doompanning/src/doompanning.cc

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#include <nng/nng.h>
#include <imgui.h>
#include <backends/imgui_impl_sdl.h>
#include <backends/imgui_impl_sdlrenderer.h>
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#include <SDL2/SDL.h>
#include <algorithm>
#include <array>
#include <cerrno>
#include <cstdlib>
#include <cstring>
#include <thread>
#include <type_traits>
#include <vector>
#include <signal.h>
#include <spawn.h>
#include <sys/wait.h>
#include <unistd.h>
#include "dp_common.h"
#include "dp_util.hpp"
#if DoomBytesPerPixel == 3
static const u32 DoomSdlTexturePixelFormat = SDL_PIXELFORMAT_RGB888;
#elif DoomBytesPerPixel == 4
static const u32 DoomSdlTexturePixelFormat = SDL_PIXELFORMAT_ARGB8888;
#else
#error Unhandled DoomBytesPerPixel value. Which SDL_PIXELFORMAT to use?
#endif
void dp_sdl_fatal(const char *const msg)
{
log_fatal("%s: %s", msg, SDL_GetError());
abort();
}
void dp_sdl_error(const char *const msg)
{
log_error("%s: %s", msg, SDL_GetError());
}
struct DoomState
{
// So easy to get this wrong and destroy the texture by accident. Cleanup is
// now done in check_on_dooms() before erasing the state. Enabling this code
// still works though.
#if 0
DoomState() = default;
~DoomState()
{
log_trace("~DoomState");
if (texture)
SDL_DestroyTexture(texture);
}
DoomState(const DoomState &) = delete;
DoomState &operator=(const DoomState &) = delete;
DoomState(DoomState &&o)
: DoomState()
{
*this = std::move(o);
}
DoomState &operator=(DoomState &&o)
{
std::swap(id, o.id);
std::swap(state, o.state);
std::swap(tLastActive, o.tLastActive);
std::swap(texture, o.texture);
return *this;
}
#endif
doomid_t id = 0;
DP_DoomState state = DP_DS_Unknown;
std::chrono::steady_clock::time_point tLastActive;
SDL_Texture *texture = nullptr;
};
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struct ControllerContext
{
nng_socket pub;
nng_socket sub;
SDL_Window *window;
SDL_Renderer *renderer;
std::vector<DoomState> dooms;
bool quit = false;
ExampleAppLog appLog;
int columns = 4;
std::array<u8, DoomScreenWidth * DoomScreenHeight * DoomBytesPerPixel> pixelBuffer;
float scaleFactor = 1.0;
s32 offsetX = 0;
s32 offsetY = 0;
bool isMousePanning = false;
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};
struct ControllerActions
{
int doomsToSpawn = 0;
bool endAllDooms = false;
};
#define DOOM_EXECUTABLE "dp_doom"
void spawn_doom_posix_spawn(ControllerContext &ctx)
{
(void) ctx;
const char *const argv[] = { DOOM_EXECUTABLE, nullptr };
// TODO: Close stdin and stdout? Leave them open for now to see the logging
// output.
// FIXME: SDL is not able to init its sound system in the doomchild. Try
// something similar to xdg-open where a doomgrandchild execvp()s the doom.
