-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathAppWindow_Loop.cpp
More file actions
313 lines (245 loc) · 10.7 KB
/
AppWindow_Loop.cpp
File metadata and controls
313 lines (245 loc) · 10.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
#include "AppWindow_Internal.h"
#include "core/Log.h"
#include <cmath>
#if defined(COLONY_WITH_IMGUI)
#include <imgui.h>
#endif
int AppWindow::MessageLoop()
{
MSG msg{};
if (!m_impl)
return 0;
m_impl->pacer.ResetSchedule();
m_impl->pacer.ResetFps();
// Initialize the simulation clock.
m_impl->simClock.Reset();
m_impl->simClockInitialized = true;
m_impl->simAccumulator = 0.0;
m_impl->simTimeSeconds = 0.0;
// Debounced autosave: only write after settings stop changing for a bit.
constexpr auto kAutoSaveDelay = std::chrono::milliseconds(750);
auto maybeAutosaveSettings = [&]() {
if (!m_impl || !m_impl->settingsDirty)
return;
// Avoid disk IO while the user is actively dragging the resize grip.
if (m_impl->inSizeMove)
return;
const auto now = std::chrono::steady_clock::now();
if (now - m_impl->settingsDirtySince < kAutoSaveDelay)
return;
if (colony::appwin::SaveUserSettings(m_impl->settings))
{
m_impl->settingsDirty = false;
colony::LogLine(L"[Settings] Autosaved");
}
};
#if defined(COLONY_WITH_IMGUI)
auto drawOverlayUI = [&]() {
if (!m_impl)
return;
if (!m_impl->imguiInitialized || !m_impl->imgui.enabled || !m_impl->overlayVisible)
return;
// Small pinned overlay in the top-left.
const ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_AlwaysAutoResize |
ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoFocusOnAppearing |
ImGuiWindowFlags_NoNav;
ImGui::SetNextWindowBgAlpha(0.35f);
ImGui::SetNextWindowPos(ImVec2(12, 12), ImGuiCond_Always);
if (ImGui::Begin("##ColonyOverlay", nullptr, flags))
{
const auto cam = m_impl->game.GetDebugCameraInfo();
ImGui::Text("Colony Prototype");
ImGui::Separator();
ImGui::Text("FPS: %.1f", m_impl->pacer.Fps());
ImGui::Text("VSync: %s", m_vsync ? "ON" : "OFF");
ImGui::Text("Fullscreen: %s", m_impl->fullscreen.IsFullscreen() ? "ON" : "OFF");
if (!m_impl->active)
ImGui::TextDisabled("(unfocused)");
ImGui::Separator();
ImGui::Text("Sim: %.1f Hz (dt %.4f)", m_impl->simTickHz, m_impl->simFixedDt);
ImGui::Text("Frame dt: %.4f (clamped %.4f)", m_impl->simFrameDt, m_impl->simClampedDt);
ImGui::Text("Ticks: %d alpha: %.2f", m_impl->simTicksLastFrame, m_impl->simAlpha);
if (m_impl->simDroppedTimeThisFrame)
ImGui::TextDisabled("Dropped backlog: %.3fs", m_impl->simDroppedSecondsThisFrame);
ImGui::Separator();
ImGui::Text("Cam yaw %.0f pitch %.0f dist %.1f", cam.yawDeg, cam.pitchDeg, cam.distance);
ImGui::Separator();
// Controls
bool vs = m_vsync;
if (ImGui::Checkbox("VSync", &vs))
ToggleVsync();
bool fs = m_impl->fullscreen.IsFullscreen();
if (ImGui::Checkbox("Fullscreen", &fs))
ToggleFullscreen();
ImGui::Spacing();
if (ImGui::Button(m_impl->simPaused ? "Resume" : "Pause"))
m_impl->simPaused = !m_impl->simPaused;
ImGui::SameLine();
if (ImGui::Button("Step"))
++m_impl->simStepRequests;
float timeScale = m_impl->simTimeScale;
if (ImGui::SliderFloat("Time scale", &timeScale, 0.0f, 4.0f, "%.2f"))
{
m_impl->simTimeScale = timeScale;
m_impl->settings.simTimeScale = timeScale;
MarkSettingsDirty();
}
// Tick rate editing (int slider to keep the UI simple).
int tickHz = static_cast<int>(m_impl->simTickHz + 0.5);
if (ImGui::SliderInt("Tick Hz", &tickHz, 10, 240))
{
m_impl->simTickHz = static_cast<double>(tickHz);
m_impl->simFixedDt = 1.0 / m_impl->simTickHz;
m_impl->settings.simTickHz = m_impl->simTickHz;
// Reset accumulator to avoid a single giant catch-up burst when changing dt.
m_impl->simAccumulator = 0.0;
m_impl->simClock.Reset();
MarkSettingsDirty();
}
int maxSteps = m_impl->simMaxStepsPerFrame;
if (ImGui::SliderInt("Max catch-up", &maxSteps, 1, 32))
{
m_impl->simMaxStepsPerFrame = maxSteps;
m_impl->settings.simMaxStepsPerFrame = maxSteps;
MarkSettingsDirty();
}
float maxFrameDt = static_cast<float>(m_impl->simMaxFrameDt);
if (ImGui::SliderFloat("Max frame dt", &maxFrameDt, 0.01f, 0.5f, "%.3f"))
{
m_impl->simMaxFrameDt = static_cast<double>(maxFrameDt);
m_impl->settings.simMaxFrameDt = m_impl->simMaxFrameDt;
MarkSettingsDirty();
}
ImGui::Separator();
ImGui::TextDisabled("F1 toggles overlay");
}
ImGui::End();
if (m_impl->showImGuiDemo)
ImGui::ShowDemoWindow(&m_impl->showImGuiDemo);
};
#endif
// Update the title on a small cadence even when FPS isn't ready yet.
