app.cpp 3.4 KB

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  1. /*
  2. * 2D Physic Engine
  3. * app.cpp: basic application handling.
  4. * Based on pikuma.com Learn Game Physics Engine Programming course.
  5. * Copyright (c) 2022 986-Studio. All rights reserved.
  6. *
  7. * Created by Manoël Trapier on 07/06/2022.
  8. */
  9. #include <app.h>
  10. #include <graphics.h>
  11. #include <imgui.h>
  12. #include <imgui_sdl.h>
  13. #include <imgui_impl_sdl.h>
  14. #include <physics/constants.h>
  15. void application::parseParameters(int argc, char *argv[])
  16. {
  17. // Nothing to do for now
  18. }
  19. void application::setup()
  20. {
  21. this->running = graphics::openWindow();
  22. this->millisecsPreviousFrame = SDL_GetTicks();
  23. this->particles.push_back(new particle(50, 100, 1.0, 4));
  24. this->particles.push_back(new particle(50, 200, 3.0, 12));
  25. }
  26. void application::input()
  27. {
  28. SDL_Event event;
  29. while(SDL_PollEvent(&event))
  30. {
  31. //ImGui_ImplSDL2_ProcessEvent(&event);
  32. //ImGuiIO &io = ImGui::GetIO();
  33. switch(event.type)
  34. {
  35. case SDL_QUIT:
  36. this->running = false;
  37. break;
  38. case SDL_KEYDOWN:
  39. if (event.key.keysym.sym == SDLK_ESCAPE)
  40. {
  41. this->running = false;
  42. }
  43. break;
  44. }
  45. }
  46. }
  47. void application::syncAndDeltatime()
  48. {
  49. waitTime.start();
  50. /* Let's make sure we are running at the expected framerate */
  51. uint32_t now = SDL_GetTicks();
  52. int32_t timeToWait = MILLISECS_PER_FRAME - (now - this->millisecsPreviousFrame);
  53. if ((timeToWait > 0) && (timeToWait <= MILLISECS_PER_FRAME))
  54. {
  55. SDL_Delay(timeToWait);
  56. }
  57. this->deltaTime = (SDL_GetTicks() - this->millisecsPreviousFrame) / 1000.0;
  58. /* clamp maximum deltatime to avoid weird behaviours */
  59. if (this->deltaTime > 0.016)
  60. {
  61. this->deltaTime = 0.016;
  62. }
  63. this->millisecsPreviousFrame = SDL_GetTicks();
  64. waitTime.stop();
  65. }
  66. void application::update()
  67. {
  68. vec2 wind = vec2(0.2 * PIXELS_PER_METER, 0);
  69. this->syncAndDeltatime();
  70. updateTime.start();
  71. for (auto part:this->particles)
  72. {
  73. part->addForce(wind);
  74. part->integrate(deltaTime);
  75. // check the particles position and keep the particule in the window.
  76. if ( ((part->position.y - part->radius) <= 0) ||
  77. ((part->position.y + part->radius) >= graphics::height()))
  78. {
  79. part->velocity.y = -part->velocity.y;
  80. }
  81. if ( ((part->position.x - part->radius) <= 0) ||
  82. ((part->position.x + part->radius) >= graphics::width()))
  83. {
  84. part->velocity.x = -part->velocity.x;
  85. }
  86. }
  87. updateTime.stop();
  88. }
  89. void application::render()
  90. {
  91. renderTime.start();
  92. graphics::clearScreen(0xFF056263);
  93. for (auto part:this->particles)
  94. {
  95. graphics::draw::fillCircle(part->position.x, part->position.y, part->radius, 0xFFFFFFFF);
  96. }
  97. graphics::draw::text(5, 5, 0x11FF22, "Wait time: %02.2f ms", waitTime.get());
  98. graphics::draw::text(5, 17, 0x11FF22, "Update time: %02.2f ms", updateTime.get());
  99. graphics::draw::text(5, 29, 0x11FF22, "Render time: %02.2f ms", renderTime.get());
  100. graphics::draw::text(5, 41, 0x11FF22, "FPS: %.1f | dT: %.3f", 1000 / (waitTime.get() + updateTime.get() + renderTime.get()), deltaTime);
  101. graphics::renderFrame();
  102. renderTime.stop();
  103. }
  104. void application::destroy()
  105. {
  106. // Nothing for now.
  107. for (auto part:this->particles)
  108. {
  109. delete part;
  110. }
  111. graphics::closeWindow();
  112. }