pid_t pid;
if (auto err = posix_spawn(&pid, DOOM_EXECUTABLE, nullptr, nullptr,
const_cast<char *const *>(argv), nullptr))
{
log_error("Could not spawn doom: %s", strerror(err));
return;
}
log_info("Spawned new doom, pid=%d", pid);
}
inline void spawn_doom(ControllerContext &ctx)
{
spawn_doom_posix_spawn(ctx);
}
void end_all_dooms(ControllerContext &ctx)
{
nng_msg *msg = nullptr;
int res = 0;
if ((res = nng_msg_alloc(&msg, sizeof(MsgMcstCommand))))
dp_nng_fatal("ctrl/nng_msg_alloc", res);
auto dpmsg = DP_NNG_BODY_AS(msg, MsgMcstCommand);
dpmsg->head.msgType = DP_MT_McstCommand;
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dpmsg->cmd = DP_DC_Endoom;
if ((res = nng_sendmsg(ctx.pub, msg, 0)))
dp_nng_fatal("ctrl/sendmsg", res);
}
void perform_actions(ControllerContext &ctx, const ControllerActions &actions)
{
if (actions.doomsToSpawn)
{
log_info("Spawning %d new dooms", actions.doomsToSpawn);
for (int i=0; i<actions.doomsToSpawn; ++i)
spawn_doom(ctx);
}
if (actions.endAllDooms)
{
log_info("Telling all dooms to quit");
end_all_dooms(ctx);
}
}
inline auto dp_now() { return std::chrono::steady_clock::now(); }
inline auto dp_elapsed(const std::chrono::steady_clock::time_point &tStart) { return tStart - dp_now(); }
void check_on_dooms(ControllerContext &ctx)
{
#if 0
pid_t pid = 0;
// This works for dooms forked from the controller, not for externally
// started dooms.
do
{
int wstatus = 0;
if (pid = waitpid(0, &wstatus, WNOHANG); pid > 0)
{
auto ds = find_in_container(ctx.dooms, [pid] (const auto &ds) { return ds.id == pid; });
assert(ds != std::end(ctx.dooms));
if (ds != std::end(ctx.dooms))
{
if (WIFEXITED(wstatus))
log_info("doom(%d) exited with status %d", pid, WEXITSTATUS(wstatus));
else if (WIFSIGNALED(wstatus))
log_warn("doom#(%d) got killed by signal %d", pid, WTERMSIG(wstatus));
SDL_DestroyTexture(ds->texture); // TODO: use the destructor to do this
ctx.dooms.erase(ds);
}
}
} while (pid > 0);
#else
const auto sz0 = ctx.dooms.size();
auto eb = std::remove_if(std::begin(ctx.dooms), std::end(ctx.dooms), [] (const auto &ds) { return ds.state == DP_DS_Endoom; });
if (eb != std::end(ctx.dooms))
{
auto count = std::distance(eb, std::end(ctx.dooms));
std::for_each(eb, std::end(ctx.dooms), [] (auto &ds) { SDL_DestroyTexture(ds.texture); ds.texture = nullptr; });
ctx.dooms.erase(eb, std::end(ctx.dooms));
const auto sz1 = ctx.dooms.size();
log_info("Erased %zu dooms which were in Endoom state. doomcount before=%zu, after=%zu", count, sz0, sz1);
}
#endif
}
void do_networking(ControllerContext &ctx)
{
// Set to true if we receive at least on DP_DS_Ready DoomState update. Then
// a single DP_DC_RunDoom command is broadcast.
bool sendRunDoom = false;
// Limit the max time we spend doing network stuff.
static const auto MaxNetworkingTime = std::chrono::milliseconds(10);
auto tStart = dp_now();
while (true)
{
if (auto elapsed = dp_elapsed(tStart); elapsed >= MaxNetworkingTime)
break;
nng_msg *msg = nullptr;
if (auto res = dp_recv_new_msg_nonblock(ctx.sub, &msg))
{
if (!dp_nng_is_timeout(res))
dp_nng_fatal("ctrl/recvmsg", res);
break; // timeout
}
auto msgBase = DP_NNG_BODY_AS(msg, MessageBase);
if (msgBase->msgType == DP_MT_DoomState)
{
auto msgDoomState = DP_NNG_BODY_AS(msg, MsgDoomState);
// Check if we know this doom and register it if we don't.
