// WickedEngineTests.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "sdl3.h" #include "ImGui/imgui_impl_sdl3.h" #include int sdl_loop(Example_ImGui &tests) { bool quit = false; while (!quit) { tests.Run(); SDL_Event event; while(SDL_PollEvent(&event)){ switch(event.type){ case SDL_EVENT_QUIT: quit = true; break; case SDL_EVENT_WINDOW_CLOSE_REQUESTED: // exit tests quit = true; break; case SDL_EVENT_WINDOW_RESIZED: // Tells the engine to reload window configuration (size and dpi) tests.SetWindow(tests.window); break; case SDL_EVENT_WINDOW_FOCUS_LOST: //TODO tests.is_window_active = false; break; case SDL_EVENT_WINDOW_FOCUS_GAINED: tests.is_window_active = true; if (wi::shadercompiler::GetRegisteredShaderCount() > 0) { std::thread([] { wi::backlog::post("[Shader check] Started checking " + std::to_string(wi::shadercompiler::GetRegisteredShaderCount()) + " registered shaders for changes..."); if (wi::shadercompiler::CheckRegisteredShadersOutdated()) { wi::backlog::post("[Shader check] Changes detected, initiating reload..."); wi::eventhandler::Subscribe_Once(wi::eventhandler::EVENT_THREAD_SAFE_POINT, [](uint64_t userdata) { wi::renderer::ReloadShaders(); }); } else { wi::backlog::post("[Shader check] All up to date"); } }).detach(); } break; default: break; } wi::input::sdlinput::ProcessEvent(event); ImGui_ImplSDL3_ProcessEvent(&event); } } return 0; } int main(int argc, char *argv[]) { Example_ImGui exampleImGui; // TODO: Place code here. wi::arguments::Parse(argc, argv); sdl3::sdlsystem_ptr_t system = sdl3::make_sdlsystem(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD); if (!system) { throw sdl3::SDLError("Error creating SDL2 system"); } sdl3::window_ptr_t window = sdl3::make_window( "Wicked Engine Tests", 1280, 800, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE); if (!window) { throw sdl3::SDLError("Error creating window"); } exampleImGui.SetWindow(window.get()); int ret = sdl_loop(exampleImGui); SDL_Quit(); return ret; }