backend-infra-engineer: Release v0.3.2 snapshot

This commit is contained in:
scawful
2025-10-17 12:10:25 -04:00
parent 4371618a9b
commit 3d71417f62
857 changed files with 174954 additions and 45626 deletions

127
src/app/controller.cc Normal file
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#include "controller.h"
#include <SDL.h>
#include <string>
#include "absl/status/status.h"
#include "app/platform/timing.h"
#include "app/platform/window.h"
#include "app/editor/editor_manager.h"
#include "app/gui/core/background_renderer.h"
#include "app/gfx/resource/arena.h" // Add include for Arena
#include "app/gfx/backend/sdl2_renderer.h" // Add include for new renderer
#include "app/gui/core/theme_manager.h"
#include "app/gui/automation/widget_id_registry.h"
#include "imgui/backends/imgui_impl_sdl2.h"
#include "imgui/backends/imgui_impl_sdlrenderer2.h"
#include "imgui/imgui.h"
namespace yaze {
absl::Status Controller::OnEntry(std::string filename) {
// Create renderer FIRST
renderer_ = std::make_unique<gfx::SDL2Renderer>();
// Call CreateWindow with our renderer
RETURN_IF_ERROR(CreateWindow(window_, renderer_.get(), SDL_WINDOW_RESIZABLE));
// Initialize the graphics Arena with the renderer
gfx::Arena::Get().Initialize(renderer_.get());
// Set up audio for emulator
editor_manager_.emulator().set_audio_buffer(window_.audio_buffer_.get());
editor_manager_.emulator().set_audio_device_id(window_.audio_device_);
// Initialize editor manager with renderer
editor_manager_.Initialize(renderer_.get(), filename);
active_ = true;
return absl::OkStatus();
}
void Controller::SetStartupEditor(const std::string& editor_name,
const std::string& cards) {
// Process command-line flags for editor and cards
// Example: --editor=Dungeon --cards="Rooms List,Room 0,Room 105"
if (!editor_name.empty()) {
editor_manager_.OpenEditorAndCardsFromFlags(editor_name, cards);
}
}
void Controller::OnInput() {
PRINT_IF_ERROR(HandleEvents(window_));
}
absl::Status Controller::OnLoad() {
if (editor_manager_.quit() || !window_.active_) {
active_ = false;
return absl::OkStatus();
}
#if TARGET_OS_IPHONE != 1
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
ImGui::SetNextWindowViewport(viewport->ID);
ImGuiWindowFlags window_flags =
ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |=
ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::Begin("DockSpaceWindow", nullptr, window_flags);
ImGui::PopStyleVar(3);
// Create DockSpace first
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
gui::DockSpaceRenderer::BeginEnhancedDockSpace(
dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_PassthruCentralNode);
editor_manager_.DrawMenuBar(); // Draw the fixed menu bar at the top
ImGui::End();
#endif
gui::WidgetIdRegistry::Instance().BeginFrame();
absl::Status update_status = editor_manager_.Update();
gui::WidgetIdRegistry::Instance().EndFrame();
RETURN_IF_ERROR(update_status);
return absl::OkStatus();
}
void Controller::DoRender() const {
// Process all pending texture commands (batched to max 8 per frame).
gfx::Arena::Get().ProcessTextureQueue(renderer_.get());
ImGui::Render();
renderer_->Clear();
ImGui_ImplSDLRenderer2_RenderDrawData(
ImGui::GetDrawData(),
static_cast<SDL_Renderer*>(renderer_->GetBackendRenderer()));
renderer_->Present();
// Use TimingManager for accurate frame timing in sync with SDL
float delta_time = TimingManager::Get().Update();
// Gentle frame rate cap to prevent excessive CPU usage
// Only delay if we're rendering faster than 144 FPS (< 7ms per frame)
if (delta_time < 0.007f) {
SDL_Delay(1); // Tiny delay to yield CPU without affecting ImGui timing
}
}
void Controller::OnExit() {
renderer_->Shutdown();
PRINT_IF_ERROR(ShutdownWindow(window_));
}
} // namespace yaze