Nazaj na multithreadanje - fonti
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@@ -1,11 +1,18 @@
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#include <window/window.hpp>
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namespace Game::Window {
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Window::Window() : mWindow(nullptr), mRenderer(), mRunning(false) { }
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Window::Window() : mWindow(nullptr), mRenderer(), mGameManager(), mRunning(false) { }
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Window::~Window() {
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mRenderer.destroy();
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// Try to kill the game slave thread
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if (mGameThread.joinable()) {
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mGameThread.request_stop();
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mGameThread.join();
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LOG("Game thread stopped successfully");
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}
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if (mWindow) {
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SDL_DestroyWindow(mWindow);
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mWindow = nullptr;
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@@ -20,6 +27,12 @@ namespace Game::Window {
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return false;
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}
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if (!TTF_Init()) {
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ERROR("Failed to initialize SDL_ttf: " << SDL_GetError());
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SDL_Quit();
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return false;
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}
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mWindow = SDL_CreateWindow(title.c_str(), width, height, SDL_WINDOW_RESIZABLE);
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if (!mWindow) {
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ERROR("Failed to create window: " << SDL_GetError());
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@@ -36,6 +49,8 @@ namespace Game::Window {
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return false;
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}
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mGameThread = std::jthread(std::bind_front(&Game::GameManager::run, &mGameManager));
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mRunning = true;
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return true;
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@@ -52,13 +67,14 @@ namespace Game::Window {
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// Handle other events (e.g., keyboard, mouse) here
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}
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/*
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auto entities = State::GameState::getInstance().getEntitiesRef();
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for (auto& entity : *entities) {
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entity->update();
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}
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}*/
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mRenderer.renderFrame();
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SDL_Delay(16); // ~60 FPS target, maybe make dynamic based on avg. frame time - TODO
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SDL_Delay(1000 / mTargetFPS); // Delay to cap the frame rate to the target FPS
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}
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}
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}
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