double titleCadenceAccum = 0.0;
while (true)
{
const bool minimized = IsIconic(m_hwnd) != FALSE;
const bool background = !m_impl->active;
const bool pauseWhenUnfocused = m_impl->settings.pauseWhenUnfocused;
const bool pauseDueToFocus = background && pauseWhenUnfocused;
if (minimized || pauseDueToFocus)
{
WaitMessage();
// Don't accumulate a massive dt when we come back.
m_impl->simClock.Reset();
}
m_impl->pacer.ThrottleBeforeMessagePump(m_vsync, background && !pauseWhenUnfocused);
while (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return static_cast<int>(msg.wParam);
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// Feed input into the game once per frame.
const bool inputWantsTitleRefresh = m_impl->game.OnInput(m_impl->input.Events());
m_impl->input.Clear();
// Only render when our pacer says it's time.
if (!m_impl->pacer.IsTimeToRender(m_vsync, background && !pauseWhenUnfocused))
{
maybeAutosaveSettings();
continue;
}
// ------------------------------------------------------------
// Fixed-step simulation update
// ------------------------------------------------------------
m_impl->simDroppedTimeThisFrame = false;
m_impl->simDroppedSecondsThisFrame = 0.0;
double frameDt = m_impl->simClock.Tick();
m_impl->simFrameDt = frameDt;
double clampedDt = frameDt;
if (clampedDt > m_impl->simMaxFrameDt)
clampedDt = m_impl->simMaxFrameDt;
if (clampedDt < 0.0)
clampedDt = 0.0;
m_impl->simClampedDt = clampedDt;
const bool simPaused = minimized || pauseDueToFocus || m_impl->simPaused;
int ticksThisFrame = 0;
if (simPaused)
{
// While paused, we don't accumulate real time. We still allow manual stepping.
m_impl->simAccumulator = 0.0;
while (m_impl->simStepRequests > 0)
{
const float dtSim = static_cast<float>(m_impl->simFixedDt * m_impl->simTimeScale);
if (m_impl->game.UpdateFixed(dtSim))
{
// Nothing needed here yet; leaving hook for future systems.
}
m_impl->simTimeSeconds += m_impl->simFixedDt * m_impl->simTimeScale;
--m_impl->simStepRequests;
++ticksThisFrame;
}
m_impl->simAlpha = 0.0;
}
else
{
m_impl->simAccumulator += clampedDt;
const double dtReal = m_impl->simFixedDt;
const int maxSteps = m_impl->simMaxStepsPerFrame;
while (m_impl->simAccumulator >= dtReal && ticksThisFrame < maxSteps)
{
const float dtSim = static_cast<float>(dtReal * m_impl->simTimeScale);
m_impl->game.UpdateFixed(dtSim);
m_impl->simTimeSeconds += dtReal * m_impl->simTimeScale;
m_impl->simAccumulator -= dtReal;
++ticksThisFrame;
}
if (ticksThisFrame == maxSteps && m_impl->simAccumulator >= dtReal)
{
// Spiral-of-death guard: drop the backlog.
const double remaining = m_impl->simAccumulator;
const double snapped = std::fmod(remaining, dtReal);
m_impl->simDroppedTimeThisFrame = true;
m_impl->simDroppedSecondsThisFrame = remaining - snapped;
m_impl->simAccumulator = snapped;
}
m_impl->simAlpha = (dtReal > 0.0) ? (m_impl->simAccumulator / dtReal) : 0.0;
if (m_impl->simAlpha < 0.0)
m_impl->simAlpha = 0.0;
if (m_impl->simAlpha > 1.0)
m_impl->simAlpha = 1.0;
}
m_impl->simTicksLastFrame = ticksThisFrame;
// ------------------------------------------------------------
// Render
// ------------------------------------------------------------
m_gfx.BeginFrame();
#if defined(COLONY_WITH_IMGUI)
if (m_impl->imguiInitialized && m_gfx.ConsumeDeviceRecreatedFlag())
{
// Device was recreated after a device-lost; reinitialize ImGui's device objects.
colony::LogLine(L"[ImGui] Reinitializing after device recreation");
m_impl->imgui.shutdown();
m_impl->imguiInitialized = m_impl->imgui.initialize(m_hwnd, m_gfx.Device(), m_gfx.Context());
}
if (m_impl->imguiInitialized && m_impl->imgui.enabled && m_impl->overlayVisible)
{
m_impl->imgui.newFrame();
drawOverlayUI();
m_impl->imgui.render();
}
#endif
m_gfx.EndFrame(m_vsync);
const bool fpsUpdated = m_impl->pacer.OnFramePresented(m_vsync, background && !pauseWhenUnfocused);
// Title cadence: once per ~0.25s, plus any time we got an explicit refresh request.
titleCadenceAccum += clampedDt;
if (fpsUpdated || inputWantsTitleRefresh || titleCadenceAccum >= 0.25)
{
UpdateTitle();
titleCadenceAccum = 0.0;
}
maybeAutosaveSettings();
}
}