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240 lines (205 loc) · 11.5 KB
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#include <iostream>
#include <functional>
#include <map>
#include <boost/throw_exception.hpp>
#include <emscripten/html5.h>
#include <imgui/imgui_impl_wgpu.h>
#include <magic_enum/magic_enum.hpp>
#include "logstorm/logstorm.h"
#include "gui/gui_renderer.h"
#include "render/webgpu_renderer.h"
using namespace std::string_literals;
#ifdef BOOST_NO_EXCEPTIONS
void boost::throw_exception(std::exception const & e) {
/// Custom exception replacement function when boost exceptions are disabled
std::cerr << "ERROR: Boost would have thrown exception: " << e.what() << std::endl;
abort();
std::unreachable();
}
#endif // BOOST_NO_EXCEPTIONS
struct gamepad {
using analogue_button_callback = std::function<void(float)>; // callback for analogue button values
using digital_button_callback = std::function<void(bool)>; // callback for digital button values
using axis_callback = std::function<void(float)>; // callback for analogue axis values
std::map<unsigned int, analogue_button_callback> analogue_buttons;
std::map<unsigned int, digital_button_callback> digital_buttons;
std::map<unsigned int, axis_callback> axes;
};
class game_manager {
logstorm::manager logger{logstorm::manager::build_with_sink<logstorm::sink::emscripten_out>()}; // logging system
render::webgpu_renderer renderer{logger}; // WebGPU rendering system
gui::gui_renderer gui{logger}; // GUI top level
std::map<int, gamepad> gamepads;
vec2f cube_rotation;
void register_gamepad_events();
void set_gamepad_callbacks(gamepad& this_gamepad);
void handle_gamepad_events();
void loop_wait_startup_graphics();
void loop_main();
public:
game_manager();
};
game_manager::game_manager() {
/// Run the game
register_gamepad_events();
logger << "Launching initialisation wait loop";
emscripten_set_main_loop_arg([](void *data){
auto &game{*static_cast<game_manager*>(data)};
game.loop_wait_startup_graphics();
}, this, 0, false); // loop function, user data, FPS (0 to use browser requestAnimationFrame mechanism), don't simulate infinite loop
}
void game_manager::loop_wait_startup_graphics() {
/// Wait for graphics async startup resources to become ready before we can start the main loop
if(renderer.webgpu.state != armchair::render::webgpu::states::ready_to_configure) {
logger << "Waiting for WebGPU device to become available, currently " << magic_enum::enum_name(renderer.webgpu.state);
if(renderer.webgpu.state == armchair::render::webgpu::states::failed) throw std::runtime_error{"WebGPU device failed to initialise"};
// TODO: sensible timeout
return;
}
emscripten_cancel_main_loop();
renderer.configure();
if(renderer.state != render::webgpu_renderer::states::ready_to_draw) {
throw std::runtime_error{"ERROR: WebGPU renderer is not ready to draw after configuration!"};
}
logger << "WebGPU initialisation complete, creating GUI";
{
ImGui_ImplWGPU_InitInfo imgui_wgpu_info;
imgui_wgpu_info.Device = renderer.webgpu.device.Get();
imgui_wgpu_info.RenderTargetFormat = static_cast<WGPUTextureFormat>(renderer.webgpu.surface_preferred_format);
imgui_wgpu_info.DepthStencilFormat = static_cast<WGPUTextureFormat>(renderer.webgpu.depth_texture_format);
gui.init(imgui_wgpu_info);
}
logger << "Initialisation complete, launching main loop";
emscripten_set_main_loop_arg([](void *data){
auto &game{*static_cast<game_manager*>(data)};
game.loop_main();
}, this, 0, false); // loop function, user data, FPS (0 to use browser requestAnimationFrame mechanism), don't simulate infinite loop
}
void game_manager::register_gamepad_events() {
/// Register gamepad event callbacks
emscripten_set_gamepadconnected_callback(
this, // userData
false, // useCapture
([](int /*event_type*/, EmscriptenGamepadEvent const *event, void *data) { // event_type == EMSCRIPTEN_EVENT_GAMEPADCONNECTED
auto &game{*static_cast<game_manager*>(data)};
auto &logger{game.logger};
logger << "DEBUG: gamepad connected, timestamp " << event->timestamp;
logger << "DEBUG: gamepad connected, numAxes " << event->numAxes;
logger << "DEBUG: gamepad connected, numButtons " << event->numButtons;
logger << "DEBUG: gamepad connected, connected " << event->connected;
logger << "DEBUG: gamepad connected, index " << event->index;
logger << "DEBUG: gamepad connected, id " << event->id;
logger << "DEBUG: gamepad connected, mapping " << event->mapping;
auto [new_gamepad_it, success]{game.gamepads.emplace(event->index, gamepad{})};
assert(success);
game.set_gamepad_callbacks(new_gamepad_it->second);
ImGui::GetIO().BackendFlags |= ImGuiBackendFlags_HasGamepad;
return true; // the event was consumed
})
);
emscripten_set_gamepaddisconnected_callback(
this, // userData
false, // useCapture
[](int /*event_type*/, EmscriptenGamepadEvent const *event, void *data) { // event_type == EMSCRIPTEN_EVENT_GAMEPADDISCONNECTED
auto &game{*static_cast<game_manager*>(data)};
auto &logger{game.logger};
logger << "DEBUG: gamepad " << event->index << " disconnected";
game.gamepads.erase(event->index);
