import Foundation import SDL3 import QuartzCore.CAMetalLayer public class Application { private let cfg: ApplicationConfiguration private let del: GameDelegate private var window: OpaquePointer? = nil private var view: SDL_MetalView? = nil private var renderer: Renderer? = nil private var lastCounter: UInt64 = 0 private var time: Duration = .zero public init(delegate: GameDelegate, configuration: ApplicationConfiguration) { self.cfg = configuration self.del = delegate } private func initialize() -> ApplicationExecutionState { guard SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) else { printErr("SDL_Init() error: \(String(cString: SDL_GetError()))") return .exitFailure } // Create SDL window var windowFlags = SDL_WindowFlags(SDL_WINDOW_METAL) if cfg.flags.contains(.resizable) { windowFlags |= SDL_WindowFlags(SDL_WINDOW_RESIZABLE) } if cfg.flags.contains(.highDPI) { windowFlags |= SDL_WindowFlags(SDL_WINDOW_HIGH_PIXEL_DENSITY) } window = SDL_CreateWindow(cfg.title, cfg.frame.w, cfg.frame.h, windowFlags) guard window != nil else { printErr("SDL_CreateWindow() error: \(String(cString: SDL_GetError()))") return .exitFailure } // Get window metrics var backBuffer = Size.zero, windowSize = Size.zero guard SDL_GetWindowSizeInPixels(window, &backBuffer.w, &backBuffer.h) else { printErr("SDL_GetWindowSizeInPixels() error: \(String(cString: SDL_GetError()))") return .exitFailure } guard SDL_GetWindowSize(window, &windowSize.w, &windowSize.h) else { printErr("SDL_GetWindowSize() error: \(String(cString: SDL_GetError()))") return .exitFailure } Mouse.instance.setDPI(scale: SIMD2(Size(backBuffer) / Size(windowSize))) // Create Metal renderer view = SDL_Metal_CreateView(window) do { let layer = unsafeBitCast(SDL_Metal_GetLayer(view), to: CAMetalLayer.self) #if os(macOS) layer.displaySyncEnabled = cfg.vsyncMode == .off ? false : true #endif self.renderer = try Renderer(layer: layer, size: Size(backBuffer)) } catch RendererError.initFailure(let message) { printErr("Renderer init error: \(message)") return .exitFailure } catch { printErr("Renderer init error: unexpected error") } self.del.create(renderer!) lastCounter = SDL_GetPerformanceCounter() return .running } private func deinitialize() { renderer = nil SDL_Metal_DestroyView(view) SDL_DestroyWindow(window) SDL_Quit() } private func beginHandleEvents() { Keyboard.instance.newFrame() GameController.instance.newFrame() Mouse.instance.newFrame(window!) } private func handleEvent(_ event: SDL_Event) -> ApplicationExecutionState { switch SDL_EventType(event.type) { case SDL_EVENT_QUIT: return .exitSuccess case SDL_EVENT_KEY_DOWN: switch event.key.key { case SDLK_ESCAPE: return .exitSuccess default: Keyboard.instance.keyDownEvent(scan: event.key.scancode, repeat: event.key.repeat != 0) } return .running case SDL_EVENT_KEY_UP: Keyboard.instance.keyUpEvent(scan: event.key.scancode) return .running case SDL_EVENT_GAMEPAD_ADDED: if SDL_IsGamepad(event.gdevice.which) { GameController.instance.connectedEvent(id: event.gdevice.which) } return .running case SDL_EVENT_GAMEPAD_REMOVED: GameController.instance.removedEvent(id: event.gdevice.which) return .running case SDL_EVENT_GAMEPAD_AXIS_MOTION: GameController.instance.axisEvent(id: event.gaxis.which, axis: SDL_GamepadAxis(Int32(event.gaxis.axis)), value: event.gaxis.value) return .running case SDL_EVENT_GAMEPAD_BUTTON_DOWN, SDL_EVENT_GAMEPAD_BUTTON_UP: GameController.instance.buttonEvent(id: event.gbutton.which, btn: SDL_GamepadButton(Int32(event.gbutton.button)), state: event.gbutton.state) return .running case SDL_EVENT_MOUSE_BUTTON_DOWN, SDL_EVENT_MOUSE_BUTTON_UP: Mouse.instance.buttonEvent( btn: UInt32(event.button.button), state: event.button.state) return .running case SDL_EVENT_MOUSE_MOTION: Mouse.instance.motionEvent( absolute: SIMD2(event.motion.x, event.motion.y), relative: SIMD2(event.motion.xrel, event.motion.yrel)) return .running case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: let backBufferSize = Size(Int(event.window.data1), Int(event.window.data2)) self.renderer!.resize(size: backBufferSize) self.del.resize(backBufferSize) return .running default: return .running } } private func update() -> ApplicationExecutionState { let deltaTime = getDeltaTime() time += deltaTime let gameTime = GameTime(total: time, delta: deltaTime) del.update(gameTime) do { try renderer!.newFrame { del.draw($0, gameTime) } } catch RendererError.drawFailure(let message) { printErr("Renderer draw error: \(message)") return .exitFailure } catch { printErr("Renderer draw error: unexpected error") return .exitFailure } return .running } private func getDeltaTime() -> Duration { let counter = SDL_GetPerformanceCounter() defer { lastCounter = counter } let difference = Double(counter &- lastCounter) let divisor = Double(SDL_GetPerformanceFrequency()) return Duration.seconds(difference / divisor) } func run() -> Int32 { var res = initialize() quit: while res == .running { beginHandleEvents() var event = SDL_Event() while SDL_PollEvent(&event) { res = handleEvent(event) if res != .running { break quit } } res = update() } return res == .exitSuccess ? 0 : 1 } } public struct ApplicationConfiguration { public struct Flags: OptionSet { public let rawValue: Int public init(rawValue: Int) { self.rawValue = rawValue } static let resizable = Flags(rawValue: 1 << 0) static let highDPI = Flags(rawValue: 1 << 1) } public enum VSyncMode: Equatable { case off case on(interval: UInt) case adaptive } let frame: Size let title: String let flags: Flags let vsyncMode: VSyncMode public init(frame: Size, title: String, flags: Flags, vsyncMode: VSyncMode) { self.frame = frame self.title = title self.flags = flags self.vsyncMode = vsyncMode } } fileprivate enum ApplicationExecutionState { case exitFailure case exitSuccess case running } func printErr(_ items: Any..., separator: String = " ", terminator: String = "\n") { var stderr = FileHandle.standardError print(items, separator: separator, terminator: terminator, to: &stderr) } extension FileHandle: TextOutputStream { public func write(_ string: String) { self.write(Data(string.utf8)) } }