174 lines
No EOL
4.8 KiB
C++
174 lines
No EOL
4.8 KiB
C++
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#include <SDL2/SDL.h>
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#include <chrono>
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#include <format>
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#include <memory>
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#include <print>
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#include <random>
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#include <source_location>
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#include <stdexcept>
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namespace {
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auto sdl_throw_current_error(const std::source_location location) {
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throw std::runtime_error{std::format(
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"error at {}:{}:{} {}", location.file_name(), location.line(),
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location.column(), SDL_GetError()
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)};
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}
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auto sdl_check(
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int errc,
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const std::source_location location = std::source_location::current()
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) {
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if (errc != 0) { sdl_throw_current_error(location); }
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}
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// make sure someone already owns passed sdl_obj, or memory will be leaked
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auto sdl_check(
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auto* sdl_obj,
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const std::source_location location = std::source_location::current()
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) {
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if (sdl_obj == nullptr) { sdl_throw_current_error(location); }
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return sdl_obj;
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}
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template <typename SDLT, auto deletef>
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struct sdl_wrapper_t : std::unique_ptr<SDLT, decltype(deletef)> {
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explicit sdl_wrapper_t(SDLT* p)
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: std::unique_ptr<SDLT, decltype(deletef)>{p, deletef} {
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sdl_check(p);
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}
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operator SDLT*() { return std::unique_ptr<SDLT, decltype(deletef)>::get(); }
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};
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using window_t = sdl_wrapper_t<SDL_Window, SDL_DestroyWindow>;
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using surface_t = sdl_wrapper_t<SDL_Surface, SDL_FreeSurface>;
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using renderer_t = sdl_wrapper_t<SDL_Renderer, SDL_DestroyRenderer>;
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auto operator+(SDL_Point a, SDL_Point b) {
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return SDL_Point{.x = a.x + b.x, .y = a.y + b.y};
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}
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auto operator<=>(const SDL_Point& a, const SDL_Point& b) {
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auto y_comp = a.x <=> b.x;
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if (y_comp != std::strong_ordering::equal) { return y_comp; }
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return a.y <=> b.y;
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}
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auto operator==(const SDL_Point& a, const SDL_Point& b) {
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return a.x == b.x && a.y == b.y;
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}
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// constexpr int width = 1000;
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// constexpr int height = 1000;
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constexpr int width = 3440;
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constexpr int height = 1440;
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template <auto EF>
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struct [[nodiscard("give this a name so SDL_Quit is called at the end"
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)]] Defer {
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Defer() = default;
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Defer(const Defer&) = delete;
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Defer(Defer&&) = delete;
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auto operator=(Defer&&) = delete;
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auto operator=(const Defer&) = delete;
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~Defer() { EF(); }
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};
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using clock = std::chrono::steady_clock;
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auto poll_events(bool& continu) {
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for (SDL_Event e; SDL_PollEvent(&e);) {
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if (e.type == SDL_QUIT) { continu = false; }
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}
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}
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} // namespace
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int main() try {
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sdl_check(SDL_Init(SDL_INIT_VIDEO));
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Defer<SDL_Quit> defer_SDL_Quit;
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window_t window{SDL_CreateWindow(
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"random walk", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width,
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height, 0 // SDL_WINDOW_FULLSCREEN
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)};
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renderer_t renderer{SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED)
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};
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
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sdl_check(SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE));
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sdl_check(SDL_RenderClear(renderer));
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sdl_check(SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE));
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{
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// dump renderer info
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SDL_RendererInfo renderer_info;
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SDL_GetRendererInfo(renderer, &renderer_info);
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std::println("Renderer name: {}", renderer_info.name);
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std::println("Texture formats: ");
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for (Uint32 i = 0; i < renderer_info.num_texture_formats; i++) {
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std::puts(SDL_GetPixelFormatName(renderer_info.texture_formats[i]));
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}
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}
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// no clue who owns this
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auto* texture = SDL_CreateTexture(
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renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width,
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height
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);
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SDL_Point pos{.x = width / 2, .y = height / 2};
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constexpr SDL_Point directions[] = {
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{.x = -1, .y = 0}, {.x = 1, .y = 0}, {.x = 0, .y = -1}, {.x = 0, .y = 1}
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};
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std::mt19937_64 rne(std::random_device{}());
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std::uniform_int_distribution dist(0, 3);
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// aarrggbb??
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constexpr Uint32 bg_color = 0xffdbd7c0;
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constexpr Uint32 walk_color = 0xff0d0f14;
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constexpr auto batchsize = 1;
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const auto start_time = clock::now();
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auto next_poll_events_time = start_time;
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auto frame_start = start_time;
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clock::duration frame_time;
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for (bool continu = true; continu;) {
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// measure frame_time
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const auto now = clock::now();
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frame_time = now - frame_start;
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frame_start = now;
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if (now >= next_poll_events_time) {
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next_poll_events_time = now + std::chrono::milliseconds{200};
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poll_events(continu);
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std::println(
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"last frame_time={} batchsize={}", frame_time, batchsize
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);
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}
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sdl_check(SDL_SetRenderTarget(renderer, texture));
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for (auto step = 0z; step < batchsize; ++step) {
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SDL_Point newpoint;
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do {
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newpoint = pos + directions[dist(rne)];
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} while (newpoint.x < 0 or newpoint.x >= width or newpoint.y < 0 or
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newpoint.y >= height);
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pos = newpoint;
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sdl_check(SDL_RenderDrawPoint(renderer, pos.x, pos.y));
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}
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sdl_check(SDL_SetRenderTarget(renderer, nullptr));
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sdl_check(SDL_RenderCopy(renderer, texture, nullptr, nullptr));
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SDL_RenderPresent(renderer);
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}
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// leaking memory, nothing I can do
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} catch (const std::exception& e) {
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std::puts(e.what());
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return EXIT_FAILURE;
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} |