if(game.gamepads.empty()) ImGui::GetIO().BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
return true; // the event was consumed
}
);
}
void game_manager::set_gamepad_callbacks(gamepad& this_gamepad) {
/// Set up gamepad button and axis callbacks on the given gamepad
constexpr float deadzone{0.1f};
// set up button and axis callbacks for imgui
this_gamepad.digital_buttons.emplace( 0u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadFaceDown, down );});
this_gamepad.digital_buttons.emplace( 1u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadFaceRight, down );});
this_gamepad.digital_buttons.emplace( 2u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadFaceLeft, down );});
this_gamepad.digital_buttons.emplace( 3u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadFaceUp, down );});
this_gamepad.digital_buttons.emplace( 4u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadL1, down );});
this_gamepad.digital_buttons.emplace( 5u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadR1, down );});
this_gamepad.analogue_buttons.emplace( 6u, [&](float value){ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadL2, value > deadzone, value);});
this_gamepad.analogue_buttons.emplace( 7u, [&](float value){ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadR2, value > deadzone, value);});
this_gamepad.digital_buttons.emplace( 8u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadBack, down );});
this_gamepad.digital_buttons.emplace( 9u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadStart, down );});
this_gamepad.digital_buttons.emplace( 10u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadL3, down );});
this_gamepad.digital_buttons.emplace( 11u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadR3, down );});
this_gamepad.digital_buttons.emplace( 12u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadDpadUp, down );});
this_gamepad.digital_buttons.emplace( 13u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadDpadDown, down );});
this_gamepad.digital_buttons.emplace( 14u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadDpadLeft, down );});
this_gamepad.digital_buttons.emplace( 15u, [&](bool down ){ImGui::GetIO().AddKeyEvent( ImGuiKey_GamepadDpadRight, down );});
//this_gamepad.digital_buttons.emplace( 16u, [&](bool down ){ImGui::GetIO().AddKeyEvent( /* guide button */, down );});
// spin the cube with the first two axes
this_gamepad.axes.emplace(0u, [&](float value){
cube_rotation.x = value * 0.05f;
if(std::signbit(value)) {
ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadLStickLeft, value < -deadzone, -value);
} else {
ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadLStickRight, value > deadzone, value);
}
});
this_gamepad.axes.emplace(1u, [&](float value){
cube_rotation.y = value * 0.05f;
if(std::signbit(value)) {
ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadLStickUp, value < -deadzone, -value);
} else {
ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadLStickDown, value > deadzone, value);
}
});
this_gamepad.axes.emplace(2u, [&](float value){
if(std::signbit(value)) {
ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadRStickLeft, value < -deadzone, -value);
} else {
ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadRStickRight, value > deadzone, value);
}
});
this_gamepad.axes.emplace(3u, [&](float value){
if(std::signbit(value)) {
ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadRStickUp, value < -deadzone, -value);
} else {
ImGui::GetIO().AddKeyAnalogEvent(ImGuiKey_GamepadRStickDown, value > deadzone, value);
}
});
}
void game_manager::handle_gamepad_events() {
/// Handle gamepad events, calling any callbacks that have been set
if(gamepads.empty()) return;
if(emscripten_sample_gamepad_data() != EMSCRIPTEN_RESULT_SUCCESS) return;
for(auto [gamepad_index, this_gamepad] : gamepads) {
EmscriptenGamepadEvent gamepad_state;
if(emscripten_get_gamepad_status(gamepad_index, &gamepad_state) != EMSCRIPTEN_RESULT_SUCCESS) continue;
for(auto const &[button_index, button] : this_gamepad.analogue_buttons) {
assert(button_index < static_cast<unsigned int>(gamepad_state.numButtons));
assert(button);
button(static_cast<float>(gamepad_state.analogButton[button_index]));
}
for(auto const &[button_index, button] : this_gamepad.digital_buttons) {
assert(button_index < static_cast<unsigned int>(gamepad_state.numButtons));
assert(button);
button(gamepad_state.digitalButton[button_index]);
}
for(auto const &[axis_index, axis] : this_gamepad.axes) {
assert(axis_index < static_cast<unsigned int>(gamepad_state.numAxes));
assert(axis);
axis(static_cast<float>(gamepad_state.axis[axis_index]));
}
}
}
void game_manager::loop_main() {
/// Main pseudo-loop
handle_gamepad_events();
gui.draw();
renderer.draw(cube_rotation);
}
auto main()->int {
try {
// The browser owns the asynchronous callbacks for the lifetime of the page.
new game_manager;
} catch (std::exception const &e) {
std::cerr << "Exception: " << e.what() << std::endl;
EM_ASM(alert("Error: Press F12 to see console for details."));
}
return EXIT_SUCCESS;
}