9ef9e71a46
ctrl: add menu entries to show dear imgui userguide and about window
2023-02-22 22:35:51 +01:00
407dded717
cleanup and revive the debug drawing code
2023-02-22 21:23:31 +01:00
abb563440d
add comment about DoomFrames from unregistered dooms
2023-02-22 21:15:22 +01:00
ff89a984fb
set ui log level from trace to debug
2023-02-22 21:15:03 +01:00
348bcc9997
use the included SDL if not appropriate system-wide SDL was found
2023-02-22 20:29:41 +01:00
98c44f66df
preparations for also using nng_tcp as a transport
2023-02-22 19:17:06 +01:00
8b5231a782
ctrl: reenable the waitpid() code to catch crashing/killed dooms
...
TODO: implement DoomState::tLastActive timeout logic
2023-02-21 23:05:53 +01:00
eea3377406
finally fix dooms not being able to output sound
...
It was just the empty environment after posix_spawn() that caused
SDL_INIT_AUDIO to fail. __environ fixes that.
2023-02-21 23:03:39 +01:00
fb3441f5d3
toggle fullscreen, toggle ui, invert mouse panning
2023-02-20 22:50:17 +01:00
4a0117af36
fix crash due to logging during shutdown from class based DoomState
...
Crash was double free in ImGui::AppendLog() during shutdown. Will have to
disable the logging callback if logging should happen at that point.
2023-02-20 00:06:28 +01:00
e7c98a490e
disable texture info debug
2023-02-20 00:01:29 +01:00
284e5d1b0e
ctrl: fix rendering, erase Endooms, implement zooming and panning
2023-02-19 23:52:54 +01:00
3c5b3ae4e9
it's alive! not pretty but alive! also remove the fork() spawner
2023-02-19 16:33:23 +01:00
df9cf1c14a
intermittent ctrl commit: fork() based spawn code which makes nng panic
2023-02-19 16:23:29 +01:00
e53023079e
ctrl: register externally started dooms that introduce themselves
...
TODO: Check on those via kill(pid, 0) or store the last activity time in
DoomState and let dooms time out if they don't send more updates.
2023-02-19 12:46:17 +01:00
366bf9b75c
ctrl: better networking, can render received frames, still a broken mess
2023-02-19 10:44:57 +01:00
dfbfb4b08c
and back to spawning doomsims
2023-02-19 01:46:31 +01:00
773ea7341c
intermittent commit: do not spawn doomsim instances to test rendering
...
Without spawning doomsims the SDL_UpdateTexture()+SDL_RenderCopy() way does
scale well: with 1024 non-spawned dooms I'm at 19.4 fps, 51.5 ms/frame.
A single core is maxed out all the time and it's nicely jumping between
cores.
2023-02-19 01:45:51 +01:00
feb0bc995c
work on rendering - can draw rectangles into buffers and display those
...
Approach is to have one SDL_Texture per doom and use SDL_RenderCopy() with
different destination rectangles to compose the layout. Apart from
SDL_UpdateTexture() and SDL_RenderCopy() no work is done per doom.
This scales up to ~200 doomsim instances. After that the frametime
increases rapidly and all my cores are maxed out.
TODO: test without spawning doomsim processes!
2023-02-19 01:24:52 +01:00
9dab0ccf70
rename QuitDoom -> Endoom :)
2023-02-18 23:04:34 +01:00
e590bed17a
slight render call rearrangement
2023-02-18 22:41:05 +01:00
86dcd6f92d
get rid of the doomId concept, use the pid instead
...
The internal unique id should not be needed, the pid is unique enough :)
Also this can allow starting dooms externally without having to pass an id
parameter that's not already in use. The externally started doom sends its
pid with the DoomReady message and the controller can add a new entry if it
needs to. Of course the controller will not be able to kill() these
externally started dooms.
2023-02-18 22:28:15 +01:00
42a2d01f2a
build tiny messaging infrastructure, refactor, hack till it sort of works
...
When usleep()'ing in doomsim it misses most of the quit messages. I think
it's because the controller spams RunDoom all the time and the quit
messages get discarded while doomsim is sleeping.
2023-02-18 22:08:12 +01:00
e26e406f29
caturday work: leak fixes, can now tell dooms to quit, nng util functions
2023-02-18 12:30:53 +01:00
823932af16
posix_spawn() doomsims
...
The doomsim startup routine or the controller startup publish are broken.
The doomsims never transition from DP_DS_Ready state.
2023-02-18 12:30:53 +01:00
17f4b34ea3
add comment to ExampleAppLog and mini refactoring
2023-02-18 12:30:53 +01:00
a75ffa940d
fix build under msys2
2023-02-18 12:30:40 +01:00
61a3d20dad
add first ui input elements and in-game logging
2023-02-12 22:21:06 +01:00
3dbf4f2255
custom imgui window title!
2023-02-12 16:12:01 +01:00
e4cf3deecc
First steps with Dear ImGui. It's awesome!
2023-02-12 15:48:15 +01:00
07033c9d13
mini refactoring and cleanup
2023-02-12 13:40:41 +01:00
31aa3f049e
build and use imgui from externals, make the imgui demo work
2023-02-12 04:47:48 +01:00
d6829aa9cd
ctrl: write some broken sdl and imgui code
2023-02-12 03:32:02 +01:00
cd99af391f
doomsim updates: state machine, nng_recvmsg/nng_sendmsg, first actual logic
2023-02-11 23:52:20 +01:00
a7b31a6f49
refactoring all the things
...
- Move from spdlog to log.c by rxi
- Create dp_common c library
- Create empty doomsim executable
2023-02-08 06:39:23 +01:00
5ca8329db1
buggy pub sub code
2023-02-04 01:56:30 +01:00
6c33ce8deb
create cmake project structure and c++ test app
2023-02-03 23:33:37 +01:00