#include #include #include #include "ZydecoCommon.hpp" #include "Engine.hpp" #include "IEventHandler.hpp" #include "IWindow.hpp" Logger LOGGER("ENGINE"); Logger EVENT_LOGGER("ENGINE::EVENT"); Logger RENDER_LOGGER("ENGINE::RENDER"); Engine::Engine(IEventHandler& r_event_handler, IWindow& r_window): m_rEventHandler(r_event_handler), m_rWindow(r_window), m_framerate(60), m_frameRenderTimeUs(static_cast(1'000'000 / m_framerate)) { LOGGER.Log(Logger::DEBUG, "Engine creating"); LOGGER.Log(Logger::VERBOSE, "Frame render time: {}us", m_frameRenderTimeUs.count()); r_event_handler.RegisterQuitEventSubscriber(this); std::atomic_init(&m_aIsExiting, false); LOGGER.Log(Logger::DEBUG, "Engine created"); } Engine::~Engine() { LOGGER.Log(Logger::DEBUG, "Engine destroyed"); } void Engine::OnQuitEvent() { LOGGER.Log(Logger::VERBOSE, "QuitEvent occurred. Trigger exit."); m_aIsExiting.store(true); } void Engine::Execute() { LOGGER.Log(Logger::INFO, "Entering engine loop (thread handler)"); LOGGER.Log(Logger::DEBUG, "Starting event handler thread"); std::thread event_thread(&Engine::DoEventLoop, this); m_threads["Event Handler"] = &event_thread; LOGGER.Log(Logger::DEBUG, "Starting render thread"); std::thread render_thread(&Engine::DoRenderLoop, this); m_threads["Renderer"] = &render_thread; // std::thread(&Engine::DoEventLoop, this); // std::thread(&Engine::DoGameLoop, this); // Step clock while subsystems are running while (m_aIsExiting.load() == false) { m_currentTime = std::chrono::time_point_cast( std::chrono::steady_clock::now() ); std::this_thread::sleep_for(std::chrono::microseconds(100)); } // Subsystem signaled exiting LOGGER.Log(Logger::DEBUG, "Signal to quit"); // Wait for program completion for (auto active_thread : m_threads) { while (active_thread.second->joinable()) { LOGGER.Log(Logger::DEBUG, "Waiting thread {} to exit", active_thread.first); active_thread.second->join(); } } LOGGER.Log(Logger::INFO, "Exiting engine loop (thread handler)"); } void Engine::DoEventLoop() { EVENT_LOGGER.Log(Logger::DEBUG, "Starting event loop"); m_rEventHandler.Update(0); EVENT_LOGGER.Log(Logger::DEBUG, "Exiting event loop"); m_aIsExiting.store(true); } void Engine::DoRenderLoop() { RENDER_LOGGER.Log(Logger::DEBUG, "Starting render loop"); std::chrono::time_point expected_end_time; std::chrono::microseconds time_since_last_tick; std::chrono::microseconds remaining_time_before_next_tick; // Loop while not exiting while (m_aIsExiting.load() == false) { // Calculate time since last tick, update tick start/end times time_since_last_tick = std::chrono::duration_cast(m_currentTime - m_frameRenderStartTime); m_frameRenderStartTime = m_currentTime; expected_end_time = m_currentTime + m_frameRenderTimeUs; // Update system with time since last tick bool exiting = m_rWindow.Update(time_since_last_tick.count()); if (exiting) { break; } // Calculate remaining tick time; if >0, sleep until next tick remaining_time_before_next_tick = expected_end_time - m_currentTime; if (remaining_time_before_next_tick.count() > 0) { std::this_thread::sleep_until(expected_end_time); } else { int64_t tick_time = (m_currentTime - m_frameRenderStartTime).count(); RENDER_LOGGER.Log(Logger::WARNING, "Overutilized! Tick time: {}us ({} ticks per second)", tick_time, 1'000'000./(float)tick_time); } } RENDER_LOGGER.Log(Logger::INFO, "Exiting render loop"); m_aIsExiting.store(true); } /* class Engine { public: Engine(); ~Engine(); void Start(); void Kill(); void Update(); protected: Window m_sdlWindow; Scene m_scene; Renderer m_renderer; EventHandler m_eventHandler; }; */