Files
WickedEngine/Example_ImGui/main_SDL2.cpp
T
Megumumpkin 26a9d5dd5e SDL Input Refactor (#406)
* SDL Input Refactor (Initial Edit)

* SDL Input Refactor - IMGUI Text Input Fix

* SDL Input Refactor - wiGUI Text Input Fix

* SDL Input Refactor - Pruning Includes

* SDL Input Refactor - Fix Includes

* SDL Input Refactor - Fix Compiler Error (Windows)

* SDL Input Refactor - Fix Compile Error (2)

* SDL Input Refactor - SDL Version Checking For LED

* Trying out Sniper SDK build system

* SDL Input Refactor - Processing Design Changes

* SDL Input Refactor - Separate Steam Deck Build

* SDL Input Refactor - Separate Steam Deck (2)

* Steam SDK CI Build - Change Package Name & Reduct

* Steam SDK CI - Straight up building, no apt update
2022-03-29 11:26:34 +02:00

94 lines
3.4 KiB
C++

// WickedEngineTests.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "sdl2.h"
#include "ImGui/imgui_impl_sdl.h"
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_QUIT:
quit = true;
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_CLOSE: // exit tests
quit = true;
break;
case SDL_WINDOWEVENT_RESIZED:
// Tells the engine to reload window configuration (size and dpi)
tests.SetWindow(tests.window);
break;
case SDL_WINDOWEVENT_FOCUS_LOST: //TODO
tests.is_window_active = false;
break;
case SDL_WINDOWEVENT_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;
}
default:
break;
}
wi::input::sdlinput::ProcessEvent(event);
ImGui_ImplSDL2_ProcessEvent(&event);
}
}
return 0;
}
int main(int argc, char *argv[])
{
Example_ImGui exampleImGui;
// TODO: Place code here.
wi::arguments::Parse(argc, argv);
sdl2::sdlsystem_ptr_t system = sdl2::make_sdlsystem(SDL_INIT_EVERYTHING | SDL_INIT_EVENTS);
if (!system) {
throw sdl2::SDLError("Error creating SDL2 system");
}
sdl2::window_ptr_t window = sdl2::make_window(
"Wicked Engine Tests",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
1280, 800,
SDL_WINDOW_SHOWN | SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
if (!window) {
throw sdl2::SDLError("Error creating window");
}
exampleImGui.SetWindow(window.get());
int ret = sdl_loop(exampleImGui);
SDL_Quit();
return ret;
}