auto pid = msgDoomState->doomId;
auto dit = find_in_container(ctx.dooms, [pid] (const auto &ds) { return ds.id == pid; });
if (dit != std::end(ctx.dooms))
{
dit->state = msgDoomState->doomState;
dit->tLastActive = dp_now();
}
else
{
DoomState ds;
ds.id = pid;
ds.state = msgDoomState->doomState;
ds.tLastActive = dp_now();
ds.texture = SDL_CreateTexture(
ctx.renderer, DoomSdlTexturePixelFormat,
SDL_TEXTUREACCESS_STREAMING, DoomScreenWidth, DoomScreenHeight);
if (!ds.texture)
dp_sdl_fatal("SDL_CreateTexture");
{
u32 format = 0;
int access = 0;
int w = 0;
int h = 0;
if (SDL_QueryTexture(ds.texture, &format, &access, &w, &h))
dp_sdl_fatal("SDL_QueryTexture");
log_debug("texture info (wanted, got): format=(%u, %u), access=(%d, %d), w=(%d, %d), h=(%d, %d)",
DoomSdlTexturePixelFormat, format,
SDL_TEXTUREACCESS_STREAMING, access,
DoomScreenWidth, w,
DoomScreenHeight, h
);
assert(format == DoomSdlTexturePixelFormat);
assert(access == SDL_TEXTUREACCESS_STREAMING);
assert(w == DoomScreenWidth);
assert(h == DoomScreenHeight);
}
log_info("Registered new doom (pid=%d)", ds.id);
ctx.dooms.emplace_back(std::move(ds));
}
if (msgDoomState->doomState == DP_DS_Ready)
sendRunDoom = true;
}
else if (msgBase->msgType == DP_MT_DoomFrame)
{
auto msgDoomFrame = DP_NNG_BODY_AS(msg, MsgDoomFrame);
auto pid = msgDoomFrame->doomId;
auto dit = find_in_container(ctx.dooms, [pid] (const auto &ds) { return ds.id == pid; });
if (dit != std::end(ctx.dooms))
{
auto &ds = *dit;
ds.tLastActive = dp_now();
const u8 *sourcePixels = msgDoomFrame->frame;
#if 0
// FIXME: buggy. black screen with tiny bar on top
//log_trace("Texture update for doom (pid=%d, texture=%p)", ds.id, ds.texture);
u8 *destPixels = nullptr;
int texturePitch = 0;
if (SDL_LockTexture(ds.texture, nullptr, reinterpret_cast<void **>(&destPixels), &texturePitch))
dp_sdl_fatal("SDL_LockTexture");
// When using 3 bytes per pixel (960 bytes per row), SDL yields
// a pitch of 1280 on my machine. This is likely done to get
// good alignment.
assert(DoomFramePitch <= texturePitch);
for (size_t row=0; row<DoomScreenHeight; ++row)
{
u8 *destRow = destPixels + row + texturePitch;
const u8 *sourceRow = sourcePixels + row * DoomFramePitch;
std::memcpy(destRow, sourceRow, DoomFramePitch);
}
SDL_UnlockTexture(ds.texture);
#else
// FIXME: buggy. sometimes crashes with DoomBytesPerPixel=3, hasn't crashed with DoomBytesPerPixel=4 yet.
// In the latter case SDL texture pitch equals DoomFramePitch...
