __ANDROID__ #ifndef NDEBUG static long ticks = 0; ticks = SDL_GetTicksNS() - ticks; ImGui::SetNextWindowPos(ImVec2(0, 128)); // statusbar still shows current despite fullscreen mode, offsetting into definitily readable territory ImGui::Begin("##FPSCounter", (bool*)NULL, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoMove); ImGui::Text("FPS: %f", 1000000000.0 / (double)ticks); ImGui::End(); ticks = SDL_GetTicksNS(); #endif #endif imGuiApp->Render(); GPU::SubmitCommandsPopCommandBuffer(); if (testMode && counter > 144 * 3) { // give approx 3 seconds for input running = false; } if (lastTicks != 0) { // calculate frame time long currentTicks = SDL_GetTicksNS(); long deltaTicks = currentTicks - lastTicks; lastTicks = currentTicks; double deltaTime = (double)deltaTicks / 1.0E9; std::printf("Frame time: %.3f ms\n", deltaTime * 1000.0); } } // exit if (CurrentArtwork) { CurrentArtwork->SaveProject(); } } int App::Width = 800; int App::Height = 600; HistoryManager* App::History = nullptr; Artwork* App::CurrentArtwork = nullptr;