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79
MacroLibX/src/core/application.cpp
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79
MacroLibX/src/core/application.cpp
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* application.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: maldavid <kbz_8.dev@akel-engine.com> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2022/10/04 22:10:52 by maldavid #+# #+# */
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/* Updated: 2023/12/27 21:30:10 by maldavid ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "application.h"
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#include <SDL2/SDL.h>
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#include <renderer/images/texture.h>
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#include <renderer/core/render_core.h>
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#include <array>
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#include <core/errors.h>
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#include <mlx_profile.h>
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#include <core/memory.h>
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namespace mlx::core
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{
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static bool __drop_sdl_responsability = false;
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Application::Application() : _in(std::make_unique<Input>())
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{
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__drop_sdl_responsability = SDL_WasInit(SDL_INIT_VIDEO);
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if(__drop_sdl_responsability) // is case the mlx is running in a sandbox like MacroUnitTester where SDL is already init
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return;
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SDL_SetMemoryFunctions(MemManager::malloc, MemManager::calloc, MemManager::realloc, MemManager::free);
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_TIMER) != 0)
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error::report(e_kind::fatal_error, "SDL error : unable to init all subsystems : %s", SDL_GetError());
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}
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void Application::run() noexcept
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{
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while(_in->is_running())
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{
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_in->update();
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if(_loop_hook)
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_loop_hook(_param);
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for(auto& gs : _graphics)
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gs->render();
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}
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}
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void* Application::newTexture(int w, int h)
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{
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#ifdef DEBUG
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_textures.emplace_front().create(nullptr, w, h, VK_FORMAT_R8G8B8A8_UNORM, "__mlx_unamed_user_texture");
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#else
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_textures.emplace_front().create(nullptr, w, h, VK_FORMAT_R8G8B8A8_UNORM, nullptr);
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#endif
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return &_textures.front();
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}
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void* Application::newStbTexture(char* file, int* w, int* h)
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{
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_textures.emplace_front(stbTextureLoad(file, w, h));
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return &_textures.front();
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}
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void Application::destroyTexture(void* ptr)
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{
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vkDeviceWaitIdle(Render_Core::get().getDevice().get()); // TODO : synchronize with another method than stopping all the GPU process
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Texture* texture = static_cast<Texture*>(ptr);
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texture->destroy();
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}
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Application::~Application()
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{
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if(__drop_sdl_responsability)
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return;
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SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_EVENTS);
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SDL_Quit();
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}
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}
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