if (SDL_UpdateTexture(ds.texture, nullptr, sourcePixels, DoomFramePitch))
dp_sdl_fatal("SDL_UpdateTexture");
#endif
}
else
log_trace("Received DoomFrame from unregistered doom (pid=%d)", pid);
}
nng_msg_free(msg);
}
if (sendRunDoom)
{
nng_msg *msg = nullptr;
int res = 0;
if ((res = nng_msg_alloc(&msg, sizeof(MsgMcstCommand))))
dp_nng_fatal("ctrl/nng_msg_alloc", res);
auto dpmsg = DP_NNG_BODY_AS(msg, MsgMcstCommand);
dpmsg->head.msgType = DP_MT_McstCommand;
dpmsg->cmd = DP_DC_RunDoom;
if ((res = nng_sendmsg(ctx.pub, msg, 0)))
dp_nng_fatal("ctrl/sendmsg", res);
}
}
void final_cleanup(ControllerContext &ctx)
{
log_debug("final cleanup: ending all dooms");
end_all_dooms(ctx);
std::this_thread::sleep_for(std::chrono::milliseconds(50));
check_on_dooms(ctx);
if (!ctx.dooms.empty())
{
log_warn("final cleanup: %zu dooms remain", ctx.dooms.size());
}
}
inline s32 RoundFloatToInt(float value)
{
return static_cast<s32>(value + 0.5);
}
struct V4: public ImVec4
{
using ImVec4::ImVec4;
float &a = ImVec4::w;
float &r = ImVec4::x;
float &g = ImVec4::y;
float &b = ImVec4::z;
};
inline u32 V4ToARGB(V4 c)
{
u32 result = ((RoundFloatToInt(c.a * 255.0) & 0xff) << 24
| (RoundFloatToInt(c.r * 255.0) & 0xff) << 16
| (RoundFloatToInt(c.g * 255.0) & 0xff) << 8
| (RoundFloatToInt(c.b * 255.0) & 0xff) << 0);
return result;
}
struct OffscreenBuffer
{
s32 width;
s32 height;
u8 *pixels;
s32 pitch;
const int BytesPerPixel;
};
inline void PutPixelUnchecked(OffscreenBuffer *buffer, s32 x, s32 y, V4 color)
{
u32 *pixel = reinterpret_cast<u32 *>(buffer->pixels
+ y * buffer->pitch
+ x * buffer->BytesPerPixel);
*pixel = V4ToARGB(color);
}
inline void PutPixel(OffscreenBuffer *buffer, s32 x, s32 y, V4 color)
{
if (x >= 0 && x < buffer->width && y >= 0 && y < buffer->height)
{
PutPixelUnchecked(buffer, x, y, color);
}
}
void DrawRectangle(OffscreenBuffer *buffer,
float realMinX, float realMinY,
float realMaxX, float realMaxY,
V4 color)
{
s32 minX = RoundFloatToInt(realMinX);
s32 minY = RoundFloatToInt(realMinY);
s32 maxX = RoundFloatToInt(realMaxX);
s32 maxY = RoundFloatToInt(realMaxY);
if (minX < 0)
minX = 0;
if (minY < 0)
minY = 0;
if (maxX > buffer->width)
maxX = buffer->width;
if (maxY > buffer->height)
maxY = buffer->height;
u8 *row = buffer->pixels + minY * buffer->pitch;
for (s32 y = minY; y < maxY; ++y)
{
u32 *dstPixel = reinterpret_cast<u32 *>(row + minX * buffer->BytesPerPixel);
for (s32 x = minX; x < maxX; ++x)
{
float a = color.a;
float srcR = color.r * 255.0;
float srcG = color.g * 255.0;
float srcB = color.b * 255.0;
float dstR = ((*dstPixel >> 16) & 0xff);
float dstG = ((*dstPixel >> 8) & 0xff);
float dstB = ((*dstPixel >> 0) & 0xff);
dstR = (1 - a) * dstR + a * srcR;
dstG = (1 - a) * dstG + a * srcG;
dstB = (1 - a) * dstB + a * srcB;
*dstPixel = (RoundFloatToInt(dstR) << 16 |
RoundFloatToInt(dstG) << 8 |
RoundFloatToInt(dstB) << 0);
++dstPixel;
}
row += buffer->pitch;
}
}
void render_dooms(ControllerContext &ctx)
{
#if 0
OffscreenBuffer buffer =
{
DoomScreenWidth,
DoomScreenHeight,
ctx.pixelBuffer.data(),
DoomScreenWidth * DoomBytesPerPixel,
DoomBytesPerPixel
};
DrawRectangle(&buffer, 0, 0, 10, 10, { 1, 0, 0, 1 });
DrawRectangle(&buffer, 0, buffer.height-10, 10, buffer.height, { 0, 1, 0, 1 });
DrawRectangle(&buffer, buffer.width-10, buffer.height-10, buffer.width, buffer.height, { 0, 0, 1, 1 });
DrawRectangle(&buffer, buffer.width-10, 0, buffer.width, 10, { 0.840, 0.0168, 0.717, 1 });
#endif
SDL_Rect destRect = { ctx.offsetX, ctx.offsetY, DoomScreenWidth, DoomScreenHeight };
destRect.w *= ctx.scaleFactor;
destRect.h *= ctx.scaleFactor;
const size_t doomCount = ctx.dooms.size();
for (size_t i=0; i<doomCount; ++i)
{
if (i != 0 && i % ctx.columns == 0)
