Simplify further, use HIDE/SHOW window events for rendering/sleep code

This commit is contained in:
2024-04-13 21:40:18 -05:00
parent d82b97555a
commit bda8a667c4

View File

@@ -1,12 +1,9 @@
use colors_transform::Color;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
use std::time::{Duration, Instant};
use tracing::event;
use tracing_error::ErrorLayer;
use tracing_subscriber::layer::SubscriberExt;
pub fn main() {
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
@@ -21,7 +18,7 @@ pub fn main() {
tracing::subscriber::set_global_default(subscriber).expect("Could not set global default");
let window = video_subsystem
.window("Pac-Man", 500, 500)
.window("SDL2 Test", 800, 800)
.position_centered()
.build()
.expect("Could not initialize window");
@@ -32,7 +29,7 @@ pub fn main() {
.expect("Could not build canvas");
canvas
.set_logical_size(500, 500)
.set_logical_size(800, 800)
.expect("Could not set logical size");
// let texture_creator = canvas.texture_creator();
@@ -42,21 +39,10 @@ pub fn main() {
.expect("Could not get SDL EventPump");
let loop_time = Duration::from_secs(1) / 60;
let mut tick_no = 0u32;
let mut shown = true;
// The start of a period of time over which we average the frame time.
let mut last_averaging_time = Instant::now();
let mut sleep_time = Duration::ZERO;
let mut paused = false;
let mut shown = false;
let mut hue: u16 = 0;
event!(
tracing::Level::INFO,
"Starting game loop ({:.3}ms)",
loop_time.as_secs_f32() * 1000.0
);
let mut main_loop = || {
let start = Instant::now();
@@ -66,26 +52,28 @@ pub fn main() {
match event {
Event::Window { win_event, .. } => match win_event {
WindowEvent::Hidden => {
event!(tracing::Level::DEBUG, "Window hidden");
event!(tracing::Level::WARN, "Window hidden");
shown = false;
}
WindowEvent::Shown => {
event!(tracing::Level::DEBUG, "Window shown");
event!(tracing::Level::WARN, "Window shown");
shown = true;
}
_ => {}
},
// Handle quitting keys or window close
Event::Quit { .. } => {
Event::Quit { .. } => {
event!(tracing::Level::INFO, "Exit requested. Exiting...");
return false;
}
_ => {}
_ => {
event!(tracing::Level::WARN, "Unhandled event: {:?}", event);
}
}
}
// TODO: Proper pausing implementation that does not interfere with statistic gathering
if !paused {
if shown {
// Set background to black
canvas.set_draw_color(sdl2::pixels::Color::RGB(0, 0, 0));
canvas.clear();
@@ -94,72 +82,47 @@ pub fn main() {
let mouse_x = mouse_state.x();
let mouse_y = mouse_state.y();
let square = sdl2::rect::Rect::new(mouse_x - 25, mouse_y - 25, 50, 50);
// convert hue to rgb
let hue_rgb = colors_transform::Hsl::from(hue as f32, 100.0, 100.0).to_rgb();
let color = sdl2::pixels::Color::RGB(hue_rgb.get_red() as u8, hue_rgb.get_green() as u8, hue_rgb.get_blue() as u8);
event!(
tracing::Level::DEBUG,
"Drawing square at ({}, {}) with color {:?}",
mouse_x,
mouse_y,
color
);
canvas.set_draw_color(color);
canvas.set_draw_color(sdl2::pixels::Color::RGB(0, 255, 255));
canvas.fill_rect(square).unwrap();
canvas.set_draw_color(sdl2::pixels::Color::RGBA(255, 255, 255, 50));
canvas
.draw_line(
sdl2::rect::Point::new(0, 0),
sdl2::rect::Point::new(mouse_x, mouse_y),
)
.unwrap();
canvas.present();
hue += 1;
if hue >= 360 {
hue = 0;
}
}
event!(tracing::Level::DEBUG, "Loop took: {:?} (max {:?})", start.elapsed(), loop_time);
if start.elapsed() < loop_time {
let time = loop_time.saturating_sub(start.elapsed());
if time != Duration::ZERO {
#[cfg(not(target_os = "emscripten"))]
{
spin_sleep::sleep(time);
}
#[cfg(target_os = "emscripten")]
{
std::thread::sleep(time);
}
}
sleep_time += time;
} else {
event!(
tracing::Level::WARN,
"Game loop behind schedule by: {:?}",
start.elapsed() - loop_time
);
}
tick_no += 1;
const PERIOD: u32 = 60;
let tick_mod = tick_no % PERIOD;
if tick_mod % PERIOD == 0 {
let average_fps = PERIOD as f32 / last_averaging_time.elapsed().as_secs_f32();
let average_sleep = sleep_time / PERIOD;
let average_process = loop_time - average_sleep;
event!(
tracing::Level::DEBUG,
"Timing Averages [fps={}] [sleep={:?}] [process={:?}]",
average_fps,
average_sleep,
average_process
"Loop took: {:?} (max {:?})",
start.elapsed(),
loop_time
);
sleep_time = Duration::ZERO;
last_averaging_time = Instant::now();
if start.elapsed() < loop_time {
let time = loop_time.saturating_sub(start.elapsed());
if time != Duration::ZERO {
#[cfg(not(target_os = "emscripten"))]
{
spin_sleep::sleep(time);
}
#[cfg(target_os = "emscripten")]
{
std::thread::sleep(time);
}
}
sleep_time += time;
} else {
event!(
tracing::Level::WARN,
"Game loop behind schedule by: {:?}",
start.elapsed() - loop_time
);
}
}
true