#include "application.h" #include "rendering/renderer.h" #include "settings_manager.h" #include "states/simulation_state.h" #include "states/config_state.h" #include "states/world_builder_state.h" #include #include namespace Donut { Application* Application::s_instance = nullptr; Application::Application(const std::string& name, int width, int height) : m_running(true), m_minimized(false) { s_instance = this; m_window = create_scope(name, width, height); m_window->set_event_callback([this](Event& event) { on_event(event); }); on_init(); } Application::~Application() { on_shutdown(); s_instance = nullptr; } void Application::run() { while (m_running) { if (!m_minimized) { on_update(); on_render(); } m_window->on_update(); } } void Application::close() { m_running = false; } void Application::on_event(Event& event) { EventDispatcher dispatcher(event); dispatcher.dispatch([this, &event](WindowCloseEvent& e) { m_running = false; event.handled = true; return true; }); dispatcher.dispatch([this, &event](WindowResizeEvent& e) { if (e.get_width() == 0 || e.get_height() == 0) m_minimized = true; else m_minimized = false; Renderer::on_window_resize(e.get_width(), e.get_height()); m_engine->set_window_dimensions(e.get_width(), e.get_height()); event.handled = true; return true; }); dispatcher.dispatch([this, &event](KeyPressedEvent& e) { if (e.get_key_code() == GLFW_KEY_1) { m_state_manager->switch_to_state("Config"); event.handled = true; return true; } else if (e.get_key_code() == GLFW_KEY_2) { m_state_manager->switch_to_state("Simulation"); event.handled = true; return true; } else if (e.get_key_code() == GLFW_KEY_3) { m_state_manager->switch_to_state("WorldBuilder"); event.handled = true; return true; } return true; }); m_state_manager->on_event(event); } void Application::on_init() { Logger::init(); SettingsManager::initialize(); const auto& settings = SettingsManager::get_settings_const(); RendererAPI::API api = (settings.graphics.render_api == "Vulkan") ? RendererAPI::API::Vulkan : RendererAPI::API::OpenGL; RendererAPI::set_api(api); Renderer::init(); m_window->init_im_gui(); Renderer::on_window_resize(1280, 720); RenderCommand::set_face_culling(false); m_engine = create_scope(); m_engine->set_window_dimensions(1280, 720); m_state_manager = create_scope(); m_state_manager->register_state("Config", create_scope()); m_state_manager->register_state("Simulation", create_scope()); m_state_manager->register_state("WorldBuilder", create_scope()); m_state_manager->switch_to_state("Config"); } void Application::on_shutdown() { if (m_state_manager) m_state_manager->shutdown(); Renderer::shutdown(); SettingsManager::shutdown(); Logger::shutdown(); } void Application::on_update() { float current_frame = (float)glfwGetTime(); m_delta_time = current_frame - m_last_frame; m_last_frame = current_frame; m_state_manager->update(m_delta_time); } void Application::on_render() { m_state_manager->render(); m_window->begin_im_gui_frame(); ImGuizmo::BeginFrame(); ImGuizmo::SetOrthographic(false); setup_docking_layout(); m_state_manager->on_im_ui_render(); m_window->end_im_gui_frame(); } void Application::setup_docking_layout() { ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::DockSpaceOverViewport(0, viewport, ImGuiDockNodeFlags_PassthruCentralNode); } };