{
destRect.x = ctx.offsetX;
destRect.y += destRect.h;
}
auto &ds = ctx.dooms.at(i);
auto texture = ds.texture;
SDL_RenderCopy(ctx.renderer, texture, nullptr, &destRect);
destRect.x += destRect.w;
}
}
ControllerActions run_ui(ControllerContext &ctx)
{
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
const bool has_debug_tools = true;
#else
const bool has_debug_tools = false;
#endif
static bool show_app_metrics = false;
static bool show_app_debug_log = false;
static bool show_log_window = true;
if (show_app_metrics)
ImGui::ShowMetricsWindow(&show_app_metrics);
if (show_app_debug_log)
ImGui::ShowDebugLogWindow(&show_app_debug_log);
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const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
if (show_log_window)
{
ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 666, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
ctx.appLog.Draw("log");
}
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ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 20, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(420, 340), ImGuiCond_FirstUseEver);
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar;
static std::array<char, 1024> strbuf;
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auto &io = ImGui::GetIO();
aprintf(strbuf, "doompanning - #dooms=%zu, %.2f ms/frame (%.1f fps)###doompanning",
ctx.dooms.size(), 1000.0f / io.Framerate, io.Framerate);
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// Main body of the doompanning window starts here.
if (!ImGui::Begin(strbuf.data(), nullptr, window_flags))
{
// Early out if the window is collapsed, as an optimization.
ImGui::End();
return {};
}
// Menu Bar
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
{
ImGui::MenuItem("Log Window", nullptr, &show_log_window);
ImGui::MenuItem("Quit", "Ctrl+Q", &ctx.quit, true);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Tools"))
{
ImGui::MenuItem("Dear ImGui Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools);
ImGui::MenuItem("Dear ImGui Debug Log", NULL, &show_app_debug_log, has_debug_tools);
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
// Window contents
ControllerActions result = {};
static int doomsToSpawn = 1;
ImGui::PushItemWidth(ImGui::GetFontSize() * -16); // affects stuff like slider widths
ImGui::SliderInt("Layout columns##columns", &ctx.columns, 1, 32, "%d", ImGuiSliderFlags_AlwaysClamp);
ImGui::SliderFloat("Doom scale", &ctx.scaleFactor, 0.1, 10, "%.3f", ImGuiSliderFlags_AlwaysClamp);
ImGui::SliderInt("##dooms", &doomsToSpawn, 1, 256, "%d", ImGuiSliderFlags_AlwaysClamp | ImGuiSliderFlags_Logarithmic);
aprintf(strbuf, "Spawn %d more doom%s###spawnmore", doomsToSpawn, doomsToSpawn > 1 ? "s" : "");
if (ImGui::SameLine(); ImGui::Button(strbuf.data()))
result.doomsToSpawn = doomsToSpawn;
if (ImGui::Button("End all dooms"))
result.endAllDooms = true;
ImGui::PopItemWidth();
ImGui::End();
return result;
}
int doom_controller_loop(ControllerContext &ctx)
{
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static constexpr ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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ControllerActions actions = {};
while (!ctx.quit)
{
SDL_Event event;
auto &io = ImGui::GetIO();
s32 mouseWheel = 0.0;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
ctx.quit = true;
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if (event.type == SDL_WINDOWEVENT
&& event.window.event == SDL_WINDOWEVENT_CLOSE
&& event.window.windowID == SDL_GetWindowID(ctx.window))
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{
ctx.quit = true;
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}
if (event.type == SDL_MOUSEWHEEL)
mouseWheel += event.wheel.y;
}
// Process input events not consumed by ImGui
if (!io.WantCaptureKeyboard)
{
// TODO: make scaling scale with the current scale factor
static const float ScaleStep = 0.01f;
s32 PanStep = io.KeyCtrl ? 10 : 2;
if (io.KeyCtrl && ImGui::IsKeyDown(ImGuiKey_Q))
ctx.quit = true;
if (ImGui::IsKeyDown(ImGuiKey_Equal))
ctx.scaleFactor += ScaleStep;
if (ImGui::IsKeyDown(ImGuiKey_Minus))
ctx.scaleFactor -= ScaleStep;
if (ImGui::IsKeyDown(ImGuiKey_0))
ctx.scaleFactor = 1.0;
if (ImGui::IsKeyDown(ImGuiKey_H))
ctx.offsetX -= PanStep;
if (ImGui::IsKeyDown(ImGuiKey_J))
ctx.offsetY += PanStep;
if (ImGui::IsKeyDown(ImGuiKey_K))
ctx.offsetY -= PanStep;
if (ImGui::IsKeyDown(ImGuiKey_L))
ctx.offsetX += PanStep;
if (ImGui::IsKeyDown(ImGuiKey_G))
ctx.offsetX = ctx.offsetY = 0;
}
static ImVec2 panStartPos;
if (!io.WantCaptureMouse)
{
ctx.scaleFactor += mouseWheel * 0.05;
if (ImGui::IsKeyPressed(ImGuiKey_MouseLeft, false))
{
panStartPos = io.MousePos;
ctx.isMousePanning = true;
}
}
if (ImGui::IsKeyReleased(ImGuiKey_MouseLeft))
ctx.isMousePanning = false;
if (ctx.isMousePanning)
{
auto curPos = io.MousePos;
auto dx = curPos.x - panStartPos.x;
auto dy = curPos.y - panStartPos.y;
ctx.offsetX += dx;
ctx.offsetY += dy;
panStartPos = curPos;
}
ctx.scaleFactor = std::clamp(ctx.scaleFactor, 0.1f, 10.0f);
perform_actions(ctx, actions);
check_on_dooms(ctx);
do_networking(ctx);
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
actions = run_ui(ctx);
// Rendering
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const auto [r, g, b, a] = imvec4_to_rgba(clear_color);
SDL_SetRenderDrawColor(ctx.renderer, r, g, b, a);
SDL_RenderClear(ctx.renderer);
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render_dooms(ctx);
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ImGui::Render();
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(ctx.renderer);
}
final_cleanup(ctx);
return 0;
}
void log_to_imgui(log_Event *ev)
{
auto ctx = reinterpret_cast<ControllerContext *>(ev->udata);
ctx->appLog.AddLog(ev->fmt, ev->ap);
}
int main(int argc, char *argv[])
{
(void) argc;
(void) argv;
#ifndef NDEBUG
log_set_level(LOG_TRACE);
#else
log_set_level(LOG_DEBUG);
#endif
log_info("doompanning ctrl starting");
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER))
dp_sdl_fatal("SDL_Init");
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
const auto windowFlags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL;
auto window = SDL_CreateWindow("doompanning", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, windowFlags);
if (!window)
dp_sdl_fatal("SDL_CreateWindow");
auto renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (!renderer)
dp_sdl_fatal("SDL_CreateRenderer");
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::GetIO().IniFilename = "doompanning_ui.ini";
ImGui::StyleColorsDark();
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer_Init(renderer);
//dp_nng_init_limits(1, 1, 1); // int ncpu_max, int pool_thread_limit_max, int resolv_thread_limit
//nng_set_ncpu_max(ncpu_max);
//nng_set_pool_thread_limit_max(pool_thread_limit_max);
nng_set_resolve_thread_max(1);
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ControllerContext ctx;
ctx.pub = make_ctrl_pub(CtrlUrl);
ctx.sub = make_ctrl_sub(DoomUrl);
ctx.window = window;
ctx.renderer = renderer;
ctx.pixelBuffer.fill(0u);
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log_add_callback(log_to_imgui, &ctx, LOG_TRACE);
int ret = doom_controller_loop(ctx);
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nng_close(ctx.pub);
nng_close(ctx.sub);
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return ret;
}